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Made in us
Tzeentch Veteran Marine with Psychic Potential




HQ
Big Mek-
-KFF-

Ghaz’kull Thraka-

Elites
Lootas- 10x-

Lootas- 10x-

Burnas- 10x

Troops
Slugga Boyz- 30x-
-Nob-
-Power klaw-

Slugga Boyz- 30x-
-Nob-
-Power klaw-

Shoota Boyz-30x-
-nob-
-Power klaw-

10x Gretchen
-1x runtherd

Heavy
Killa Kans-3x-
-3x-Grotzookas

Killa Kans-3x-
-3x-rokkits

Battlewagon-
-deff rolla-
-red paint job-
-big shoota-

This message was edited 11 times. Last update was at 2010/04/20 10:08:23


   
Made in us
Tzeentch Veteran Marine with Psychic Potential




no opinions??? :(

   
Made in us
Death-Dealing Dark Angels Devastator





italiaplaya wrote:no opinions??? :(



I'm a total newbie here, but I've been lurking and reading and I feel like what most people would suggest is shootas and either rokkits or big shootas on your walking boyz squads and maybe a bosspole on their nob just in case. I know I've also seen posters say mobs of 20 are easier to move and more flexible than mobs of 30.

Again, I have no idea how this plays. I just feel for you and wanted at least somebody to chip in. Maybe this'll get the veterans who know what the hell they're doing to post .

This message was edited 1 time. Last update was at 2010/04/01 00:47:03


"Well, isn't the enemy of your enemy, like, your friend? Or whatever? Can't they team up?"
"Not exactly. In this setting, the enemy of your enemy is still a floating, greasy, armored brain."
"Well, what about his enemy? Maybe you could be friends with him."
"No, because that guy is a mechanical horror in an undying battle shell. He sails from world to world in a flying tomb, serving gods who eat hope."
-Penny Arcade 
   
Made in us
Committed Chaos Cult Marine






Your list is confused. You have Kan Wall elements and Nob Biker elements together.


Automatically Appended Next Post:
And Darth, it worked by bumping it to the top

This message was edited 1 time. Last update was at 2010/04/01 00:50:51


Check out my blog at:http://ironchaosbrute.blogspot.com.

Vivano crudelis exitus.

Da Boss wrote:No no, Richard Dawkins arresting the Pope is inherently hilarious. It could only be funnier if when it happens, His Holiness exclaims "Rats, it's the Fuzz! Let's cheese it!" and a high speed Popemobile chase ensues.
 
   
Made in au
Sinewy Scourge




Downunder

I don't see any reason to call this Deathskullz. You have Lootas and a mek. Deathskullz is a lot of Lootas, Gretchin and Shoota boyz, and Kans+Dredds+Looted tanks. The Nob bikerz do nothing to make this Deathskullz

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

And I quote from the almighty codex:

"The Death Skulls Clan has lots of Lootas".

This is the word of Phil Kelly.
Praise be to GW.


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
Regular Dakkanaut




Charleston, SC

The bikes don't much sense to me in this list. The big advantage for bike is their speed - but if you motor off and leave the rest of your army behind even nob bikers will die when facing an entire army by themselves.

If you plan on holding the bikes back that may work but then you've spent a ton of points on a unit that spends 3 turns doing nothing.

I also recommend trimming some orks from the big mobs to get some grots. I can't tell you how many times I rushed forward and was having great fun fighting in close combat on the otherside of the board to then realize the game is going to end with none of my boyz on my objective(s). 40 points for a grot squad to hold and objective is pretty cheap.
   
Made in au
Sinewy Scourge




Downunder

I disagree with your statement; nob bikers don't die from an entire army shooting at them, its what put them in 1# for a long time. But yes bikes do overshoot your army and unless you can keep them in hand to hand combat without them breaking or their opponent breaking, which is a siht situation as it means they aren't racking up Kill Points, they will die.

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
Tzeentch Veteran Marine with Psychic Potential




Vrakk wrote:The bikes don't much sense to me in this list. The big advantage for bike is their speed - but if you motor off and leave the rest of your army behind even nob bikers will die when facing an entire army by themselves.

If you plan on holding the bikes back that may work but then you've spent a ton of points on a unit that spends 3 turns doing nothing.

I also recommend trimming some orks from the big mobs to get some grots. I can't tell you how many times I rushed forward and was having great fun fighting in close combat on the otherside of the board to then realize the game is going to end with none of my boyz on my objective(s). 40 points for a grot squad to hold and objective is pretty cheap.



Idk what kind of games you play in, but never does a unit never do anything till turn 3 (unless it was kept in reserves). most of the time my army will make hand to hand by turn 2. Also unlike most people that use nob bikers i use mine more defensively to keep them alive longer since i dont use a full 12 man squad. I use them as more as a counter assault for after my boyz hit a squad.

i know what you mean on the grots... they always won me games but i dont think i have enough points to fit them in.

also should i keep both squads of grotzookas or how ive changed them to now, which is 1 squad of grotzookas and 1 squad of rokkits launchas

   
Made in us
Growlin' Guntrukk Driver with Killacannon






Ohio

A good motto for Orks is "Rokkits Rokkits Rokkits".

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
Tzeentch Veteran Marine with Psychic Potential




Claypool wrote:A good motto for Orks is "Rokkits Rokkits Rokkits".



my rokkit launcha killa kans rarely ever do anything. which is why ive stuck with grotzookas. But i feel like i need the rokkits just incase they do decide to do something. lol

   
Made in ca
Tough-as-Nails Ork Boy




Vancouver, BC, Canada

From the looks of it, you have a couple highly mobile elements, and a bunch of very-not-so-much.

If thats the way you wanna go, I'd say focus on the slower element, because its them that will capture objectives, tear enemies down (and are the majority of your points).

Oldhead, still kicking 
   
Made in au
Sinewy Scourge




Downunder

Orks aren't really able to handle a split between highly mobile units and then slower harder units. Splitting builds is probably the easiest way to set yourself up for series of ties and losses.

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
Tzeentch Veteran Marine with Psychic Potential




Eyclonus wrote:Orks aren't really able to handle a split between highly mobile units and then slower harder units. Splitting builds is probably the easiest way to set yourself up for series of ties and losses.



They've done quite well in the last couple of games ive played. Going to play them at this weekends upcoming tourney and see how it goes.

   
Made in us
Furious Fire Dragon





Good luck, It seems you disagree with much of the standard sentiment about Orks. If that's the case, then just prove everyone wrong about 'hybrid' speed lists. If you can't, then at least you tested your hypothesis that slow+run and fast+assault mesh together.

Zain~

http://ynnead-rising.blogspot.com/
 
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

Zain60 wrote:Good luck, It seems you disagree with much of the standard sentiment about Orks. If that's the case, then just prove everyone wrong about 'hybrid' speed lists. If you can't, then at least you tested your hypothesis that slow+run and fast+assault mesh together.


Not sure that that's really useful. I bet money that I could put together a terrible ork list and go to a local tournament and still win it, because of generalship. When folks start showing up to GTs with hybrid ork lists that aren't themed and sweeping the events, I'll back down about thematic ork play.

In the meantime, copying and pasting something I wrote elsewhere for the OP to help steer him towards theming a list:

I'm going to work off of a couple of assumptions.
------------------------------------------------------------------------------
1. Playing Warhammer 40k is fun.
2. Playing Warhammer 40k and winning is more fun.
3. Playing Warhammer 40k and losing is less fun.
-------------------------------------------------------------------------------
Human nature and natural selection demand that we continually seek to improve ourselves. Having an A type personality probably doesn't hurt this effort, but if you lose a game of 40k and don't reflect on the game with, "What did I do wrong? What could I have done better? How can I prevent this from happening again?" then I can't really talk to you.

If this thought process and those three assumptions *do* apply to you, then read on.

******
Orks are a unique codex. An ork boy is significantly cheaper than just about any other model in 40k, and is basically a platform from which many things spring (other kinds of ork variants - stormboyz, lootas, nobs...). If you read the fluff, every ork starts in the same place, and as they develop, they lean towards on klan/society, which is how they figure out what kind of ork they're going to be.

In other codexes (space marines and their variants being the most prolific), basic troops are well-rounded models. You ever play Final Fight? How about ANY kind of game with character selections? You've got the big, strong guy that's slow...the average Joe....and the weaker but very speedy character. This applies in 40k as well. Space marines are like your average, well-rounded Joe. Orks are NOT. You can't mix and match orks in any order you like to make a generalized list.

This is *not* called power building, its called understanding your codex, how your codex is designed, and using it as such. Every time someone calls "playing a theme" to be "powerbuilding" I want to stab them in the F***** eye. If you look in the Ork codex, do you see the codex writers putting in pictures for the sample armies of some Lootas backing up a squad of meganobs in a trukk, who are advancing next to some buggies and a deffkopta or two?

NO!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

They even TELL you how to make your army. They tell you what the Ork klans are - Bad Moons, Kult of Speed, Deffskullz, etc.

That kind of thematic army construction is the intent of the Ork codex. That is what makes orks powerful. The ork codex is written so that you can design an army list that is absolutely ridiculously powerful, but it is NOT made up of average Joe units; everything is specialized towards a specific goal. When you build an army list, you should follow the thematic advice given to you in the Codex. PICK a theme. There's a lot of them:

Green Tide. Mechanized Assault. Mechanized Shooting. Ork Gunline (Moar Dakka), Kan-Wall. Dreadz of Fury. Kult of Speed. Outflanking Goodness. Rebel Grotz. Nob Bikers. Super Units. Orky Burnas.

All of those things have something in common - the lists were designed with a theme in mind, and have the synergy to work together towards that goal. When you start combining those themes to make a list, you're being counterintuitive to the very style that the orks were created for.

Remember this: Orks can do anything that any other army can do, and they can do it better than that army. However, orks can only do it one at a time. You can outshoot a Tau Gunline. You can out-assault a khorne army or an army of genestealers. You can put down more templates than IG....whatever your goal in mind is....orks can do it better, but it has to stick to that theme. Orks are not meant to be universal, middle-of-the-line armies.

To give another analogy...if you've ever played an MMO, there are different classes. Fighter, Tank, barbarian, mage, cleric, wizard, hunter, ranger, red mage, death knight, rogue, whatever.....its all based on the game you play. The class you pick sets you on a path for the kind of game you play, the skills you get - they are pre-defined roles.

40k armies fit into that kind of typification. Except for Orks. Orks would be the generic class. You start with a neutral character, with skillpoints to assign, and you can make orks any kind of army you want them to be. People fail with orks because they want some of everything. Instead of making them a fighter, or an archer, or a guardian...and they would be better fighters, archers and guardians than every other type...they split points between all three to make a Figardian. F.A.G for short.

Do you want to excel in something, or be a F.A.G? That's what it boils down to.

Are you a F.A.G?




*EDIT* I'm adding information for the tactics article I'm working on.

If you're running a foot-slogging list, shoota boys are your friend. Slugga boys belong inside vehicles. In fact, I think you should convert your slugga boy mobs into shoota boys. In 5th edition, the shoota boy is the most efficient point purchase across all 40k.

Think on that - for 6 points...SIX POINTS....you get an infantry model with an assault 2 STR4 gun, who is WS4, STR4, T4 on the charge. In terms of math hammer between shoota and slugga boys, it's pretty simple. Slugga boys have +1 attack in close combat, and shoota boys have +1 attack outside of close combat. Since your Orks on the assault are only I3, you're going to strike last meaning that 30 boyz are going to take some casualties before getting their attacks back.

On the flip side, shoota boys get 2 shots before assaulting, and the enemy doesn't get to shoot back first and cause casualties - putting in any kind of hurt before you assault is incredibly valuable. And since it has an 18" range, you can shoot into a unit even when you don't have range to assault this turn. My advice for green tide:

Take all your troops choices as shoota boys. Consider taking a squad of gretchin - you can spread them across your front lines to provide 4+ cover saves for your whole army. Alternatively, you can take a squad of ork boyz to do the same. If you make them 'Ard Boyz they gain considerably in staying power.

Want to get real freaky? Take a squad of 'Ard Boyz, stick Mad Dok Grotsnik with them for a 4+/4+. Spread that unit out 2+ coherence to minimize the damage that blast templates can do, and have the whole thing move+run in front of your army. Your screening unit has 4+ armor saves, 4+ feel no pain, and the rest of your army has 4+ cover saves now. If your points allow it, what really tops off the list is adding some fast attack Stormboyz. You can put them into close combat, or have them multi-assault to shake/stun some tanks/artillery, have them get in fast and tie up enemy units (hello Tau!), or if the situation doesn't call for it, you can leave them behind your screening unit and keep them in reserve to get in where you need supporting assault units at.


Here's a quick take on those various lists. Please remember something important: Every list needs to be tailored for point allocations. What I'm putting down here is an "optimized" list where you get the maximum ability from it, so if you're playing a 1,000 point gunline, three full squads of Lootas + supporting units and troop choices isn't really what you're going to play. You'll have to tweak to match your needs.

Green Tide:
Green tide is actually an apocalypse battle formation, but is a common name for a foot-slogging ork army list. It consists of mobs of 30 shoota boys, a nob with a powerklaw, and either a unit of gretchin or a unit of boyz or 'Ard Boyz (maybe even with Mad Dok) screened across the front to give the rest of the army a 4+ cover save as they advance up the board.

Mechanized Assault:
12 slugga boyz+Nob/PK stacked into trukks, perhaps some battlewagons in the mix, covered by a Big Mek with a KFF...an elite unit or two (kommandos, lootas, burnas) tacked into the mix depending on your personal playstyle - they get into close combat as fast as orkishly possible; with Ghazghkull leading the mix, that's usually turn2.

Mechanized Shooting:
Instead of slugga boys, you have shoota boys, preferably in battlewagons, with a KFF screening them, rolling around the battlefield pouring firepower into enemy units. Alternatively, (and one of my favorite setups) this is 3 Loota squads inside battlewagons sitting on the back table edge, Big mek with KFF in the middle one in a trident formation \|/ to present front armor across the battlefield, surrounded by a unit of gretchin to prevent assaults on rear armor.


Ork Gunline:
Three squads of Lootas form the backbone of this, either sitting in cover or with a screening unit to give them a 4+ cover save, heavy support of big guns or some dreads/kans to provide long range firepower, with the obligatory shoota boy squads.


Kan wall:
One of the current meta-game favorites: Three squads of three killa-kans, protected by a KFF mek (or two) marching up the field screening mobs of shoota boys behind them.


Dreadz of Fury:
Three DeffDreads for Heavy Support + 2 Deff Dreads for troop choices, with a KFF mek screening them for a 4+ cover save, set for either long ranged fire support or close ranged pwnage; I prefer the STR10 DCCWs.


Kult of Speed:
Straight out of your codex! Boyz in trukks, mechanized element + Stormboyz. Ponder this for a moment: 6 trukks full of boyz screened by a Mek with a KFF, in turn screening 3 units of Stormboyz who can move as fast as the trukks moving flat out...that's a lot of fast moving destruction.

Outflanking Goodness:
Kommandos as elites and Deffkoptas as fast attack, as many of each as you can fit in, often with Deffkoptas equipped differently for wound allocation spread outflanking (unless you get turn1 and put your deffkoptas out for a turn1 turbo-boost).


Rebel Grotz:
Instead of six units of boyz, you get.....gretchin! Bwah ha ha. Not particularly scary in themselves, but using covering units or terrain, able to go to ground for a 3+ cover save, making them incredibly difficult to remove from an objective, especially with other gretchin (inside killa-kans) are krumping around the battlefield.

Nob Bikers:
Two warbosses + 20 nobs = 2HQ + 2Troops. 22 models = 1750. Diversified wargear and weaponry let you spread wounds around instead of removing models, and the unit is incredibly tough, has the ability to get anywhere fast, and kill anything fast.

Super Units:
Similar to Nob bikers in having an army with a low model count: Warboss Krumpmaster and the Megaboyz; a couple units of Meganobs, or my personal preference, units of regular nobs with diversified wargear for wound allocation magic - in vehicles!


Orky Burnas:
Start with three units of burna boys. Put them in battlewagons if you like. Mek with a KFF to screen if you do, and you have an army of combination templates / power weapons. Alternatively, a warboss makes nobs a troops choice, and you can give them all kombi-skorchas for some real carnage.


Battlewagon Spam:
Did you know that you can field 8 Battlewagons in a single army list? That's right...eight battlewagons. Three Heavy Support, Three dedicated transports for elite unit nobs, and two warbosses making two units of nobs troop choices so that you can take two more battlewagons. I think any time you have vehicles, you should have a KFF floating around, so I wouldn't advocate going for 8....but you can do a lot of things with a list of Battlewagons.

   
Made in us
Tzeentch Veteran Marine with Psychic Potential




updated.

   
Made in us
Tzeentch Veteran Marine with Psychic Potential




got 4th out of 18 people... 2 wins and a lost. damn them IG players haha.

Got annihilated my 2nd game every model basically, aside from 10 shoota boyz but i called the game. All i killed was 2 chimeras and a squad in 1 of them...

   
Made in us
Tzeentch Veteran Marine with Psychic Potential




updated for next tourney.

   
Made in us
Tzeentch Veteran Marine with Psychic Potential




how does this list look?

   
Made in us
Growlin' Guntrukk Driver with Killacannon






Ohio

Once again, you are mixing lists and Orks can't do that. I'm seeing Kan Wall, Gun-Line and Mech Assault. Pick one and go for it.

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
Tzeentch Veteran Marine with Psychic Potential




my development will look like this,

KK BW KK
CB SB CB
L L
G -on a objective (if no objective stuck in reserve)

Grots somewhere on a objective,
lootas take down low armour or atleast attempt to ha
boyz get 4 plus cover from all the walkers
big mek in battlewagon gives my KKF longer reach to give my walkers and my battlewagon cover safe

   
Made in us
Growlin' Guntrukk Driver with Killacannon






Ohio

I just feel like your battlewagon will outrun your walkers and boyz. If it doesn't, I feel like you're using your wagon wrong.

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
Tzeentch Veteran Marine with Psychic Potential




Claypool wrote:I just feel like your battlewagon will outrun your walkers and boyz. If it doesn't, I feel like you're using your wagon wrong.


All is it, is a larger bubble, once everything starts gettin into combat it can start doing its own thing.

   
 
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