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Made in us
Nimble Pistolier



Shangri-La

Taking from what I have currently to try and make a 1000 pt tourny list. Everything I have is WYSIWYG.

HQ-

Warboss w/ Power Klaw, Attack Squig, Cybork Body, Kombi Shoota/Skorcha - 115
Big Mek w/ KFF, Attack Squig, and Cybork Body - 110

Troops

3x Nob Bikers (One Power Klaw and bosspole, Power Klaw, and Big Choppa) - 195
20x Ork Boyz (Slugga/choppa), One Nob w/ Power Klaw and Bosspole - 160
20x Ork Boyz (Slugga/choppa), One Nob w/ Power Klaw and Bosspole - 160
20x Ork Boyz (Slugga/choppa), One Nob w/ Power Klaw and Bosspole - 160

Fast Attack

Deffkopta w/ Twin-linked Rokkit Launchers and Buzzsaw - 70
Deffkopta w/ Twin-linked Rokkit Launchers and Buzzsaw - 70
Deffkopta w/ Twin-linked Rokkit Launchers and Buzzsaw - 70


Total - 995

Input? What could I add for 5 points to make this a better list?
   
Made in nz
Maniacal Gibbering Madboy





Carterton, New Zealand

I like the list, looks fun. But IMO, Id take 10 more boyz in each squad instead of those nob bikers. How have Nob bikers fared for you?

Gorgutz Waaagh 2000pts 20-9-9, 1750pts 23-7-13

Dwarfs: 0-1-0




 
   
Made in us
Flashy Flashgitz






- Not too hot on the Attack Squig on the Mek. In most cases you're going to want to keep your Mek out of combat; he's not tuff enuff to tear it up on the field, and his party buff is valuable enough to make him a major target.
- Nob Bikers can be very powerful but only when you make them your focus. If you're intent on using them, get rid of the Mek's Attack Squig in favor of a Waagh! banner here, but I think you're better off leaving them out. Additionally, if you're set on keeping them, you may want to gear up that Warboss and have them ride together.
- It's old wisdom that Ork Boyz come in three sizes and shapes: 12 Sluggas in a Trukk, 30 Shootas on foot, or 20 Shootas in a Battlewagon. Accept no other substitutes. You will do MUCH more damage with Shootas in that amount on foot, trust me. 18" range and 2 assault shots is a game changer.
- I love solitary Deffkoptas with TL Rokkits and Buzzsaws. Set 'em up at the line, Ccout them as far as you can (you can turbo boost them with your Scout move), fire rokkits at and ultimately assault stationary tanks for 3 automatic STR7 hits against rear armor. So good.
- Foot troop-heavy armies like these usually benefit from lines of Killa Kanz up in front, taking advantage of the KFF's 4+ Obscure bonus while granting 4+ cover saves to all the squishy foot troops behind them, the old Kan Wall. I don't know if you're specifically trying to avoid a cookie-cutter list, but it's a strong strategy. They're also cheap and you can probably free up enough points to take three or four of them.

- Frosty Hardtop - - 4000 points - - 1000 points and rising.
"Live a good life. If there are gods, and they are just, they will judge you based not on how devout you are, but by the virtues you've lived by. If they are unjust, then you should not worship them. If there are no gods, you will have lived a noble life that your loved ones will remember." 
   
Made in us
Krazed Killa Kan






State of Jefferson

I agree with Frosty. I was tinkering w/ my Ork list today here's my 1k doubles tourney list. This is probably the cookie cutter that frosty was refering to, but I think it's challenging for any codex when you roll out 9 Kans. The majority (but not all) will get 4+ cover. IMHO.

Dr.G

Unlimited Pts - Codex: Orks Roster

Heavy Support: Killer Kans (3#, 150 pts)
3 Killer Kans, 150 pts ((C:Orks, pp. 53 & 102); Unit Type: Vehicle (Walker); Dreadnought CCW; Rokkit Launcha x3)

Heavy Support: Killer Kans (3#, 135 pts)
3 Killer Kans, 135 pts ((C:Orks, pp. 53 & 102); Unit Type: Vehicle (Walker); Dreadnought CCW; Grotzooka x3)

Heavy Support: Killer Kans (3#, 120 pts)
3 Killer Kans, 120 pts ((C:Orks, pp. 53 & 102); Unit Type: Vehicle (Walker); Dreadnought CCW; Skorcha x3)

HQ: Big Mek (1#, 110 pts)
1 Big Mek, 110 pts ((C:Orks, pp. 34 & 97); Unit Type: Infantry; Mek's Tools; Kustom Force Field; Power Klaw; Furious Charge; Independent Character; Mob Rule; Waaagh!)

Troops: Boyz (30#, 250 pts)
29 Boyz, 250 pts ((C:Orks, pp. 40 & 100); Unit Type: Infantry; Shootas; Rokkit Launcha x3; Furious Charge; Mob Rule; Waaagh!)
1 Boyz Nob ((C:Orks, pp. 40 & 100); Unit Type: Infantry; Bosspole; Slugga; Power Klaw; Furious Charge; Mob Rule; Waaagh!)

Troops: Boyz (30#, 235 pts)
29 Boyz, 235 pts ((C:Orks, pp. 40 & 100); Unit Type: Infantry; Shootas; Big Shoota x3; Furious Charge; Mob Rule; Waaagh!)
1 Boyz Nob ((C:Orks, pp. 40 & 100); Unit Type: Infantry; Bosspole; Slugga; Power Klaw; Furious Charge; Mob Rule; Waaagh!)

Validation Report:
c-1. File Version: 1.32 For Bug Reports/www.ab40k.org; 1. Army: Codex: Orks; b-1. Roster Options: Special Characters; a-1. Scenario: Normal Mission
Roster satisfies all enforced validation rules

Composition Report:
HQ: 1 (1 - 2)
Elite: 0 (0 - 3)
Troops: 2 (2 - 6)
Fast: 0 (0 - 3)
Heavy: 3 (0 - 3)

Total Roster Cost: 1000

Created with Army BuilderĀ® - Try it for free at http://www.wolflair.com


Automatically Appended Next Post:
I'd trade your warboss for 3 kans any day of the week.

This message was edited 1 time. Last update was at 2011/10/06 04:30:56


 
   
Made in us
Been Around the Block




Shootas in a battlewagon? Don't you want your transports full of sluggas?
   
Made in us
Waaagh! Warbiker





Pleasant Hill CA

waaaaghboss wrote:Shootas in a battlewagon? Don't you want your transports full of sluggas?


No actually. Becuase the BW is open topped, you can shoot all of the shootas before you get in range of a charge, which will make the enemy easier to kill. The reason for not having shootas in trukks is becuase they are fast vechicals that will die fast most likely, but they get there loads of sluggas to the front lines much faster than a BW could.

Da Red onez Alwayz go Fazta!
1750
Da Red Boyz: 24-1-5
W-T-L 
   
Made in us
Flashy Flashgitz






Trukks are troop catapults; on turn two you've got a MASSIVE assault range of 22" - 27". Because of this, the troops inside should never actually be within an 18" firing range and yet beyond a 6" assault range, meaning your Boyz inside should be geared up for a fight.

Battlewagons on the otherhand are Gunboats; they can wander around the board just POURING damage out onto the field. In this case, if your Boyz never even get out and just fire 40 shots a round at enemy infantry, they're doing their job.

- Frosty Hardtop - - 4000 points - - 1000 points and rising.
"Live a good life. If there are gods, and they are just, they will judge you based not on how devout you are, but by the virtues you've lived by. If they are unjust, then you should not worship them. If there are no gods, you will have lived a noble life that your loved ones will remember." 
   
Made in us
Bonkers Buggy Driver with Rockets






Riverside, CA

Frosty Hardtop wrote:Battlewagons on the otherhand are Gunboats; they can wander around the board just POURING damage out onto the field. In this case, if your Boyz never even get out and just fire 40 shots a round at enemy infantry, they're doing their job.


They can be gunboats, if you want to run them that way. 20 shootas will average 2.22 MEQ when shooting(but I'd normally have a PK nob with them), taking you 4-5 rounds to wipe out 10 marines. A unit of 19 slugga boyz and a pk nob will average losing 2.5 boyz, and then the boyz will average killing 5.5 MEQ, followed by another 1.67 by the nob. I don't normally run gunboats. It's still just one target. Once you deliver your boyz(turn 2 usually), your opponent has 2 different targets.

At this point, it comes to strategy and tactics, but I find slugga/choppa boyz in battlewagons to be much more efficient.

My Ork Taktikka: The Art of Waaagh! Last updated: 02-25-2012
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