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Made in us
Growlin' Guntrukk Driver with Killacannon






Hey guys, I play tested my current list tonight. Needless to say, the Burnas did EXTREMELY well. They took out a full squad of necrons in one turn...twice. I lost one meganob and it was sad to see how easy it actually was, so I dropped a squad and replaced them with Burna boyz. I then dropped my Kommandos squad down to 11 and Snikrot. I figured they would survive as long as a trukk mob so why not just drop them down a little. I also took the red paint off of my Burna Boyz battlewagon considering their going to be Templating on turn 2, so that in itself gives them a ton of range. So what do you guys think?

HQ:
Ghazzy Thraka

KFF Mech

Troops:
12x Sluggas
1x Nob w/PK
-Boss Pole
Trukk
-Reinforced Ram
-Boarding Planks

12x Sluggas
1x Nob w/PK
-Boss Pole
Trukk
-Reinforced Ram
-Boarding Planks

12x Sluggas
1x Nob w/PK
-Boss Pole
Trukk
-Reinforced Ram
-Boarding Planks

12x Sluggas
1x Nob w/PK
-Boss Pole
Trukk
-Reinforced Ram
-Boarding Planks

6x Mega Nobz (Ghazzy with these guys)
Battle Wagon - Dedicated Transport
-Deff Rolla
-Red Paint
-Boarding Planks
-Grabbin Claw
-2x Big Shoota

Elite:
14x Burna Boyz (Battle Wagon)

14x Burna Boyz (Battle Wagon)

Heavy:
Battle Wagon (Burnas)
-Deff Rolla
-2x Big Shoota

Battle Wagon (Burnas)
-Deff Rolla
-2x Big Shoota

Total: 1993






This message was edited 25 times. Last update was at 2010/02/16 06:45:02



 
   
Made in gb
Tower of Power






Cannock

Over all list looks alright, except for the killa kanz area. They cannot keep up with the rest of the force and will lumber behind. I would swap these for two full units of lootas and a battlewagon, one loota unit goes in the wagon other in terrain. Now you have ranged fire support which can harass enemy units before your boyz make the line, or pop a tank and the boyz assault what is inside it.

Oh, your nobz should always have boss poles and I don't think red paint job is needed on trukks. You should keep trukks cheap as possible because they're so weak, but you will also be moving 18" so that extra inch won't make that much difference as you still cannot bail out anyway, unlike if you moved at 12".

Oh, stick mad doc with your meganobz - he can give them cybork bodies then A big mek with KFF will only give the wagon a cover save, after that one the meganobz are out and in the fight the force field isn't doing a lot besides protecting a empty wagfon. Also, all wagons should have a big shoota on to take weapon destroyed results, if not you become immobilised.

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
Yellin' Yoof






Texas

I agree the kans dont belong. The rest is Mek Orks to the max, drop the kans and Rock the theme and you will do well

 
   
Made in us
Wolf Guard Bodyguard in Terminator Armor







Other than the kans not fitting (as everyone has mentioned) I fail to see how this is an odd list, I run into similar lists all the time.

THE HORUS HERESY: Emprah: Hours, go reconquer the galaxy so there can be a new golden age. Horus: But I should be Emprah, bawwwwww! Emprah: Magnus, stop it with the sorcery. Magnus: But I know what's best, bawwwwww! Emprah: Horus, tell Russ to bring Magnus to me because I said so. Horus: Emprah wants you to kill Magnus because he said so. Russ: Fine. Emprah's always right. Plus Ole Red has already been denounced as a traitor and I never liked him anyway. Russ: You're about to die, cyclops! Magnus: O noes! Tzeentch, I choose you! Bawwwww! Russ: Ah well. Now to go kill Horus. Russ: Rowboat, how have you not been doing anything? Guilliman: . . . I've been writing a book. Russ: Sigh. Let's go. Guilliman: And I fought the Word Bearers! Horus: Oh shi--Spess Puppies a'comin? Abbadon: And the Ultramarines, sir. Horus: Who? Anyway, this looks bad. *enter Sanguinis* What are you doing here? Come to join me? Sanguinius: *throws self on Horus's power claws* Alas, I am undone! When you play Castlevania, remember me! *enter Emprah* Emprah: Horus! So my favorite son killed my favorite daughter! Horus: What about the Lion? Emprah: Never liked her. Horus: No one does. Now prepare to die! *mortally wounds Emprah*Emprah: Au contraire, you dick. *kills Horus* Dorn: Okay, now I just plug this into this and . . . okay, it works! Emprah? Hellooooo? Jonson: I did nothing! Guilliman: I did more nothing that you! Jonson: Nuh-uh. I was the most worthless! Guilliman: Have you read my book? Dorn: No one likes that book. Khan: C'mon guys. It's not that bad. Dorn: I guess not. Russ: You all suck. Ima go bring the Emprah back to life.
DA:80-S+++G+++M++++B++I+Pw40k97#+D++++A++++/fWD199R+++T(S)DM+  
   
Made in us
Growlin' Guntrukk Driver with Killacannon






I figured it was odd just because of the Kans. I posted my other list and it is a straight Mech force and it is extremely awesome. I just wanted to throw something a little different out there with the Kans. I do agree with you guys, it just seemed fun. Ill prob try it out for friendly games, but if i want to win, ill just run my other list.

Thanks for the replys guys


 
   
Made in us
Roarin' Runtherd





mercer wrote:Over all list looks alright, except for the killa kanz area. They cannot keep up with the rest of the force and will lumber behind. I would swap these for two full units of lootas and a battlewagon, one loota unit goes in the wagon other in terrain. Now you have ranged fire support which can harass enemy units before your boyz make the line, or pop a tank and the boyz assault what is inside it.


Only problem with that suggestion is that 6x killa kans with grotzookas are only 270 points. At best you can fit one squad of lootas (225) and use other points elsewhere, perhaps to put big shootas on battlewagons, bosspoles on nobs and that type of thing. Though even then it would be better to get a 6th trukk boyz squad, though you'd still have points left then to use elsewhere.

You must understand that for an ork a day that starts off killing something with your bare hands, and ends with those same hands being chopped off in battle, is a good one.

What's betta than one choppa? Two choppas!!! Two choppas is one more than...is one times da...IS LOTS MORE FUN!! WAAAAGH!!! 
   
Made in us
Fresh-Faced New User




Unless the people above have actually tried this list, I would ignore them.

Personally, the list I run most often resembles this one very closely (some squads in trukks, others in battlewagons, two squads of kans, & a KFF), and believe me it is stupidly powerful. The biggest complaint I'm reading is that 'the kans won't be able to keep up'. If your Kans are deployed the full 12" up, with your other vehicles behind, then they're already starting several inches closer to the enemy to get a headstart. Next, if you run every turn you're only moving ~3" slower per turn than the battlewagons. This is not some insurmountable distance.

The kans will give your army the ability to pop the tough nuts like monoliths, land raiders, & thunderwolf cavalry that would otherwise hurt your little 12 man squads. However, the best thing the Kans provide you is the intimidation factor of all of those klaws. Your opponents will shoot at them, especially if your trukks are hiding behind your battlewagons as they should be, leaving your transports nice and safe. If you lose a kan, big whoop, but they take an unreasonable amount of firepower to down quickly so every shot at them is a minor victory for you.

If I might make some list suggestions:
You're using force fields, which means that buggies become, in my opinion, more viable than deffkoptas. They're cheaper, have a better KFF save, and can movement block for the rest of your list & still have a decent chance of surviving combat (being hit on 6's goes a long way when you're that cheap). This will up your vehicle count to 18, all under the cover of force fields. Just about anything but Tau (markerlights) will have a tough time cracking through it all.

With the points you save consider some sort of objective holding unit like grots to just go to ground on an objective every turn. I think you'll notice that with all of those vehicles coming your opponent's way that the grots will all but be ignored until it's too late and they win you the game through objectives.
   
Made in us
Growlin' Guntrukk Driver with Killacannon






I also wanted to add to what Gorfang was saying.

Yes the Kans are a little bit slower. But with an 18" Range, everything is going to be hitting on turn 2 or 3. The Kans might not get into CC on those turns BUT their going to be blasting infantry and other baddies with the Grotzookas.

Any thoughts?


 
   
Made in gb
Tower of Power






Cannock

Icehawk18 wrote:
mercer wrote:Over all list looks alright, except for the killa kanz area. They cannot keep up with the rest of the force and will lumber behind. I would swap these for two full units of lootas and a battlewagon, one loota unit goes in the wagon other in terrain. Now you have ranged fire support which can harass enemy units before your boyz make the line, or pop a tank and the boyz assault what is inside it.


Only problem with that suggestion is that 6x killa kans with grotzookas are only 270 points. At best you can fit one squad of lootas (225) and use other points elsewhere, perhaps to put big shootas on battlewagons, bosspoles on nobs and that type of thing. Though even then it would be better to get a 6th trukk boyz squad, though you'd still have points left then to use elsewhere.


I wasn't sure on how much points those kanz costed, I guess I over estimated by a lot. One squad of lootas would be ok and I would definatley tune up other areas with boss poles and big shoota for the wagons, as I already mentioned.

Gorfang wrote:Personally, the list I run most often resembles this one very closely (some squads in trukks, others in battlewagons, two squads of kans, & a KFF), and believe me it is stupidly powerful. The biggest complaint I'm reading is that 'the kans won't be able to keep up'. If your Kans are deployed the full 12" up, with your other vehicles behind, then they're already starting several inches closer to the enemy to get a headstart. Next, if you run every turn you're only moving ~3" slower per turn than the battlewagons. This is not some insurmountable distance.

The kans will give your army the ability to pop the tough nuts like monoliths, land raiders, & thunderwolf cavalry that would otherwise hurt your little 12 man squads. However, the best thing the Kans provide you is the intimidation factor of all of those klaws. Your opponents will shoot at them, especially if your trukks are hiding behind your battlewagons as they should be, leaving your transports nice and safe. If you lose a kan, big whoop, but they take an unreasonable amount of firepower to down quickly so every shot at them is a minor victory for you.

If I might make some list suggestions:
You're using force fields, which means that buggies become, in my opinion, more viable than deffkoptas. They're cheaper, have a better KFF save, and can movement block for the rest of your list & still have a decent chance of surviving combat (being hit on 6's goes a long way when you're that cheap). This will up your vehicle count to 18, all under the cover of force fields. Just about anything but Tau (markerlights) will have a tough time cracking through it all.

With the points you save consider some sort of objective holding unit like grots to just go to ground on an objective every turn. I think you'll notice that with all of those vehicles coming your opponent's way that the grots will all but be ignored until it's too late and they win you the game through objectives.


Your biggest complaint may be the kanz won't keep up, but its a fact. They won't be moving as fast as those wagons, even if they run they still will behind. So what your actually complaining about it just the truth . Of course they won't be a massive amount of distance behind, but that 3" can stop them getting the charge in :( . Though everything else you said about the kanz is spot on

Bad_Sheep37 wrote:I also wanted to add to what Gorfang was saying.

Yes the Kans are a little bit slower. But with an 18" Range, everything is going to be hitting on turn 2 or 3. The Kans might not get into CC on those turns BUT their going to be blasting infantry and other baddies with the Grotzookas.

Any thoughts?


Well thats my point. They're that bit slower and won't get into c.c as fast, and thats where you want them. Sure they can shoot better than orks, but they're still not brilliant.

Its just something to consider that all. I'm not saying give them the boot, but they will lag behind your force, whether it be a small distance, but its a fact. Though keep them close to your KFF's and they should survive the onslaught.

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
Fresh-Faced New User




But that's the thing - they're looking at getting into combat maybe 1 turn later, not 2 or 3 turns later. Besides, if they're drawing fire from the enemy your transports are actually going to make it to combat, as opposed to getting nuked earlier.

Assuming you start a full 12" forward, move 6+d6" turn 1&2 you're now 24+2d6" forward, making a turn 3 charge all but a certainty. Now, there will be times where you simply cannot get turn 2 charges in with your transports due to trying to hide behind impassable terrain, other vehicles, whatever, as a visible trukk is more often than not a dead trukk.
   
Made in gb
Tower of Power






Cannock

Aye, may be one turn later but thats my point, the kanz are just standing around for that extra turn when they should be in combat. Sure the other part of your army will be drawing some of the fire power, but your opponent is closer to those kanz then you are to assaulting him. See you want them in combat a.s.a.p because those squadron rules make them weaker, shooting all heavy weaponary, but in combat they're that bit safer because its limited to what can damage them and safe from heavy weapons

Like I've already said, I'm not saying they're crap (as I really like kanz) nor ditch them. Its just something to keep in the back of your mind.

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
Growlin' Guntrukk Driver with Killacannon






To be honest, I wanted them for their grotzookas. I was planning on actually shooting a lot more with them to clear out infantry and then eventually get into CC.

Honestly, if my opponent worries about my koptas on turn 1 and 2 then i should be fine. I have never lost all 3 squads of my Koptas on turn 1. I doubt anyone will ignore TL rockets that are going to be hitting their rear armor. So my Koptas will probably have a lot of fire on them turns 1 and 2. That allows my kans even more time, and if my kans take fire, that just helps me because now my battlewagons and trukks are getting to the lines safe and sound.

I'm going to play test it today. The kans just seem extremely useful even if they are just a huge distraction. I do appreciate everyones comments.

@Mercer:
I do completely understand what your saying. When I make lists, i usually keep everything really close and even when it comes to theme. The list might epic fail. Ill let you guys know tonight.


 
   
Made in us
Yellin' Yoof






Texas

I am looking forward to your results good luck!

 
   
Made in us
Growlin' Guntrukk Driver with Killacannon






I changed my list around a little. I didnt get to play test it today =(. Hopefully im playing tomorrow though, so as soon as I try this out ill let you guys know.

What do you guys think of the revision? I decided to drop a KFF Mech and add Ghazzy. Also had to drop the kopta sizes down from 6 to 3.

I think im going to keep the Koptas in reserve for a late game suprise.

With ghazzy, I will be able to assault on turn 2.

Thoughts?


 
   
Made in gb
Tower of Power






Cannock

Bad_Sheep37 wrote:

@Mercer:
I do completely understand what your saying. When I make lists, i usually keep everything really close and even when it comes to theme. The list might epic fail. Ill let you guys know tonight.


I'm not saying its a epic fail either. I think the list is pretty good, its fast and well protected. Just the kanz can be the achillies heel due to there speed and can lack behind. They can be picked off piece meal, or the big mek's wagon will have to hang back to keep within 6" to use the KFF.

Good luck in your game

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
Growlin' Guntrukk Driver with Killacannon






I was actually thinking about using the KFF Mech with the Kans instead of the wagons and trukks. I know this might not be the best of ideas, but with gazzy ill be assaulting on turn 2. I think the Kans will benefit from the KFF Mech more.

I did some testing with movement and formation. By turn 2, the Kans will be in range to use their Grotzookas. Thats all I really wanted.

I cant wait to try it. Ill be sure to give you guys a battle report first thing.


 
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

I've run this list from time to time (or something quite similar, but with less kans) and if you accept that the kans don't keep up, and plan for it, you'll be fine.

Instead, use those cans for flank and rear support. Enemies who are trying to outflank to get side/rear shots on your battlewagons get a kan in the face. Deep-striking anything can get a kan in the face. Better to turn your kans to deal with it then to stop the momentum on your main assault or worse....dilute your main assault by splitting units off to deal with incoming threats.

   
Made in us
Growlin' Guntrukk Driver with Killacannon






Wow. I just gont done with a game. It was 2 vs 2...Orks and Nids vs Tau and Necrons.

everything hit the line on turn 2. The Kans shot and took out the meat shield that the necrons had up, therfore allowing my boyz to jump out and assault the units that mattered.

Turn 3, my boyz finished up CC and my kans took out a unit of warriors. 4 my MANZ jumped in a trukk and headed for a tau hammerhead. My Kans assaulted and destroyed a devil fish.

Turn 4, My battlewagon deff rollad a monolyth and immobolized it. My Mega nobz destroyed a hammer head. Kans assaulted and tied of a group of warriors.

Turn 5, Mega Nobz took out a unit of fire warriors. Kans assaulted a unit it pathfinders, (after the mono got the warriors our of CC).

Over all my list did amazing. It actually surpassed my expactations. The Kans were causing wounds on the same turn my boys assaulted. Meanwhile, I had my deffcoptas out flank. My opponent had way to many things to worry about. It worked perfect.

This message was edited 1 time. Last update was at 2010/01/09 09:08:11



 
   
Made in us
Rotting Sorcerer of Nurgle






Jacksonville, NC

Needs more flashgitz! oh wait... Overall I like it, its interesting

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Made in us
Growlin' Guntrukk Driver with Killacannon






List Update


 
   
Made in us
Regular Dakkanaut




always take red paint on any ork vehicle ... not to mention leaving behind reinforced rams only isnt a dumb move if you play in the ghetto and have like 5% terrain coverage ... Boarding planks can even be worthwhile depending on local meta.
   
Made in us
Growlin' Guntrukk Driver with Killacannon






I have red Paint and Reinforced Rams on all of my Vehicles. I dont have the Rams on my Battlewagons becasue they have deff rollas. I play tested the Boarding Planks and wasnt to impressed. If I free up 10 points ill throw them on.


 
   
Made in us
Regular Dakkanaut




They might not have playtested well as in destroying the vehicle, but you wouldnt have destroyed it had the nob been on foot in that instance either, and now your opponent doesnt get to shred a trukk squad that just completely whiffed.
   
Made in us
Growlin' Guntrukk Driver with Killacannon






This is my theory. If i'm going to take my assault phase and go after a vehicle...I want to make sure it dies. I would much rather jump out with all 5 MANZ and hit that thing with 20 PKs then risk not popping that beast open. Thats just my take on the boarding planks. I'm sure they work really well for other people, i just don't like them.


Automatically Appended Next Post:
Oh, your saying with the trukk boyz. I would never send my trukks at a vehicle. Like i said, if im going after it, im going after it with my BWs and my MANZ...or my Kans.


Automatically Appended Next Post:
Also, they would be able to still pop my trukk even if i wanted to use the boarding planks. I'm pretty sure assaulting a vehicle doesnt actually lock you into CC, therefore, the opponent can still lay waste to my unit.

This message was edited 2 times. Last update was at 2010/01/11 07:28:07



 
   
Made in us
Growlin' Guntrukk Driver with Killacannon






Once again I changed my list around. In the games that I have played, I was having a hard time catching up to stuff once my line hit. Turn 2 I crush everything, but after that my list loses a lot of steam. I am hoping the Kommandos will solve this problem since they can come in anywhere with Snikrot.

Even though I hate to do this, I had to drop the Kans. They were awesome anti infantry, and once they got into CC they did some nice dmg but they just simply wornt worth their points for this style of army.

Let me know what you guys think of the new list. Thanks


 
   
Made in us
Yellin' Yoof






Texas

I like the new list, Mek Orks to the max! Rokkit!

 
   
Made in us
Growlin' Guntrukk Driver with Killacannon






Awesome! I'm hoping this is the one haha


Automatically Appended Next Post:
Also, i had a question to all of your tourney folks. If i'm running Kommandos, would i be able to use just regular boyz and deck them out with Knife looking things and give them a different paint job. I would obviously buy snikrot but as far as the Kommando model, I cant see myself buying 15 of them when their pretty much the same as a boy.

That goes for the Burna Boyz as well. Would i be able to just throw on Flamer guns and call it a day? maybe a few Back Packs, or would i have to buy the models?

Thanks guys

This message was edited 1 time. Last update was at 2010/01/13 22:13:59



 
   
Made in us
Yellin' Yoof






Texas

I've never played in a tourny but i think that as long as you paint them in camo you would not have a prob. The burnas would need burnas but reg boys with burnas i think would count... back pack optional IMHO. Best advice i can give would be to call you FLGS and ask them what they do?

This message was edited 1 time. Last update was at 2010/01/14 14:45:31


 
   
Made in us
Growlin' Guntrukk Driver with Killacannon






Thanks man.


 
   
Made in us
Growlin' Guntrukk Driver with Killacannon






Hey guys, I play tested my current list tonight. Needless to say, the Burnas did EXTREMELY well. They took out a full squad of necrons in one turn...twice. I lost one meganob and it was sad to see how easy it actually was, so I dropped a squad and replaced them with Burna boyz. I then dropped my Kommandos squad down to 11 and Snikrot. I figured they would survive as long as a trukk mob so why not just drop them down a little. I also took the red paint off of my Burna Boyz battlewagon considering their going to be Templating on turn 2, so that in itself gives them a ton of range. So what do you guys think?


 
   
 
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