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![[Post New]](/s/i/i.gif) 2010/04/19 18:47:29
Subject: 'Ard boyz Ork list
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Smokin' Skorcha Driver
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It's of course that time of year again, when the 'ard boyz lists start flooding the army lists section, and I am no subject to the rule! I unfortunately was not able to make it last year, I hope to go this time around and am putting the finishing touches on my list. After adjusting some things, I think I came up with something, still looking for C & C.
HQ:
Warboss - klaw, squig, 'eavy armor, cyborq - 115
Big Mek - KFF - 85
Elite:
Lootas x12 - 180
Lootas x12 - 180
Kommandos x15 - snikrot, burnas x2 - 275
Troops:
Boyz x18 - slugga, nob, klaw, pole - 148
Boyz x19 - slugga, nob, klaw, pole - 154
Boyz x19 - slugga, nob, klaw, pole - 154
Boyz x12 - slugga, nob, klaw, pole, trukk, ram, rokkit - 157
Boyz x12 - slugga, nob, klaw, pole, trukk, ram, rokkit - 157
Boyz x12 - slugga, 'Ard boyz, nob, klaw, pole, trukk, ram, rokkit - 205
Fast:
Kopta - saw, rokkits - 70
Kopta - saw, rokkits - 70
Kopta - saw, rokkits - 70
Heavy:
Battle Wagon - Rokkit x3, Deff Rolla, RPJ, plates, riggers - 160
Battle Wagon - Rokkit x3, Deff Rolla, RPJ, plates, riggers - 160
Battle Wagon - Rokkit x3, Deff Rolla, RPJ, plates, riggers - 160
-2500
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This message was edited 4 times. Last update was at 2010/04/20 21:57:05
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![[Post New]](/s/i/i.gif) 2010/04/19 19:28:40
Subject: 'Ard boyz Ork list
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Growlin' Guntrukk Driver with Killacannon
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The only thing I could possibly see spending those points on is a complex Nob squad but I don't know if you can do that for 258pts.
Maybe go full kult of speed and get Wazdakka and Nob Bikerz while dropping some of the Lootas.
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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 |
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![[Post New]](/s/i/i.gif) 2010/04/19 21:12:56
Subject: Re:'Ard boyz Ork list
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Smokin' Skorcha Driver
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Edited the list, decided to give ol' snikky a try, now it comes out to 2497!
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This message was edited 1 time. Last update was at 2010/04/19 21:14:19
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![[Post New]](/s/i/i.gif) 2010/04/19 21:17:32
Subject: 'Ard boyz Ork list
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Growlin' Guntrukk Driver with Killacannon
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I don't see anything obviously wrong with this list. Seems like a quality list to me. A little bland for my tastes but it should work.
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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 |
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![[Post New]](/s/i/i.gif) 2010/04/19 23:13:18
Subject: 'Ard boyz Ork list
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Smokin' Skorcha Driver
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Claypool wrote:I don't see anything obviously wrong with this list. Seems like a quality list to me. A little bland for my tastes but it should work.
Yeah, I left all the flash at home, since I am a strong believer in boyz before toyz for tourney play. Though I have been having some fun locally with dread bash as of late.
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This message was edited 1 time. Last update was at 2010/04/19 23:13:34
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![[Post New]](/s/i/i.gif) 2010/04/20 02:01:03
Subject: Re:'Ard boyz Ork list
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Fresh-Faced New User
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I would have to say the lack of armor plates and grotriggers on your BWs is going to hurt you alot as the deffrollas are your only real answer to AV13+ you need to keep them moveing.also i would look at spliting the big mek and the warboss into difrent units as your puting all ur eggs in one BW also if yo do this giveing the mek a burna would help the boyz unit a bit as it is a at inisutive PW. i also dont see much of a point in puting red paint on trucks as they are already really fast and pretty much garinteed to go boom early game. those are my thouts on the list hope it helps some.
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![[Post New]](/s/i/i.gif) 2010/04/20 06:06:27
Subject: 'Ard boyz Ork list
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Growlin' Guntrukk Driver with Killacannon
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RPJ is a must have on all vehicles. This is fact.
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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 |
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![[Post New]](/s/i/i.gif) 2010/04/20 06:23:50
Subject: 'Ard boyz Ork list
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Sinewy Scourge
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I'd consider taking Grot Riggers on the Wagons if you've got 15pts spare. It helps keep the armoured fist together just that crucial, yet tiny, bit longer.
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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 |
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![[Post New]](/s/i/i.gif) 2010/04/20 06:30:07
Subject: 'Ard boyz Ork list
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Longtime Dakkanaut
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Also your wagons should never be filled with boys, otherwise if the Warboos or heaven forbid your KFF Wagon pops their left walking... so sad :(
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"I already told you son, that milk isn't for developing bones. It's for developing character." - C&H |
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![[Post New]](/s/i/i.gif) 2010/04/20 07:37:56
Subject: 'Ard boyz Ork list
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Smokin' Skorcha Driver
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ChrisCP wrote:Also your wagons should never be filled with boys, otherwise if the Warboos or heaven forbid your KFF Wagon pops their left walking... so sad :(
Then how should they be ran?
I've had pretty decent success running a list similar to this at lower point levels. Using trukks as flank cover, and lootas as over-the-head-fire-support, I've head really high success on getting wagons across the table. Usually everything is charging on turn 2 anyway, but not always.
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![[Post New]](/s/i/i.gif) 2010/04/20 08:15:59
Subject: 'Ard boyz Ork list
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Longtime Dakkanaut
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Max squad sizes of 19 if you want to have a second place to put the big Mek/Boss when their wagon pops.
It's not going to happen all the time but it will happen, they go first and blow up the KFF wagon, KFF spends the rest of the game trying to avoid a torrent of fire while trying to keep up with wagons by running non-stop. While all your vehicle have to leave the shell if they want to go anywhere 'safe'.
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"I already told you son, that milk isn't for developing bones. It's for developing character." - C&H |
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![[Post New]](/s/i/i.gif) 2010/04/20 14:11:59
Subject: 'Ard boyz Ork list
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Growlin' Guntrukk Driver with Killacannon
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I second ChrisCP's comments. If the KFF wagon pops, just put the KFF in another wagon and keep on trukkin'!
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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 |
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![[Post New]](/s/i/i.gif) 2010/04/20 14:37:51
Subject: 'Ard boyz Ork list
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Mekboy Hammerin' Somethin'
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greenbay924 wrote:HQ:
Warboss - klaw, squig, 'eavy armor, cyborq - 115
Big Mek - KFF - 85
I would take a PK on the Big Mek and add a boarding plank to the wagons so the Mek can crush vehicles from the safety of the wagon
Elite:
Lootas x15 - 225
Lootas x15 - 225
Kommandos x15 - snikrot, burnas x2 - 275
running burnas with the Kommandos makes them a one trick pony, I would give them rockets, if you run into "leafblower'ish" lists the rokkits give you the option to pop tanks in the back field
Troops:
Boyz x18 - slugga, nob, klaw, pole - 148
Boyz x20 - slugga, nob, klaw, pole - 160
Boyz x20 - slugga, nob, klaw, pole - 160
Boyz x12 - slugga, nob, klaw, pole, trukk, RPJ, ram - 157
Boyz x12 - slugga, nob, klaw, pole, trukk, RPJ, ram - 157
Boyz x12 - slugga, 'Ard boyz, nob, klaw, pole, trukk, RPJ, ram - 205
As said above drop 1 boyz from each wagon so your HQ's got alternative rides. RJP on trukk is kinda redundant they are fast enuff to out run your KFF, but on wagons they help keep everything in your bubble. All your trukks should have boardin planks and rokkits to help pop transports also.
Fast:
Kopta - saw, rokkits - 70
Kopta - saw, rokkits - 70
Kopta - saw, rokkits - 70
don't change a thing unless you want to run a 3 warbuggies with rokkits
Heavy:
Battle Wagon - Big Shoota x2, Deff Rolla, RPJ - 125
Battle Wagon - Big Shoota x2, Deff Rolla, RPJ - 125
Battle Wagon - Big Shoota x2, Deff Rolla, RPJ - 125
These need Grot Riggers and extra armour. Again the last thing you want to have your transports out of the bubble. Now I have heard putting Grabbin' klaws on the wagons since you are gunna have issues ramming Skimmer I have yet to try this out but the idea is sound.
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![[Post New]](/s/i/i.gif) 2010/04/20 15:18:06
Subject: 'Ard boyz Ork list
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Sinewy Scourge
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I don't see your thinking on the Rokkits on the Kommandos General_Chaos. Kommandos have the same 5+ to hit with the rokkits so whether or not they're facing rear armour is irrelevant to the fact they can barely hit it. At least with the burnas you can threaten units that are quite likely to be hurt by the 6 power weapon attacks on the charge.
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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 |
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![[Post New]](/s/i/i.gif) 2010/04/20 15:25:56
Subject: 'Ard boyz Ork list
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Mekboy Hammerin' Somethin'
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Eyclonus wrote:I don't see your thinking on the Rokkits on the Kommandos General_Chaos. Kommandos have the same 5+ to hit with the rokkits so whether or not they're facing rear armour is irrelevant to the fact they can barely hit it. At least with the burnas you can threaten units that are quite likely to be hurt by the 6 power weapon attacks on the charge. That's dandy if there's a unit of infantry standing back there for you to assault, but if everything is mech'd up when what? Assault the backside of a transport, great you pop it and then what? You get charged? At least with the rokkits you have a chance to pop it then assault the unit inside and if there's an infantry unit that does happen to be back there two extra burnas are not needed when you got Snikrot and 15 boyz charging.
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This message was edited 1 time. Last update was at 2010/04/20 15:27:19
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![[Post New]](/s/i/i.gif) 2010/04/20 15:28:02
Subject: 'Ard boyz Ork list
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Sinewy Scourge
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True mech is fair prevalent... but you realize your talking about RELYING ON ACCURATE ORK SHOOTING!?!?!!!!
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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 |
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![[Post New]](/s/i/i.gif) 2010/04/20 18:52:46
Subject: 'Ard boyz Ork list
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Growlin' Guntrukk Driver with Killacannon
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I have to agree with Eyclonus here. Kommandos w/ Snikrot are made to force opponents to deploy closer to your boyz. Rokkits don't help them do that any better.
I'd much rather have 6 PW attacks with a 25% each chance of wounding than 2 rokkits with a 22% each chance of penetrating rear armor
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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 |
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![[Post New]](/s/i/i.gif) 2010/04/20 20:31:39
Subject: 'Ard boyz Ork list
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Smokin' Skorcha Driver
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@ChrisCP - that makes perfect sense! I haven't played anything that high in about a year, so guess not used to thinking that much about the wagons.
@General_Chaos - I agree with most of it, except the rokkits on the kommandos, if I'm not mistaken (which I might be) you cannot assault a unit inside a transport you blew up that turn (since the transport is the unit that was shot).
I guess I've been too usd to running wagons as bare as possible, if I drop the RPJs on the trukks and a couple lootas it clears enough to put riggers/plates on them, so wouldn't take too much to tweak.
EDIT: I edited the list again to reflect most of the suggestions. The one thing I didn't do was put the klaw on the mek and give the wagons planks. I could, as it's a wopping 40 points I'd have to clear, but not sure I want to drop 2 lootas and a koomando to do so.
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This message was edited 1 time. Last update was at 2010/04/20 20:45:38
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![[Post New]](/s/i/i.gif) 2010/04/20 20:44:39
Subject: 'Ard boyz Ork list
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Stalwart Veteran Guard Sergeant
Edinburgh.
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I wouldn't even concider dropping the RPJ's.
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All Between 750 and 3000 points: Nids, BA, Imperial Guard, Space Wolves, Orks, CSM, Tau, Ogres, Vampire Counts, Daemons, Skaven, Empire.
DR:90S++G++M+B--IPw40k01+D++A+++/eWD340R+++T(F)DM++
"When the going gets rough the sensible conceal themselves behind large pieces of furniture." |
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![[Post New]](/s/i/i.gif) 2010/04/20 21:28:56
Subject: 'Ard boyz Ork list
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Mekboy Hammerin' Somethin'
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Claypool wrote:I'd much rather have 6 PW attacks with a 25% each chance of wounding than 2 rokkits with a 22% each chance of penetrating rear armor
wounding what? the rear armour of the transport your opponents hiding in? or that Manticore firing d3 str 10 large blast at you? Snikrot and the boyz are gunna chew thru any infantry they charge thru with or without the burnas, but hey if the burnas works for you then rock it.
greenbay924 wrote:@General_Chaos - I agree with most of it, except the rokkits on the kommandos, if I'm not mistaken (which I might be) you cannot assault a unit inside a transport you blew up that turn (since the transport is the unit that was shot).
Yes you are mistaken on this
Unless in your neck of the woods is not Mech' Heavy, which in any competitive environment it's gunna be, you will learn one thing about Orks and this is Rokkits, Rokkits, and more Rokkits.
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This message was edited 1 time. Last update was at 2010/04/20 21:32:39
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![[Post New]](/s/i/i.gif) 2010/04/20 22:02:37
Subject: 'Ard boyz Ork list
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Smokin' Skorcha Driver
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General_Chaos wrote:
Unless in your neck of the woods is not Mech' Heavy, which in any competitive environment it's gunna be, you will learn one thing about Orks and this is Rokkits, Rokkits, and more Rokkits.
I made a few more adjustments.
Just running some quick math, rokkits on the wagons even makes more sense at this point level for shooting at MEQ:
BS x3 - 9 shots - 3 hits - 1 wound inflicted - .33 wounds caused
Rokkits x3 - 3 shots - 1 hit - .833 wounds inflicted - .833 wounds caused
Of course the numbers start to go more in favor of the shootas as the armor value of the enemy drops, not to mention the range difference.
One problem about this though, is that my wagons should be moving at full speed at all times, thus making no time to really shoot stuff! Bah, I just contradicted myself...
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![[Post New]](/s/i/i.gif) 2010/04/20 22:31:24
Subject: 'Ard boyz Ork list
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Mutilatin' Mad Dok
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I second trying rokkitz on kommandos, heck even cheaper big shootas. With 10 armor on the back and 3 shots your more likly to hit and at leat stun which for the orks moving upfield is good enough.
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![[Post New]](/s/i/i.gif) 2010/04/20 23:06:44
Subject: 'Ard boyz Ork list
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Growlin' Guntrukk Driver with Killacannon
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For Kommandos, I still say Burnas>Big Shootas>Rokkits. If you're low on anti-tank, Kommandos are not the unit to fix that, IMO.
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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 |
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![[Post New]](/s/i/i.gif) 2010/04/20 23:47:56
Subject: 'Ard boyz Ork list
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Mekboy Hammerin' Somethin'
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Claypool wrote:If you're low on anti-tank, Kommandos are not the unit to fix that, IMO.
Orks are always low on anti-tank IMO until the Meks learn to make a Melta weapon. I dunno I'd vote for the Big Burna ( str 6 AP3 template or 12" str 8 AP1 melta weapon)
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