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Made in gb
Black Templar Recruit Undergoing Surgeries



Birmingham

okay, going to a doubles tournament next friday and need to decide which list to take

list 1

Big Mek with kustom force field 85pts

weridboy 85pts
warphead upgrade

11truk boys 1 nob 142pts
bosspole, big choppa
trukk with red paint job
and grot rigger

11truk boys 1 nob 142pts
bosspole, big choppa
trukk with red paint job
and grot rigger

10 truk boys 1 nob 156pts
bosspole, power klaw
trukk with red paint job
and grot rigger

29 boys, nob 235pts
power klaw, bosspole
3 big shootas


or

list 2

Big Mek 100pts
kustom force field
eavy armour
cybork body

deff dread (troop) 105pts
4 dred ccw's

deff dread 95
1 skorcha
1 kustom mega blasta
2x dred ccw

3x killa kans 135
3x grotzookas

3x killa kans 135
3x grotzookas

29 boy + 1 nob 220
power klaw
bosspole

16 gretchin w/ runtherd 60
grot prod


which would be the better of the 2 to take.
any tweaks and criticisms welcomed as always

- crayon

 
   
Made in us
Mutilatin' Mad Dok






Cherry Hill, NJ

It depends on what your partner is bringing. In terms of pure power gaming it is hard to make a bad list out of orks at 850. I personally like list 2, because it is more focused, and honestly a dred/kan heavy ork list seems to be the best build out of the codex presently.

A tweak to list two would be to drop the 95 point deff dread and the gretchin, and take a 20 strong unit of boyz with pk bp nob. I dont find that deff dreads nor grotz are as effective as a decent sized unit of boyz.




 
   
Made in gb
Towering Hierophant Bio-Titan





Fareham

Likie Elnicko5, i prefer the 2nd list.
I would however drop the KMB from the dread and add in another skorcha or DCCW.
With BS2 it will hit twice in a 6 turn game, not that reliable

atleast with WS4 the DCCW will get a nice use, and skorchas dont have to roll to hit, so its a win-win situation.


The zookas on 1 kan unit is great, at low points they do nice damage.
I would throw rokkitz or KMB's onto the other 3 though.
You need a bit of ranged anti-tank (with KMB it means no worry with termies too)



I love dread / kan heavy ork armies, and they allways perform well when used right.
With this much armour at low points the enemy will have a hard time hurting anything to any extent.

I'd also drop the grot prod and take more grots for the unit



Other than that, i like the list


If you want to change ideas though, you could follow what ive posted so far, then drop the 1st dread and add up saved points for a wagon.
At low points AV14 is never fun, let alone when its moving about tank shocking with a death roller.

   
Made in gb
Black Templar Recruit Undergoing Surgeries



Birmingham

my opponent is taking a primarly biker force with a unit or too of trukks that i'm aware of, hence the reason for list 1 which was to rush up 1 flank and tie up the enemy while the warphead used the large mob to better cast his powers and act almost as a second wave.

list 2 was to be used in a very specific manner, it was going to advance with the two dreads at the fore and the kans on either side, in behind this advancing wall of mechanical nastyness is the large boys squad and big mek who's force field gives everything a cover save there, plus with the dreds and kans in the way it is likely that everything will get a 4+ save if positioned right, i tried this once and it proved near unstoppable with cover saves being very lucky on my part, essentially it advanced up the table pushing my opponent into two corners, one was his home corner, the other corner, was his dead pile.

and i do like the idea of the death roller, seems good fun, its a question of having to go out and buy the battle waggon and build it and paint it up ready for the tournament, which is 2 days after i get payed.

 
   
Made in gb
Towering Hierophant Bio-Titan





Fareham

Wagons are worth it though
Since he is also an ork player, it may be worth taking 1.

Simply pop a trukk and gun down a few boyz, that unit is no longer fearless.
You can then go about tank shocking the unit to death since it wont pass a LD test for gak


Orky rely on the mob rule, without it, they run away quickly.
Just need to exploit it as much as you can.

Orks should allways be in 30's unless in a wagon, then its 20 or 19 + character.




Ill be honest here, but the warphead is far too random to do alot
Ive tried to run a duel warphead list to see what happens and generally they try to shoot when out of range, and use waaagh! when im in combat on turn 4-5
All depends on your luck though.


And since your against orks, i'd 100% go with more skorchas on the dreads.

   
Made in gb
Black Templar Recruit Undergoing Surgeries



Birmingham

hmm, i think i may have mis typed something, my partner for the doubles is orks, i'll probably be playing against a lot of none ork opponents.
what with codex beard angels having only just come out and what not. but me and my partners are doing a 1700pt combined force with my half being most likely list 2
and his half being all mounted, against other orks then i would indeed take a lot of burnas for the templatey fun and the skorchas on the dreads

 
   
 
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