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Made in us
Imperial Agent Provocateur





USA

So this is my first Ork list I've made. Actually, I've made a few revisions at 40kOnline, so here's the most recent form. I'll explain the army's strategy following the list.

HQ:
Warboss: 125
Mega armour, attack squig, cybork body

Big Mek: 85
Kustom force field

Elites:
7 Lootas: 105

Troops:
3 Meganobz: 125
Shoota/skorcha kombi-weapon

12 Slugga Boyz: 112
Nob, powerklaw, bosspole
+ Trukk: 45
red paint job, reinforced ram

12 Slugga Boyz: 112
Nob, powerklaw, bosspole
+ Trukk: 45
red paint job, reinforced ram

12 Slugga Boyz: 112
Nob, powerklaw, bosspole
+ Trukk: 45
red paint job, reinforced ram

19 Shoota Boyz: 159
Nob, powerklaw, bosspole, big shoota

Fast Attack:
Deffkopta: 70
Twin-linked rokkit launcha, buzzsaw

Heavy Support:
Battlewagon: 130
Deff rolla,red paint job, grot riggers, 2 big shootas

Battlewagon: 115
Red paint job, grot riggers, reinforced ram, 2 big shootas

Looted Wagon: 115
Boomgun, 'ard case

Total: 1500

So my Warboss and the Meganobz (Troops due to the Boss's rule) hitch a ride in the deff rolla BW. This will screen a Trukk or two and zoom forward as fast as possible to get into grips with harder units and vehicles that need to be popped. My other BW will transport the Shoota Boyz, along with the Big Mek. They're pretty much objective holders and lend firepower to units that threaten my Sluggas. The Slugga Boyz are self-explanitory; chopping up infantry and popping tanks with the PK Nobs. My Lootas hang around in back and provide fire support, taking out infantry and light vehicles. The Looted Wagon will also stay back and drop shots on MEQ and whatever needs killing. The lone Deffkopta may seem out-of-place, but I originally had 3 and took them out to clear up points. The kopta will sneak around and target the rear/side armour of tanks that aren't engaged by the the rest of the army.

Whatcha think? Critique is much appreciated!
   
Made in us
Sneaky Kommando





Switch out Meganobz for regular nobz. They are way more durable. 4+ armor save, 5+ invulnerable, and 4+ for feel no pain, compared to just a 2+ armor save, no invunlnerable and no feel no pain. Always have Deff Rollaz on a battlewagon, it is worht its points. my 140 point battlewagon rammed a Landraider and blew it to pieces with D6 S10 hits. Also have a bosspole for your warboss (assuming he is with the meganobz).


Professionals are predictable, it's the amateurs that are dangerous.
Anything you do can get you shot. Including doing nothing.  
   
Made in us
Imperial Agent Provocateur





USA

But do remember, to get those 4+ armor saves and 5+ invulnerable saves, you have to pay quite a lot for 'eavy armour, a painboy and cybork bodies. I don't have enough points for all that, so I'll just stick to my Meganobz in 1500 games and use expensive Nob squads in higher point lists.

Oh, I did some more revision and here's the updated version:

HQ:
Warboss: 130
Mega armour, attack squig, cybork body, bosspole

Big Mek: 85
Kustom force field

Elites:
7 Lootas: 105

Troops:
3 Meganobz: 125
Shoota/skorcha kombi-weapon
+ Battlewagon: 130
Deff rolla, red paint job, grot riggers, 2 big shootas

12 Slugga Boyz: 112
Nob, powerklaw, bosspole
+ Trukk: 45
red paint job, reinforced ram

12 Slugga Boyz: 112
Nob, powerklaw, bosspole
+ Trukk: 45
red paint job, reinforced ram

12 Slugga Boyz: 112
Nob, powerklaw, bosspole
+ Trukk: 45
red paint job, reinforced ram

19 Shoota Boyz: 159
Nob, powerklaw, bosspole, big shoota

Heavy Support:
Battlewagon: 115
Red paint job, grot riggers, reinforced ram, 2 big shootas

Battlewagon: 175
Killkannon, 'ard case, red paint job, grot riggers, reinforced ram

Total: 1500

I wasn't too confident having only one Deffkopta and thought the Looted Wagon was a bit vulnerable, so I dropped both for a killkannon BW. And yes, I gave the Warboss a bosspole.
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

Ah...killakannons.

The most overcosted, underpowered piece of equipment in the Ork arsenal.

Why did you add it? You don't need help killing marines; boyz are exceptional at that. If you want to shoot it, you're only going to be moving 6" per turn. And it only has one weapon, meaning that a weapon destroyed result...poof. You've got a close combat army here with a few things that completely don't fit in. :(

Instead of a long analysis of WHY you should do what I'm about to suggest....I'd urge you to read through some of my army critiques, or battle reports, or tactical articles on Orks - I've explained all this countless times. But do this:

1. Deffrollas on both battlewagons + 1 big shoota each. Add boarding planks and grabbin' klaws.

2. Sub out your shoota boyz for slugga boyz.

3. Take your Lootas from 7 down to five and add a second unit of them.

4. Take off 'Ard Case from your battlewagon. You want to be able to assault from it.

5. If you want to run two battlewagons, drop a trukk full of boyz. You can hide two trukks behind two battlewagons well enough.

6. Use the extra points to do what I described above.

7. Drop the meganobs. If you don't want to spend points on nobs, that's fine - get a unit of 12-15 burna boyz and put them in the battlewagon instead. They can not only wtfpwn in shooting from the battlewagon, but provide better power weapon strength in close combat than your three meganobs.


   
Made in us
Imperial Agent Provocateur





USA

Yeah, after some thought and reading your comments, the Killkannon seems more like a point sink than an effective addition to the army. I just have a few questions regardign some changes you presented.

I'm up for deff rollas on my BWs, but when you say +1 big shoota, do you mean in addition to the 2 that are already on them, or just one on each? Since they'll be pretty close to the enemy when my contents disembark, I can see the boarding planks having positive effect on them. Are grabbin' klaws really necessary? I suppose I could prevent them from moving off to contest objectives and threaten the rest of my army.

The reason I took the 20-man squad of Shootas is because I felt I needed a larger squad to withstand things the 12-man squads couldn't, as well as hold objectives while the Sluggas were chopping things up on my opponent's side of the board.

I'm a bit worried about 5-man Loota squads because they can be a liability in kill point missions, though I suppose I could group them as one unit in home games. It does help if one squad gets assaulted, though. I'll still have the other to provide firepower.

I'm dropping the Killkannon, so I won't be using 'ard cases on any of the BWs.

Do you mean dropping a unit so I have 4 Troops total?

I think I'll take regular Nobz if I can make room for them, or take a 15-man unit of Burna Boyz.
   
Made in us
Sneaky Kommando





dude grotz are for holding objectives. you can also make a 4-5 man nob squad with 2 pk, 1 painboy, and every one else knitted out to be different for 200 somethin points. I know you think that, that is a lot to drop on a nob squad but there effective ness can't be denigned. Also ARMOR Platez are a must for a deff rollin battlewagon.


Professionals are predictable, it's the amateurs that are dangerous.
Anything you do can get you shot. Including doing nothing.  
   
Made in us
Imperial Agent Provocateur





USA

I did a bit of revising and switched out the Killkannon BW for a transport version. I also replaced the MegaNobz with regular ones because of the cybork bodies invul save. How does it look now?

HQ:
Warboss: 125
Power klaw, shoota/skorcha kombi-weapon, attack squig, cybork body, bosspole, 'eavy armour

Big Mek: 85
Kustom force field

Elites:
5 Lootas: 75

5 Lootas: 75

Troops:
5 Nobz: 235
2 power klaws, shoota/skorcha kombi-wepaon, 'eavy armour, Painboy, cybork bodies
+ Battlewagon: 135
Deff rolla, red paint job, armour plates, boarding plank, 2 big shootas

12 Slugga Boyz: 112
Nob, powerklaw, bosspole
+ Trukk: 45
Red paint job, reinforced ram

12 Slugga Boyz: 112
Nob, powerklaw, bosspole
+ Trukk: 45
Red paint job, reinforced ram

12 Slugga Boyz: 112
Nob, powerklaw, bosspole
+ Trukk: 45
Red paint job, reinforced ram

20 Slugga Boyz: 160
Nob, powerklaw, bosspole

Heavy Support:
Battlewagon: 135
Deff rolla, red paint job, armour plates, boarding plank, 2 big shootas

Total: 1496
   
Made in us
Growlin' Guntrukk Driver with Killacannon






Ohio

I'd rather see a Big Choppa than 'eavy Armor on your Nobz.

I'd also trade one big shoota for a Grabbing Klaw on each of your BW's. They're invaluable in the right situation.

Other than that, looks good.

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
Fixture of Dakka





Feasting on the souls of unworthy opponents

You ask and I answer!

1. The +1 Big shoota meant just take one. IMHO, the best use of a battlewagon is as an assault unit delivery platform - that means moving 12" (or 13") per turn to deliver boyz/nobs/burnas into close combat as quickly as possible. I would agree with Deff Jaw that Armor Plates are important; getting stunned and stuck for a turn is a HUGE detriment to an assault strategy. At 12" per turn, you aren't shooting, and once the boyz are delivered, you're likely going to be ramming around at full speed as much as possible with your deff rolla, again preventing you from shooting. The reason I favor the 1 big shoota option is because you need to have a weapon to supply for a weapon destroyed result to prevent immobilization.

2. Holding objectives: Two things here. First, gretchin are a cheap and easy home-field objective holder. You still hold an objective when gone to ground for a 3+ cover save if you're in area terrain with 50% of the squad, and a 19 gretchin unit with a runtherder is only 67 points...and can hold 2-3 objectives. I think that one of the worst things an ork player can do is leave troops (even worse if they're in a transport) in the rear of the field to hold an objective - you want those boyz as part of your assault force. ESPECIALLY because no one else has 40-67 point scoring units that can nab multiple objectives, so other people *will* leave part of their army guarding objectives. Personally, I worry about objectives at the end of the game if it looks like I'm not capable of tabling my opponent.

Second....I place objectives as close to the enemy as possible, or near to other objectives, as much as possible to create a central place to fight over. I don't want to have to split up my orks to deal with multiple things. If you end up fielding nobs, you'll find them to be an incredibly durable objective holder....especially after they've done their job and helped mangle the enemy. Also, you will lose orks. A unit of 12 trukk boyz will get reduced down to 5-6, maybe even less. I use Ghazghkull Thraka at anything over 1000 points for the most part, and my army is fearless on the Waaaugh! which also coincided with when I'm making my "play." Those reduced ork units can't really assault into more enemies after being reduced to 4-5 models because you'll lose the unit - I'll either pile them back into a transport to go babysit an objective turn 4-5, or barring an available transport, they've move/run into cover towards an objective to go babysit it.

3. Glad to see that killa-kannon and 'Ard top disappear.

4. Grabbin' Klaws: Two uses for these:
A.) You boarding plank a tank/land raider/other and miss because you needed 6s to hit. The next turn they're obviously not going to sit there and let you auto-hit them, and the grabbin' klaw has a 50% chance to hold them in place. Deffrollas don't always do their job - rolling 1-3 hits on a Deffrolla is unlikely to get you the result you want (wrecked/destroyed) and between the boarding plank and grabbin' klaw you significantly increase your chances of getting the job done.
B.) Skimmers. They can move more than 12". You can't boarding plank something that moves further than 12" and they dodge a ram (and subsequently the deffrolla unless your house rules it otherwise) on a 3+. The grabbin' klaw can help stop those shenanigans. As an Ork player, one of the tactics that I fear most is a DE or Eldar army who moves a skimmer flat out up to my vehicle line and parks it. I can attempt to deffrolla through it, but they have a 66% chance of avoiding it, and then I'm dead in the water, and have to either break up my formation or hold static for a turn until I can deal with it. If I *do* have to sit in the water because of failed deffrollas, I can at least drop a grabbin' klaw (or three) onto them to hold them in place while I do my business next turn.

5. Speaking of boarding planks, hopefully the previous explanations were enough for you to justify taking them. Against mechanized lists (especially those with flamers) disembarking and charging the vehicles is a losing proposition. Worse....dreadnoughts! If you deffrolla them they can multi-melta or DCCW you in a death or glory attack. If you disembark and charge them, you've only got one model (the nob with the powerklaw) who can hurt them...and they'll hurt you first. And the nob still isn't guaranteed anything. Boarding planks let you gain the advantage here with free hits!

6. Shoota boyz in a battlewagon: There are two camps on this one. While it is technically true that given your I3 on the charge and that most armies swing before you (all the ones that matter in close combat; doesn't matter if you swing after Tau), having 20 boyz drop 2 shots each into an enemy followed by a charge will deal more damage than the one attack they lose in close combat for not having two close combat weapons....there are times which are increasingly frequent as you play skilled opponents where killing a model or two will put you out of assault range because your opponent will remove the models closest to you. Or where you need that Waaaugh! movement to make sure that you get into assault. I'm a fan of eliminating uncertanties; I prefer not to play with random elements of the ork army, and minimize chance as much as possible, so I just choose not to use them outside of a foot-slogging army.

7. Having four troop choices....especially in 1500 points....is not an issue. In fact, having 3 troop choices (orks/nobs) + 1 troop choice of gretchin is definitely enough as well, especially at 1500 points. My biggest concern for you is that this edition *is* a mechanized edition, and you need as much anti-tank as you can get.

8. 5 man Loota squads: Ask yourself this - your Lootas have a 48" range. Ork players typically deploy them as far back as possible while retaining good fields of fire. What has a 36-48" range in other codexes? Lascannons, single-shot missiles, Auto-cannons, bright and dark lances, missile launchers....those are all anti-tank weapons. Auto-cannons do too, but those are typically either mounted with a static IG unit or as a heavy stubber on a tank. Deploying Lootas in 4+ cover gives you good saves, and if your opponent is willing to fire their anti-tank at your Lootas instead of your battlewagons....OK! They still have to kill two of them to force a leadership test, and they're honestly a disposable 75 point light transport killer anyway. I think part of what makes my mechanized orks so successful is that I present so many threats to an enemy list that they have to make some very hard choices about what to attack. Do you fire at my Deffkoptas? Because they probably just killed a vehicle or are about to. Or do you fire at my battlewagons? They're coming in strong. Or my Lootas? They can kill transports too. 5 man units of Lootas aren't going to wipe out an anything, but they're usually good for at least a shaken result - anything more is gravy! And if I can shake a manticore, or a vendetta, or a predator....those are anti-tank weapons that aren't going to be contesting my mechanized elements.

9. As for Nobs....diversified Nobs are my specialty, and two years of trying different combinations has yielded me this grouping - they all have Cybork Bodies (5 points each):
-Painboy
-Waaaugh! Banner
-Bosspole
-Powerklaw
-Powerklaw + Kombi-Rokkit
-Powerklaw + Ammo Runt
-Big Choppa
-Big Choppa + Kombi-Rokkit
-Big Choppa + Ammo Runt
-Normal Nob

At 2k and 2500 I have two more rokkits and one more ammo runt. At 1500, I'd cut a powerklaw and a big choppa out, maybe the normal nob too. The rokkits are BS2, so out of 4 shots I should hit at least once; and three ammo runts grant me three rerolls: That's a potential two+ wounds on an MC you're about to assault (AP3, no saves) or a potential rhino wrecked that the nobs can assault the unit inside instead of the vehicle. They have a 5++ invulnerable save with a 4+ Feel No Pain, and with everyone being equipped differently you can spread wounds around.

Something Primarch taught me: You can make a quick template on the back of your army list with a list of your nobs and two boxes next to each so that you can track wound allocation instead of trying to use dice or wound markers on the board.

I think that answered all your questions! Post if you have more.

   
Made in us
Imperial Agent Provocateur





USA

I think all my questions were indeed answered! I really appreciate the help! I'll make room for the BW upgrades and use the gretchin squad instead of the 20-man Boyz squad. However, if I do that, I don't have anything to put in the second BW.

As for the Nobz, how many are in the unit you posted? with the changes I've made, I have around 322 points left and I was thinking of using those on my Nobz squad.

Edit:
I did some more work on the list and here's the result:

HQ:
Warboss: 120
Power klaw, shoota/skorcha kombi-weapon, attack squig, cybork body, bosspole

Big Mek: 85
Kustom force field

Elites:
5 Lootas: 75

5 Lootas: 75

7 Burna Boyz: 105

Troops:
7 Nobz: 285
2 big choppas, 2 power klaws, 1 shoota/skorcha kombi-weapon, Waaagh! banner, Painboy, cybork bodies
+ Battlewagon: 140
Deff rolla, red paint job, armour plates, boarding plank, grabbin' klaw, big shoota

12 Slugga Boyz: 112
Nob, powerklaw, bosspole
+ Trukk: 45
Red paint job, reinforced ram

12 Slugga Boyz: 112
Nob, powerklaw, bosspole
+ Trukk: 45
Red paint job, reinforced ram

12 Slugga Boyz: 112
Nob, powerklaw, bosspole
+ Trukk: 45
Red paint job, reinforced ram

Heavy Support:
Battlewagon: 140
Deff rolla, red paint job, armour plates, boarding plank, grabbin' klaw, big shoota

Total: 1496

I decided on a unit of Burna Boyz to fit in the Heavy Support BW rather than a squad of grots. I figured I had enough Troops for 1500 points and could add them in a bigger army. I think this looks better than the list's previous incarnations.

This message was edited 2 times. Last update was at 2010/06/10 01:19:42


 
   
 
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