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Made in us
Ork Boy Hangin' off a Trukk





USA

Your list is looking like a lot of fun! Just remember to stretch after your movement phase. Your back will start to ache from leaning over the table to move all those boys!
As for the last 25, perhaps reconsidering the boss poles is a good idea. Or an attack squig for your boss. Personally, I never leave home without my squig. 6 attacks on the charge at strength ten, typically hitting on 3s? That's more than half of a marine squad gone bye bye in one turn. Boss poles will be totally irrelevant the first two or so turns, but once your boys start getting down to 1/3 their original strength, it can be a life saver. A squad of boys getting swept because of a failed leadership test is incredibly frustrating.
Honestly, at this point, it's really up to you. There aren't enough points to start a new unit, so just do what you can to spread them around as best you can.
Oh, and one more thing- This hasn't surfaced yet, but I want to make sure you know: do not take the "upgrade" to your lootas. The mek boy is crap comapratively and costs more. Very poor decision there.

This message was edited 5 times. Last update was at 2013/06/25 12:33:38


We waz made ta fight an' win

"Space Marines are less of an army and more of an event. They are something that happens to you." ~Anon

WAAAGH! Nazfang 10000+ and growing!

Iron Hands 2000
 
   
Made in ca
Regular Dakkanaut



Montreal, Canada

RavenGuard55 wrote:No interest in swapping out the warboss for big mek? That'll free up the points needed to get your gretchin squad you want.

Hi Raven,
I haven't really thought of that mostly because I love the warboss model, and he came in the AoBR set we got to start me off
I am however trying to find a way to 'conversion' him to have a flamethrower... proving to be very complicated lol...

Spydermonkey1351 wrote:Your list is looking like a lot of fun! Just remember to stretch after your movement phase. Your back will start to ache from leaning over the table to move all those boys!
As for the last 25, perhaps reconsidering the boss poles is a good idea. Or an attack squig for your boss. Personally, I never leave home without my squig. 6 attacks on the charge at strength ten, typically hitting on 3s? That's more than half of a marine squad gone bye bye in one turn. Boss poles will be totally irrelevant the first two or so turns, but once your boys start getting down to 1/3 their original strength, it can be a life saver. A squad of boys getting swept because of a failed leadership test is incredibly frustrating.
Honestly, at this point, it's really up to you. There aren't enough points to start a new unit, so just do what you can to spread them around as best you can.
Oh, and one more thing- This hasn't surfaced yet, but I want to make sure you know: do not take the "upgrade" to your lootas. The mek boy is crap comapratively and costs more. Very poor decision there.

Hi Again Spyder,
Yeah I am debating the squig, just not sure how aggressive I want to be with the Warboss. And yes, my Lootas will be plain Lootas, no upgrades. Their base gone is so sexy already
I don't think I need the bosspoles on my Nobz with my boyz, because they have fearless (mob rule with 11+ models) am I correct?

Also, I am really debating taking off the PKs from my nobs... first of all because the nobz in my AoBR set dont have any, and I am weary of ordering something like this to 'conversion' them: http://www.ebay.ca/itm/Kromlech-Mechanical-Crushers-Orc-War-2-ork-post-apo-/151042440391?pt=Games_US&hash=item232ad4bcc7&_uhb=1 This is the only 4 Klaws I found... is there another site??
Would it be better just to use Big Choppas? +2 strength instead of power klaw... I hate to lose the ability to ignore those damn armor saves, but is it worth it in my army list??

And if I do change PKs to Big Choppas, that is 80pts I get back, plus my 25... 105 pts to play with I just want to be sure I should be keeping PKs on my Nobz before I order something off ebay

Thanks for the help everyone!

This message was edited 1 time. Last update was at 2013/06/25 17:36:57


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Dakka Veteran




morfydd wrote:
I would drop the group of Shoota Boyz with rokkits for

Big Gunz ..3x Kannon, 5 extra Grots Runt Herd and Grot Prod
Big Gunz ..3x Kannon, 5 extra Grots Runt Herd and Grot Prod
Big Gunz ..3x Kannon, 5 extra Grots Runt Herd and Grot Prod

This will give you some serious anti armour and plenty of gretchin ..
SO thats 9 Kannon Shots ..and 36 T-7 wounds ..for the same cost as 30 T-4 wounds ..good trade off ...




It does seem like it could be effective. You can mow down dangerous infantry with the lootas or lighter vehicles and target bigger vehicles with the kannons. It would lay down a lot more cover and possibly give you a lot better first turn if you go first.

You could go with a Big Mek too as he can have up to three grot oilers. Which is basically adding an additional 3 unsaved wounds.

This message was edited 3 times. Last update was at 2013/06/25 18:45:05


 
   
Made in us
Ork Boy Hangin' off a Trukk





I like the uge choppa the plus two gives us a str 7 on the charge and unless you are hitting a land raider or monolith you should be able to pop any vehicle.

As to the burna on the boss you can only have a combiburna on him and frankly it rarely comes in handy for the points. An Attack squig though is fantastic. Aggression is the very essance of the warboss!

 
   
Made in ca
Regular Dakkanaut



Montreal, Canada

 Crawdadr wrote:
I like the uge choppa the plus two gives us a str 7 on the charge and unless you are hitting a land raider or monolith you should be able to pop any vehicle.

As to the burna on the boss you can only have a combiburna on him and frankly it rarely comes in handy for the points. An Attack squig though is fantastic. Aggression is the very essance of the warboss!

Hi Craw!
Thanks for the reply. So do you think I should remove the PK from my nobz? If I do, and put the squig on my warboss, I will have 80 pts to play with

Yeah right now I have a kombi shoota/scorcha on my warboss... it fits in the pts. I am trying to plan the making of it though lol

and yes what was I thinking... AGGRESSION ARGHH!

I like Orkz. 
   
Made in gb
Boosting Space Marine Biker




The Eye of Terror

bosses are only good if you need to use their fearless rule on elite squads like nobs and meganobz. other than that the only other selling point they have is that there super killy, but with 120 boyz id say your good for killin stuff or tarpiting them for the whole game, i would get a big mek with forcefeild as that will protect your boyz, your cc squads need protection untill they close with their target, then they can chop it up and move on.

im aware you have no big meks but they are so used you should get one

also i know im a chaos player but ive had to solve these problems with chaos lords and bezerkers

This message was edited 2 times. Last update was at 2013/06/25 20:53:13


Armies
CSM Zenmarine Warband from assorted tratiors and heritics

DARK ANGELS woo woot
the way to win is not to make a grand masterplan, its by making sure your opponents grand masterplan fails  
   
Made in ca
Regular Dakkanaut



Montreal, Canada

 Blackskull wrote:
bosses are only good if you need to use their fearless rule on elite squads like nobs and meganobz. other than that the only other selling point they have is that there super killy, but with 120 boyz id say your good for killin stuff or tarpiting them for the whole game, i would get a big mek with forcefeild as that will protect your boyz, your cc squads need protection untill they close with their target, then they can chop it up and move on.

also i know im a chaos player but ive had to solve these problems with chaos lords and bezerkers

Thanks for the input Blackskull! I will look into Mek now (still going through this codex in super detail lol)

Anyone have more thoughts on Nobz and PKs? Can my army get away with not having them... They aren't in the AoBR set, so I need to order them somehow, and I only found the one site I listed above. Also if I remove them for big choppa, I get a LOT of more points to play with ...

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Flashy Flashgitz






New Jersey

With all the Psychic Abilities and other things that make a mob Leadership Check. Always take a Bosspole. For a Wound that you caused you can reroll that 16 from Doom of Malan'tai, Leaving Doom with nothing (Hopefully)

Not loud, on fire, or explodin' yer doin' et wrong  
   
Made in ca
Regular Dakkanaut



Montreal, Canada

 Sleg wrote:
With all the Psychic Abilities and other things that make a mob Leadership Check. Always take a Bosspole. For a Wound that you caused you can reroll that 16 from Doom of Malan'tai, Leaving Doom with nothing (Hopefully)

Hi Sleg,
Sorry, but I don't understand... I thought the bosspole was useless in my units because they all have fearless under mob rule...
Am I missing something?

This message was edited 1 time. Last update was at 2013/06/25 20:56:36


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I always take boss pole, even on squads of 30.

The mob starts the game as fearless, but after taking a bunch of casualties, then 2 rounds of combat... usually they aren't fearless any more.

When it's just the Nob and a couple of dudes, being able to reroll LD is clutch.

If the BP keeps you from running from a combat and getting swept (initiative = 2 .. ) it's worth way more than 5 points.

Mob rule does not mean leave the boss pole at home. I think it's standard equipment.
   
Made in us
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The warboss has three huge functions his leadership, his ability too alow nobs as troops, and his Str 10 ap1 powerklaw. In you list how do you plan on killing landraiders and such? The warboss is your only good option, so keep him.

Boss poles are a luxery item for large mobs, can they be useful? Sure of course there will be times that you thanked Gork and Mork for them. But if you need points they are one of the first places I would trim the fat. Sleg is right there are powers that use leadership but I do not think you need to adjust your list because of them unless your meta requires it.

The Big mek is very nice and if you can get 85 points he is a great buy for a foot slogging army. Of course you could also get that 5+ save by marching grechin in front of the boyz as well. I am still torn on which I like more both have up sides and down sides.

 
   
Made in ca
Regular Dakkanaut



Montreal, Canada

jcress410 wrote:I always take boss pole, even on squads of 30.
The mob starts the game as fearless, but after taking a bunch of casualties, then 2 rounds of combat... usually they aren't fearless any more.
When it's just the Nob and a couple of dudes, being able to reroll LD is clutch.
If the BP keeps you from running from a combat and getting swept (initiative = 2 .. ) it's worth way more than 5 points.
Mob rule does not mean leave the boss pole at home. I think it's standard equipment.


Thanks for the clarification, makes sense their numbers will definitely swindle Right now I haven't build my Nobz yet, and I have the 20 free pts for bosspoles. What I am debating for my Nobz is PK vs Big Choppa. Thoughts?

Crawdadr wrote:The warboss has three huge functions his leadership, his ability too alow nobs as troops, and his Str 10 ap1 powerklaw. In you list how do you plan on killing landraiders and such? The warboss is your only good option, so keep him.
Boss poles are a luxery item for large mobs, can they be useful? Sure of course there will be times that you thanked Gork and Mork for them. But if you need points they are one of the first places I would trim the fat. Sleg is right there are powers that use leadership but I do not think you need to adjust your list because of them unless your meta requires it.
The Big mek is very nice and if you can get 85 points he is a great buy for a foot slogging army. Of course you could also get that 5+ save by marching grechin in front of the boyz as well. I am still torn on which I like more both have up sides and down sides.


I really like the warboss model (and I have one lol) so I think I will stick with him as my HQ. If I had the points I would definitely make a Gretchin unit, trust me. That is another reason I am debating PKs vs Big Choppas for my Nobz. The extra points could be a huge unit of gretchin...

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I love my Grots too, the little scamps

 
   
Made in ca
Regular Dakkanaut



Montreal, Canada

 Crawdadr wrote:
I love my Grots too, the little scamps

lol

soo... Nobz with PK or big choppa?

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Made in us
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I say big choppa unless you just happen to have a ton of points lying around.

 
   
Made in ca
Regular Dakkanaut



Montreal, Canada

 Crawdadr wrote:
I say big choppa unless you just happen to have a ton of points lying around.

Thanks!
Do you think the army is still strong without the PKs?

And also, my unit of boyz with sluggas/choppas, should I still put 3 big shootas? or just keep them all slugga/choppa ?

This message was edited 1 time. Last update was at 2013/06/25 22:01:01


I like Orkz. 
   
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The PK's can be realy nice and if this was last edition I would not leave home without them. But with chalanges and sniping they just more often then not get killed before swinging. Best to just use those points for some grots or a big mek.

As to the slugga/choppa unit you will be running them so the extra gunz should be wasted.

 
   
Made in ca
Regular Dakkanaut



Montreal, Canada

 Crawdadr wrote:
The PK's can be realy nice and if this was last edition I would not leave home without them. But with chalanges and sniping they just more often then not get killed before swinging. Best to just use those points for some grots or a big mek.
As to the slugga/choppa unit you will be running them so the extra gunz should be wasted.


Thanks for the help! The Big Mek seems like a huge points investment, so I am not sure how useful it is for me...
So, I haven't updated the first post yet, but the new list looks like it will end up something like this:

1415 total
HQ
1x Warboss with PK, Cybork, 'eavy Armor, Shoota/Scorcha Kombi (105pts)

Elites
10x Lootas (150 pts)
10x Lootas (150 pts)
10x Lootas (150 pts)

Troops
30x Boyz with Shootas, 3 Big Shootas, Nob with big choppa and bosspole (215 pts)
30x Boyz with Shootas, 3 Big Shootas, Nob with big choppa and bosspole (215 pts)
30x Boyz with Shootas, 3 Rokkits, Nob with big choppa and bosspole (230 pts)
30x Boyz with Slugga/Choppa, Nob with big choppa and bosspole (200 pts)

so now there are 85pts left over...
Here are some options I see of what I can do:

Option 1 (my least favourite option...)
HQ Big Mek with Forcefield = 85 pts

Option 2
Remove bosspoles on all Nobz above, this bring available pts to 105
20x Gretchin + 2 Runtherd with 2x Grot Pod = 90 pts (15pts leftover)

Option 2A
Remove big choppa and bosspoles on all Nobz above, this bring available pts to 125
30x Gretchin + 3 Runtherd = 120 pts (5pts leftover)

Option 3
2x Deffkoptas = 70 pts (Not sure how useful these are, but they came in my AoBR box. This would also leave 15pts leftover)

Option 4
3 Big Gunz Kannon + 6 additional grots = 78 pts

Option 5 (god these look soo cool!!!)
5x Stormboyz = 60 pts
+1 Attack Squig on Warboss

What do you guys think the best option is?

This message was edited 4 times. Last update was at 2013/06/26 03:01:15


I like Orkz. 
   
Made in us
Ork Boy Hangin' off a Trukk





USA

Now that you have the extra points, I would take the big mek. More boys staying alive is more boys to kill stuff with. I love my big meks. The biggest down side to them is how easy they are to take out. keep them safe, and they will do many great things for you.
As far as the PKs go, all you need to do to acquire some is to order a pack of nobz from GW (or your local war gaming shop). That set comes with five nobs and three PKs as options. If you're trying to go as WYSIWYG as possible, then that is probably your best option. There are also nob bodies in the boyz sets, PK ready, but you only get one.

This message was edited 1 time. Last update was at 2013/06/26 02:10:31


We waz made ta fight an' win

"Space Marines are less of an army and more of an event. They are something that happens to you." ~Anon

WAAAGH! Nazfang 10000+ and growing!

Iron Hands 2000
 
   
Made in ca
Regular Dakkanaut



Montreal, Canada

 Spydermonkey1351 wrote:
Now that you have the extra points, I would take the big mek. More boys staying alive is more boys to kill stuff with. I love my big meks. The biggest down side to them is how easy they are to take out. keep them safe, and they will do many great things for you.
As far as the PKs go, all you need to do to acquire some is to order a pack of nobz from GW (or your local war gaming shop). That set comes with five nobs and three PKs as options. If you're trying to go as WYSIWYG as possible, then that is probably your best option. There are also nob bodies in the boyz sets, PK ready, but you only get one.

Hmm, so if I am buying Boyz sets (I need like 20 boxes lol) then I will get the PKs in there If I remove the PKs, and get the Mek, then no need lol

EDIT: I just found this online...
Regarding the KFF, you only need to have ONE MODEL of the unit within 6" for the WHOLE unit to receive the cover save
makes sense...

Updating my first post to include the big mek... took off the kombi scorcha from warboss, to give da mek some " 'eavy armor"

Any other thoughts on the above options?

This message was edited 4 times. Last update was at 2013/06/26 04:43:27


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Made in us
Flashy Flashgitz






New Jersey

Ossidium wrote:
 Sleg wrote:
With all the Psychic Abilities and other things that make a mob Leadership Check. Always take a Bosspole. For a Wound that you caused you can reroll that 16 from Doom of Malan'tai, Leaving Doom with nothing (Hopefully)

Hi Sleg,
Sorry, but I don't understand... I thought the bosspole was useless in my units because they all have fearless under mob rule...
Am I missing something?


Fearless only covers when you route. There are other Morale checks that you can make. GW has stated that Ld can not go above 10 for Psychic test. If your unit of 30 orks gets Psychic attacked or has Gloom placed on them, you roll Ld 10 and you don't want to roll an 11 or 12, So with the Bosspole you can cause a wound to reroll. I used the Doom of Malan'tai as an example because you have to roll 3d6 (if you count it as a Psychic attack your Ld is 10, if it's a special attack, 30 orks would give you a Mob Rule higher than 18) Let's say it's a Psychic test, You didn't roll a 6 for 'deny the witch' and you roll a 16, that means you take 6 wounds and the Doom goes from a 4 wound creature to a 10. You can cause a wound (which the Doom does not get) to reroll the 16, you might roll an 18, but more likely you will roll under a 10 and then the Doom doesn't cause any damage and does not get stronger.
5 points makes taking it well worth it. Eldar Psychic test make rolling 3d6 for every check common. Yes, you can 'deny the witch' but I wouldn't rely on it. To not fail the check, Bosspole gives you a second chance.

Not loud, on fire, or explodin' yer doin' et wrong  
   
Made in ca
Regular Dakkanaut



Montreal, Canada

 Sleg wrote:
Ossidium wrote:
 Sleg wrote:
With all the Psychic Abilities and other things that make a mob Leadership Check. Always take a Bosspole. For a Wound that you caused you can reroll that 16 from Doom of Malan'tai, Leaving Doom with nothing (Hopefully)

Hi Sleg,
Sorry, but I don't understand... I thought the bosspole was useless in my units because they all have fearless under mob rule...
Am I missing something?


Fearless only covers when you route. There are other Morale checks that you can make. GW has stated that Ld can not go above 10 for Psychic test. If your unit of 30 orks gets Psychic attacked or has Gloom placed on them, you roll Ld 10 and you don't want to roll an 11 or 12, So with the Bosspole you can cause a wound to reroll. I used the Doom of Malan'tai as an example because you have to roll 3d6 (if you count it as a Psychic attack your Ld is 10, if it's a special attack, 30 orks would give you a Mob Rule higher than 18) Let's say it's a Psychic test, You didn't roll a 6 for 'deny the witch' and you roll a 16, that means you take 6 wounds and the Doom goes from a 4 wound creature to a 10. You can cause a wound (which the Doom does not get) to reroll the 16, you might roll an 18, but more likely you will roll under a 10 and then the Doom doesn't cause any damage and does not get stronger.
5 points makes taking it well worth it. Eldar Psychic test make rolling 3d6 for every check common. Yes, you can 'deny the witch' but I wouldn't rely on it. To not fail the check, Bosspole gives you a second chance.

Thanks for the explanation Sleg!
I have changed all my Nobz to big choppa and bosspole!

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Hey guys,

Sorry for this extra post (I wanted to edit my previous one, but for some reason my phone isn't loading the EDIT button??)

If you look at my current list (updated on the first post), would it be better to change:

1 of my 10x Lootas units (150 pts)

for 3x Killa Kans + big shootas (120pts) and have 30pts leftover...

I know the Lootas give me a LOT of firepower and I kind of love to have as many as possible... Just trying to see what is better?

Thanks everyone!

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Orks are about redundancy. If you're going to take 3 kans, you're better off taking 9.

If you're going to take 10 lootas, you're better off taking 30.

That said, it can be hard to deploy 3 big units of lootas where they all have line of sight over your wall of boys.

Try both options. I love kans. usually I give them the grotzooka or rokkits though.



   
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Another option for 150 points is a unit of tankbusters That would be a big increase to your tank killing powers. You have not lived until you see the face of a necron player as his Monolith goes down to 10 Rockit launchas!

 
   
Made in ca
Regular Dakkanaut



Montreal, Canada

jcress410 wrote:Orks are about redundancy. If you're going to take 3 kans, you're better off taking 9.
If you're going to take 10 lootas, you're better off taking 30.
That said, it can be hard to deploy 3 big units of lootas where they all have line of sight over your wall of boys.
Try both options. I love kans. usually I give them the grotzooka or rokkits though.

Hi Jcress,
Thanks for the idea. I will think about it more, but I am not sure about trying both... I cant buy/assemble/paint both options
However I do like the logic of redundant hoard... so more Lootas it is!! lol

Crawdadr wrote:Another option for 150 points is a unit of tankbusters That would be a big increase to your tank killing powers. You have not lived until you see the face of a necron player as his Monolith goes down to 10 Rockit launchas!

Hi again Craw!
I am looking at the Tankbusters now, and without any upgrades they just seem like 10boyz with rokkits... which is pretty cool lol.
After comparing the Lootas weapons 'Deffgun' vs 'Rokkits', I still think the Lootas would overall be better... Please see below for my 'noob' logic and comparison lol:
Deffgun = 48", Str7, AP4, Heavy D3
Rokkit = 24", Str8, AP3, Assault 1

So what I see is with Rokkits less range, more str, better AP, but less shots... I understand the potential joy in seeing a crushed spirit/face (trust me I LOVE spirit-crushing carnage lol) but I don't really see how the tankbustas are that much better... especially since it will cost me about 50$ more for the squad?

Please help me understand?

Thanks!

This message was edited 1 time. Last update was at 2013/06/27 14:54:52


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tank busters are not good. they cost too much, both in $ and in points.
   
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Rockits can glance av14 and they are ap 3 and they instakill toughness 4 peeps.

 
   
Made in ca
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Montreal, Canada

 Crawdadr wrote:
Rockits can glance av14 and they are ap 3 and they instakill toughness 4 peeps.

Man I need to be faster at memorizing this rulebook lol...
what is av14 and why does ap3 auto kill toughness 4?

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av 14 is armor on tanks and such, you need str8 weapons to glance those and eventually destroy them. lootas cannot hurt a battle wagon, lemun Russ, or monolith. Also if your opponent has armor 3 like power armor then they will not get a save agianst the rockits. Finally if your strength doubles the toughness of a multiwould cheracter then if they get hit and fail their armor save then they die instead of just taking one wound.

 
   
 
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