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Made in se
Regular Dakkanaut





HQ:

Warboss with PK, bosspole and kombi-scorcha

Troops:

30 Slugga Boyz with 3 rokkit launchas, nob with PK and bosspole

30 Shoota Boyz with 3 rokkit launchas, nob with PK and bosspole

7 Nobz with 1 PK, Whaaagh Banner and Trukk

Fast Attack:

6 Warbikers with nob with PK andboss pole

I owe about half the models, but any suggestions of change is appreciated. I'm not sure if the nobz are worth their ponts as I have never used any in battle before.
Tactics? Well, how hard can it be?

   
Made in us
Regular Dakkanaut





you're splitting your army on foot and in fast vehicles. This doesn't work w/ Orks. Either put em all on foot or all in trukks.

   
Made in se
Regular Dakkanaut





I was planning to hang back a little with the fast units and then strike hard and fast where they would do the most damage, but i do see your point. It might cause the army to be destroyed peicemeal and thats probably the only way to defeat orks. Hm...

BTW question: when picking grots it says that you have to take 1 runtherd per 10 gretchin. Do i have to have 2 runtherds if i have more then 10 grots but less then 20? Or can I have for example 1 runtherd and 15 grots? Just curious.
   
Made in gr
Sneaky Lictor





Greece

For every full 10 grots 1 runtherd, so 19 grots 1 runtherd

FaarisShazad wrote:The guy with the spiky dildo for a picture had a good point.

Ork Management Program
I take care of problems that need to be solved with violence  
   
Made in au
Sinewy Scourge




Downunder

Try taking a unit of complex Nob Bikers, putting the Warboss on a bike and cutting all your units except for 10 grots and a runtherd...

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 
   
Made in us
Sneaky Kommando





Orks are good at one thing at a time mech, kan wall, shooty and green tide. Orks are for the go big or go home type of people. If you don't go big then they just suck.

What theme for your army do you want?


Professionals are predictable, it's the amateurs that are dangerous.
Anything you do can get you shot. Including doing nothing.  
   
Made in se
Regular Dakkanaut





Either speed-freaks or horde/kan wall. I've done some thinking and here's 2 lists I've come up with, do you think any might work?

List 1: Speed-freak theme (1000pts)

Warboss with PK, bosspole, kombi-scorcha

7 Nobs with Whaaagh Baner and trukk

12 Slugga Boyz with trukk

12 Slugga Boyz with trukk

12 Slugga Boyz with trukk

6 Warbikers with nob with PK

6 Warbikers with nob with PK

Notes: I still have 14 points to spend, but not sure where



List 2: Horde/Kan Wall Theme (1000pts)

Warboss with PK, bosspole, kombi-scorcha

Big Mek with kustomforcefield

30 Slugga Boyz with 3 rokkit launchas and nob with PK and bosspole

30 Shoota Boyz with 3 rokkit launchas and nob with PK and bosspole

19 Gretching with 1 runtherd

3 Killa Kans with 3 grotzookas

Deff Dread with 2 extra CC weapons

Notes: 13pts left, what to make of them?


   
Made in us
Angry Blood Angel Assault marine





Tigard Oregon

The Kan Wall is first and foremost, a shooting army, with a assault backing.

At 1k Points,

One kff

2 Shoota boys mob squads

2 groups of killa kans with rockets.

And from there is where you start the player variation.
I

 
   
Made in se
Regular Dakkanaut





Interesting... we'll see what I'll go for in the end.

What about the other list?
   
 
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