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Made in us
Nasty Nob






Gardner, MA

2x Big Meks; Kustom Force Field

3 Nobz; 1 with Slugga; Big Choppa; 1 with Bosspole; Choppa; Slugga; 1 with Choppa; Slugga
Battlewagon; Deff Rolla; Big Shoota x1

3 Nobz; 1 with Slugga; Big Choppa; 1 with Bosspole; Choppa; Slugga; 1 with Choppa; Slugga
Battlewagon; Deff Rolla; Big Shoota x1

29 Boyz; Shootas; Boyz Nob; Slugga; Power Klaw
29 Boyz; Shootas; Boyz Nob; Bosspole; Slugga; Power Klaw
29 Boyz; Shootas; Boyz Nob; Bosspole; Slugga; Power Klaw
10 Gretchn; Runtherd

3 Warbuggies; Twin Linked Rokkit Launcha
3 Warbuggies; Twin Linked Rokkit Launcha

3 Killer Kans; Grotzooka x3
3 Killer Kans; Grotzooka x3
3 Killer Kans; Grotzooka x3

The BW's and Buggies offer the most resilient AT options I could think of - maybe not the most lethal, but I didnt want glass cannons in the army. DeffKoptas and Lootas I consider to be glass cannons. Both mostly because of the unit size taken - units of single models or of 5 models (without a Bosspole).

The Nobs in the BW actually hit rear armor with the same strength as a Buzzsaw DeffKopta (Im speaking of the Big Coppa Nob). The deffrolla works for AT and the buggies can zoom around for side armor shots - both protected by a KFF.

All I need to do now is model some Grotzookas.

I would like to find 5 points for that extra Bosspole - but all the units selections really have no fat to cut....

I think adding more armor to the Kan list will increase the surviveabillity of the Kans.

This message was edited 1 time. Last update was at 2010/08/06 07:34:04


A man's character is his fate.
 
   
Made in au
Sinewy Scourge




Downunder

Don't bother with Bosspoles on a mob of 30, by the time you need, it becomes a hazard; you have 10 orks, by killing 1, making it 9, you may reroll, but considering you've lost 20 orks prior to this point, you've lost most of the brunt of the unit and its likely to be beyond salvaging.

Also two units of 3 nobz won't do much, better to blend them. If you're doing it get the wagons, you should still make them bigger as nobz are one of the best units in codex, especially compared to units like warbuggies.

This message was edited 1 time. Last update was at 2010/08/06 08:00:11


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
Nasty Nob






Gardner, MA

Yeah - IM taking the Nobs just so I can field the Wagons. They arent there to be the Uber unit they are typically. Dropping the buggies to beef them isnt a bad idea though. I like the additional armored hulls though. When you see the army on the table - those 8 vehicles make you want to shoot at them instead of the Kans. The real strength to the list are the Kans and Boys - its these I need to protect. I think having the Wagons and Buggies provide the distraction the Kans need.

A man's character is his fate.
 
   
Made in gb
Tower of Power






Cannock

I'm not really sure what you're trying to do with this list. The Nobz are the only units in transports and in small units too, effectively you've only got the KFF for them because the Kanz will fall behind and the Warbuggies will scoot off so it's double KFF for small amount of vehicles, unless a Mek goes on foot.

TBH the rest is fine It's the Nobz and Wagons. They do not suit this foot list. I don't understand why taking Wagons for, no one is going to shoot a beefy Wagon with 3 Nobz inside anyway.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in au
Sinewy Scourge




Downunder

Drop one Nob unit + Wagon and kit the other one as a Gunwagon w/out Killkannon?

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





Seriously man you NEED a rethink on your list. You can't have speedy CC and slow CC it just doesn't work.

What kind of list do you want? Mech, kan wall, shooty, or green tide. Orks are go big or go home, and you have got to go big with one theme.

make a new list that optimises what kind of strategy works for you. But you have to chose 1 of the 4 ways to make an ork list ortherwise you will just lose.


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






Gardner, MA

I dont have speedy CC - I have 2 Deffrollas and 6 fast tl rokkits. Its a Kan list with more armor added to help protect the Kans and provide AT. I understand your point to commit to a strategy though. Once you have the core of the Kan Wall, you have flexibility to go from there.

This message was edited 1 time. Last update was at 2010/08/07 04:15:12


A man's character is his fate.
 
   
Made in au
Sinewy Scourge




Downunder

Not really. Thats an apt idea with Marines who can bring in oddball units and expect Synergies to work.

In a Kan Wall you aim to remove any major threatening units by using the Kans and basic boyz. If you add a Wagon it becomes an orkward point that makes the army play less than efficient. Consider the point that you will need to make room for the wagons to move, which means a wider spread. Also understand that the Kans are tougher than they seem and the real threat is the massive boyz mobs shadowing them. The Kans are only essential until turn 3. After that they become just gun platforms as the boyz should be blasting away at things.

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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