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Made in nl
Decrepit Dakkanaut






So yea, I have the vague beginnings of an ork army (2 aobr's and 2 kilo's of bits). So now I'm wondering, there are all these "types" of lists out there, Mech, green tide, shooty etc. so.. wich out of these is the most fun for both the player and the opponent? I'm looking for a list type that packs a serious punch offcourse, I like winning just like anyone, but I'm not one for cheese. Also, I must be able to field either burna's or kommando's

So yea, any tips or just oppinions on what type of list you run/enjoy the most would be much appreciated.
   
Made in ca
Stabbin' Skarboy




123 fake street

GREEN TIDE. ! A bitch in the movement and assault phase, you can filed both of those units if you like, I might not suggest them, but kommandos might add something importent. Mabye. Anyways it's loads of fun for you, and your opponent likes killing lots of stuff even if he doesn't win.

"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
Twisting Tzeentch Horror




New Jersey

Anything that involves the Shokk attack gun.
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

You should browse the forums more. =p I'm copying this from a pretty fresh thread that I responded to over in tactics.

I'm going to work off of a couple of assumptions.
------------------------------------------------------------------------------
1. Playing Warhammer 40k is fun.
2. Playing Warhammer 40k and winning is more fun.
3. Playing Warhammer 40k and losing is less fun.
-------------------------------------------------------------------------------
Human nature and natural selection demand that we continually seek to improve ourselves. Having an A type personality probably doesn't hurt this effort, but if you lose a game of 40k and don't reflect on the game with, "What did I do wrong? What could I have done better? How can I prevent this from happening again?" then I can't really talk to you.

If this thought process and those three assumptions *do* apply to you, then read on.

******
Orks are a unique codex. An ork boy is significantly cheaper than just about any other model in 40k, and is basically a platform from which many things spring (other kinds of ork variants - stormboyz, lootas, nobs...). If you read the fluff, every ork starts in the same place, and as they develop, they lean towards on klan/society, which is how they figure out what kind of ork they're going to be.

In other codexes (space marines and their variants being the most prolific), basic troops are well-rounded models. You ever play Final Fight? How about ANY kind of game with character selections? You've got the big, strong guy that's slow...the average Joe....and the weaker but very speedy character. This applies in 40k as well. Space marines are like your average, well-rounded Joe. Orks are NOT. You can't mix and match orks in any order you like to make a generalized list.

This is *not* called power building, its called understanding your codex, how your codex is designed, and using it as such. Every time someone calls "playing a theme" to be "powerbuilding" I want to stab them in the F***** eye. If you look in the Ork codex, do you see the codex writers putting in pictures for the sample armies of some Lootas backing up a squad of meganobs in a trukk, who are advancing next to some buggies and a deffkopta or two?

NO!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

They even TELL you how to make your army. They tell you what the Ork klans are - Bad Moons, Kult of Speed, Deffskullz, etc.

That kind of thematic army construction is the intent of the Ork codex. That is what makes orks powerful. The ork codex is written so that you can design an army list that is absolutely ridiculously powerful, but it is NOT made up of average Joe units; everything is specialized towards a specific goal. When you build an army list, you should follow the thematic advice given to you in the Codex. PICK a theme. There's a lot of them:

Green Tide. Mechanized Assault. Mechanized Shooting. Ork Gunline (Moar Dakka), Kan-Wall. Dreadz of Fury. Kult of Speed. Outflanking Goodness. Rebel Grotz. Nob Bikers. Super Units. Orky Burnas.

All of those things have something in common - the lists were designed with a theme in mind, and have the synergy to work together towards that goal. When you start combining those themes to make a list, you're being counterintuitive to the very style that the orks were created for.

Remember this: Orks can do anything that any other army can do, and they can do it better than that army. However, orks can only do it one at a time. You can outshoot a Tau Gunline. You can out-assault a khorne army or an army of genestealers. You can put down more templates than IG....whatever your goal in mind is....orks can do it better, but it has to stick to that theme. Orks are not meant to be universal, middle-of-the-line armies.

To give another analogy...if you've ever played an MMO, there are different classes. Fighter, Tank, barbarian, mage, cleric, wizard, hunter, ranger, red mage, death knight, rogue, whatever.....its all based on the game you play. The class you pick sets you on a path for the kind of game you play, the skills you get - they are pre-defined roles.

40k armies fit into that kind of typification. Except for Orks. Orks would be the generic class. You start with a neutral character, with skillpoints to assign, and you can make orks any kind of army you want them to be. People fail with orks because they want some of everything. Instead of making them a fighter, or an archer, or a guardian...and they would be better fighters, archers and guardians than every other type...they split points between all three to make a Figardian. F.A.G for short.

Do you want to excel in something, or be a F.A.G? That's what it boils down to.

Are you a F.A.G?




*EDIT* I'm adding information for the tactics article I'm working on.

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.

-------------------------------------------
And in response to another request to outline list types....

Here's a quick take on those various lists. Please remember something important: Every list needs to be tailored for point allocations. What I'm putting down here is an "optimized" list where you get the maximum ability from it, so if you're playing a 1,000 point gunline, three full squads of Lootas + supporting units and troop choices isn't really what you're going to play. You'll have to tweak to match your needs.

Green Tide:
Green tide is actually an apocalypse battle formation, but is a common name for a foot-slogging ork army list. It consists of mobs of 30 shoota boys, a nob with a powerklaw, and either a unit of gretchin or a unit of boyz or 'Ard Boyz (maybe even with Mad Dok) screened across the front to give the rest of the army a 4+ cover save as they advance up the board.

Mechanized Assault:
12 slugga boyz+Nob/PK stacked into trukks, perhaps some battlewagons in the mix, covered by a Big Mek with a KFF...an elite unit or two (kommandos, lootas, burnas) tacked into the mix depending on your personal playstyle - they get into close combat as fast as orkishly possible; with Ghazghkull leading the mix, that's usually turn2.

Mechanized Shooting:
Instead of slugga boys, you have shoota boys, preferably in battlewagons, with a KFF screening them, rolling around the battlefield pouring firepower into enemy units. Alternatively, (and one of my favorite setups) this is 3 Loota squads inside battlewagons sitting on the back table edge, Big mek with KFF in the middle one in a trident formation \|/ to present front armor across the battlefield, surrounded by a unit of gretchin to prevent assaults on rear armor.


Ork Gunline:
Three squads of Lootas form the backbone of this, either sitting in cover or with a screening unit to give them a 4+ cover save, heavy support of big guns or some dreads/kans to provide long range firepower, with the obligatory shoota boy squads.


Kan wall:
One of the current meta-game favorites: Three squads of three killa-kans, protected by a KFF mek (or two) marching up the field screening mobs of shoota boys behind them.


Dreadz of Fury:
Three DeffDreads for Heavy Support + 2 Deff Dreads for troop choices, with a KFF mek screening them for a 4+ cover save, set for either long ranged fire support or close ranged pwnage; I prefer the STR10 DCCWs.


Kult of Speed:
Straight out of your codex! Boyz in trukks, mechanized element + Stormboyz. Ponder this for a moment: 6 trukks full of boyz screened by a Mek with a KFF, in turn screening 3 units of Stormboyz who can move as fast as the trukks moving flat out...that's a lot of fast moving destruction.

Outflanking Goodness:
Kommandos as elites and Deffkoptas as fast attack, as many of each as you can fit in, often with Deffkoptas equipped differently for wound allocation spread outflanking (unless you get turn1 and put your deffkoptas out for a turn1 turbo-boost).


Rebel Grotz:
Instead of six units of boyz, you get.....gretchin! Bwah ha ha. Not particularly scary in themselves, but using covering units or terrain, able to go to ground for a 3+ cover save, making them incredibly difficult to remove from an objective, especially with other gretchin (inside killa-kans) are krumping around the battlefield.

Nob Bikers:
Two warbosses + 20 nobs = 2HQ + 2Troops. 22 models = 1750. Diversified wargear and weaponry let you spread wounds around instead of removing models, and the unit is incredibly tough, has the ability to get anywhere fast, and kill anything fast.

Super Units:
Similar to Nob bikers in having an army with a low model count: Warboss Krumpmaster and the Megaboyz; a couple units of Meganobs, or my personal preference, units of regular nobs with diversified wargear for wound allocation magic - in vehicles!


Orky Burnas:
Start with three units of burna boys. Put them in battlewagons if you like. Mek with a KFF to screen if you do, and you have an army of combination templates / power weapons. Alternatively, a warboss makes nobs a troops choice, and you can give them all kombi-skorchas for some real carnage.


Battlewagon Spam:
Did you know that you can field 8 Battlewagons in a single army list? That's right...eight battlewagons. Three Heavy Support, Three dedicated transports for elite unit nobs, and two warbosses making two units of nobs troop choices so that you can take two more battlewagons. I think any time you have vehicles, you should have a KFF floating around, so I wouldn't advocate going for 8....but you can do a lot of things with a list of Battlewagons.

   
Made in nl
Decrepit Dakkanaut






Thanks a lot for your wall of text dash (as usual ) it's extremely helpfull, looking at this, i think the outflanking goodness may just be my thing, i have some kommando's and 6 deffkopta's (wich are both easy enough to expand on) and i just got 4 burna boyz from ebay to add to kommandos, the only thing though, i wont have the option of ever fielding any named characters, since no one at my local shop allows those anyway (neither in 40k and whfb)

Offcourse in the long run, I want to have enough models to field pretty much what I feel like, but you have to start somewhere right?

Also, could you give me a bit of an example for outflanky list for say... 1500 or 2000 points?
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

That's what the army list section is for. Come up with what YOU think is a good 1500 point or 2000 point outflanking list and post it over there and let people rip it up and put it back together.

   
Made in nl
Decrepit Dakkanaut






hehe, i'll get right on it but the point is, i dont know exactly who that kind of list should be like to begin with XD
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

One HQ, two troops, and as many outflanking units as you can fit in.

   
Made in us
Krazed Killa Kan






Minnesota, land of 10,000 Lakes and 10,000,000,000 Mosquitos

I'd just like to +1 the Green Tide. If only so you can see the looks on your opponents' faces when you keep emptying boxes upon boxes of Ork Boyz.

A bitch to paint/model, though. Good golly, that can take a long time.

My Armies:
Kal'reia Sept Tau - Farsight Sympathizers
Da Great Looted Waaagh!
The Court of the Wolf Lords

The Dakka Code:
DT:90-S+++G+++MB-IPw40k10#++D++A+++/sWD-R++T(Ot)DM+ 
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

And when you're playing Green tide in an objective game (180 models on the table), think of this:

5 seconds to move each model. During your shooting phase, you run them and spend 5 seconds moving each model again. That's some real speedy moving, and still will take you 30 minutes. If you're playing a tournament, you can get onto the objectives by turn two and then the game ends....har har har.....*looks around furtively*

   
Made in hk
Shas'la with Pulse Carbine





Hong Kong

Dashofpepper wrote:
Rebel Grots:
Instead of six units of boyz, you get.....gretchin! Bwah ha ha. Not particularly scary in themselves, but using covering units or terrain, able to go to ground for a 3+ cover save, making them incredibly difficult to remove from an objective, especially with other gretchin (inside killa-kans) are krumping around the battlefield.

6 unit of boyz? Doesn't that break the force organization chart? I didn't see anything in the new codex about that.







 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

@Dashofpepper: absolutely great rundown.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in gb
Lord of the Fleet






daemon wrote:
6 unit of boyz? Doesn't that break the force organization chart? I didn't see anything in the new codex about that.



There's six troop slots. Has been since 3rd ed. Why would six boyz squads be a problem?
   
Made in us
Stabbin' Skarboy






Dashofpepper wrote:And when you're playing Green tide in an objective game (180 models on the table), think of this:

5 seconds to move each model. During your shooting phase, you run them and spend 5 seconds moving each model again. That's some real speedy moving, and still will take you 30 minutes. If you're playing a tournament, you can get onto the objectives by turn two and then the game ends....har har har.....*looks around furtively*


It usually went against me but in the 'ard boyz tournament you get 2500 points and my first list was pretty much horde, every game ended on turn 3, though in every game had it gone longer I would have cleared the board so it wasn't necessarily helpful.

   
Made in us
Sneaky Kommando





I think any list I put together is fun. I always try to put together a new list. The fun part is how it turns out. I never know how my Orks will turn out I let em do what they do.

M: "You are the universe, alpha and omega, the beast with a thousand young, do what thou whilt shall be the whole of the law. NOW GO FORTH AND MUTILATE!!"

"Samus. That's the only name you'll hear. Samus. It means the end and the Death. Samus. I am Samus. Samus is all around you. Samus is the man beside you. Samus will gnaw upon your bones. Look out! Samus is here."

Armies:
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Fantasy: Gettin Started 
   
 
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