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Made in us
Mekboy Hammerin' Somethin'






Hq: 315
01 Ghazghkull Thrakka: himself
01 Big Mek: Kustom Force Field
------------------------------------------------------------------------------------------
Troop: 708
18 Ork Boyz: Slugga & Choppa
Ork Nob: Powerklaw, Slugga, Bosspole

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

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

06 Meganobz: Powerklaws
Trukk:Big Shoota, Reinforced Ram
------------------------------------------------------------------------------------------
Elite: 520
05 Meganobz: Powerklaws
Trukk:Big Shoota, Reinforced Ram

06 Meganobz: Powerklaws
Trukk:Big Shoota, Reinforced Ram
------------------------------------------------------------------------------------------
Fast Attack: 50
01 Deff Kopta: Big Shoota, Buzz Saw
------------------------------------------------------------------------------------------
Heavy Support: 370
01 Battle Wagon: Big Shoota, Armor Plates, Grot Riggers, Deffrolla

01 Battle Wagon: Big Shoota, Grot Riggers, Deffrolla

01 Battle Wagon: Big Shoota, Grot Riggers, Deffrolla

Mass Notes!
  • Note: Armor Plates are for Ghazghkull's Unit.

  • Note: Still deciding on which Meganob squad to turn into a troop choice (Might go with either the listed or the one unit with the Big Mek)

  • Note: Deff Kopta is a bit of an after thought... average cost of a transport is about 40-45 points... Also can snag those predator/Russ tanks that deliver nasty templates.

  • Note: Deff Rolla works on Vehicles!!!

  • Note: The Meganobz and the boyz are meant to be deployed far away from each other, spliting my opponent's force between obscured trukks holding 17 Meganobz and 55 boyz, 3 Nobz and Ghzghkull on the other side

  • Note: Meganobz are used to bully units in addition to multi-assaulting vehicles

  • Note: Reinforced Rams are for Ramming enemy vehicles. May switch out those 5 point upgrades for something else.

  • 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
    Boosting Ultramarine Biker



    Saco, ME

    Looks like a pretty standard KFF force, which we all know works.

    The one thing that stands out to me, and you already mentioned, is that lone Kopta. Personally, I see it as a liability in KP games. I dunno how your local area runs tournaments, but at mine, KP is a factor in just about every scenario when determining major/minor/massacre results.
    The problem with the one Kopta is that a single round of shooting (heck, a single Krak missile shot) can blow it out of the sky and earn a cheap KP.
    I know you plan to outflank with it, but it's an unreliable deployment method that canleave you high and dry. I'd either increase the number of Koptas, or cut it entirely.

     
       
    Made in us
    Mekboy Hammerin' Somethin'






    What I plan to do with it is Turbo boost on the scout move then assault a RAV10 (Rear Armor value 10) target...

    It may be an easy kill point but it will typically earn its KP back.

    Remember, Shots still need to hit or not scatter, then they need to not roll a 1 on the to-wound... 3+ cover saves may be a factor... In addition, every shot fired is one not aimed at a trukk or Battlewagon.


    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 gb
    Tower of Power






    Cannock

    Meganobz aren't really that good because they don't have a invulnerable save. So when lightning claw terminators come with a bucket or attacks or lascannons or even meltas they will get fried and also instant death'd. Bye bye to your expensive units. Then they're in trukks so a lascannon can glance even on a 1 to wound and then gets -1 on the vehicle table because the trukk is open topped.

    Meganobz are not the best choice and need a better transport. Ever thought of taking mad dok and giving them cybork bodies?? They'll be tough then and for only 5 points is a bargain, makes these meganobz better than terminators!

    Single deffkopter is a dead deffkopter.



    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
    Mekboy Hammerin' Somethin'






    ever thought of taking mad dok and giving them cybork bodies??

    Yes, it is burly, however the one scalpel rule makes them easy to lead around...

    Meganobz aren't really that good because they don't have a invulnerable save. So when lightning claw terminators come with a bucket or attacks or lascannons or even meltas they will get fried and also instant death'd. Bye bye to your expensive units.

    Inulvnerable save is only needed if they are either being hit by elite hunters or attacking elite hunters... the 18" movement in addition to the 2" disembark, the 6" run, and 2d6PH assault lets me decide who to assault...

    Thought about replacing them with Nobz, but it is difficult to replace the threat saturation of the 3 units of meganobz for 640 points... I could complex Nobz but that would end up as 2 units of 10... doable as I could trade the trukk for a battle wagon, but then I would only have the weak version of complex Nobz (one of everything including nothing and an ammo-runt)

    Then they're in trukks so a lascannon can glance even on a 1 to wound and then gets -1 on the vehicle table because the trukk is open topped.

    The KFF makes them pretty sturdy... 50% chance to ignore anything, in addition the idea is for that to happen, so gazghkull and the ladz can hit the opponent's line just fine...

    Single deffkopter is a dead deffkopter.

    The single Deff Kopta is either something they have to deal with (I go second and I turboboost on the scout move) or lose at least one vehicle...

    Things are only dead if your opponent waste shots on it... the T5, 4+ armor save, 3+ cover might warrant either meltaguns to instakill it (66% miss chance) or an entire amount of shooting from one unit... If I have the Deffkopta on the side of the board (not outflanking) it could be great area denial as my opponent will deploy his vehicles away from the 42" threat range that is a first turn deffkopta with a Buzz saw (Scout move 24" move 12" assault 6")

    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 gb
    Tower of Power






    Cannock

    Well when terminators come your way or anything which forces invulnerable saves your meganobz will cry :( Tis a shame because they're sweet models and I told mine.

    KFF is only 50% chance of a save...not the greatest but not the worse. A tougher target for a elite unit should be used.

    When you turbo boost second turn your only getting a cover save. Again 30% so you could live or die. Two deffkopters are dual threat and better than one


    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
    Fixture of Dakka





    Feasting on the souls of unworthy opponents

    Looks like you have Ghazghkull in a wagon, and the KFF mek in a trukk behind them?

    You should think about putting 18 boys in one of the other battlewagons too. If the KFF vehicle isn't exposed, Ghazghkull's wagon is going to get the fire. If his wagon gets popped, you don't have another wagon to put him in.

    My setup has 17 boys + KFF Mek in one wagon, Ghazghkull + 15 burnas in another wagon. If I lose one or the other wagon, the IC can jump into the surviving battlewagon and keep rolling with no ill effects.

       
    Made in us
    Mekboy Hammerin' Somethin'






    huh... very interesting... I have never thought of that...

    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 gb
    Ragin' Ork Dreadnought






    Albany, Australia

    That Deffkopta looks cheap - shouldn't it be 60pts? I'm starting to learn the issue with KFF is that it only stops half the shots...

       
    Made in us
    Mekboy Hammerin' Somethin'






    Deffkoptas with just the buzzsaw (3 Auto hit S7 vs rear armor) is 50... If you want a 5/9 chance of adding a S8 shot... go for it and add 10...

    For me... Rear armor 10, 3 shots at S5 will mean that I know at least 1 will hit, more than likely 2... a 6 is a penetration while a 5 is a glance... The dice count in increasing amounts...

    The Genius of the KFF is that, now it takes twice the shots to destroy the lowly trukk full of boyz, and I can just run another trukk of boyz for the cost of what it takes to blow up one with a KFF... (IE: 2 Tanks Firing at the same target)

    The fact that there is a 50% chance to have a roll not result in a dead trukk means it effectively takes 4 shots to destroy a trukk...

    This means you can take out all of my trukks if you have 4x as many shots that can penetrate it reliably (so... auto-cannons and above) as I have Trukks...

    After a 12" deployment and a 18" of movement, a 12" move, 2" deployment, 6" run, 6" assault means you only get one turn of firing...

    The only problem with running 2 Deffkoptas in one unit is the following...
    Hit and wounded by 2+ S8 shots means I lose 2x the points...
    After one dies the other one zogs off on a 8+ on 2d6...

    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 gb
    Ragin' Ork Dreadnought






    Albany, Australia

    Dekkkopta - 35pts. Buzzsaw - 25pts = 60pts (not 50pts)
    Rokkits +10pts = 70pts (not 60pts)

    Agree with everything else though... (Sad to say I actually mathhammered the Big Shoota vs Rokkits vs AV10...)

    I run a KFF across two trukks in 500/750pts at the moment. Sure it should take four shots on average to kill two trukks. Just highly disappointing when those kills come in the first two, not the second :(

       
    Made in us
    Speedy Swiftclaw Biker





    Los Angeles

    Personally I don't think meganobz are worth it with the absence of an invulnerable save. I like regular nobz partially kitted out.

    John W
    Salamanders 38/12/10 (current Army)
    Chaos Marines 15/6/8
    Space Marines 23/14/18 (Retired/Sold)
    Fantasy
    Daemons 10/1/3 (Retired/Sold)  
       
    Made in us
    Mekboy Hammerin' Somethin'






    Looks at the point cost again... why I feel dumber than normal... I should not make lists in the wee hours...

    As for the kills coming in the first two shots instead of the second two... meh it happens... 10 terminators die to 10 grots because they roll nothing but ones... it happens


    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
    Decrepit Dakkanaut






    Eternal Plague

    By dropping a slot of meganobz, you could give BW dedicated transports to the other two meganob squads left rather than trukks. It should also free up enough points for another deffkopta as well.

    You could also place the boyz in trukks themselves, giving you many more targets for opponents to try and handle. It's also of changes, but it means the BWs won't have too many pasengers but if you give them some decent weapons, it forces the opponent to divide his fire even more.

       
     
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