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Made in us
Executing Exarch






Odenton, MD

So I am looking for something different to play in larger games (1750+) and I thought orks might be fun. I have never played orks before, but they look strait forward enough. Any suggestions?

2500 Pts - Orks Roster

1 Ghazghkull Thraka @ 225 pts ((C:Orks, pp. 58 & 96); Independent Character; Unit Type: Infantry; Power Klaw; Big Shoota; Furious Charge; Mob Rule; Prophet of the Waaagh!; Adamantium Skull; Bosspole; Cybork Body; Mega Armour)

1 Big Mek @ 115 pts ((C:Orks, pp. 34 & 97); Independent Character; Unit Type: Infantry; Power Klaw; Kustom Force Field; Furious Charge; Mob Rule; Waaagh!; Grot Oiler x1; Mek's Tools)

14 Kommandos @ 255 pts ((C:Orks, pp. 44 & 99); Unit Type: Infantry; Choppa & Slugga; Burna x2; Furious Charge; Infiltrate; Mob Rule; Move Through Cover; Waaagh!)
. . 1 Boss Snikrot ((C:Orks, pp. 62 & 99); Mork's Teeth; Furious Charge; Infiltrate; Mob Rule; Move Through Cover; Waaagh!)

6 Lootas @ 90 pts ((C:Orks, pp. 43 & 100); Unit Type: Infantry; Deffguns; Furious Charge; Mob Rule; Waaagh!)

6 Lootas @ 90 pts ((C:Orks, pp. 43 & 100); Unit Type: Infantry; Deffguns; Furious Charge; Mob Rule; Waaagh!)

29 Boyz @ 220 pts ((C:Orks, pp. 40 & 100); Unit Type: Infantry; Choppa & Slugga; Furious Charge; Mob Rule; Waaagh!)
. . 1 Boyz Nob ((C:Orks, pp. 40 & 100); Power Klaw; Slugga; Furious Charge; Mob Rule; Waaagh!; Bosspole)

29 Boyz @ 220 pts ((C:Orks, pp. 40 & 100); Unit Type: Infantry; Choppa & Slugga; Furious Charge; Mob Rule; Waaagh!)
. . 1 Boyz Nob ((C:Orks, pp. 40 & 100); Power Klaw; Slugga; Furious Charge; Mob Rule; Waaagh!; Bosspole)

29 Boyz @ 220 pts ((C:Orks, pp. 40 & 100); Unit Type: Infantry; Choppa & Slugga; Furious Charge; Mob Rule; Waaagh!)
. . 1 Boyz Nob ((C:Orks, pp. 40 & 100); Power Klaw; Slugga; Furious Charge; Mob Rule; Waaagh!; Bosspole)

29 Boyz @ 220 pts ((C:Orks, pp. 40 & 100); Unit Type: Infantry; Choppa & Slugga; Furious Charge; Mob Rule; Waaagh!)
. . 1 Boyz Nob ((C:Orks, pp. 40 & 100); Power Klaw; Slugga; Furious Charge; Mob Rule; Waaagh!; Bosspole)

29 Boyz @ 220 pts ((C:Orks, pp. 40 & 100); Unit Type: Infantry; Choppa & Slugga; Furious Charge; Mob Rule; Waaagh!)
. . 1 Boyz Nob ((C:Orks, pp. 40 & 100); Power Klaw; Slugga; Furious Charge; Mob Rule; Waaagh!; Bosspole)

29 Boyz @ 220 pts ((C:Orks, pp. 40 & 100); Unit Type: Infantry; Choppa & Slugga; Furious Charge; Mob Rule; Waaagh!)
. . 1 Boyz Nob ((C:Orks, pp. 40 & 100); Power Klaw; Slugga; Furious Charge; Mob Rule; Waaagh!; Bosspole)

3 Killer Kans @ 135 pts ((C:Orks, pp. 53 & 102); Unit Type: Vehicle (Walker); Dreadnought CCW; Grotzooka x3)

3 Killer Kans @ 135 pts ((C:Orks, pp. 53 & 102); Unit Type: Vehicle (Walker); Dreadnought CCW; Grotzooka x3)

3 Killer Kans @ 135 pts ((C:Orks, pp. 53 & 102); Unit Type: Vehicle (Walker); Dreadnought CCW; Grotzooka x3)

Total Roster Cost: 2500
   
Made in au
Malicious Mandrake





Um... where is the ranged AT, besides the lootas?

You'll roflstomp nids though...

How about dropping one of the boyz squads and getting 2 units of 6 warbuggies. More cover for the horde, things to shoot at besides kanz, and 6 TL rokkitz for ranged AT?

*Click*  
   
Made in gb
Tower of Power






Cannock

Now if anyone assaults the big mek it's going to get minced. 6+ armour save? No thanks. Kill the big mek and bye bye cover. Give the mek a cybork body as has the cover anyway.

Kommandos? Kommandos don't really do a lot. They'll turn up and might possibly, if lucky pop a tank. Or tie up a unit. They will die pretty quickly. I honestly cannot see what good they are.

While smaller units of lootas are less to morale tests, you still only need to lose 2 before you start hitting morale. The thing with lootas is that they work best in high numbers, volume of shots is there bag. So if you take low numbers then you're not going to get a lot of shots, which means not a lot of damage...

While the boyz units are all fine the rule of thumb I think is one killa kan units per boyz unit. If you can take deff dreads as troops to cover the fourth unit. You have six units which firstly won't all fit behind 9 kanz to get a 4+ cover save and you really don't need 6. Drop two units and invest in more lootas, deff dreads and if any points left some deffkopters.

Kanz are ok. But consider grot riggers. Reason is these are your mobile shield. They stop moving then either you stop moving or you don't get 4+ cover any more you get 5+ cover.

Here's a example kan wall I wrote some time ago. It doesn't feature ghazgkull, but I can place my army more across the board and get all units a 4+ cover instead of bunching it up.

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 us
Executing Exarch






Odenton, MD

Do you really think 6 BS2 missiles are going to kill any threat before turn 2-3 when the boyz get into CC?


The komandos are on the fence, I was considering a small squad of nob bikers instead since they are a major fire draw, and count as scoring.

Any extra points I would sink into lootas.


I thought immobilized results kills the kans before grot riggers get a chance to roll. Therefor making them useless on squads.
   
Made in us
Decrepit Dakkanaut






Madison, WI

Clthomps wrote:I thought immobilized results kills the kans before grot riggers get a chance to roll. Therefor making them useless on squads.


That's the way the rule has been explained to me too. Riggers do you no good on a Kan. Extra armor yes, riggers no. To bad, 'cause I've modeled riggers on all my Kans... but now they're just decoration (they look great though). I just got done painting up my Grotzookas so I'm interested in seeing how they perform. I second the "lootas in big bunches" notion... numbers help. Also makes them a bigger target which may be good if you're looking for distractions to keep your opponent occupied while your boyz advance.

Ran 3 deffkopta's, each as a separate units last week for the first time... outflanking, they seemed to really cause problems for the opponents' tanks sitting along the back table edge. Not only did they kill or at least stun three tanks, but two of his infantry units had to turn around to deal with them which took pressure off my main force. Your results will vary of course, but it's a neat little trick... nothing like having a few RLs & maybe a buzzsaw zipping around the rear armor of your opponents' tanks to make things uncomfortable for him...

One last thing... mercer mentions that the troops can move behind a "wall of Kans" to get a 4+ cover save. I've never seen anyone do this at our local group... can you tell me where the rule is that cover this? I'd love to do it... just want to make sure I can back it up in case someone squeaks about it. - tks

This message was edited 1 time. Last update was at 2010/04/08 20:12:22


Anvildude: "Honestly, it's kinda refreshing to see an Ork vehicle that doesn't look like a rainbow threw up on it."

Gitsplitta's Unified Painting Theory
 
   
Made in us
Mekboy Hammerin' Somethin'





Battle Creek, MI

Gitsplitta wrote:
That's the way the rule has been explained to me too. Riggers do you no good on a Kan. Extra armor yes, riggers no.


Correct on the rigger, but the Extra armour does nothing also. Squadron rules has you change stun into shaken

Mercer is talking about shooting thru other units grants cover. So... this is debatable... a squadron is a unit of vehicles therefore grants cover to any unit behind it

This message was edited 1 time. Last update was at 2010/04/08 23:16:12


   
Made in us
Decrepit Dakkanaut






Madison, WI

Got it... thanks...

Hmmm... reading the section over... if you take them as individuals they're like normal, so a single Kan could have a rigger or extra armor and benefit from it... it's when they're in multiples that the squadron rules come in to play. Might be practical for a low point value game where you have heavy slots to spare...


Anvildude: "Honestly, it's kinda refreshing to see an Ork vehicle that doesn't look like a rainbow threw up on it."

Gitsplitta's Unified Painting Theory
 
   
Made in gb
Tower of Power






Cannock

Clthomps wrote:Do you really think 6 BS2 missiles are going to kill any threat before turn 2-3 when the boyz get into CC?


The komandos are on the fence, I was considering a small squad of nob bikers instead since they are a major fire draw, and count as scoring.

Any extra points I would sink into lootas.


I thought immobilized results kills the kans before grot riggers get a chance to roll. Therefor making them useless on squads.


What rokkits?

Nob bikers do not suit this list. This list is foot slogging. You'll have the nobz riding off into the sunset do a little slaughter before the favour gets reutrned.

I woudl sink more points into the lootas, if possible.

Not 100% sure on the kanz. The rule says any immobilised vehicle on a 4+ becomes operational, however you don't have immobilised vehicles in squads because immobilised is wrecked - so I guess it won't work. But my point remains about the cover if they become stationary.

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 
   
 
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