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Made in au
Stinky Spore



Melbourne

Ok, i'm back into 40k after a long break (ex necron player) and decided to go with Orks for something with more character and diversity in units (not to mention the play style of Orks suits me better).

So I decided to put together a list, featuring most of my fav units. I know the list strays from any themed list but I just went with whatever feels/looks like fun.

But I would like some feed back on improvements to survivability, practicality and all round good/bad ideas. It will all be taken on board

So here it is. (Since last updated)

HQ

Big Mek (inside BW)
-KFF
85pts

Total: 85pts

TROOPS

11 x Shoota Boys (inside BW)
- 1 x Big Shoota
-Nob
-BP
86pts

12 x Slugga Boyz
-Nob
-PK
-BP
-Trukk
-RPJ
- Reinforced Ram
157pts

12 x Slugga Boyz
-Nob
-PK
-BP
-Trukk
-RPJ
- Reinforced Ram
157pts

Total: 400

ELITES

15 x Lootas
225pts

8 x Kommandos
-Boss Snikrot
- 1 x Burna
170pts

Total: 395pts

FAST ATTACK

1 x Deffkopta
-Twin-Linked Rokkits
-Buzzsaw
70pts

1 x Deffkopta
-Twin-Linked Rokkits
-Buzzsaw
70pts

Total: 140pts

HEAVY SUPPORT

3 x Killa Kans
- Grotzookas
135pts

3 x Killa Kans
- 2 x Rokkit Launcha
- 1 x Scorcha
140pts

1 x Battlewagon
-2 x Big Shootas
-'Ard Case
-Deffrolla
-Grot Rigger
-RPJ
-Killkannon
205pts
Total: 480pts


GRAND TOTAL: 1500pts

This message was edited 3 times. Last update was at 2010/04/13 10:18:56


 
   
Made in gb
Tower of Power






Cannock

Ok you've got some synergy problems in this list which I'll go over in a minute.

Right the big mek, if taking a power klaw to be in close combat should have a cybork body for a invulnerable save.

Warphead is just a joke HQ. Not very good and unpredictable.

Ard boyz aren't that good because they get shot just as much as a normal ork. I'd rather invest the points in more models.

Now here is where you synergy problem is. You've got 2 trukks which will race ahead and be easy targets, both don't have nobz or a bosspole so will get shot up, gunned down and fail morale.

The deff dread needs a friend..

Deffkopters work better with buzzsaws as well as rokkits. They can now shoot and assault, taking out that tank first turn is great.

3 killa kanz won't hide those boyz. You need another unit so I'd drop the deff dread for 3 kanz.

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 au
Sinewy Scourge




Downunder

The 3 Kanz should have either Rokkits or Grotzookas. Making a split-unit is fairly pointless as either the rokkit gets wasted or the Grotzookas. Making a unit able to shoot both vehicles and infantry leads to a Kan mob that can do one ok and the other poorly instead of one excellently.

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
Fresh-Faced New User



Phoenix, AZ

I never got all the hate for the Weirdboy, he's always been a fun unit to field.

What I've found works better than putting him with sluggas is actually putting him with shoota boys. For the most part the Weirdboy's powers are shooting attacks, and if you roll "'ere we go!" you can deepstrike a giant blob of 40 strength 4 shots whereever you want.

An auto-hitting 36" S10 AP2 or a 24" small blast S6 AP3 shot or a free Waaagh! aren't bad either. I've never ran a Warphead, but I can appreciate having somewhat more control over what you DON'T do.

This message was edited 1 time. Last update was at 2010/03/29 21:38:36


 
   
Made in us
Squishy Squig




First of all the predictability is low, which is why everyone hates him. You can't plan tactically around that D6 roll at the start of your turn.

That being said. I think he can be effective. One properly timed Waaaagh, or 'Ere We Go, can really change a battle. Also, the 1 roll can easily be negated, if you keep him at max unit-coherency distance, because a small blast template centered on him will only reach like 1" past his base. It really depends on whether you mind him being completely ineffective in some games. :/

For the Kommandos, if it's possible to give them a PK, I'd do it. I know points are tight, but having some STR 9 attacks against unmoving vehicles, or static gun line stuff can be good.

   
Made in us
Growlin' Guntrukk Driver with Killacannon






Ohio

'ard Boyz are terrible overpriced. Trade them in for something else.

If you're running Kommandos, you should definitely take Snikrot. He makes them great instead of ok.

I love the idea behind Warpheads too but they always fail when you need them most. Very orky though.

Definitely get rid of the Deff Dread for more Kanz with one weapon type per mob.

Good job with the Deffkoptas. Very useful for harrying tanks.

This message was edited 1 time. Last update was at 2010/03/30 01:24:13


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 au
Stinky Spore



Melbourne

Thx guys, all this advice and ideas are awesome, keep them coming!

Going to cut and chop my list tonight and repost the new one. I just read the "How to post your lists on the forum" topic and i'm slapping myself on the wrist for it being so long written.

Sadly i'll be taking out the deff dread, main reason for taking it was because the new plastic model looks epic! But i guess i can always use 2 or something when i expand to 2000+ points.



Automatically Appended Next Post:
List has been updated.

-Reduced Deffkoptas to 2 and added buzzsaws.
-Increased Kommando Squad size, added burna and Snikrot
-All boyz squads now have nobs with PK's and BP's
-Added squad of killa kans, changed first squad to all have grotzookas and the second with 2 rokkit launchas and a scorcha (more since most likely that squad is more of a threat initially since rokkits have greater range, so if i lose 1 kan in the process i'm only losing a scorcha)
-Put Big Mek in a squad of Gretchin so as not to be singled out. Big Mek to be walking with the kans for cover saves.

Idea is the 2 trukks charge forward while the rest of the army make their way forward. Using snikrot to pop up behind or close to table edge units or heavy vehicles at the back. Mainly this idea so as to panic the opponent into deciding to stay back and shoot the orcs down (making it easier for kommandos to get stuck into their army), or deploying away from edges and closer to the front edge of their deployment zone, lessening the gap for my trukks and other units to get to them.

Thoughts?

Keep the ideas and suggestions coming!

This message was edited 3 times. Last update was at 2010/03/30 11:13:20


 
   
Made in gb
Tower of Power






Cannock

Big mek is a I.C so can be singled out in combat if in base to base contact, and because he has no armour etc he'll be wasted very very quickly.

Weirdboy still sucks I'm afriad.

You still only have 2 trukks zooming ahead (which will get blown up) and one mob on foot.

Drop the kommandos for another loota unit and you've got more and better anti tank.

The kanz while setup still don't serve much purpose. See you can hide the foot mob behind them, however the other unit will just be standing there. Best setup with a kan wall is all units on foot and taking 2 big meks with kff so you do not have to bunch up

This is a kan wall list I wrote on my blog: http://www.imperiusdominatus.com/2009/10/foot-slogging-kan-wall-ork-list.html

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 au
Stinky Spore



Melbourne

No offence to your taste in play style, but i prefer more randomness in my orc army rather than make all my units predictable in their functions. Hence why i keep the weirdboy and kommandos.

Not fussed about the Big Mek in close combat as i don't intend him to be, he will be sticking behind the kans. And on the chance he does get into CC, i'll turn my kans around and counter charge.

Your points are valid, just not into making my orc army play like a SM army.
   
Made in gb
Tower of Power






Cannock

Thats why you want predicable for so you can control them. You might have a sound battle plan and your weirdboy teleports off! Not good! Or those kommandos come on and don't exactly do a lot.

Close combat is the meks weak ponit because no or not a very good armour save - tbh torrent of fire will do that and because your mek has a KFF kill him first and your army doesn't get a cover save - kind of a dumb tactic to make sure the lynch pin of your army isn't survivable.

Orks aren't space marines. My points are valid tactics, not none thoughts.

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

With Snikrot, Kommandos can be very good, but you're right about the Weirboy mercer. He will make you lose games, he will also make you win games. Randomness is orky but you're not going to consistently win with a Weirdboy dictating your tactics.

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 au
Stinky Spore



Melbourne

Claypool wrote:Randomness is orky but you're not going to consistently win with a Weirdboy dictating your tactics.


Lol very true, and that also painted a funny picture of a Weirdboy dictator model lol.

Points taken to mind, will be Taking out the Weirdboy and a couple of Kommandos and making room for a BW, throw the Big Mek in there with a squad of...something. Not sure weather to make the BW a fast one and make it try to catch up with the Trukks charging in. or just let it run at combat speed with the kans either side to allow for the KFF to give them some cover saves...

SO MANY CHOICES!!

Though i do like the idea of slapping a killkannon on the BW
   
Made in gb
Tower of Power






Cannock

I get the image of a weirdboy crossed with hitler! lol.

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 gb
Fresh-Faced New User




Play the way you want to play, learn what you like to do and play, have fun. It is a game. Yes some tactics are more successful than others. But having a Weirdboy is damn fun! If you wanted predictability then you would have chosen SMs!!!!!
   
Made in au
Stinky Spore



Melbourne

mercer wrote:I get the image of a weirdboy crossed with hitler! lol.


Ahh great minds think alike, might have to consider some sort of Weirdboy/Commissar conversion when I feel like fielding him.


beard102479 wrote:Play the way you want to play, learn what you like to do and play, have fun. It is a game. Yes some tactics are more successful than others. But having a Weirdboy is damn fun! If you wanted predictability then you would have chosen SMs!!!!!


Well put, and this is true, however after reading my friends lists (whom i will be playing against most), their Tau and Eldar armies are pretty solid with next to no risky units. HOWEVER, I'll still be keeping my weirdboy list on file for when I do feel like just having a mindless fun game.

Afterall, even if you do lose, you'll have a good time laughing about it if it's due to randomness.

ie: "Remember that time you had your Weirdboy/boyz squad tied up in combat on an objective and on the last turn you rolled a teleport and left combat!" Can't wait for something like that to laugh at with a few beers afterwards lol

On a general note, i'll post my new changes tonight for more speculation. It's got a BW but not quite sure what gear to give it in it's situation (most likely moving up the board in combat speed laying down fire with the kans either side close for the KFF).

This message was edited 1 time. Last update was at 2010/04/01 00:42:43


 
   
Made in au
Sinewy Scourge




Downunder

I'm pretty sure that you don't have to use a power if you roll on the table. Also you got Warphead so a re-roll could give you power weapon instead. Or another Waaagh!

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 au
Stinky Spore



Melbourne

Touché salesman.....
   
Made in us
Growlin' Guntrukk Driver with Killacannon






Ohio

Eyclonus wrote:I'm pretty sure that you don't have to use a power if you roll on the table. Also you got Warphead so a re-roll could give you power weapon instead. Or another Waaagh!


"At the beginning of each Ork Shooting phase, a Weirdboy must roll on the following table to find out which psychic power he must use that turn."

So not only do you have to use that power if you roll on the table, you have to roll on the table every turn.

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 au
Stinky Spore



Melbourne

Ok, another re-edit.

Taken out the weirdboy, reduced the shoota boyz to 12 and stuck them in a BW with the big mek.

Wasn't sure what to put on the BW but just trying the strategy of running the BW with the kan squads either side.
   
Made in ca
Lethal Lhamean





somewhere in the webway

weirdboyz kick ass!! mind you upgrade him to a warhead, so you get a reroll if you dont like what you get. otherwise, i load him in a unit of 20 shootas, give em the nob, and a few bog shootas, and its a great unit. i use em to foot slog up and claim / hold objectives. that said, i also run a WB kitted out nicley, and backed by a big group of nobs as my main hq. the warphead is just there to addd some much needed fun.... plus the free waggh...or anti tank shots are decent. plus if you get the ere we go, and dont want to move, just depstrike on the spot you teleported from. simple.

Melevolence wrote:

On a side note: Your profile pic both makes me smile and terrified

 Savageconvoy wrote:
.. Crap your profile picture is disturbing....




 
   
Made in au
Stinky Spore



Melbourne

No doubt Darth, I do have a Weirdboy alternative for my list. Just testing the waters with this BW. Heard alot that the Killkannon isn't all that worth it for what it does. Also not sure if i should equip one with the way i'll be using my BW and my KK's.

The idea is to shield the sides of my BW with 1 squad of 3 KK's each side and have them all roll up the board at the same speed (combat speed for the BW). At the same time putting out shots with the Kans and BW as they move.
   
 
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