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Made in au
Frenzied Berserker Terminator






HQ:
Ghasakull Thraka 225pts

Troops:
Boyz 225pts (30)
Nob
Power Klaw
2 big shootas

Gretchins 135pts (30)
3 Runtherds
3 Grot Prods

Fast Attack:
Stormboyz 325pts (20)

910pts

Ghazakull runs by himself tearing it up. Boyz run behind gretchins to get 4+ cover save, until they get into combat. Stormboyz come in and do whatever.
Got 90 points left over,what should I get?

Veteran Sergeant wrote:In the grim darkness of the far future, the guy with a rifle is the weakest man on the battlefield, left to quake in terror, hoping the two or three shots he gets do the job before somebody runs screaming across the battlefield to hit him with an energized stick.


http://www.dakkadakka.com/dakkaforum/posts/list/440996.page
 
   
Made in gb
Longtime Dakkanaut




This makes me unhappy.

You a putting 22.5% of your army into one model?

Boyz squad is good.

Grots do not kill anything, your only hope is they will survive.

Stormboyz are a tactical unit only. At this cost with green tide they will just die like normal orks.

Lack of killers. No tank killer, no real antiinfantry threat either, MEQ will also be a problem.
   
Made in us
Waaagh! Warbiker





Pleasant Hill CA

Okay, so a few problems with your list:
Gazzy, you should never run him solo, as he will just get shot up. I would like to see him replaced with a weird boy, upgraded to a warp head, and thrown into the boyz squad.

Secondly, the grotz: Never ever ever take 30, instead take 29, this will save you points on taking another runthherd, which you can use for more boyz, with the points you saved from gazzy.

Thirdly, you have about 100 extra points in your current list, fill that up with more boyz! Or, add in some Lootas, and have the grotz be there cover save. This will give you Anti tank/really good anti-infantry.

Fourthly, I would add in a rokkit into each squad of boyz, (1 in the 30 boyz squad along with the big shootas, and then in the new boyz squad (which should be almost 30) put in 2 rokkits).

Thats about it for now.

Da Red onez Alwayz go Fazta!
1750
Da Red Boyz: 24-1-5
W-T-L 
   
Made in au
Frenzied Berserker Terminator






Cool, thanks for the ideas, I was thinking bout running gazzy with a deff dread. I know a weird boy is a a psyker, but what does he do?

Veteran Sergeant wrote:In the grim darkness of the far future, the guy with a rifle is the weakest man on the battlefield, left to quake in terror, hoping the two or three shots he gets do the job before somebody runs screaming across the battlefield to hit him with an energized stick.


http://www.dakkadakka.com/dakkaforum/posts/list/440996.page
 
   
Made in gb
Virulent Space Marine dedicated to Nurgle






Weirdboyz are only good if you use them correctly AND have luck on your side, the warp head helps, but when that thirty strong squad suddenly realise that half of their heads are missing, you may regret it, but having said that, they can be really useful, teleporting 30 boyz successfully practically straight into combat with furious charge, 60 odd attacks are valuable and essential to a full strength squad!

If im honest, I think that a standard warboss would be a much better choice than Ghazghkull, he's cheaper, upgradeable and gives you extra points to spare on a squad of Nobz or maybe 2 megaNobz as bodyguard, either way, a warboss is still a brilliant combatant and shouldn't be underestimated!





 
   
Made in us
Bonkers Buggy Driver with Rockets






Riverside, CA

Firstly, all of this is in the most amiable way possible, and if it seems harsh and critical, I mean only for it to be straightforward

MFletch wrote:This makes me unhappy.
You a putting 22.5% of your army into one model?
Boyz squad is good.
Grots do not kill anything, your only hope is they will survive.
Stormboyz are a tactical unit only. At this cost with green tide they will just die like normal orks.
Lack of killers. No tank killer, no real antiinfantry threat either, MEQ will also be a problem.


Ghazghkull is honestly WAY too expensive to field in a 1k game, unless perhaps you're running him with 3 units of 30 boyz. You can get a comparable Warboss for 125 points, who just misses the special waaagh, and gets one less attack on the charge and a wound(100 points!). His real benefit comes with giving LOTS of boyz a guaranteed 6" charge and fearless for a turn, so you must have a true Green Tide to benefit from him.

Grots are screens that provide 4+ cover to boyz behind them, or are placeholders. They cause a wound here or there, but point for point, they are there to soak up damage, not cause it.

Stormboyz are a controversial unit. Personally I like them, but if you field them in a Green Tide, they don't have synergy. Your army should, for the most part, move at the same speed so that they strike simultaneously. If they don't, your opponent can focus ALL of his firepower on the faster units, singling them out, and then turn his guns on the slower ones. It's balkanizing your force to your opponent's advantage. Right now, they will be the primary target, and they die, as said, like regular boyz. You need other units to draw fire so that Stormboyz aren't taking light arms fire and dying at 12 points a pop instead of 6. More on them later....

Not enough anti-tank(only 2 PK's), only 2 units are true threats(boyz and stormboyz).

Cjsuner wrote:Okay, so a few problems with your list:
Gazzy, you should never run him solo, as he will just get shot up. I would like to see him replaced with a weird boy, upgraded to a warp head, and thrown into the boyz squad.
Secondly, the grotz: Never ever ever take 30, instead take 29, this will save you points on taking another runthherd, which you can use for more boyz, with the points you saved from gazzy.
Thirdly, you have about 100 extra points in your current list, fill that up with more boyz! Or, add in some Lootas, and have the grotz be there cover save. This will give you Anti tank/really good anti-infantry.
Fourthly, I would add in a rokkit into each squad of boyz, (1 in the 30 boyz squad along with the big shootas, and then in the new boyz squad (which should be almost 30) put in 2 rokkits).
Thats about it for now.

Word on Ghaz, dog. Weirdboyz are fun and random, depends on what you want in a list. Seconded on the grots, saves you 13 points. Rokkits I'd rather have in the same unit. I don't often have a situation where a single rokkit fired does the job required.....it normally takes multiple shots at BS2, and I'd rather they come from one unit, instead of multiples in this case. If 3 rokkits can come from one unit of boyz so the other two units can fire at infantry, that's better.

JohnnoM wrote:Cool, thanks for the ideas, I was thinking bout running gazzy with a deff dread. I know a weird boy is a a psyker, but what does he do?

You'll have to look at the table in the codex. He shoots, he can pop tanks, teleport himself and an attached unit(not necessarily good), and sometimes blows himself and surrounding models up. Random and fun, but not reliable.

IXBEHEMOTHXI wrote:Weirdboyz are only good if you use them correctly AND have luck on your side, the warp head helps, but when that thirty strong squad suddenly realise that half of their heads are missing, you may regret it, but having said that, they can be really useful, teleporting 30 boyz successfully practically straight into combat with furious charge, 60 odd attacks are valuable and essential to a full strength squad!

Actually, I don't want the 'ere we go result, because the unit deepstrikes, and by deepstriking they may be lost and cannot assault. Let's face it, most of the time, orks like to assault.

Okay, for what hasn't been said yet:

I am assuming that you're running Zagstruk with the Stormboyz because of your point cost. Don't do this. When I first saw him, I thought he was neat.....but then read between the lines. Yes, the unit can deepstrike and assaults instead of shooting. But with Zagstruk, you MUST deepstrike. Chance of losing the unit, and you're gonna pray that you're within 6" of an opponent because you won't be able to shoot. So you make it. Either way, if the unit DOES get to assault it automatically loses 1d3 stormboyz. 12-36 points, gone. He has a PK that strikes at initiative on the charge only. For 85 points, and honestly, he could be costing you models. Use a nob with PK/BP instead. Much better, but you want them to be sneaky like and not get shot at. Try to use cover like terrain that blocks LOS or gives saves when shot through to make them less tempting.

It looks like you're going for a Green Tide list. You need more boyz. More more more. One of the biggest advantages of Orks is that they can field an effective spam model at 6 points. Even better, a PK Nob can pop anything in the game with a S9 hit on the charge, and S8 afterwards. Throw a bosspole on them and you've got a wonderful unit. At this point, it's all about how you get there. If you're not mechanized, you've got to choose. Shootas or sluggas. If you're going to run the whole time, it's sluggas. If you want to shoot(and put big shootas and rokkit launchas in the unit), go with shoota boyz. Statistically, they are better.

Should you choose to add transports, it's sluggas all the way(slugga and choppa).

Now, you've got a bunch of unsolicited comment and critique. To answer your question: Got 90 points left over, what should I get?

At this point, I'd say 6 lootas. For 90 points, you won't find anything else that would really do much. 15 boyz with a PK/BP nob is too easily whittled down with dakka. Lootas will allow you to start shooting and taking down light armor on turn 1.

I strongly advise you to reorganize your current list. I would table it by turn 3, if not turn 2(which I have done to armies). Ghaz is a beast, but he has a place. Consider a Big Mek w/KFF. He'll give your boyz a 5+ cover save. You might want to look into a Kan Wall list...it's a modification of Green Tide that adds some foot slogging walkers for more AT power.

Concerning synergy, I wouldn't even use Stormboyz with this list.

My Ork Taktikka: The Art of Waaagh! Last updated: 02-25-2012
My Sampler Platter 2k Battlewagon list
Warlord Bonecrusha's Waaagh! 5000+ Ork (W/L/D): 21/1/1
Angels Ascendent 3000+ Marine/Blood Angels (W/L/D): 3/0/0
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DR:70S++G++MB--IPw40k10/f+D++A+/mWD001R+++T(T)DM+
My 2 hour Stompa! 
   
Made in au
Frenzied Berserker Terminator






Thanks for the help guys. I'll write 2 different lists later today and see what you guys think.


Automatically Appended Next Post:
Ok here are the lists.

1. The Warboss "Green Tide" list.

Warboss: 125pts
Power Klaw
Eavy Armour
Cybork Body
Bosspole
Attack squig
shoota/skorcha

Troops:
Ork boyz 250pts (30)
Nob
Eavy armour
Power Klaw
3 rokkits

Ork boyz 350pts (30) (warbosses unit)
Nob
Power Klaw
Ard Boyz
3 big shootas

Ork boyz (30)
Nob
Power Klaw
Eavy Armour
3 rokkits
Shootas

970pts

List 2: Mek list
HQ:
Big Mek 135pts
Kustom Force Field
Power Klaw
3 oiler grots
Eavy armour
Boss pole

Troops:
Deff Dread 120pts
Dreadnought CC weapon
Kustom Mega-Blasta

Ork boyz 230pts (30)
Nob
Power Klaw
3 shootas

Heavy Support:
Killa Kans 185pts (3)
grot riggers x3
armour plates x3
kustom mega blasta
grotzooka
rokkit launcha

Battlewagon 190pts
Kill kannon
Reinforced Ram
grot riggers
armour plates
ard case
red paint

Killa Kans 140pts (3)
grotzooka
rokkit launcher
kustom mega blasta

1000pts

This message was edited 1 time. Last update was at 2011/10/14 08:11:28


Veteran Sergeant wrote:In the grim darkness of the far future, the guy with a rifle is the weakest man on the battlefield, left to quake in terror, hoping the two or three shots he gets do the job before somebody runs screaming across the battlefield to hit him with an energized stick.


http://www.dakkadakka.com/dakkaforum/posts/list/440996.page
 
   
 
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