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Made in ca
Flashy Flashgitz





Aurora ON

Alright, So I'm new to Orks, so bear with me but I'm pretty sure that with Orks, the more the better. So with that in mind, I've opted for a super simple army that has as many Boyz as I could fit. It goes something...like this (I didn't have the Ork Codex by me while I typed this, so some parts may be wrong, please correct me if so):

HQ:
Old Zogwort 145 pts
Big Mek w/Shokk Attack Gun 95pts

Elites:
15 Kommandos 260pts
w/Burna&Rokkit Launcha
Snikrot

5 Burnas 75pts
3 Meks/KMB

5 Lootas 75pts

Troops:
30 Boyz 300pts
'Eavy Armour

30 Boyz 200pts
Rokkit Launcha x2

30 Boyz 200pts
Rokkit Launcha x2

30 Boyz 200pts
Rokkit Launcha x2

30 Boyz 200pts
Rokkit Launcha x2

30 Boyz 200pts
Rokkit Launcha x2

Heavy Support: 120pts
Battlewagon
w/Grot Riggers
Deff Rolla
Red Paint Job

Of course the basic idea is just a massed charge by the Boyz supported by the fire laid down by the Burnas and Lootas, as well as the Mek. The 'Ard Boyz would act as a meathshield for their less protected comrades, providing cover saves. Zogwort would probably stick with the 'Ard Boyz (probably near the back) and lay down some fire, as well as turning as many characters into squigs as possible. Snikrots Kommandos would then infiltrate near the back, taking out tanks and heavy weaponry from behind.
One question I have is, what is the difference between Shoota Boyz and the regular boyz (who have choppa and slugga), as far as I can tell, there is no reason not to use shoota boyz instead of regular Boyz, as shootas can be used in assault the same way as a Choppa and slugga can, and it shoots more shots, but they must've had it as an option for a reason, so could somebody explain?

This message was edited 1 time. Last update was at 2009/12/14 05:01:26


whalemusic360 wrote:
DBZ referance. Gotta be a special kinda nerd to get that one.


Whew, I can finally unclench my anus.  
   
Made in us
Automated Rubric Marine of Tzeentch






VA Beach

Your boys are 'ard.

WAAAAAAAGHGHGHHH


Let the galaxy burn.

 
   
Made in us
Yellin' Yoof





Careful with this makeup. Depending on the size of board you are playing on and who you are playing. If someone knows your going to bring 200 models. they will be dropping templates all over you and flamers left and right. If they drop your mek and wagon oo soon before you take out their heavy units you might not even be able to touch them. Right now with my 2k army i am having a hard time with Land raiders dreads and so on.

make sure your playing on bigger then 4x4 or 4x6 as you are never going to be able to deploy them in your zone there are WAY too many models there. And with that if they take the iniative and have templates you will be so bunched up they wont be able to miss even if they roll double 6s on a scatter.
   
Made in us
Growlin' Guntrukk Driver with Killacannon






Slugga boyz get an extra attack in CC over shoota boyz, as a pistol counts as a close combat weapon.

Your list is a little confusing... what's going in the wagon? The 5 burnas appear to be the only fit, but a single wagon with only 5 of them (with 3 as KMB meks) is an odd choice.
Why would you put the 'ard boyz at the back, rather than in the front as a screen?
Why squads of only 5 burnas or 5 lootas? Those are going to get shot to hell on turn 1 easily, as is your SAG if it's with the lootas.
Rokkits are generally a strange boyz/kommando upgrade, as firing them at anything armored means the other ~28 boyz aren't running or shooting.

...And no nobs on the boyz? No PK/Bosspole? Fix that.

This message was edited 4 times. Last update was at 2009/12/14 05:40:20


 
   
Made in gb
Tower of Power






Cannock

Old zogwort isn't that good for a HQ choice.

5 lootas and 5 burnas won't last long. Drop the meks from the lootas btw and make them burnas, kustom mega blasters probably won't hit anyway. The burnas need a transport.

With a lot of ap4 around is there any point to the ard boyz? I don't think so the the points can be invested else where.

Each ork boyz unit can carry 3 rokkits, if you wanted. Nobz also need power klaws.

The wagon is a easy target and only transport in the game, is this going to the kommandos?

Using your tactics, you list is easy to beat. Use ap4 weaponson the 'ard boyz and your cover saves are gone. If you want cover saves get 3 x 3 killa kanz and a big mek with a KFF, the KFF will give the kanz a cover save and they in turn give the boyz a cover save. Burnas, on foot won't do anything, especially a unit of 3 - they need a transport and you need 10-15 of them if you're taking them. Short ranged flamer weapons do not belong on foot.

This message was edited 1 time. Last update was at 2009/12/14 14:11:43


warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Squishy Oil Squig






louisiana

if you field lootas, You should always field 15 lootas. it is the diffrence between 5 - 15 shots at st 7 ap 4 to 15 - 45 shots. Comandos are useless against tanks and armor, use zagstruk and the stormboys they can assault imediately after deepstrike and are deadly for armor. mek's are bogus unless they have the kff. With a boyz tide like you have i would definately use ghrazkull Thakka, his WAAAGH is phenominal and can make a dramatic diffrence. Your battlewagon should have a kannon, red paint job, reinforced ram, and maybe a wrecking ball but the pother things are going to be useless. The battlewagon is a huge target, load the wagon with ghrazkull thraka and 9 nobs with eavy armor. Run the wagon up 13" and dump everybody out the front and use a Waagh to advance them further to assault. watch things blow up.

" orks, orks, orks, orks, ere we go, Waagh!!!!!!" 
   
Made in ca
Flashy Flashgitz





Aurora ON

Thanks for all the feedback, everyone!! I think the main problems people are noticing with the list are how small my elite units are, how there is no transport, how my Battlewagon and elites will draw a lot of fire, and how easily my Boyz would be killed. And I think some of my explanation was weird, when I said "stick around near the back" I meant Zogwort would be near the back of the 'Ard Boyz mob. But other than that, I think that I should probably drop my Mek and put in Gazghkull, drop the rokkit launchas on the boyz, drop the lootas and add more burnas and put them in the battlewagon. I know a lot of people think my Boyz would be easily killed with templates or flamers, and I see what they mean, so I think I'm gonna drop just one mob of thirty, and decrease 2 others by 10 each to soup the rest of them up, but is there anyway I could take all 180 without the crippling weakness on small boards?

This message was edited 1 time. Last update was at 2009/12/15 02:48:05


whalemusic360 wrote:
DBZ referance. Gotta be a special kinda nerd to get that one.


Whew, I can finally unclench my anus.  
   
Made in ca
Stabbin' Skarboy




123 fake street

Zogwort's ability is short range, 24" or less so sticking at the back is not really an option. No ard boys, loota squad 10 or more, no rockits on boyz, SAG is so unreliable, as is zogwort. Burna squad is way to small. The BW has very little place here as it is the only armoured target and will be killed 1st turn.

"I can envision a world with no war, pain, or strife, were peace is constant, then I envision attacking that world because they'd never see it coming."
- Orks, 4175 points
- The face of an opponent when you lose five dozen models and say "that's it?", priceless. 
   
Made in us
Growlin' Guntrukk Driver with Killacannon






ZoomDakkaDakka wrote:Thanks for all the feedback, everyone!! I think the main problems people are noticing with the list are how small my elite units are, how there is no transport, how my Battlewagon and elites will draw a lot of fire, and how easily my Boyz would be killed. And I think some of my explanation was weird, when I said "stick around near the back" I meant Zogwort would be near the back of the 'Ard Boyz mob. But other than that, I think that I should probably drop my Mek and put in Gazghkull, drop the rokkit launchas on the boyz, drop the lootas and add more burnas and put them in the battlewagon. I know a lot of people think my Boyz would be easily killed with templates or flamers, and I see what they mean, so I think I'm gonna drop just one mob of thirty, and decrease 2 others by 10 each to soup the rest of them up, but is there anyway I could take all 180 without the crippling weakness on small boards?

Most people in my experience play on the standard 4'x6' boards, YMMV I suppose.

"No transport" isn't really a flaw. You should just decide on whether you want to use transports for the majority of your army or scrap them entirely... 1-2 unobscured transports with juicy units inside like burnas are going to eat all the antitank fire and units that your enemy doesn't want to waste on killing boyz and will break your army up into more manageable waves. A horde style army with no transports is an entirely valid and competetive build.

I would vote on not dropping the mek, just swapping him to a KFF. If you want to bring Ghazz then Old Zog is the one to drop, they perform somewhat similar functions. I'd take Ghazz if I had to pick... Zog is nifty and fun, but unpredictable, while Ghazz is a total beast and his ability is reliable.

What do you mean by 'souping up' your boyz squads by taking fewer? Only 1 squad can be 'ard boyz, if that was the plan. Nobs with PKs are basically a requirement though, for every ork mob in every ork list.
If you want to play footslogging horde, bring the horde. Don't worry overmuch about shots/templates/blasts... they'll deal damage, but fearless 30 model T4 squads with 4+ armor or cover saves can take an awful lot of punishment and you can put down several of them. Even if they lose half their number on the way in you're looking at similar numbers of delivered troops to a mechanized list.
If you want to run horde, you have to plan to take a pile of casualties on the run in. It's one of the reasons I play a mechanized transport-based army... I hate losing models

This message was edited 3 times. Last update was at 2009/12/15 03:57:51


 
   
Made in ca
Flashy Flashgitz





Aurora ON

Gorkamorka wrote:What do you mean by 'souping up' your boyz squads by taking fewer? Only 1 squad can be 'ard boyz, if that was the plan. Nobs with PKs are basically a requirement though, for every ork mob in every ork list.

When I said I'd "soup" them, I was actually thinking of the PK Nobz.

whalemusic360 wrote:
DBZ referance. Gotta be a special kinda nerd to get that one.


Whew, I can finally unclench my anus.  
   
Made in no
Ork Boy Hangin' off a Trukk





Oslo

Granted, I just started playing footslogging orks, but the few observations I've made are pretty consistent:

- I would go for Shootas on most of the boyz, maybe a unit or two of sluggas to spice it up. 60 or even 40 shots does a nice job of softening up units that either I attempt to charge or are lining up to counter-charge me.
- I try to keep the mobs at max size if I can. I want these guys to remain fearless and effective for as long as possible, and I don't think the points I could save on boyz would be better spent elsewhere.
- Dashofpeppers advice to me not long ago has proven its merit: You really want to focus an ork list. I've proxyed a Deff Dread as my only vehicle a few times, and it was a complete disaster every time, even in much smaller games than yours. I think you need a very solid rationale behind fielding a Battlewagon as the only transport/armoured target in a 2000 pt list. It will easily face several hundred points of antitank almost every game - alone.

Paintin' the green tide... one Ork at a time.  
   
Made in ca
Stabbin' Skarboy




123 fake street

Kveldulv wrote:I think you need a very solid rationale behind fielding a Battlewagon as the only transport/armoured target in a 2000 pt list. It will easily face several hundred points of antitank almost every game - alone.


QFT

One the money 100%

I do however disagree slightly on the shoota/slugga debate. It is all a matter of taste and threads have been spent debating it. So I sumarise in saying that since you are footslogging you are running most of the time, that said, a squad of shootas can spit some real death, I go 2/3 sluggas choppas, and 1/3 shootas. It seems to work great, but it's your call.

"I can envision a world with no war, pain, or strife, were peace is constant, then I envision attacking that world because they'd never see it coming."
- Orks, 4175 points
- The face of an opponent when you lose five dozen models and say "that's it?", priceless. 
   
Made in us
Hungry Ork Hunta Lying in Wait





Washington State

It looks like a solid list to me, the only suggestion I have is to swap zogwart out for someone else, it's not because he's a bad HQ choice, it's because people get pissed, and I mean PISSED when they see him on the field, especially if they are using an expensive and powerful special character. Overall it simply makes for a poor experience for your opponent and in result a poor game. But I suppose that's just my opinion.

Zogwart asside, it's a very nice list, if you put the right things in the right places, it could (and probably will) do very, very well.

Welcome to my world, where we do things...my way.
GreenRedYellowBlueBrownpinkOrange
Orks-2500 W:6/T:0/L:1
SM-1500 W:3/T:1/L:5
High Elves-1200 W:0/T:1/L:1








 
   
Made in ca
Flashy Flashgitz





Aurora ON

Hm, so I should cut Old Zogwort instead of the Mek? I guess that does make sense. I've tried him out in 500 pt games and he's ridiculously overpowered when you get him right, and even when you don't, he has all poisoned attacks that wound on 2+ and the Weirdboy powers AND warphead. I also decided on no more transport, as GorkaMorka's footslogger logic does make sense. So without further ado, here is my updated list:

HQ:
Gazghkull Mag Uruk Thraka
Mek w/Kustom Force Field+'Eavy Armour

Elite:
15 Kommandos w/Rokkit Launcha&Burna
+Boss Snikrot

Troops
30 Slugga Boyz w/Nob+Power Klaw+'Eavy Armour
30 Slugga Boyz w/Nob+Power Klaw+'Eavy Armour
30 Slugga Boyz w/Nob+Power Klaw+'Eavy Armour
30 'Ard Boyz w/Nob+Power Klaw
30 Shoota Boyz w/Nob+Power Klaw
30 Shoota Boyz w/Nob+Power Klaw

Total: 2000pts
Body Count: 197 Models

The plan is still pretty much the same, just a rock 'ard charge down the middle, with 'Ard Boyz as meat shields, and the Kommandos infiltrating behind the enemy to take out any heavy weapons support they might have, except now the Mek will be covering any boyz not covered by the 'Ard Boyz, and Gazghkull can call a Waaagh! As soon as the boyz are within 18" of the enemy, and they'll be covered in a swarm of these angry green buggers; nothing fancy, just plenty of Boyz, just how I like it.

whalemusic360 wrote:
DBZ referance. Gotta be a special kinda nerd to get that one.


Whew, I can finally unclench my anus.  
   
Made in us
Khorne Veteran Marine with Chain-Axe




Kutztown, PA

Never put anything but burna's on those kommando's. You only get 1 turn of shooting before you get stuck in and you wanna make it count by not relying on an orks BS. 'Ard boyz seem nice an all, but I would think you would be better served by a grot screen squad, and use the remaining points on deffkopta's for popping enemy armored targets, possibly on T1.

David William Toy: 7/11/1953 - 12/27/09, My Father My Friend, Rest in Peace.

Hidden Powerfist for the wi.....

The internet: providing people with numerous faceless mediums with which to suddenly grow a pair since the 1990's
 
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

ZoomDakkaDakka wrote:Hm, so I should cut Old Zogwort instead of the Mek? I guess that does make sense. I've tried him out in 500 pt games and he's ridiculously overpowered when you get him right, and even when you don't, he has all poisoned attacks that wound on 2+ and the Weirdboy powers AND warphead. I also decided on no more transport, as GorkaMorka's footslogger logic does make sense. So without further ado, here is my updated list:

HQ:
Gazghkull Mag Uruk Thraka
Mek w/Kustom Force Field+'Eavy Armour

Elite:
15 Kommandos w/Rokkit Launcha&Burna
+Boss Snikrot

Troops
30 Slugga Boyz w/Nob+Power Klaw+'Eavy Armour
30 Slugga Boyz w/Nob+Power Klaw+'Eavy Armour
30 Slugga Boyz w/Nob+Power Klaw+'Eavy Armour
30 'Ard Boyz w/Nob+Power Klaw
30 Shoota Boyz w/Nob+Power Klaw
30 Shoota Boyz w/Nob+Power Klaw

Total: 2000pts
Body Count: 197 Models

The plan is still pretty much the same, just a rock 'ard charge down the middle, with 'Ard Boyz as meat shields, and the Kommandos infiltrating behind the enemy to take out any heavy weapons support they might have, except now the Mek will be covering any boyz not covered by the 'Ard Boyz, and Gazghkull can call a Waaagh! As soon as the boyz are within 18" of the enemy, and they'll be covered in a swarm of these angry green buggers; nothing fancy, just plenty of Boyz, just how I like it.


Lots of advice has been dispensed in this thread...I'm finding that more and more people are coming around to my way of thinking about thematic style and certain unit combinations, which has really decreased the need for me to write epic 4 page posts critiquing an army list.

OP: Your list is for 2,000 points - is this something that gets played frequently around you? Common point values seem to be 1500, 1750, 1850, and for 'Ard Boyz and their spawn 2500. If you picked the point value without regular gameplay / tournament play at that point level, you may want to reconsider with 1750 or 1850. Also, I've written a lot of what I would write here elsewhere, so I'm going to do a bit of copy/paste.

If you're running a foot-slogging list, shoota boys are your friend. Slugga boys belong inside vehicles. In fact, I think you should convert your slugga boy mobs into shoota boys. In 5th edition, the shoota boy is the most efficient point purchase across all 40k.

Think on that - for 6 points...SIX POINTS....you get an infantry model with an assault 2 STR4 gun, who is WS4, STR4, T4 on the charge. In terms of math hammer between shoota and slugga boys, it's pretty simple. Slugga boys have +1 attack in close combat, and shoota boys have +1 attack outside of close combat. Since your Orks on the assault are only I3, you're going to strike last meaning that 30 boyz are going to take some casualties before getting their attacks back.

On the flip side, shoota boys get 2 shots before assaulting, and the enemy doesn't get to shoot back first and cause casualties - putting in any kind of hurt before you assault is incredibly valuable. And since it has an 18" range, you can shoot into a unit even when you don't have range to assault this turn. My advice for green tide:

Take all your troops choices as shoota boys. Consider taking a squad of gretchin - you can spread them across your front lines to provide 4+ cover saves for your whole army. Alternatively, you can take a squad of ork boyz to do the same. If you make them 'Ard Boyz they gain considerably in staying power.

Want to get real freaky? Take a squad of 'Ard Boyz, stick Mad Dok Grotsnik with them for a 4+/4+. Spread that unit out 2+ coherence to minimize the damage that blast templates can do, and have the whole thing move+run in front of your army. Your screening unit has 4+ armor saves, 4+ feel no pain, and the rest of your army has 4+ cover saves now. If your points allow it, what really tops off the list is adding some fast attack Stormboyz. You can put them into close combat, or have them multi-assault to shake/stun some tanks/artillery, have them get in fast and tie up enemy units (hello Tau!), or if the situation doesn't call for it, you can leave them behind your screening unit and keep them in reserve to get in where you need supporting assault units at.

You've got option.

In terms of Old Zogwort - ignore the Naysayers. Old Zogwort is at home in a foot-slogging list. Attached to a unit, he can't be targeted out by ranged weaponry, and you can finagle him around to be where you want in close combat. He's at home in a foot-slogging list...he BELONGS in a foot-slogging list. Conversely, Ghazghkull belongs in a mechanized list, not in a foot-slogging list. He's ultra-beefy, but he's slow and purposeful. As an IC, his 2d6 slow and purposeful becomes 3d6, but he's still going to statistically slow down the squad he's attached to. I don't think you need a mek with a kustom force field - why would you want to spend 90 points there to give a couple of units a 5+ cover save when 107 points will buy you 19 gretchin and 2 runt herders, which can be spread across your lines to give your entire army a 4+ cover save? See above notes about variants on that theme. Honestly, i your list, my two HQs would be Old Zogwort + 1 warphead. Two chances at a free Waaaugh! every turn, in addition to the Waaaugh! you're already going to get.

For your elites...the maximum possible size for a kommando squad is 15 models. I'm sure some folks are going to show up and argue about their house rules and stuff, but read your codex - maximum size is 15. One of those may be upgraded to a nob. If you choose, instead of upgrading a kommando to a nob, you may instead replace that model with Snikrot. Your ideal kommando configuration is 14 Kommandos, Snikrot + 2 Burnas; those burnas are power weapons in close combat which is why you take them in the first place.

In terms of bosspoles and nobs....I'll save that discussion for what you do based on what I've said.



   
Made in us
Ork Boy Hangin' off a Trukk




Wired into a deffdread

In a footslogger list, you can't beat the shoota boy for sheer destruction. For the nobs, don't worry about the 'eavy armor; won't come into play since he's not an independent character and the "majority" rules will mean you always take 6+ saves. A bosspole is optional, but occasionally useful for the late game when a couple of your 30-man squads have been whittled under 11.

I second the gretchin meat shield. You can get it for the points you save by not having 'ard boyz.

The Kommandos are a decent unit if their primary objective is taking out anti-troop objectives, such as a basilisk or Tau firing line. Stormboyz are also a decent choice for footsloggers, as they can zip around as shock troops to engage troublesome shooting targets.

The thing I worry about for you at 2K is anti-armor. Anything that can zip and fire will give you trouble. The only thing I can suggest is a squad or two of lootas for light to medium vehicles, but doesn't necessarily jive within the green tide theme. Your call, but I have a feeling you will run into some skimmers and tanks where the Deffgun barrage would be handy.

Old Zogwort is great and fits into your theme well. He can also (unreliably) hit armor with his psychic power. A second warphead could be fun, or, if have Lootas, you could have a Big Mek with SAG hanging with the lootas.

Overall, I think you will have lots of fun with this list, but get ready to move lots of boyz and roll lots of dice quickly!

Good luck!

~4500 pts 
   
Made in us
Growlin' Guntrukk Driver with Killacannon






LeperMessiah wrote:In a footslogger list, you can't beat the shoota boy for sheer destruction. For the nobs, don't worry about the 'eavy armor; won't come into play since... the "majority" rules will mean you always take 6+ saves.

Just as a note, armor saves don't work that way. The model the wound is allocated to gets to take the saves that model has available, no majority involved.

LeperMessiah wrote:get ready to move lots of boyz and roll lots of dice quickly!

That's no joke. It takes practice to play a list like this at anything approaching a speed that won't make your opponent want to dive over the table and strangle you without movement trays or other assistance.

This message was edited 2 times. Last update was at 2009/12/17 18:43:11


 
   
Made in ca
Flashy Flashgitz





Aurora ON

OP: Your list is for 2,000 points - is this something that gets played frequently around you? Common point values seem to be 1500, 1750, 1850, and for 'Ard Boyz and their spawn 2500. If you picked the point value without regular gameplay / tournament play at that point level, you may want to reconsider with 1750 or 1850.


it's 2000 because it's a lot simpler, and most of my friends play it. Unfortunately we no longer have a LFGS so we just meet irregularly, with some frequency, and we usually run 2k lists.

If you're running a foot-slogging list, shoota boys are your friend. Slugga boys belong inside vehicles. In fact, I think you should convert your slugga boy mobs into shoota boys. In 5th edition, the shoota boy is the most efficient point purchase across all 40k.

Since your Orks on the assault are only I3, you're going to strike last meaning that 30 boyz are going to take some casualties before getting their attacks back.

Take all your troops choices as shoota boys. Consider taking a squad of gretchin - you can spread them across your front lines to provide 4+ cover saves for your whole army. Alternatively, you can take a squad of ork boyz to do the same. If you make them 'Ard Boyz they gain considerably in staying power.


I really would not include gretchin in a horde-ork army, simply because it's not really worth it. But while getting all shoota boyz does sound good, I think I would be better off switching another one of my mobs to shootas (so there are 3 shoota and 3 slugga) so there's more of a balance, and in this way I think that 2 mobs (1 slugga and 1 shoota) could support each other, the shoota boyz softening up the to-be-charged unit before the slugga boyz charge them. Or I could switch it to 4 squads of shootas and 2 squads of sluggas, with my boyz completely focusing on one or two units a turn, completely filling them with lead before annhilating any survivors, could prove satisfying.

Want to get real freaky? Take a squad of 'Ard Boyz, stick Mad Dok Grotsnik with them for a 4+/4+. Spread that unit out 2+ coherence to minimize the damage that blast templates can do, and have the whole thing move+run in front of your army. Your screening unit has 4+ armor saves, 4+ feel no pain, and the rest of your army has 4+ cover saves now.


Damn.

If your points allow it, what really tops off the list is adding some fast attack Stormboyz. You can put them into close combat, or have them multi-assault to shake/stun some tanks/artillery, have them get in fast and tie up enemy units (hello Tau!), or if the situation doesn't call for it, you can leave them behind your screening unit and keep them in reserve to get in where you need supporting assault units at.


I considered between stormboyz and kommandos actually, and I think that kommandos are a better purchase (just my own opinion). Firstly, with their infiltrate ability, they can easily take out any heavy weapons blasting away at my horde, and if they're lucky, even make a considerable dent into a tank. Not only that, but psychologically, to see that group of kommandos led by Snikrot, and see a massed horde of boyz ahead of them and to be the meat in that bloodbath sandwich...well it can't be good for your confidence.

In terms of Old Zogwort - ignore the Naysayers. Old Zogwort is at home in a foot-slogging list. Attached to a unit, he can't be targeted out by ranged weaponry, and you can finagle him around to be where you want in close combat. He's at home in a foot-slogging list...he BELONGS in a foot-slogging list. Conversely, Ghazghkull belongs in a mechanized list, not in a foot-slogging list. He's ultra-beefy, but he's slow and purposeful. As an IC, his 2d6 slow and purposeful becomes 3d6, but he's still going to statistically slow down the squad he's attached to. I don't think you need a mek with a kustom force field - why would you want to spend 90 points there to give a couple of units a 5+ cover save when 107 points will buy you 19 gretchin and 2 runt herders, which can be spread across your lines to give your entire army a 4+ cover save? See above notes about variants on that theme. Honestly, i your list, my two HQs would be Old Zogwort + 1 warphead. Two chances at a free Waaaugh! every turn, in addition to the Waaaugh! you're already going to get.


Truer words have never been spoken, but do you think Old Zogwort with Dok Grotsnik in that little setup you mentioned before would be better than a second warphead?

For your elites...the maximum possible size for a kommando squad is 15 models. I'm sure some folks are going to show up and argue about their house rules and stuff, but read your codex - maximum size is 15. One of those may be upgraded to a nob. If you choose, instead of upgrading a kommando to a nob, you may instead replace that model with Snikrot. Your ideal kommando configuration is 14 Kommandos, Snikrot + 2 Burnas; those burnas are power weapons in close combat which is why you take them in the first place.


It says 15 kommandos +Snikrot, that just means it's a unit of 15 and one of them is Snikrot, so the total number comes to 14 Kommandos and 1 Snikrot. One thing I don't understand about what you said though, is that the Snikrot is a replacement for a Nob, do you mean I have to pay the 10pts to upgrade to a nob and then pay the 85 for Snikrot on top of that? Or is it just 85? As for the burnas, I've noticed that a short while ago, while I was flipping through the codex and remembered that Rokkit Launchas were heavy, something I seem to forget all the time for some reason.
edit: oops, yeah rokkit launchas aren't heavy, they're assault, for some reason I was thinking of Space Marine Missile Launchers.

This message was edited 2 times. Last update was at 2009/12/22 05:33:09


whalemusic360 wrote:
DBZ referance. Gotta be a special kinda nerd to get that one.


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ZoomDakkaDakka wrote:
I considered between stormboyz and kommandos actually, and I think that kommandos are a better purchase (just my own opinion). Firstly, with their infiltrate ability, they can easily take out any heavy weapons blasting away at my horde, and if they're lucky, even make a considerable dent into a tank. Not only that, but psychologically, to see that group of kommandos led by Snikrot, and see a massed horde of boyz ahead of them and to be the meat in that bloodbath sandwich...well it can't be good for your confidence.

As for the burnas, I've noticed that a short while ago, while I was flipping through the codex and remembered that Rokkit Launchas were heavy, something I seem to forget all the time for some reason.

2 things.
If you're bringing snikrot, you should almost always be ambushing, not infiltrating. That's why you bring him.
And rokkit launchers are assault, not heavy.
   
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Stabbin' Skarboy




123 fake street

Even though they are assault, it's not worth it, burnas are great for snikrot kommandoes, but they belong in combat, not shooting at tanks. As I was reading Dashofpepper's "post of doom" I saw that he mentioned IC moving 3d6 with slow and purposful, please elaborate.

"I can envision a world with no war, pain, or strife, were peace is constant, then I envision attacking that world because they'd never see it coming."
- Orks, 4175 points
- The face of an opponent when you lose five dozen models and say "that's it?", priceless. 
   
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Kutztown, PA

Models with slow and purposeful count as always moving through difficult terrain, all IC's have move through cover. Thus slow and purposeful IC's get to role 3d6 and take the highest each time they move. This counts even when with an unhindered squad. (Such as Ghazzy with a squad of slugga boyz) As a squad can only move as fast as its slowest member, they all move at his rate of 3d6. The counter to this is that if that IC is with a squad of slow and purposeful models (ex Megaboss with MANZ) he would have to slow down to their movement of 2d6, as they do not benefit from his MTC special rule.

This message was edited 1 time. Last update was at 2009/12/19 02:27:22


David William Toy: 7/11/1953 - 12/27/09, My Father My Friend, Rest in Peace.

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Flashy Flashgitz





Aurora ON

Okay, infiltrating with Snikrot, but the regular rolls and such for bringing units from reserve still apply to Snikrot and his unit right? And @despoiler52, Snikrot's Kommandos can be quite effective assaulting or even shooting at tanks (if they get lucky) as the rear armor is often what is exposed to the table edge, and in assaults they automatically count as targeting the rear armor anyways. I know that's not what Burnas are for, but taking out heavy weapons like devestators and tanks would be what I'd primarily use the Kommandos for, and for units like Devestators, or any other infantry heavy weapon team, I'd use the burnas THEN.

whalemusic360 wrote:
DBZ referance. Gotta be a special kinda nerd to get that one.


Whew, I can finally unclench my anus.  
   
Made in ca
Stabbin' Skarboy




123 fake street

Aztralwolf wrote:Models with slow and purposeful count as always moving through difficult terrain, all IC's have move through cover. Thus slow and purposeful IC's get to role 3d6 and take the highest each time they move. This counts even when with an unhindered squad. (Such as Ghazzy with a squad of slugga boyz) As a squad can only move as fast as its slowest member, they all move at his rate of 3d6. The counter to this is that if that IC is with a squad of slow and purposeful models (ex Megaboss with MANZ) he would have to slow down to their movement of 2d6, as they do not benefit from his MTC special rule.


Thanks for clearing this up, I always only went 2d6, man, I feel cheated.

"I can envision a world with no war, pain, or strife, were peace is constant, then I envision attacking that world because they'd never see it coming."
- Orks, 4175 points
- The face of an opponent when you lose five dozen models and say "that's it?", priceless. 
   
Made in ca
Flashy Flashgitz





Aurora ON

Alright, back to Zogwort, decided on the second Weirdboy instead of getting the Mad Dok to make a fearless screen, mostly because I feel like the Feel No Pain and Fearless bonuses aren't really worth the price tag on the Dok (I know he has more going for him, but they'd be wasted in the position I would've used him for). As for all the ideas of Gretchin shields, I'd considered it, but no. After all, if I added gretchin instead of 'Ard Boyz, I'd save some points but not enough to get anything worth getting. And anyways, the 'Ard Boyz can do something once the whole tide hits the enemy lines, whereas gretchin can't. Finally, I switched a 3rd unit to shoota boyz and gave all of the shoota boy mobz Big Shootas (3 of 'em) since I might as well have.

HQ:
Old Zogwort
Weirdboy Goreskullz (Weirdboy with Warphead upgrade)

Elite:
15 Kommandos w/Burnax2
+Boss Snikrot

Troops
30 Slugga Boyz
+Nob w/Power Klaw+'Eavy Armour+Boss Pole
30 Slugga Boyz
+Nob w/Power Klaw+'Eavy Armour+Boss Pole
30 Slugga Boyz
+Nob w/Power Klaw+'Eavy Armour+Boss Pole
30 'Ard Shoota Boyz w/Big Shoota x3
+Nob w/Power Klaw
30 Shoota Boyz w/Big Shoota x3
+Nob w/Power Klaw +'Eavy Armour+Boss Pole
30 Shoota Boyz w/Big Shoota x3
+Nob w/Power Klaw +'Eavy Armour+Boss Pole

Total: 2000pts
Body Count: 197 Models

whalemusic360 wrote:
DBZ referance. Gotta be a special kinda nerd to get that one.


Whew, I can finally unclench my anus.  
   
Made in au
Sinewy Scourge




Downunder

Drop the 'Eavy Armour on the nobs, if you're allocating wounds to him, then YOU'RE DOING IT WRONG!!!

Slugga Boyz aren't too useful unless you're:
A) Playing small table sizes, I do this a lot so I usually take 30 Mobs of Slugga boyz, but at a Tourney, its going to be the Shootas
B) I would take something that can hit armour without wasting the rest of the squad's attacks. Except on the charge, the boyz are going to do diddly-squat against armour, and the two pyskers are still restricted by the dice rolls for their powers.

If I were you, I would consider dropping a squad for something to give you that little oomph.

Also littlenibbler Orks aren't about armour saves.
Orks are about having too many models on the table, and wasting the other guy's time with your movement phase.
Orks are about having the toughest units on the table.
Orks are about not caring about how many bodies are left in a long winding trail until the squad is down to less than a third its starting strength.
Orks are about rolling more dice then you can count without the aid of a calculator or a pen and paper.
Orks are about having totally fething insane characters tearing gak down like Doc Grotsnik, Ghazghkull or Snikrot.
Orks are about being too fething awesome to die...
Lets settle this in the arena http://pantsformer.mybrute.com 
   
Made in ca
Flashy Flashgitz





Aurora ON

Eyclonus wrote:Drop the 'Eavy Armour on the nobs, if you're allocating wounds to him, then YOU'RE DOING IT WRONG!!!

Slugga Boyz aren't too useful unless you're:
A) Playing small table sizes, I do this a lot so I usually take 30 Mobs of Slugga boyz, but at a Tourney, its going to be the Shootas
B) I would take something that can hit armour without wasting the rest of the squad's attacks. Except on the charge, the boyz are going to do diddly-squat against armour, and the two pyskers are still restricted by the dice rolls for their powers.

If I were you, I would consider dropping a squad for something to give you that little oomph.


About the 'Eavy armour on the Nobz, it's more for assault, because the opponent gets to choose where wounds are allocated during assault.

This reason I took 3 units of Sluggas and 3 of Shootas is because they would support eachother, the Shootas would lay down fire to whittle squads, while holding objectives or whatever they would be doing, and the Slugga Boyz would be the ones in assault, and once all the Slugga Boyz are in Assault, then the Shootas would start moving in too.

I don't really understand what you mean by "something that can hit armour". Do you mean in an assault or shooting? Also, although 2 Psykers would normally be restricted by rolls, all Psychic tests would be passed easily, if I were to stick them in a unit of Boyz (Mob Rule) and if you meant the weirdboy psychic powers being random, well only one of them is harmful to the wierdboyz, and even if getting the Waaagh!! is quite random (1 in 3 chance every turn is pretty good though), it's not such a big deal, since the other powers are pretty good as well.

whalemusic360 wrote:
DBZ referance. Gotta be a special kinda nerd to get that one.


Whew, I can finally unclench my anus.  
   
Made in us
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ZoomDakkaDakka wrote:
About the 'Eavy armour on the Nobz, it's more for assault, because the opponent gets to choose where wounds are allocated during assault.

No they don't.
   
Made in au
Sinewy Scourge




Downunder

ZoomDakkaDakka wrote:

About the 'Eavy armour on the Nobz, it's more for assault, because the opponent gets to choose where wounds are allocated during assault.

That rule applies to ICs in a unit, not squad leaders. If its part of the unit entry in the codex, it can't be targeted

ZoomDakkaDakka wrote:
This reason I took 3 units of Sluggas and 3 of Shootas is because they would support eachother, the Shootas would lay down fire to whittle squads, while holding objectives or whatever they would be doing, and the Slugga Boyz would be the ones in assault, and once all the Slugga Boyz are in Assault, then the Shootas would start moving in too.

The Shootas are blasting at 18", the Sluggas and the target unit would need to be within 24" to receive support, assuming that their both targeting the same enemy unit. Any further then 24" and the shootas would be unable to support them.

Before someone demonstrates sheer retardness: 6" Movement + 18" Shooting Range = 24" range of support
And
6" Movement + 18" Shooting Range + 6" Assault = 12" range of maximum threat


ZoomDakkaDakka wrote:
I don't really understand what you mean by "something that can hit armour". Do you mean in an assault or shooting? Also, although 2 Psykers would normally be restricted by rolls, all Psychic tests would be passed easily, if I were to stick them in a unit of Boyz (Mob Rule) and if you meant the weirdboy psychic powers being random, well only one of them is harmful to the wierdboyz, and even if getting the Waaagh!! is quite random (1 in 3 chance every turn is pretty good though), it's not such a big deal, since the other powers are pretty good as well.

Assaulting is fine, provided you can get there. I'm aware of Mob Rule + Warphead = great support. But.... First of all Zzap while a wonderful 36" S10 Melta, still requires you to roll it in the first place. All up you get 2 of them at most, assuming you're not aiming for the Waaagh!! which by all rights you should be doing as a Boy Spam list not in close combat, is vulnerable...

Also littlenibbler Orks aren't about armour saves.
Orks are about having too many models on the table, and wasting the other guy's time with your movement phase.
Orks are about having the toughest units on the table.
Orks are about not caring about how many bodies are left in a long winding trail until the squad is down to less than a third its starting strength.
Orks are about rolling more dice then you can count without the aid of a calculator or a pen and paper.
Orks are about having totally fething insane characters tearing gak down like Doc Grotsnik, Ghazghkull or Snikrot.
Orks are about being too fething awesome to die...
Lets settle this in the arena http://pantsformer.mybrute.com 
   
Made in us
Growlin' Guntrukk Driver with Killacannon






Eyclonus wrote:
ZoomDakkaDakka wrote:

About the 'Eavy armour on the Nobz, it's more for assault, because the opponent gets to choose where wounds are allocated during assault.

That rule applies to ICs in a unit, not squad leaders. If its part of the unit entry in the codex, it can't be targeted

Even then, they don't get to allocate wounds, just attacks. Wound allocation is entirely wounded player controlled.
It's why PK nobs are probably the best unit in the entire dex... they've got 30 wounds.
   
 
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