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Made in us
Mekboy Hammerin' Somethin'






Hq: 385
01 Ghazghkull Thrakka: Himself
01 Mad Dok Grotsnik: Himself
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Troop: 928
20 Ork Mob Boyz: Slugga & Choppa
Ork Nob: Powerklaw, Slugga, Bosspole

20 Ork Mob Boyz: Slugga & Choppa
Ork Nob: Powerklaw, Slugga, Bosspole

12 Trukk Boyz: Slugga & Choppa
Ork Nob: Powerklaw, Slugga, Bosspole
01 Trukk: Big Shoota, Boarding Planks

12 Trukk Boyz: Slugga & Choppa
Ork Nob: Powerklaw, Slugga, Bosspole
01 Trukk: Big Shoota, Boarding Planks

12 Trukk Boyz: Slugga & Choppa
Ork Nob: Powerklaw, Slugga, Bosspole
01 Trukk: Big Shoota, Boarding Planks

12 Trukk Boyz: Slugga & Choppa
Ork Nob: Powerklaw, Slugga, Bosspole
01 Trukk: Big Shoota, Boarding Planks
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Elite: 465
08 Mega Nobz: Powerklaw, TL-Shoota, Cybork Bodies
01 Battle Wagon: Big Shoota, Boarding Planks, Grabbin Klaws
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Fast Attack: 000
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Heavy Support: 220
01 Battle Wagon: Big Shoota, Boarding Planks, Grabbin Klaws, Reinforced Ram
01 Battle Wagon: Big Shoota, Boarding Planks, Grabbin Klaws, Reinforced Ram

Luke_Prowler wrote:Is it just me, or do Ork solutions always seems to be "More Lootas", "More Boyz" Or "More Power Klaws"?
starbomber109 wrote:Behold, the true ork player lol.
I have to admit, I miss the old Infantry battles of 4E compared to this 5E wonderland of APCs/IFVs everywhere. It's like we jumped from WWI to WWII.

ChrisCP wrote: KFFs... Either 50% more [anti-tank] than your opponent expects or 50% less [anti-tank] than you expect.

Your worlds will burn until their surface is but glass. Your destruction is for the Greater Good, and we are instruments of Its most Glorious Path.
 
   
Made in us
Growlin' Guntrukk Driver with Killacannon






This is an awesome list. I ran this exact list with the exception of replacing Mad doc with a KFF Mech. It works really well.

I really do think you need the KFF Mech. Hes cheap and will give you that much needed 4+ cover save for your transports.

Also, you should find a way to get the deff rollas on your wagons. Their sweet as hell. Dropping the doc and adding the KFF will give you anough points for the rollas.

You will find that Ghazzy and the MANZ seem to always last the entire game, so having 8 of them is a bit much. If your assaulting a vehicle, your getting 39 PK attacks...even if the thing moved, your still going to ruin that armor. I think its a bit overkill.

Another option would be to drop mad doc and add the KFF mech, but instead of taking the deff rollas, you can take another trukk and throw 4 MANZ into it. That way you would have two pretty tough units that can assault different things without wasting all of those PK attacks.

I hope this helped man.

This message was edited 3 times. Last update was at 2010/01/19 04:33:10



 
   
Made in us
Mekboy Hammerin' Somethin'






The Idea is that Ghaz's unit assaults multiple units and the most powerful units...

You do not need to get out to assault a vehicle thanks to the Boarding planks... Grabbin Klaws means that next turn you hit automatically...

If Ghaz is only hitting 1 unit then his potential is being wasted unless it is a super squad similar to his... A command Squad is the best example....

Mad Doc really sells the MegaNobz as it allows them to stare instant death in the face and take an invulnerable save... Even a 5+ save will share a lion's share of S9 attacks from never being rolled.

Without the 5+ save... I cannot run them against another super unit like assault terminators and count on winning...

The FNP is great as not everything in my opponent's army can wield a power weapon and cuts down the damage a 1 can be on an armor save.

Currently I run the Battle Wagons and the Trukks separate from each other... if you split fire between the two, Ghazghkull's wagon will not be taken out and you might pop 2 trukks instead of the 4 on your flank.

KFF sounds burly, do not get me wrong... I will just have to think of a replacement for not only Grotsnik but the meganobz as well...

I was thinking about Dash's Idea of Burnaboyz (2 units of 15) and running Ghazghkulll with a mob of 18 boyz (with a PK Nob) instead of the above... With the Left over points I could run 5 Trukks instead of 4...

Tankbustas seem cool as well... I just cannot make transport room for them.

Snikrot also seems cool, but I commonly find opponents at my LFGS that are not rattled by the whole "boyz assaulting you from your end of the table." Instead the welcome Snikrot as a Landraider that dies in the counter assault... (People Castle their models behind Rhinos and other transports so he can affect them even less.)


Luke_Prowler wrote:Is it just me, or do Ork solutions always seems to be "More Lootas", "More Boyz" Or "More Power Klaws"?
starbomber109 wrote:Behold, the true ork player lol.
I have to admit, I miss the old Infantry battles of 4E compared to this 5E wonderland of APCs/IFVs everywhere. It's like we jumped from WWI to WWII.

ChrisCP wrote: KFFs... Either 50% more [anti-tank] than your opponent expects or 50% less [anti-tank] than you expect.

Your worlds will burn until their surface is but glass. Your destruction is for the Greater Good, and we are instruments of Its most Glorious Path.
 
   
 
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