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Made in us
Fresh-Faced New User




I'm just getting into the game and I decided to start with Orks. I'm a little bit worried my army might not have enough anti-vehicle, but of course I need to know what other flaws it might have.

Battlewagon - 155
Deff Rolla
Red Paint Job
Armour Plates
Boarding Plank
Wreckin' Ball
Grabbin' Klaw
2 Big Shootas

Warboss - 133
Mega Armor
Attack Squig
Cybork Body
Bosspole
Ammo Runt

Weirdboy - 85
Warphead

17 Ork Boyz - 107
1 Big Shoota

-

Battlewagon - 220
Killkannon
Kannon
Red Paint Job
Armour Plates
Reinforced Ram
4 Rokkit Launchas

11 Lootas - 165

Mek - 20
Grot Oiler

-

6 Nob Warbikers - 395
6 Cybork Bodies
5 Big Choppas
3 Shoota-Skorchas
5 Ammo Runt
3 Shoota-Rokkit
'Eavy Armour
Bosspole
Waaagh! Banner

Painboy Warbiker - 85
Cybork Body
Grot Orderly

-

3 Killa Kans with Grotzookas - 135

-

Total: 1500

The Nobs are being taken as a troop choice. My main strategy is to use the Nobz as shields to allow the Kans to march up and to provide support to the other parts of the army while the Loota Battlewagon is used for mobile artillery and the other wagon is used for transportation. I know the Weirdboy isn't generally considered great but I like him. The Nobz themselves are also outfitted to spread the damage out better because I read that was recommended.
   
Made in us
Lead-Footed Trukkboy Driver



Youngwood, PA

For around the same cost as that wierdboy you could get a KFF mech to give your wagons a 4+ cover save or give your cans the save so your nob bikers aren't busy babysitting them. I don't like the idea of a 395 point unit playing meatshield to a 135 point unit lol.

Another problem is you have waaay too few boys. At 1500 I like to run a 30 man squad at bare minimum and usually run 2 such squads.

Anti-vehicle for orks is the powerklaw and lootas. You need to get a PK or 2 into that nob squad.
   
Made in us
Fresh-Faced New User




I suppose I could get replace the Weirdboy with a Big Mek. I want to do something special with him anyway and this will give me time to get better at painting and customizing and such. Since I feel the same way about the Warboss, would it be bets to get him out of the Mega Armour to keep the mob's speed up, or do you think I should put him on a warbike and stick him with the bikers?
   
Made in gb
Tower of Power






Cannock

Orks always have a lack of anti tank so i wouldn't worry about that too much. Lootas can deal with the anti tank so I would get some.

Your Battlewagons don't need the grabba claw, if you take one then you can't dethrolla a captured tank. You also only need one weapon on it because if the Wagon moves it cannot fire anything else, only one gun.

A Big Mek with a KFF is essential in this army.

You don't need 'eavy armour on the Nobz. There's a lot of ap4 about so you will find you just get 5+ save and then feel no pain.

Kanz will fall behind in a mech list and become easy pickings to destroy. I would leave them at home.

Not a bad start but the list needs tuning.

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 de
Ragin' Ork Dreadnought






Ingelheim am Rhein, Germany

that 220 wagon is a waste of ponts; if you shoot the killkannon then you dont get any other shots, if you move you dont get to shoot but one weapon, if your are shaken or stunned (wich such an expensive vehicle will always be) you dont get any shots...

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Made in gb
Nurgle Predator Driver with an Infestation




Dover

mercer wrote:Orks always have a lack of anti tank so i wouldn't worry about that too much


The best anti-tank for orks is the power klaw Nob, rear armour, norm hitting 4s / auto hit. If you're facing a fully mobile army tthen chances are your loota's are going to get some nice side armour to pump dakka into. I find PK Nob is mandatory in all boyz squad because of this, the ability to multi-charge a tank and obliterate a unit next to you, then next turn a shock from the PK running in to tidy up



Also to the list above: Need more boyz, ditch the wierdbody, ditch the gunwagons, for 1500 ideally you should have 2x wagons with 20x boyz in each, then you worry about elites etc (one warboss /+ Big Mek KFF), also maybe a nice nob squad to head up behind the kanz to add to the punch of a kan assault.

This message was edited 1 time. Last update was at 2011/09/06 15:10:27


W/L/D = 23/0/0 (6th/5th)
W/L/D = 17/0/0 (6th) 
   
Made in gb
Tower of Power






Cannock

That's close combat anti tank. You need to get there first to deliver that power klaw and when you do hit in close combat whatever is inside is going to shoot your face in next turn. Lootas or even Big Gunz for ranged anti tank.

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 pe
Storm Trooper with Maglight





Lima, Peru, Holy Terra

I'd run your Wagons like this:

Battlewagon
Deff Rolla
Red Paint Job
Grot Riggers
Armour Plates

And maybe you want to throw in a couple of shootas.

Okay, you need more boyz. Always more boyz. In a 1500 list, run at least 2*30 boy units, or maybe 30 boyz and 2*20 boyz in your wagons.

This army needs a Big Mek with KFF as an HQ. If you want, you may keep the warboss, but give him a combi-skorcha. Nobz need kombi-skorchas too.

I don't like those warbikers too much. You may want to take rokkit buggies, if you want more anti-tank. The lootas are fine.



DR:90-SG+M--B--I--Pw40k11#-D++A--/mWD-R+T(F)DM+

 
   
Made in us
Fresh-Faced New User




Okay, I reworked it based of the advice I was given. Is this any better?

Battlewagon - 160
Kannon
Red Paint Job
Armour Plates
Reinforced Ram
4 Big Shootas

Big Mek - 120
Burna
Bosspole
Cybork Body
Kustom Force Field

14 Lootas - 210

-

Battlewagon - 155
Deff Rolla
Red Paint Job
Armour Plates
Boarding Plank
2 Big Shootas

Nob - 26
Big Choppa
Bosspole

19 Ork Boyz - 124
2 Big Shootas

-

Battlewagon - 155
Deff Rolla
Red Paint Job
Armour Plates
Boarding Plank
2 Big Shootas

Nob - 26
Big Choppa
Bosspole

19 Ork Boyz - 124
2 Big Shootas

-

3 Warbuggies - 100
3 Red Paint Jobs
3 Twin-Linked Rokkit Launchas

-

3 Warbuggies - 100
3 Red Paint Jobs
3 Twin-Linked Rokkit Launchas

-

2 Deffkoptas - 100
2 Bigbomms

-

Total: 1500

This message was edited 1 time. Last update was at 2011/09/06 16:38:05


 
   
Made in us
Lead-Footed Trukkboy Driver



Youngwood, PA

RPJ on the buggies isn't really needed as they aren't delivering troops, that 1 inch probably isn't going to make any difference.

I would instead put those points into powerklaws for your nobs.

Bosspole on the mek is redundant, if you attach him to the boys the nobs already have poles.

Cybork is also kind of redundant as he is getting a perpetual 5+ cover from the KFF and if he really shouldn't be put into melee
   
Made in pe
Storm Trooper with Maglight





Lima, Peru, Holy Terra

Youw wagons ned Deff Rollas. the Ram just won't do it. Also, don't put ig shootas in slugga mobs. They're better off with their extra melee attacks. Deffkoptas are a waste, get rid of them. Lootas are good for staying away from the battle and shooting stuff down. The Burna Mek may go with his own boy mob in a wagon. If you're giving the nob a bosspole, the Mek won't need one.



DR:90-SG+M--B--I--Pw40k11#-D++A--/mWD-R+T(F)DM+

 
   
Made in us
Fresh-Faced New User




More modifications. Better? Worse?

Battlewagon - 160
Kannon
Red Paint Job
Armour Plates
Reinforced Ram
4 Big Shootas

14 Lootas - 210

-

Battlewagon - 145
Deff Rolla
Red Paint Job
Armour Plates
Boarding Plank

Nob - 46
Power Klaw
Bosspole

19 Ork Boyz - 114

-

Battlewagon - 145
Deff Rolla
Red Paint Job
Armour Plates
Boarding Plank

Nob - 46
Power Klaw
Bosspole

19 Ork Boyz - 114

-

Trukk - 40
Red Paint Job

Big Mek - 120
Burna
Kustom Force Field
Cybork Body
Bosspole

4 Mega Nobz - 160

-

2 Warbuggies - 100
2 Red Paint Jobs
2 Twin-Linked Rokkit Launchas

-

2 Warbuggies - 100
2 Red Paint Jobs
2 Twin-Linked Rokkit Launchas

-

Total: 1500
   
Made in gb
Tower of Power






Cannock

Lose the kannon and 3 big shootas on the first Battlewagon, it will be moving to deliver units inside so cannot shoot all the weapons.

Drop the crappy Trukk, it's easy to kill which means those Meganobz will be foot slogging with slow and purposeful and that's not cool.

Warbuggies do not need red paint job because they are not desperate to get anywhere. Moving 12" and firing a 24" range krak missile is fine.

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 us
Battlefield Professional





New York

Welcome to the game!! You've picked a fine choice, one of the most competitive armies and most diverse armies in all of WH40K!

That said - Allow me to throw out the one piece of advice which has helped me immensely since I was but a noob:

"Orks do one thing and they do it well"

What that means is this: Orks do not do combined arms. What they do is focused lists - Are you going to run a wave of orks behind a horde of walkers (Kan Wall)? Are you going to have expensive units of nobs on bikes rush across the field? (Nob Bikers) or are you going to mount every model and rush them in wagguns and trukks?

That said - The list which has been crafted through advice and your own input is leaning toward a waggun spam list. To that end, I have two recommendations:

mega Armor nobs are expensive - for this list to be VERy effective you need to maximize the number of units. As one said hte trukk sucks - but the trukk is good if there is a small unit of boys with a nob with PK inside threatening the enemy. Every unit shooting at the trukk is a unit not shooting at a BW.

Deff do not mount mega armor nobs in the trukk - too fragile and MA nobs die on foot.

I Would also drop the buggies all together and grab deffkopters. Outflanking with TL ML's is a great way to pop enemy artillery. Plus tey are T5 troops and not AV10 vehicles so have a lot more survivability.

Current Armies:

Warmachine:
Shae Pirate's Life 50
Durgen attrition 50

WH40K:
Orks (5,000 pt Apoc Kan Wall, 1850 Bikerz)
Grey Knights (1850 Crowe Purifiers, 2500 'Ard Boyz Draigo)
Sisters of Battle (Seraphim spam)

WHFB:
2400 Empire
3000 Tomb Kings 
   
Made in us
Fresh-Faced New User




I'm going to have to think about what you said. The main reason I chose the Mega Nobs is because it was basically a way to get a cheaper power klaw, but I can see what you mean.
   
Made in us
Lead-Footed Trukkboy Driver



Youngwood, PA

2000 Volts wrote: they are T5 troops and not AV10 vehicles so have a lot more survivability.


How so? Str 4 needs a 5+ to wound a T5 and a 6 to glance AV 10..
   
Made in us
Bonkers Buggy Driver with Rockets






Riverside, CA

Oh, can't remember if it's been mentioned yet. Always put at least a Big Shoota on your battlewagons.

1. (and most important) If you take a weapon destroyed result you actually lose a weapon instead of suffering an immobilized result instead.

2. If you move 6" or less you've got something to shoot with.

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