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Made in us
Ork Boy Hangin' off a Trukk




Wired into a deffdread

Looking for some feedback on this list, in particular how to spend the last 250-280 points. I have some Stormboyz penciled in, but not sure they are what I want. Might consider using some warbikes, more deffkoptas, warbuggies with TL Rokkit launchas... not sure. Any advice would be welcome, as well as any analysis on tactics and weaknesses for enemies I might face. Thanks in advance.

HQ:
Big Mek w/ KFF (85)
Old Zogwort (145)

ELITE:
Lootas x 15 (225)
Lootas x 15 (225)
Lootas x 15 (225)

TROOPS:
Shoota Boyz x 30, Nob w/ PK, BP (220)
Shoota Boyz x 30, Nob w/ PK, BP (220)
Shoota Boyz x 30, Nob w/ PK, BP (220)
Gretchin x 29, 2 Runtherdz (107)

FAST ATTACK:
Deffkopta w/ TL RL, Buzzsaw (70)
Deffkopta w/ TL RL, Buzzsaw (70)
Stormboyz x 20, Nob w/ PK, BP (280)

HEAVY SUPPORT:
Killa Kanz x 3, Grotzookas (135)
Killa Kanz x 3, Grotzookas (135)
Killa Kanz x 3, Grotzookas (135)

SUMMARY:
2497 points
188 orks, 9 vehicles

STRATEGY:
Lootas form fire base in cover, surrounded by the gretchin mob that goes to ground for cover saves all around and assault protection.
Shoota boyz advance behind kan wall with Big Mek KFF and Zogwort in tow
Deffkoptas scout move and shoot/assault turn 1 to take out some armor or template guns
Stormboyz fast advance as shock troops to attack vehicles w/ PK or other high priority target


Any advice or tips? Thanks!

~4500 pts 
   
Made in ca
Stabbin' Skarboy




123 fake street

I like it, it is a mix of "styles" which I asume DoP will talk to you about latter, I like it, and view it as a sort of "hybrid", you might want to consider giving one squad of KK KMB, just for a bit of ranged Anti tank. I suggest swapping the storm boys for some snikrot kommandoes, and one more dethkopta wouldn't be remis, buzzsaws are good, but expensive, consider how important they are to your battle plan. Good luck

"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
Mekboy Hammerin' Somethin'





Moody AFB, GA

i would think about giving your kans rokkits for some ranged Anti armor. bs of 3 is not bad when you got 9 of them to shoot.

i dont see fast attack along with a kan wall working all that well. you have 1 small wave going in first and dieing before the big guys get there to back them up giving your opponent easy kill points.

snikrot kommandoes can be very good but if you want to keep the Deffkoptas i would drop the buzzsaws and just use them as TL rokkit platforms.

4000
2500
2000
1850
 
   
Made in us
Ork Boy Hangin' off a Trukk




Wired into a deffdread

Thanks for the tips and suggestions!

I can't take Snikrot or Kommandos, as I want this to be a shooty list and that means the 3 squads of Lootas and all my elite slots. Trust me, I wouldn't mind having him.

I have flexibility in Fast Attack, HQ, and possibly Heavy Support, as I could junk one unit of Kanz and maybe add a Dread as a troops choice instead.

I see the Stormboyz as a complement to the shooty list, sort of a swooping attack to finish off units softened by the shoota boyz and/or lootas, or by hitting stuff that might whittle down the green tide.

I see my biggest threat, like most orks, being AV14. That being said, any LR that comes near the kan wall is toast, and I have the koptas and a couple PKs just in case. Still, it is the weakness, but there isn't much of a solution in the ork list unless I want to replace Snikrot with a roving warboss on a bike that tank hunts.

Keep the suggestions coming!

~4500 pts 
   
Made in au
Sinewy Scourge




Downunder

sickening wrote:i would think about giving your kans rokkits for some ranged Anti armor. bs of 3 is not bad when you got 9 of them to shoot.

i dont see fast attack along with a kan wall working all that well. you have 1 small wave going in first and dieing before the big guys get there to back them up giving your opponent easy kill points.

snikrot kommandoes can be very good but if you want to keep the Deffkoptas i would drop the buzzsaws and just use them as TL rokkit platforms.


I think he's aiming to use the fast attack against only 1 or 2 units/vehicles and not for spearhead against the whole army. Koptas aren't really that tough so I doubt he's expecting them to survive past turn 1. I never expect them to earn their points back by destroying stuff, but I do expect them to give me that little early benefit, like busting up a transport against Mech lists, or at least stopping that large blast template from crippling mobz early.

Stormboyz work best for the psychology threat of a turn 1 melee on shooty units like IG's Vet squads.

I wouldn't drop a Kan mob for a Dread, the dread has so many "if"s, "but"s and "unless"s compared to three BS3 KMBs or Grotzookas. If your gonna run 9 Kans, take a few with KMBs for some ranged anti-tank/anti-walker fire power.

AV14 is something we're supposed to worry about, sure we lack a lot of deadset solutions to LRs, so we build our lists to mitigate it as much as possible, but then again the designers did intend for AV14 to be the pant-wetting terror it is, so you can't be all paranoid about it. Remember that AV14 is not all prevalent, sure we struggle against LRs, but the rest of his army isn't gonna be that tough right? Also whilst every SM player fields one of them, not many want to put 750 points away for 3 of them, even at the 2.5K mark.



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
Regular Dakkanaut






You could drop a a squad of lootas and use the points for more weapons one the Kanns and run another big mek to give 2 squads of kanns a saving throw. I dont think one KFF can cover 9 Kanns. Remember terrain is going to split you up a bit or bottle kneck you. Another thought is dump the SB and one Lootas unit and run 5 Nobz with PK's 4 with big choppas and a pain boy for some maximum damage.

This message was edited 2 times. Last update was at 2009/12/23 04:07:52


Boyz before toyz
Boyz before toyz
boyz before toyz 
   
Made in au
Sinewy Scourge




Downunder

ounumen wrote:You could drop a a squad of lootas and use the points for more weapons one the Kanns and run another big mek to give 2 squads of kanns a saving throw. I dont think one KFF can cover 9 Kanns. Remember terrain is going to split you up a bit or bottle kneck you. Another thought is dump the SB and one Lootas unit and run 5 Nobz with PK's 4 with big choppas and a pain boy for some maximum damage.

As long as there is a Kan within range, the whole mob gets it, considering they have unit coherency of 6", that allows for a wider screening.

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
Regular Dakkanaut






Eyclonus wrote:
ounumen wrote:You could drop a a squad of lootas and use the points for more weapons one the Kanns and run another big mek to give 2 squads of kanns a saving throw. I dont think one KFF can cover 9 Kanns. Remember terrain is going to split you up a bit or bottle kneck you. Another thought is dump the SB and one Lootas unit and run 5 Nobz with PK's 4 with big choppas and a pain boy for some maximum damage.

As long as there is a Kan within range, the whole mob gets it, considering they have unit coherency of 6", that allows for a wider screening.


Ahhh thanks. I am getting ready to run a list very simular to this. I appreciate the leason.

Boyz before toyz
Boyz before toyz
boyz before toyz 
   
Made in au
Sinewy Scourge




Downunder

I am running a Kan Wall list right now. So far I've had 5 losses to 1 Win and 1 Draw.

Alright that is pretty fething gak but, just to clarify, most of my problems have been a)the highest BS units in the army acquiring a total of 8 hits, against vehicles, which have suffered from 4 shaken, 2 stunned 1 wrecked and 1 Destroyed (TAKE THAT VULCAN'S LRR WITH ASSAULT TERMINATORS TAKING 2 WOUNDS FROM THOSE RHINOS!!!!) and b)misjudging 12.4" as 12". (Very nasty when a Leman Russ executioner is involved.)

Kan Walls are fun to play, and they can win, its just that random chance factors are more difficult to mitigate then Wagon spam. You're also EXTREMELY VULNERABLE to CSM Lash Lists as the Kans can be scrapped when pulled out of range of the KFF.

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
Ork Boy Hangin' off a Trukk




Wired into a deffdread

Thanks for the posts, guys! I appreciate it. I typically run mechanized orks, looking for something different here. I hope to have a few games with this list in January, though I am going to have to proxy the kanz until I can scratch build some.

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






Eyclonus wrote:
As long as there is a Kan within range, the whole mob gets it, considering they have unit coherency of 6", that allows for a wider screening.

IIRC Vehicles only get obscured from the kff if they're within range of it, the whole squad isn't granted that benefit. In order to run a full kan wall you really do need 2.
   
Made in ca
Stabbin' Skarboy




123 fake street

Gorkamorka wrote:
Eyclonus wrote:
As long as there is a Kan within range, the whole mob gets it, considering they have unit coherency of 6", that allows for a wider screening.

IIRC Vehicles only get obscured from the kff if they're within range of it, the whole squad isn't granted that benefit. In order to run a full kan wall you really do need 2.


That's the great thing with the new KFF, it says "any unit within 6" gets a 5+ cover save, vehicles count as obscured targets." As it says, UNITS within 6" benifit, so you don't need the majority, just one model, even for vehicles.

"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






despoiler52 wrote:
That's the great thing with the new KFF, it says "any unit within 6" gets a 5+ cover save, vehicles count as obscured targets." As it says, UNITS within 6" benifit, so you don't need the majority, just one model, even for vehicles.

That's not what it says, don't put quotes around a misquote or use a misquote to justify a stance.

It gives "all units within 6" of the Mek a cover save of 5+.", yes.
But the next, separate, sentence reads "Vehicles within 6" are treated as obscured targets.". It does not give entire vehicle squadrons or units obscured status for a single vehicle being in range, only vehicles actually within 6".

This message was edited 7 times. Last update was at 2009/12/23 20:54:59


 
   
Made in au
Sinewy Scourge




Downunder

Most people play it that way with regards to Kan Walls. I think this debate belongs in the "You Make Da Call" forum.

I think if you want to run a more typical Kan Wall, strip Fast Attack down to 2 Koptas with TL Rokkits, and drop a Lootas mob for more Shoota boyz

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
Regular Dakkanaut






Gorkamorka wrote:
despoiler52 wrote:
That's the great thing with the new KFF, it says "any unit within 6" gets a 5+ cover save, vehicles count as obscured targets." As it says, UNITS within 6" benifit, so you don't need the majority, just one model, even for vehicles.

That's not what it says, don't put quotes around a misquote or use a misquote to justify a stance.

It gives "all units within 6" of the Mek a cover save of 5+.", yes.
But the next, separate, sentence reads "Vehicles within 6" are treated as obscured targets.". It does not give entire vehicle squadrons or units obscured status for a single vehicle being in range, only vehicles actually within 6".


Kanns run as squadrens up to 3 so yes it counts as a unit. I just went and checked my Codex. If you declare they are a unit at the begining of the game then 6 inches of one will give all 3 the save.

Boyz before toyz
Boyz before toyz
boyz before toyz 
   
Made in us
Mutilatin' Mad Dok





LaLa Land

Eyclonus wrote:

Kan Walls are fun to play, and they can win, its just that random chance factors are more difficult to mitigate then Wagon spam. You're also EXTREMELY VULNERABLE to CSM Lash Lists as the Kans can be scrapped when pulled out of range of the KFF.


Lash does not effect vehicles (kans are vehicles) but you can pull a KFF away from the kans. Running 2 big meks with a kan wall is the way to go.

Team Zero Comp
5th edition tourny record 85-32-16 (2010-12) 6th 18-16-4
check out my Orky City of Death http://www.dakkadakka.com/dakkaforum/posts/skipread/336388.page 
   
Made in au
Sinewy Scourge




Downunder

Grimgob wrote:
Eyclonus wrote:

Kan Walls are fun to play, and they can win, its just that random chance factors are more difficult to mitigate then Wagon spam. You're also EXTREMELY VULNERABLE to CSM Lash Lists as the Kans can be scrapped when pulled out of range of the KFF.


Lash does not effect vehicles (kans are vehicles) but you can pull a KFF away from the kans. Running 2 big meks with a kan wall is the way to go.

WHAT?!

THAT KINKY BASTARD!!!!

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 
   
 
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