Switch Theme:

Ork 1000 point army check  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Fresh-Faced New User




Hey All. I had a 700 point army which you all helped me with and i won a tourney with it! I played exclusively annihilation matches and won em all weww!

Once again, i need yer 'elp!

Here's a 1000 point army i costed out

Warboss with PK, eavy armor, BP
4 nobz all eavy armor, 1 pk, 2 big choppas
all embarked in truck

25 grots
2 runtherds

30 sluggas
nob with PK
2 big shootas

30 shootas
nob with PK
2 rokkit launchers

12 shootas
nob with pk
1 rokkit launcher

I will be using these guys in capture point matches exclusively. With the warboss, all my units are scoring. I'm nervous about dealing with tons of armor. I plan on using the 12 boys and the 5 nobs as shock troops, getting stuck in in turn 2

Any advice on how to make this a solid army?

These are the spare models i have lying around

i have 12 lootas to make a good firebase
i have 6 bikers too
i have 12 burnaz
weirdboy
big mek w/ SAG
big mek w/ KFF

Thanks!

OI, BOSS! 'AH FINK WE'VE GOTTIT!  
   
Made in us
Hungry Ork Hunta Lying in Wait





Washington State

It looks like a decent list, but I do see a problem, your army is split between foot slogging and speed freeks, you don't want to do this, what will happen is your trucks will arrive first, possibly lose combat to another assault based army, and flee, while your second wave has yet to see combat.

You want all of your force to arrive at once, to overwhelm your opponent and turn the tide of the battle to your advantage. So I would advise either taking trucks with all of your boyz, or none of them.

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 sg
Regular Dakkanaut





Some comments are Just for Laugh. They are purely for entertainment purposes.

Don't listen to the naysayers - Using your nobs as shock troops is a viable tactic as they are resilient enough to stay. Just make sure you knit them out for wound allocation, and engage the right units. Give your Nob squad a painboy - I m sure you can sacrifice points somewhere else. I ll suggest making the other shock troop Ard Boyz and not normal boyz if you plan to use them for similar role (do they have a transport?). Make these Ard Boyz Slugga boyz, and change all the foot slogging ones to shootas.

This message was edited 2 times. Last update was at 2010/02/19 04:31:08


 
   
Made in us
Stalwart Veteran Guard Sergeant




California

I'm not an Ork player so take this with a grain of salt - but one of my most common opponents is Orks, so I know them well.

A bit problem I see is that you have only one Trukk - all your opponent's anti-tank will be concertrated on it, and it's not like trukks are known for resilience.

I'd say keep the Boss on foot with the Boyz if you want to do Green Tide, give him attack squig, and make all the nobs unique for wound allocation.

If you're taking sluggas, drop the special weapons. You're going to be running anyway. Shootas might want to lose them too - or you'll be tempted to fire at vehicles (which you probably won't hit) and waste all the shoota shots.

Drop the weapons and the trukk, and get some Lootas to handle anti-tank. That should be a good start before the Ork experts find this thread.
   
Made in us
Decrepit Dakkanaut






Eternal Plague

You have a solid green tide list going here, so let's build on that.

As suggested, drop the Trukk. May want to drop the Nobz and Warboss (we'll get to that later).

Tweak the Gretchin to exactly 19 with One attending Runt Herder. Why? Simply put, it means the least number needed to be fielded without extra Runtherders and more points for other things. Grot are a good shield/charge soaker and any more points would be a waste. Which leads me into the next suggestion:

Throw in all the Lootas. Good transport killer and enough dakka to dent anything else.

If you want, split the two shoota squads into 2 20 man outfits. You don't want an undermanned squad running on a few casualties.

Turn the Slugga squad into 'Eavy Boyz. While this makes the boyz expensive, they will be your primary assaulting squad and a solid target for massed dakka. Decent armor saves mean many small arms will barely scratch 'em.

Take the KFF Big Mek and shove him in with the Ard' Boyz. The other boyz should be close enough to benefit from the +5 coversave.

Now comes the hard part...what to do with the rest of what you have?

The Trukk is out, as it will die first and leave your Nobz stranded.

Burnas are good, but really only in transports. Don't suggest taking them.

SAG Big Mek while fun to play, will not last long on his own. If you want, attach him to Lootas with a Bosspole and maybe a Burna for close combat. Otherwise, not worth taking.

Bikers would do well if you also had a Biker Boss and a faster list. They are good for distracting enemies if you take them, but lack real CC hitting power. Their dakka guns can shred troop units, but fails to stop anything bigger.

The Wierd Boy is an interesting option. Taking him as a Warphead, you get two rolls on the psyker power table for Orks (you choose 1 roll to use), and if you attach him to a squad and get lucky, the deep strike roll will come up. This is best used for the 'Ard Boyz, as getting 30 screaming, axe wielding maniacs teleported into close combat on turn 1 really could screw up an opponent's unit formation. Putting a long range unit with weak CC into combat effectively neutralizes them. Of course, once that unit is dealt with, the 'Ard Boyz are going to get blown to bits. But the damage will be done.

Now at this stage, if you have the points, insert the Warboss or Nob squad. Give the Nobs a Painboy if you have it, a few Powerklaws, and hope they get to combat before being blown to pieces. Personally, Nobs are good when transported to front lines, not sloggin' with boyz.

   
Made in pl
Screamin' Stormboy





Eye of Terror. 'nuff sed

WarOne wrote:You have a solid green tide list going here, so let's build on that.

As suggested, drop the Trukk. May want to drop the Nobz and Warboss (we'll get to that later).

Tweak the Gretchin to exactly 19 with One attending Runt Herder. Why? Simply put, it means the least number needed to be fielded without extra Runtherders and more points for other things. Grot are a good shield/charge soaker and any more points would be a waste. Which leads me into the next suggestion:

Throw in all the Lootas. Good transport killer and enough dakka to dent anything else.

If you want, split the two shoota squads into 2 20 man outfits. You don't want an undermanned squad running on a few casualties.

Turn the Slugga squad into 'Eavy Boyz. While this makes the boyz expensive, they will be your primary assaulting squad and a solid target for massed dakka. Decent armor saves mean many small arms will barely scratch 'em.

Take the KFF Big Mek and shove him in with the Ard' Boyz. The other boyz should be close enough to benefit from the +5 coversave.

Now comes the hard part...what to do with the rest of what you have?

The Trukk is out, as it will die first and leave your Nobz stranded.

Burnas are good, but really only in transports. Don't suggest taking them.

SAG Big Mek while fun to play, will not last long on his own. If you want, attach him to Lootas with a Bosspole and maybe a Burna for close combat. Otherwise, not worth taking.

Bikers would do well if you also had a Biker Boss and a faster list. They are good for distracting enemies if you take them, but lack real CC hitting power. Their dakka guns can shred troop units, but fails to stop anything bigger.

The Wierd Boy is an interesting option. Taking him as a Warphead, you get two rolls on the psyker power table for Orks (you choose 1 roll to use), and if you attach him to a squad and get lucky, the deep strike roll will come up. This is best used for the 'Ard Boyz, as getting 30 screaming, axe wielding maniacs teleported into close combat on turn 1 really could screw up an opponent's unit formation. Putting a long range unit with weak CC into combat effectively neutralizes them. Of course, once that unit is dealt with, the 'Ard Boyz are going to get blown to bits. But the damage will be done.

Now at this stage, if you have the points, insert the Warboss or Nob squad. Give the Nobs a Painboy if you have it, a few Powerklaws, and hope they get to combat before being blown to pieces. Personally, Nobs are good when transported to front lines, not sloggin' with boyz.


QFT. Do wxactly as WarOne stated, stick with one army type because you dont want your only HQ and your only elite striking at a different time than the bulk of your force. Think of it this way: if you will do this its like having 2 small 500 point armies charge at a 1000 poinf force. I don't think its highly possible for some orks to defeat something twice their strength.

Orks - REPAINTED into Ice world orks DA BLOO TIDE WAAAAGH! - around 2k pts.

CSM - Nurgle - - around 700 pts.



ORKS RULES
 
   
Made in sg
Regular Dakkanaut





Condai wrote:
QFT. Do wxactly as WarOne stated, stick with one army type because you dont want your only HQ and your only elite striking at a different time than the bulk of your force. Think of it this way: if you will do this its like having 2 small 500 point armies charge at a 1000 poinf force. I don't think its highly possible for some orks to defeat something twice their strength.
I don't think you understood the OP and WarOne.

Sending shock troops in to engage key components of your enemy's army is not the same as sending in your army piece meal. You got to get this right.

This message was edited 1 time. Last update was at 2010/02/19 17:45:22


 
   
Made in us
Fresh-Faced New User




Oi, OP! Me finks yer a worfless git! Make yer own damn'd list!
   
Made in ca
Growlin' Guntrukk Driver with Killacannon





Owen Sound, ON. Canada

WarOne's advice is sound.

Good luck and good gaming!

Waaagh! Skarshak - Back after being lost in the Warp, an' ready to Krump sum 'eads!  
   
 
Forum Index » 40K Army Lists
Go to: