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Made in se
Sybarite Swinging an Agonizer





IIRC doesnt a bike mounted models toughness for instantdeath count toward its profile. So for nobs on bikes its str 8 for instant death ??

Dark Eldar Tournament Record 2011

W-D-L
12-3-4 
   
Made in gb
Decrepit Dakkanaut




Swindon, Wiltshire, UK

Skurk3n wrote:IIRC doesnt a bike mounted models toughness for instantdeath count toward its profile. So for nobs on bikes its str 8 for instant death ??


im not sure what you mean... do you mean a bike mounted model does not use the T1+ for instant death or it does?
if it does then thats S10 but if it doesnt its S8 like you said..

and in reply to the comment before that, im not quite sure as im currently at work and cant access my codex...
however i have a sinking feeling your right...
KFF is in the same section as the SAG, Mega armour and a bike and i know the SAG and mega armour replace both slugga and choppa, although the bike doesnt
   
Made in fi
Sneaky Striking Scorpion






Finland

SuperioR wrote:
corpsesarefun wrote:8.Nob bikers are T5 and the warboss is T6, nothing can negate the bosses FNP and only S10 weapons can negate the bikers FNP.


I sold my orks so I dont have the codex anymore, but the bonus toughness from the bike doesn't apply to the instant death rule. (Page 53, pocket book)
However there may be some other rule for the bikers saying differently, as i said can't check with the codex.


I'll just quote myself so someone might actually read it

So yeah, Page 53




 
   
Made in gb
Decrepit Dakkanaut




Swindon, Wiltshire, UK

SuperioR wrote:
SuperioR wrote:
corpsesarefun wrote:8.Nob bikers are T5 and the warboss is T6, nothing can negate the bosses FNP and only S10 weapons can negate the bikers FNP.


I sold my orks so I dont have the codex anymore, but the bonus toughness from the bike doesn't apply to the instant death rule. (Page 53, pocket book)
However there may be some other rule for the bikers saying differently, as i said can't check with the codex.


I'll just quote myself so someone might actually read it

So yeah, Page 53


Ah
Sorry for not reading that the first time i didnt see it, still its even more reason to take cybork
   
Made in pl
Yellin' Yoof on a Scooter




Codex states that KFF replaces only the slugga. But it seems strange considering that SAG and mega armour do the same.
Also could be a mistake. Maybe the "and choppa" was somehow overlooked.
But I would stick to it the way it looks now and wait until someone tries to correct it. After all the way it is now is much more comfortable

This message was edited 2 times. Last update was at 2009/07/02 22:19:44


 
   
Made in us
Wraith




O H I am in the Webway...

This looks like a Green Tide lists and needs Ghazzy.

The dread seems like an easy target. I think that the Nobz stand out a bit but w/e. 5 tankbustas might be a tad bit easy to take out... Maybe drop them and the burnas for lootas.

He who fights with monsters might take care lest he thereby become a monster and if you gaze for long into an abyss, the abyss gazes also into you  
   
Made in gb
Decrepit Dakkanaut




Swindon, Wiltshire, UK

Konini wrote:Codex states that KFF replaces only the slugga. But it seems strange considering that SAG and mega armour do the same.
Also could be a mistake. Maybe the "and choppa" was somehow overlooked.
But I would stick to it the way it looks now and wait until someone tries to correct it. After all the way it is now is much more comfortable


EzeKK wrote:This looks like a Green Tide lists and needs Ghazzy.

The dread seems like an easy target. I think that the Nobz stand out a bit but w/e. 5 tankbustas might be a tad bit easy to take out... Maybe drop them and the burnas for lootas.


Thanks for clearing that up Konini

Ezekk, the nobs are a bodyguard unit for the boss and if you look at the most recent version i have gotten rid of the tankbusta's.
I dislike the fluff, model and concept of "Ghazzy" so for that and basicly since i dont want to take him due to regularity and him not fitting in im going to politely disagree.


Automatically Appended Next Post:
Final list, now with Kommando's to better represent the ghostlyness of Phantorks and to weaking the opposing force from behind.

-HQ-

Da Frankenboss, a warboss with;
Bike
Power klaw
Attack squig
Cybork body

Total- 150 points

Da Big Nekromanca, a big mek with;
Kustom Force Field
Burna
'Eavy armour
Shoota-Skorcha Kombi

Total- 115
GROUP TOTAL- 265

-Troops-

Centorks (6 Nob Bikers)
1; Power klaw, cybork, waaagh banner
2; power klaw, cybork, bosspole
3; power klaw, cybork
4; big choppa, cybork, Kombi shoota-skorcha
5; big choppa, cybork
6; painboy, cybork

Total- 440

Zorks (30 ork boys with slugga's and choppa's)
Nob with power klaw and bosspole

Total- 220

Zorks (30 ork boys with slugga's and choppa's)
Nob with power klaw and bosspole

Total- 220

Zorks (30 ork boys with slugga's and choppa's)
Nob with power klaw and bosspole

Total- 220

Skorks (20 ork boys)
with shoota's
Nob with power klaw and bosspole

Total- 150

Skorks (20 ork boys)
with shoota's
Nob with power klaw and bosspole

Total- 150

GROUP TOTAL- 1400

-Elites-

Ghorks (9 kommando’s)
with 2 rokkits
Nob with power klaw and bosspole

Total- 150
GROUP TOTAL- 150

-Heavy support-

3 Kannons
3 extra grots
Total- 69

Bonebeast (deff dread)
Armour plates
Grot riggers
2 extra DCCW

Total 120
Group total 189

Army total- 1999

This message was edited 2 times. Last update was at 2009/07/03 22:00:17


 
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

Orks can do anything that any other army can do and do it better than they can. However, they cannot do everything that any other army can do. Make sense? If you make an ork assault army, they'll out-assault any other army in 40k. If you make a shooting army, you can outgun IG or Tau. If you go foot-slogging, or mechanized, or kan-wall....all those options make you a completely awesome army, but there's a catch. You can only do one of them at a time with an army list.

If you combine a mechanized and a foot-slogging list, you're going to lose. If you have part assault, party shooting, you're probably going to lose. Your strength is in being able to pick something and be completely awesome at it. So before giving you advice on where to go next with your army, you need to pick a theme and build around it. If you want a bike army, or a shooting army; an outflanking army, mechanized, assault, figure out what your playstyle is and start building your units and armylist around that idea.

THAT is the strength of Orks.

When you decide what you want your army list to be, start by explaining what your intent is, then post an army list along those lines and we'll work from there and make suggestions.

As of right now, I think you've got SERIOUS problems with both your understrength kommandos, a deff dread guaranteed to die in turn 1, a kannon crew that won't make up its points, and a wide variety of different themes competing and clashing with each other, which is ultimately going to result in you....well, just losing.



   
Made in us
Wraith




O H I am in the Webway...

Dashofpepper wrote:Orks can do anything that any other army can do and do it better than they can. However, they cannot do everything that any other army can do. Make sense? If you make an ork assault army, they'll out-assault any other army in 40k. If you make a shooting army, you can outgun IG or Tau. If you go foot-slogging, or mechanized, or kan-wall....all those options make you a completely awesome army, but there's a catch. You can only do one of them at a time with an army list.

If you combine a mechanized and a foot-slogging list, you're going to lose. If you have part assault, party shooting, you're probably going to lose. Your strength is in being able to pick something and be completely awesome at it. So before giving you advice on where to go next with your army, you need to pick a theme and build around it. If you want a bike army, or a shooting army; an outflanking army, mechanized, assault, figure out what your playstyle is and start building your units and armylist around that idea.

THAT is the strength of Orks.

When you decide what you want your army list to be, start by explaining what your intent is, then post an army list along those lines and we'll work from there and make suggestions.

As of right now, I think you've got SERIOUS problems with both your understrength kommandos, a deff dread guaranteed to die in turn 1, a kannon crew that won't make up its points, and a wide variety of different themes competing and clashing with each other, which is ultimately going to result in you....well, just losing.




I hope you have that ready to copy paste because this is what most ork army critique is like =P.

PS. Did you see that post about you on the general I think? I think someone was butthurt about you bashing their list haha.

He who fights with monsters might take care lest he thereby become a monster and if you gaze for long into an abyss, the abyss gazes also into you  
   
Made in gb
Decrepit Dakkanaut




Swindon, Wiltshire, UK

Dashofpepper wrote:

As of right now, I think you've got SERIOUS problems with both your understrength kommandos, a deff dread guaranteed to die in turn 1, a kannon crew that won't make up its points, and a wide variety of different themes competing and clashing with each other, which is ultimately going to result in you....well, just losing.



1. The Kommandos are THERE to do on turn one, they are a kamakazi unit.
2. There isnt much you can do to increase deff dreads survivability... i chose it for the cool factor of having a giant 4 armed bone monster
3. If i did not take kannons as heavy support what do you suggest i take, keeping in mind the only vehicles im going use to stay with the flufff are walkers.

In responce to your post in general i respect your opinion but Spams arnt really something im into, im more of a variety guy and so this is reflected in my list and united with the theme of being undead via heavy converting/sculpting.
   
Made in pl
Yellin' Yoof on a Scooter




I think if you don't expect kommandos to last long then maybe you should take them in a minimum size squad. 150 points lost in the first turn could be a little bit painful.
   
Made in gb
Decrepit Dakkanaut




Swindon, Wiltshire, UK

Konini wrote:I think if you don't expect kommandos to last long then maybe you should take them in a minimum size squad. 150 points lost in the first turn could be a little bit painful.


a nob and 2 rokkit bearing kommando's are the minimum i could take for the unit
20 points for 2 rokkits
10 points for nob
5 for bosspole
25 for PK
30 for the 3 boys (one of which is upgraded to a nob)

thats 90 points MINIMUM for my strategy.
i might as well increase the impact with a 6 extra kommando's mighten i?
   
Made in se
Sybarite Swinging an Agonizer





Drop rokkits from kommandos and give em burnas so you have some PW if you get assulted by some nasty marines.

Dark Eldar Tournament Record 2011

W-D-L
12-3-4 
   
Made in gb
Focused Fire Warrior





^ I think the point of giving them rokkits is to be a sudden anti-tank choice coming at the rear (or most likely, sides) of the enemy, shooting with the rokkits then coming in with the PK.

And who says they'll die in the first turn? If they're coming from the sides, they won't even be there in the first turn.

This message was edited 1 time. Last update was at 2009/07/03 11:43:55


Tau Empire
Orks
Exiled Cadre
LatD 
   
Made in gb
Decrepit Dakkanaut




Swindon, Wiltshire, UK

SDFarsight wrote:^ I think the point of giving them rokkits is to be a sudden anti-tank choice coming at the rear (or most likely, sides) of the enemy, shooting with the rokkits then coming in with the PK.

And who says they'll die in the first turn? If they're coming from the sides, they won't even be there in the first turn.



Skurk3n wrote:Drop rokkits from kommandos and give em burnas so you have some PW if you get assulted by some nasty marines.


Thanks for the responces guys, SD has it exactly right .
shoot some explosives up the rear before getting in there with a fist
   
 
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