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Made in us
Mekboy Hammerin' Somethin'






Hq: 335
01 Ghazghkull Thrakka: himself
01 Big Mek: Kustom Force Field, Powerklaw
------------------------------------------------------------------------------------------
Troop: 740
18 Ork Boyz: Slugga & Choppa
Ork Nob: Powerklaw, Slugga, Bosspole

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

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

10 Nob: Bosspole, Waaagh! Banner
Painboy: Urty Syringe, Doc tools
Trukk:Big Shoota, Reinforced Ram
------------------------------------------------------------------------------------------
Elite: 560
06 MegaNob: Powerklaw, TL Shoota
Trukk:Big Shoota, Reinforced Ram

06 MegaNob: Powerklaw, TL Shoota
Trukk:Big Shoota, Reinforced Ram
------------------------------------------------------------------------------------------
Fast Attack:
------------------------------------------------------------------------------------------
Heavy Support: 365
01 Battle Wagon: Big Shoota, Grot Riggers, Deffrolla

01 Battle Wagon: Big Shoota, Grot Riggers, Deffrolla

01 Battle Wagon: Big Shoota, Grot Riggers, Deffrolla, Boarding Planks
[Meks Wagon]

Going to a tournament this saturday, and tried this list against a blood angels army... The [Troop] performed well as a cheap unit that could take a charge, deal a charge, and hold objectives. the 2 units of Meganobz also worked out very well as I could just aim them away from what would beat them (Terminators). I liked having boyz with Ghaz because the things he charges into usually has power weapons anyway. The Deffrollas worked! With tremendous results... The blood angels player knew I had them, knew what they did (I was celebrating them upon the ruling for days straight), but his face was priceless when I ran over his LR with 6 S10 attacks... Never in his games has his front line of armor, that he relies on funneling in opponents, been destroyed on the 2nd turn...The KFF was also amazing as I only failed 1/6 of my saves and those unsaved pens. turned into shaken or weapon destroyed.


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
Mekboy Hammerin' Somethin'






The list ran well in the 2000 point tournament... I played primarily against bugs and IG.

Bugs went down pretty hard as half of their attacks against the wagons are negated off the bat with the KFF... and they have to hit with a BS 3... then they either have to roll a 2+ (Lance) or roll a 4+ (Tyraxigon) to do anything...

The X.gaunts were surprisingly easy prey if you get the charge and TMC are not a huge threat if you get the charge with Meganobz... I worked out the math differently and it turns out that 6 Meganobz act like 1 MC with W12 and deal 16+ S9 power attacks... the WS 3 of the TMC really hurts them as I can land tons of powerklaw attacks. In addition their troops have a tough time dealing with the 2+ armor save given the lack of power attacks. The FNP Nobz worked out really well for 4th turn objective grabbing from other troops. Turns out most troop choices cannot deal with 45 attacks that hit and wound on a 3+ in addition to 4 attacks that hit on a 3+ and wound anything on a 4+... The FNP acts like a cheap heavy armor...

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 au
Sinewy Scourge




Downunder

My advice to this list is give those scoring Nobs Cybork and eavy armour. Combined with the FNP it makes them extremely hard to kill. If you wanna go all out make the unit complex and then Laugh heartily as your opponent eventually scores 10 wounds on the unit and yet its still got full attacks and Ld 10.

With the trukks and wagons take red paint job. It gives you more speed and should always be the first buy for all ork vehicles.

Finally the Mek should never need a powerklaw, he sits in a transport till it explodes, then he jumps in another. Excluding Kanwall/Dread bash lists he should never be on foot.

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
Growlin' Guntrukk Driver with Killacannon






Ohio

Put more weapons on your transports to prevent immobilization due to weapon destroyed.


Orks W-L-D
27-10-8
Daemons W-L-D
6-5-3
Warboss Lemmy's Speed Freaks: 1730pts painted
+ Skullbearers: 750pts painted
DT:90S++G+MB-I+Pw40k09#+D++A+/hWD-R+++T(T)DM+
My Battle Reports: Orks against: Tau , Tau , Tau  
   
Made in us
Mekboy Hammerin' Somethin'






The Powerklaw allows him the ability to hunt vehicles in the battlewagon with the aid of a boarding plank, given the effectiveness of the deffrolla I may not need it.

Despite having only 1 weapon, I have not had a wreck because of weapon destroyed/immobilized... being obscured constantly with front armor 14 and side armor 12 makes it tough to even scratch the paint... In addition after turn 2, I have begun my assault phase that ends the game. However I will consider it IF I have more points to spend.


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 cn
Long-Range Black Templar Land Speeder Pilot




Beijing,China

Put expensive meganobs into crap trukks. Why?

Tokugawa plays:  
   
Made in au
Sinewy Scourge




Downunder

tokugawa wrote:Put expensive meganobs into crap trukks. Why?

Trukks are Fast vehicles.

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
Growlin' Guntrukk Driver with Killacannon






Ohio

Eyclonus wrote:
tokugawa wrote:Put expensive meganobs into crap trukks. Why?

Trukks are Fast vehicles.


Trukks may be Fast but they're weak. If they get popped early, you're footslogging with Slow and Purposeful units. Why not put the Boyz in Trukks and the more expensive and slow ones in Wagons? That will free up some options in Heavy Support too if you feel like taking Kans (always a good choice).

Orks W-L-D
27-10-8
Daemons W-L-D
6-5-3
Warboss Lemmy's Speed Freaks: 1730pts painted
+ Skullbearers: 750pts painted
DT:90S++G+MB-I+Pw40k09#+D++A+/hWD-R+++T(T)DM+
My Battle Reports: Orks against: Tau , Tau , Tau  
   
Made in gb
Tower of Power






Cannock

Considering the big mek is going to see combat with that power klaw wouldn't it be best to throw on a cybork body and perhaps 'eavy armour too? I say 'eavy armour perhaps as it depends if with nobz, because of the painboy. But in combat 6+ armour save is going to fail :(

The nobz are troops are a good idea. I like it because cheap, but they're still costing a lot of points and won't last long.

Meganobz in a trukk? Pop it and they're walking with slow and purposeful. Give them a wagon to make sure they meet the front lines.


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'






Trukk Starts about on the 6" line behind a Battlewagon.

Trukk Moves 18" and is now on the 24" line (half-way across the board)

Trukk is "popped" (They drove around the battlewagons and I failed the obscured save and I let them get LOS...)

I assault them with my army. They lose. The Meganobz arrive to clean up at full strength.

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
Hurr! Ogryn Bone 'Ead!





Claypool wrote:
Eyclonus wrote:
tokugawa wrote:Put expensive meganobs into crap trukks. Why?

Trukks are Fast vehicles.


Trukks may be Fast but they're weak. If they get popped early, you're footslogging with Slow and Purposeful units. Why not put the Boyz in Trukks and the more expensive and slow ones in Wagons? That will free up some options in Heavy Support too if you feel like taking Kans (always a good choice).


Because 5-11 Nobz/Meganobz can still be very dead. 11 Boyz in a trukk isn't nearly as killy. IMO if you want them to be a real CC killer (which they should be) you need more than 11 or 12 and for that you need a battlewagon. Nobz and meganobz just waste all that extra transport capacity that the boyz could really really use.

Not to mention, as long as you keep the Trukks under the KFF for at least the first turn, they should be fine. People tend to shoot at the BW anyway.
   
Made in us
Mekboy Hammerin' Somethin'






I use the Meganobz to charge rank and file units without power weapons or a powerfist (sargent not included), Vehicles, or TMC without bone swords that are by themselves....

Correct me if I am mistaken but if you opt to use bone swords, do you still get your other 4-5 attacks or if you use it like a force weapon, you only get 1 attack?

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

QuietOrkmi wrote:Trukk Starts about on the 6" line behind a Battlewagon.

Trukk Moves 18" and is now on the 24" line (half-way across the board)

Trukk is "popped" (They drove around the battlewagons and I failed the obscured save and I let them get LOS...)

I assault them with my army. They lose. The Meganobz arrive to clean up at full strength.


It doesn't matter how far you move becasue those trukks will still get wasted. You move over 12" and you cannot assault, so pop the trukk meganobz are sitting there and blast them with lascannons and they're taking wounds. A battlewagon is far more better delivery unit for the meganobz, ensures it does its job better than trukk.

As for boneswords you still get the attacks and still use it like a force weapon.

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'






The only true response I could say is that the meganobz in a deceptively easy to crack target prevent them from firing at my KFF wagon... I think you have not though about the power of the KFF...

While a Lascannon will pop a trukk, no argument, 50% of the time that las-cannon will do nothing because of the KFF. I feel a more agreeable argument would be that 2 Lascannons would pop the trukks containing the 6 Meganobz.

I can get around this issue through hiding my trukks behind my Wagons, and taking more than 1 unit of meganobz. If you are concentrating fire on one trukk, chances are your either ignoring my army or the other trukk full of meganobz.

However, I will not dispute that meganobz that have to walk are slow, the 6" from Ghazghkull helps but the assault range of 13-15" is short.

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

I have thought about KFF as I use one in my battlewagon spam. You cannot hope to save every single shot with the KFF. Sometimes things are going to get through and a trukk isn't hard to wreck, which is my point. Now if you have a wagon sure it's a bit slower but that doesn't matter because when a trukk moves 18" you cannot get out anyway and nor does it get a cover save because it moved that quick so it won't be in KFF range, really. So if you fail the KFF save your armour 14 or even armour 12 is far better than a paper trukk.

Now I personaly would go for that meganob trukk straight away. It's a easy target and all I need is one high powered weapon to get through and the trukk will be more than likely immobilised or totalled, because it's open topped a 3+ on the damage table would do me - meganobz are now foot slogging.

Once again you talk about hiding but enemies reposition. You don't honestly thing they're going to sit there and not get LOS to a high priority target?

Not all fire will be concentrated on the trukk. I think once again you presume too much. You presume the KFF will save it, you presume LOS cannot be drawn to it and you presume a lot of fire will be concentrated on it. That is not the case. A lucky shot could get through first time after repositioning.

If ghazgkull is with the meganobz they will slow him down as they can only roll 2D6 but ghazgkull rolls 3D6 as a I.C.

That's my point anyway. Whether you want to keep them in a trukk is your choice but I've been there done that got the t-shirt and a battlewagon is a lot lot better. Perhaps give it a try, heh you never know I maybe right

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






Ohio

I agree with mercer. Trukks should only be used for Boyz. There's a reason Nobz get wagons as dedicated tranports.

Orks W-L-D
27-10-8
Daemons W-L-D
6-5-3
Warboss Lemmy's Speed Freaks: 1730pts painted
+ Skullbearers: 750pts painted
DT:90S++G+MB-I+Pw40k09#+D++A+/hWD-R+++T(T)DM+
My Battle Reports: Orks against: Tau , Tau , Tau  
   
 
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