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Made in za
Fresh-Faced New User





I've only recently started playing 40k and Orks would be my first army.
Crazy fun army, but I'm having some problems holding my own on the battlefield. Played 12 games so far, won only 1 game, the rest I got turned to mush by turn 5 taking out only half of the other guy, if I'm lucky!

We play 1650 points around here, odd number, but still...

HQ
Big mek - 85pts
- KFF
(Goes in battlewagon with burnas)

Big mek - 95pts
- SAG
(Goes with gretchin)

TROOPS
15 Gretchin - 55pts
- 1 Runtherd

12 Boyz - 147pts
- Nob, PK, BP
- Trukk

12 Boyz - 147pts
- Nob, PK, BP
- Trukk

20 Boyz - 160pts
- Nob, PK, BP
(Goes in battlewagon)

ELITES
10 Lootas - 150pts

8 Burnas - 120pts
(Goes in battlewagon)

10 Tanks bustas - 165pts
- 2 Tank hammers, 3 bomb squigs
(Goes in battlewagon)

HEAVY
Battlewagon - 130pts
- Deff Rolla, Big Shoota, RPJ, Grabbin Klaw, grot rigger

Battlewagon - 130pts
- Deff Rolla, Big Shoota, RPJ, Grabbin Klaw, grot rigger

Battlewagon - 130pts
- Deff Rolla, Big Shoota, RPJ, Grabbin Klaw, grot rigger

FAST
Deff Kopta - 45pts
- TL Rokkit

Deff Kopta - 45pts
- TL Rokkit

Deff Kopta - 45pts
- TL Rokkit

Total 1649pts


My battlewagon of boys did surprisingly well, killed many deamon princes, even took out a squad of terminators once, so I was thinking of changing either the Burnas or the Tankbustas to another boyz mob, and get the other points from making my other 2 elites slightly smaller.
But my tankbustas proved very useful as well, killed a few defilers, and walks through land raiders like theres no tomorrow.
And my burnas killed a fair share of large units of space marines and korn bezerkers with little effort.
The problem with both is that my battlewagon is then tied up and can't ram things, like they should.

Tactics are simple, charge full speed with the battlewagons the first round, trukks behind them to be shielded from LOS. The deff koptas tubo boost to behind the enemy.

It's very possible that I am the problem problem, I've only started playing afterall. Even so, I think this list is fairly simple to play and shouldn't do this badly.
Any suggestions are welcome!

This message was edited 1 time. Last update was at 2010/09/15 11:07:47


 
   
Made in gb
Tower of Power






Cannock

Hmmmm interesting list, here's my thoughts:

Shokk attack Big Mek isn't adding anything besides a little big of long range fire power. Doesn't add a lot to the Grot unit. I would drop this Mek.

Troops are all fine.

Lootas are ok, Burnas fine, Tankbustas not that good. They're inside a Wagon so need to get into range first turn and then turn after fire at the closest tank which can be a pain. I'd drop these get another Loota unit and now you have a spare Battlewagon for your troops.

Battlewagons don't need grabbing claws. A claw keeps a vehicle still when you're next to it so you cannot really move yourself to ram the deffrolla, you want the claw get a boarding plank but I would just stick with the rolla. You only need grot riggers as well as the Wagon is a transport and smashing vehicles, immobilised it's useless.

List isn't too bad, perhaps you're losing because of your tactics or whoever you're playing against is better?


Automatically Appended Next Post:
Oh, how can Tankbustas walk through Land Raiders? They can only glance them. Tankbustas do nothing to Raiders.

This message was edited 1 time. Last update was at 2010/09/15 15:40:59


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 za
Fresh-Faced New User





Well, the tankbustas get 6 S10 attacks with the tank hammers, and the grabbin klaws help the vehicle to stand still, so all 6 hit. Plus you get one or to S8 hits from the shooting before hand.
That means the turn you get out of the battlewagon, the landraider dies, but then the next turn you die when you get assaulted, and they ALWAYS get assaulted...

For the next 2 games I'll try dropping the tankbustas, big mek and grots as suggested, use the points to fill the battlewagon with boyz, and a second unit lootas to replace the now missing anti vehicle.

And yes, I was afraid it might be my tactics, o well... off to the tactics forum!
   
Made in gb
Stalwart Ultramarine Tactical Marine





Lancashire, Blackpool

Loota's, Lotta's and more Lotta's FTW m8

A moment of Laxity spawns a lifetime of Heresy

4000pts

1500pts


"Brothers! War calls you. Will you answer?"


 
   
Made in gb
Tower of Power






Cannock

Groenes wrote:Well, the tankbustas get 6 S10 attacks with the tank hammers, and the grabbin klaws help the vehicle to stand still, so all 6 hit. Plus you get one or to S8 hits from the shooting before hand.
That means the turn you get out of the battlewagon, the landraider dies, but then the next turn you die when you get assaulted, and they ALWAYS get assaulted...

For the next 2 games I'll try dropping the tankbustas, big mek and grots as suggested, use the points to fill the battlewagon with boyz, and a second unit lootas to replace the now missing anti vehicle.

And yes, I was afraid it might be my tactics, o well... off to the tactics forum!


You need the grabbin claw to latch onto it next turn and you then need to get the Tankbustas out. You'll wreck that Land Raider and then what's inside will come get you. The grabbin claw isn't auto keep the vehicle still, it's 4+ I think to keep it where it is. You need to consider the dice in the game if that plan will work or not, it's not rock solid.

Try adding buzzsaws to your Kopters if you can. First turn scout blast and then assault, drop the third Kopter as you probably won't need it.

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 
   
 
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