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Da 'Eavy Metal Boyz - a 2000 point casual orks list.  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Hierarch




Pueblo, CO

So, I'm in the process of starting a new Ork army, and wanted to go with something maybe a little bit different.

Do I dream of 'Da Green Tide? Perhaps, bot for the time being, I want a list that will transition nicely from the CSMs I've been playing for the past couple of years, and I also want to make this my "I'm not playing anything until it's actually painted" army, so I don't want to get myself in TOO deep...

What about the good 'ol Kan Wall, maybe something all Walker-heavy, like the CSM lists you love to run? Well, as much as 9 kans and 2 Deff Dreads appeals to me, and as much as I will end up eventually buying these models in larger quantities than are healthy, well, not yet...

Then it struck me... BATTLEWAGONS! I like the deff rolla, and not just in a "hurrhurr it's borken!" kind of way, but in the "BEHOLD MY GIANT ROLLING PIN OF DOOM!" kind of way, and I was playing with a few conversion ideas, anyhow... so, after a bit of plugging and considering, I came up with this:

HQ
Warboss
Mega Armor
Cybork Body

Warboss
Mega Armor
Cybork Body

ELITES
Burna Boyz (10)
Upgrade to Mek (2)

Burnaboys (10)
Upgrade to Mek (2)

TROOPS
Meganobz (8)
Battlewagon
-Deffrolla

Meganobz (8)
Battlewagon
-Deffrolla

Slugga Boyz (12)
Upgrade to Nob
Powerklaw

HEAVY SUPPORT
Battlewagon
Deffrolla
Killkannon

Battlewagon
Deffrolla
Killkannon

Battlewagon
Deffrolla
Killkannon

1999 points

Is is battlewagon spam? Yes. Is it justifiable battlewagon spam? Maybe... Is it a themed army? Oh yes. They're 'Da 'Eavy Metal Boyz, roaming the land, searching for Metal and Mayhem!

The alternate makeup for this list consists of actually swapping the boyz and dropping a single model from one of the Meganobz squads for another squad of burnas, but the list, as is, comes in within that 2000 point neighborhood, and is able to really be opened out in whhatever direction I choose to go in. The list is made to be fun and killy, whilst maintaining a core of worrysome units. 8 Meganobz will really wreck someone's day, and the fact that they're scoring is always nice. further, it's a grand total of 5 deffrollas, and enough templates and blast markers to make anyone nervous. Is it competitive? I dunno... you tell me... C&C requested, tell me what you think, and bear in mind that I want to make this my starter 2000 points... with a grand total of maybe 15 kits to build all of it....

So, yeah... thoughts?

Things I've gotten other players to admit...
Foldalot: Pariahs can sometimes be useful 
   
Made in us
Growlin' Guntrukk Driver with Killacannon






Ohio

Everything needs red paint. No exceptions

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
Foolproof Falcon Pilot






It's a good start...and vert Orky

There are a few things, however, that will make this list much better.

First, drop a Warboss for a KFF Mek...he will be invaluable with all those BWs.

This means you will also need to drop a unit of meganobs for boys to keep at least 3 scoring units...although, I would also drop a burna squad for a 4th scoring unit at 2k.

Finally, I would drop all the killkanons to make more room for boyz inthose BWs. You will want to use those Deffrollas way more than the killkanons, so I would add RPJ and grot riggers to all the BWs to make sure they get in quick

   
Made in au
Sinewy Scourge




Downunder

Alerian has pretty much covered your flaws. But also Upgrading a burnaboy to mek isn't that useful compared to the loss of the multiplier, especially when the B-Wagon has Grot Riggers.

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
Fixture of Dakka





Feasting on the souls of unworthy opponents

Definitely some flaws in your work, and Alerian has expounded on some basic principles of things to change. I play mechanized orks. Battlewagon orks if you like. I don't do too shabbily with them at all, and I wanted to add a few things.

1. THe KFF wagon isn't just invaluable - he provides a 50% more life expectancy. It is possible to deploy your battlewagons and move them in a trident formation \|/ that literally presents front armor across the board, and having a 4+ cover save...having mobile cover that you take across the board with you wherever you go is critical to sustaining your livelihood.

2. The most important moment of the game....the most important part of every game you play as a mechanized ork player is your initial charge. The entire game up until this point is nothing more than clever maneuvering and preparation for you assaulting. Consider Ghazghkull Thraka and the force multipliers he brings to your army. He extends your charge radius an automatic 6", and is single-handedly very likely the most potent close-combat model in the entire 40k universe. Seven STR10 attacks on the charge with a 2++, 4 wounds, and EW. I consistently send him into combat alone. He annihilates everything. Honor guards, nob bikers, Blood Crushers...and on top of that, he makes your entire army fearless for a full player turn, meaning that you don't need to worry about running or breaking in shooting/assault.

3. Wise advice on the killa-kannons. Keep in mind that they are an underpowered overcosted mimicry of the battle cannon. Worse, you don't get PotMS or anything that lets you shoot and move, so your two choices are such:
-Move 0" or 6" and fire the killa-kannon, thereby wasting the battlewagon's carrying capacity and ability to get you up to the front lines quickly
-Move 12" to use the carrying capacity and don't fire the killa-kannon.

Either way, you're wasting something. The only configuration that makes the slightest sense at all would be a killa-kannon with 12 Lootas inside as a mechanized bunker on your back lines. But even that is wasteful; I'd rather have the extra 3 Lootas than a killa-kannon.

4. I've grown strangely attached to my gretchin. A unit of 10 gretchin with a single runt herder is a 40 point scoring unit. In capture and control missions, they hold your rear objective while the other 1960 points charges forward, which is a far cry better than leaving 200+ points in the back to hold your objective. In seize ground, they can be an easy objective holder while you go somewhere else. Ponder that.

5. This is a mechanized world we live in, and there's a few pieces of wargear for my battlewagons that I've found pretty much mandatory: Boarding planks, grabbin' klaws, big shoota. Your deffrollas aren't always going to hit their target. When they do, they're not always going to explode it and let you continue on. Boarding planks let your embarked powerklaw take some swings at it. And in case that fails, a grabbin' klaw lets you grab it during your opponent's next moving phase so that you'll auto-hit next turn. The big shoota is so that you can survive a weapon destroyed result. Keep in mind that if you have a KFF in your list, you also have mek's tools to try repairing battlewagons, and a grot oiler is a reroll.

6. Meganobs. Eww. Exactly what can meganobs do that regular nobs can't do better? The problem arises when you think of where you *need* meganobs. Or better, where a unit of boyz isn't enough. Throwing a unit of boyz at a unit of MEQs is easy - you have overwhelmingly more attacks, you're going to win. Throwing that same unit of boyz at a unit of terminators with lightning claws....now you're going to lose. TEQs are problematic. So are MCs - all those boys need 6+ to wound, and against some tyranid MCs (like hive tyrants and swarm lords) there are other nasty things that will cause double wounds, or ID. Force weapons, nemesis weapons, units with flamers....all of these are bad news for boys.

The problem is this: Your alternative answer for the things boyz are ill-equipped to handle is a unit of meganobs, who are equally poorly equipped to handle the situation. Against a unit of TEQs, you're going last, and you have no invulnerable saves against all those lightning claws. God forbid they have thunderhammers - you're going to lose a bunch of meganobs while they shrug off 66% of your powerklaw hits with their stormshields. Against MCs....you get no saves against them, and while you'll probably win, you'll take casualties. You'll do better against flamers than boys will, unless those are being toted by ORKS, in which case you're going to get hit by a big unit of power-weapon toting boys who will rip you a new one before you get to even think of hitting back. Your 8 meganobs against my 15 burna boys. Your 320 points against my 225 points. 45 attacks at I3 says that I get 12 wounds, and you lose 6 meganobs. Your two strike back and kill 2-3 burna boys. I'll take it.

My point is that a regular nob squad can do everything a meganob squad can do, and do it better. Take a unit of 8 nobs instead. Equip them all uniquely. Give them cybork body and a painboy, so they have a 5++/4+ FNP. Now, you have a 5++ against ID, which the meganobs don't, and if you take two wounds...or four wounds...or 6 wounds....you still don't lose a model.

There's more, but I'm out of time this morning.

   
Made in us
Tzeentch Veteran Marine with Psychic Potential




if your going to keep the list, ATLEAST make the boyz ard boyz so it goes more with your theme. All armored units "looking for metal and mayhem" haha. looks like a fun list

   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

italiaplaya wrote:if your going to keep the list, ATLEAST make the boyz ard boyz so it goes more with your theme. All armored units "looking for metal and mayhem" haha. looks like a fun list


Thematically perhaps, but it terms of effective point cost and utility, please disregard this advice.

   
Made in us
Tzeentch Veteran Marine with Psychic Potential




Dashofpepper wrote:
italiaplaya wrote:if your going to keep the list, ATLEAST make the boyz ard boyz so it goes more with your theme. All armored units "looking for metal and mayhem" haha. looks like a fun list


Thematically perhaps, but it terms of effective point cost and utility, please disregard this advice.


hehe

   
 
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