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Made in us
Most Glorious Grey Seer





Everett, WA

Okay. Here's my beginner list (now that I'm home and have my codex). I'm not expecting to face an opponent right away with a lot of armor so I don't think I need as may power klaws as some other lists have.

085 | Big Mek (KFF)

305 | Painboy, Nob (Bosspole, 'Eavy Armor, PK,TLShoota, Waaagh! Banner) Nobs x4 (Big Choppas, TL Shoota, Heavy Armor), Trukk (Red Paint)

132 | Boyz x11, Nob (Big Choppa, BP), Trukk (Red Paint)

132 | Boyz x11, Nob (Big Choppa, BP), Trukk (Red Paint)

132 | Boyz x11, Nob (Big Choppa, BP), Trukk (Red Paint)

210 | Deffkeptas x3 (TWRL, Saws)

1000 Points

This message was edited 4 times. Last update was at 2011/11/07 23:43:16


 
   
Made in us
Most Glorious Grey Seer





Everett, WA

No love?

 
   
Made in za
Fresh-Faced New User





I'm not sure this list is that great.

You don't have anything ranged. No lootas, killa kanz, boom gunz, etc.
Deff koptas don't really count. They are nice, can take out artillery and light transports, even if they fail, they put some pressure on, but not much else. One TL rokkit with BS2 still misses most of the time, and three S7 attacks on the charge don't do much.
On the plus side, if you turbo boost in the deployment, they get insane saves, and can really soak up a round of shooting, so keep two squads of one each, three is overkill for 1000 points.

So first things first. I'll take out one deff kopta and put lootas in. They are the cheapest ranged unit of the orks.

Second, PK do more than just kill armour, they kill everything! 12 boys on their own will do little against tougher targets. Terminators, nids, even space marines, those few extra points to upgrade from a big choppa to a power klaw is worth it.
Then you can face off against walkers, transports, 2+ armour saves, etc. Those 4 PK attacks will give you 2 wounds on the charge. From one model! That's the orks greatest strength IMHO.
So... PK to the boyz nobs!

And the last change would be to change the gear on the nobs. give the waaagh banner to a nob, not painboy. PK to a nob, not painboy.
This way each of your nobs can be unique, so you get doe play around with wound allocation.

If you need points, maybe take off the red paint, if you need more points, drop another deff kopta if need be.
   
Made in ca
Flashy Flashgitz





Hey man,

I just started out playing with Orks as well and I love em. Your could do with some useful tweaking I think though, depending on who you are fightin. Last night I played 3 1000 pt games against a Grey Knight army and stomped em each time with three different lists I composed. I referenced the Tactica for Orks they have on this site and found it was extremely useful and provides invaluable info for making your lists.

Anyways I'll try to point out a few things that might make your list better.

HQ - Ork Big Mek with KFF is a sweet option, but its even sweeter when he is in a battlewagon and you're getting that force field range with 6'' from the hull of that wagon! Way bigger range, plus, your Mek is in a battlewagon and has the protection of AV14 front and AV12 sides and a 4+ cover save for the wagon and all your trukks within 6'' and 5+ for infantry. You can make a cheap transport wagon for 100-125 pts and a good tank one with a 'ard case and killkannon for closer to 200. I would reccomend for the 1000 pt list putting him in an open topped battlewagon with red paint job, armor plates, a ram/deffrolla, and some big guns. Then put some shoota boyz in there with him and you got yourself a good method of reaching the front lines to get stuck in.

Elite- Your nob squad is cool but I think the TL shootas are a waste, and personally i'd take the cybork bodies the painboy can give over the 'eavy armor. If you are being shot by high AP high strength gunz, or in CC with baddies that got power fists or claws + other weapons that ignore saves and kill outright, your armor save is useless and so is your FNP. The cybork bodies give you more utility, because with that you get to roll your 5+ invul save against normal types of wounds plus your 4+ FNP, and against high strength weapons you still keep that 5+ save. If you have 'eavy armor and the FNP and someone wounds you with a power weapon, your nob is instantly dead despite his 2 wounds. If you takin the painboy, take the cyborks. Apart from that, the Waaagh banner is better if you have a higher number of nobz in that squad, the bosspole is a good choice and so are the big choppas. 1 PK is good, 2 are better.

Boyz- I like that you got the trukks going full tilt at the enemy, very orky! But your Nobz need power klaws. Always get power klaws on Nobz that are leading squads of Boyz. Your unit goes from having a Nob with 4 attacks on the charge at +3 strength to going to a unit with a 4 attks with power klaw, strength 10, ignore armor saves kill outright and can bust up tanks, termies or whatever your orky heart desires. PK = must have.

Only other problem with putting boyz in the trukks is that it means they have tiny squads of 11 boyz. Personally a mix between boyz in trukks and boyz foot slogging is better i think because the ideal size for an ork boy unit imo is 20. If you can tie up some of their shooty units with your boyz getting out of the trukks you can free up time for your sloggin boyz to reach the fray and start getting some real damage in without worrying about morale. A lot of people say making all your boyz shoota boyz is the best way to win. You give up one attack in CC but gain that extra 6'' range in shootin plus another shot to fire. 20 boyz firing 40 shots after disembarking a battlewagon then charging with for 60 attacks in CC is dead killy. Dats 100 attacks in 1 turn from about 120 pts of boyz. Dead killy dat is.

Fast attk- If you gonna take the deff koptas, lose the saws. Maybe keep it on one kopta but on all 3 that is way too many points. For 210 pts you can take like 14 or 15 stormboyz with a PK nob and bosspole, so you getting way better stuff from dat and you can kill tanks easy peasy with them boyz making all their hits on rear armor (usually 10). Stormboyz can deepstrike, and can close distance really fast. Their normal movement is 12'' plus d6 so potentially you can close 18 inches on an enemy, get your slugga shots in and then assault for an additional 6 for 24'' total! Koptas get shot up unless you really smart wif em. IF you gonna keep the deffkoptas, the TL Rockets are a good choice but I would say 1 saw max.

And to be honest with you, I would scrap the deffkoptas alltogether and roll with 12-14 lootas. Lootas are a top elite choice. D3 shots, Strength 7, AP 4, Range 48? Even a grot knows that means lots of killy. You will statistacally make 1/3 of the shots you take, so if you are making 3 shots each with 15 lootas, that is 45 shots, avg 15 hits at strength 7. To wound against most units is 2+, so you are going to make 5/6 of those shots wound which means about 13 wounds! Bring on the dakka! Lootas also very good at blastin skimmers, dreadnoughts, and some tanks. Str 7 + d6 is enough to inflict glancing hits on almost any vehicle and penetrating on a lot too. Even in an army you want to have CC focus, Lootas is a good choice.

A bit disjointed I know, but what do you expect from an ork tactishun? I can post a more detailed list of what I think would work better later, I is at work right now. But I hope this helps you edit your list you got 'ere. I also highly reccomend takin a good reading of the Tactica on this site!

WAAAAGH! DAKKA DAKKA DAKKA! THE ORKS! WAAAAGH!



This message was edited 1 time. Last update was at 2011/11/10 18:41:30


 
   
Made in gb
Longtime Dakkanaut




It is only a 1000pts, do not come up with requirements and cool units that are not needed

Your list is nearly there. There is no need to change to lootas, that would a different list entirely.

Your koptas are fun and can be successful. However I would go for rocket buggies, as you can go for all 9 and create too many fast vehicles to shoot at.

Klaws for boyz is a must as has been described.

So finally take some points off the nobz. You'll want them all to have different weapon set ups to abuse wound allocation.

So three changes that keep with the spirit of the list .
   
Made in us
Bonkers Buggy Driver with Rockets






Riverside, CA

Not that posts equate game experience, but bravo to a first post from Reckoner. I can skip the long explanations!

Lootas are not necessary, but they do mesh well with any army, due to their range and ability to deal with light armor vehicles.

The nob squad, as said, is loaded a bit redundantly, because with differing equipment, you can take advantage of wound allocation. One or two more PK's would be good, and Cybork is much preferable to 'eavy armor. Anything that will ignore FNP will ignore the 'eavy armor....so it's better to have that 5++.

The boyz, as said, seconded, and now firmly reiterated, really need PK's. It's the main tactical advantage that orks have: PK wielding nob with many cheap bodyguards that spam weaker attacks and add to overall damage. That PK can destroy anything in the game that can be destroyed. Even superheavies in Apoc games fear the multi-PK nob squad.

Three suicide koptas is probably overkill(and thus a waste of points) in a 1000 point game. Two at the max, IMO. They are not good for infantry, and trading 70 points for a 35-40 point transport is not good. What if you faced your own army? Those deffkoptas wouldn't see much practical use....and probably won't kill their own point value. Deffkoptas are a rock, paper, scissors gamble, and even with mechanized meta-game thinking, 3 is too many at 1k.

Battlewagons are monsters in their own right. At 1k, I normally run one or maybe two. Actually, at 1k, I normally run 1 battlewagon, 2 trukks, a warbike squad, and a handful of lootas.

One other note: I do not believe in massive upgrades to trukks. That being said, I normally run them with RR. I like RPJ, but for trukks, I value re-rolling dangerous terrain tests, and having the ability to tank shock after delivering the troops. Granted, MEQ rarely fail the saves, but I tend to nickle and dime units with the big shootas, and tank shock all around. I once tank shocked a unit of Chaos Terminators......he opted for death or glory, exploded my trukk, and failed one of the armor saves. 45 points(he had a chain fist) for a 40 point vehicle that had already unloaded its passengers. An unlikely series of rolls, but they always seem to give me a little more after delivery.

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
Hive Fleet Chupacabra 2000+ Tyranids (W/L/D) 2/0/0
DR:70S++G++MB--IPw40k10/f+D++A+/mWD001R+++T(T)DM+
My 2 hour Stompa! 
   
Made in us
Most Glorious Grey Seer





Everett, WA

Thanks for all the feedback. Much appreciated. I've dropped the Deffcoptas in favor of warbikers since I don't have buggies available to me at the moment (no idea where my Gorkamorka box went off to) and none of my Battlewagons are actually built (but I do know where those boxes are). That being said, I did give most of my Nobz PK's and changed up the wargear of the Nobz squad. It may not be the best configuration in the world but I have all the models and it should work well enough as a learning game for my opponent and I.

090 | Big Mek ('EA, KFF)

325 | Nobz, Trukk
000 | Painboy (Cybork)
000 | Nob (Cybork, BP, PK, KombiSkorcha, Waaagh! Banner)
000 | Nob (Cybork, PK, KombiRokkit)
000 | Nob (Cybork, BigChop, KombiRokkit)
000 | Nob (Cybork, BigChop, KombiSkorcha)
000 | Nob (Cybork, BigChop, TLShoota)

147 | Boyz x11, Nob (BP, PK), Trukk

147 | Boyz x11, Nob (BP, PK), Trukk

147 | Boyz x11, Nob (BP, PK), Trukk

140 | Warbikers x3, Nob (BP, PK)

996 Points

 
   
Made in us
Waaagh! Warbiker





Pleasant Hill CA

looks good, but personally, i like my Deffkoptas and Buggies

As a speed freak player myself, i love my trukks and everything fast. I find that deff koptas actually are'nt all that fragile... I know it sounds weird, but it is true, they are T5, and can turbo boost! they also have hit and ran, if you equip them with a buzzsaw, it works wonders.

Persoally, i don't find much use in giving my big mek EA, but that is just me. Usually, i don't run a squad of Nobz in a trukk, but i may give it a try next time i play!

Da Red onez Alwayz go Fazta!
1750
Da Red Boyz: 24-1-5
W-T-L 
   
Made in us
Most Glorious Grey Seer





Everett, WA

Yea, I know about running Meks nekked but I had 9 points left and thought, what the heck.

 
   
Made in ca
Stabbin' Skarboy




Skip the armour on the mek
Drop the bikes
Work around with points and try to get a battle wagon in there
You want to give it a deffrollas and some sort of big gun. This is for things like raiders and monoliths. Ram them for 2d6 s10 hits.
Ideven consider putting the mek in the wagon alone and bubble wrapping it in trukks giving the trukks a save.


The tide is coming
http://alt40k.blogspot.com/ 
   
Made in gb
Fixture of Dakka






Dorset, Southern England

Groenes wrote:I'm not sure this list is that great.

You don't have anything ranged. No lootas, killa kanz, boom gunz, etc.
Deff koptas don't really count. They are nice, can take out artillery and light transports, even if they fail, they put some pressure on, but not much else. One TL rokkit with BS2 still misses most of the time, and three S7 attacks on the charge don't do much.
On the plus side, if you turbo boost in the deployment, they get insane saves, and can really soak up a round of shooting, so keep two squads of one each, three is overkill for 1000 points.

So first things first. I'll take out one deff kopta and put lootas in. They are the cheapest ranged unit of the orks.

Second, PK do more than just kill armour, they kill everything! 12 boys on their own will do little against tougher targets. Terminators, nids, even space marines, those few extra points to upgrade from a big choppa to a power klaw is worth it.
Then you can face off against walkers, transports, 2+ armour saves, etc. Those 4 PK attacks will give you 2 wounds on the charge. From one model! That's the orks greatest strength IMHO.
So... PK to the boyz nobs!

And the last change would be to change the gear on the nobs. give the waaagh banner to a nob, not painboy. PK to a nob, not painboy.
This way each of your nobs can be unique, so you get doe play around with wound allocation.

If you need points, maybe take off the red paint, if you need more points, drop another deff kopta if need be.


These are Orks. Orks are meant to assault. The idea is don't worry about the individual. Charge across the battlefield, pepper them with sluggas and shootas and mash up the survivors in an assault. A full ork boyz unit can churn out near 120 attacks! Shoot off a couple, sure, but even if you took away 40 attacks (10 Boyz) a Termie squad is boned.

BlapBlapBlap: bringing idiocy and mischief where it should never set foot since 2011.

BlapBlapBlap wrote:What sort of idiot quotes themselves in their sigs? Who could possibly be that arrogant?
 
   
Made in us
Bonkers Buggy Driver with Rockets






Riverside, CA

Breotan wrote:090 | Big Mek ('EA, KFF)

325 | Nobz, Trukk
000 | Painboy (Cybork)
000 | Nob (Cybork, BP, PK, KombiSkorcha, Waaagh! Banner)
000 | Nob (Cybork, PK, KombiRokkit)
000 | Nob (Cybork, BigChop, KombiRokkit)
000 | Nob (Cybork, BigChop, KombiSkorcha)
000 | Nob (Cybork, BigChop, TLShoota)

147 | Boyz x11, Nob (BP, PK), Trukk

147 | Boyz x11, Nob (BP, PK), Trukk

147 | Boyz x11, Nob (BP, PK), Trukk

140 | Warbikers x3, Nob (BP, PK)

996 Points


Okay, I LOVE warbikes, and they seem to be fairly pivotal for me as rapid response, but a unit of 4 is a bit small for my taste, and losing one model to shooting causes a morale test.

Personally, I would drop the trukk mob and warbikes, add 19 boyz w/nob upgrade(PK and BP) in a battlewagon w/deffrolla, AP, big shoota. Drop 'eavy armor from the big mek, and he goes in the battlewagon. Add reinforced rams to the three remaining trukks, so you can re-roll dangerous terrain tests and tank shock. You're at 998 points now.

Personally, I would drop the kombi-Skorcha and Kombi-rokkit from the PK nobz, The kombi-rokkit from the BC nob, and drop the BC and TL-shoota from the last nob.....add a regular nob(no cybork) with a kombi-skorcha. First, I never use kombi-rokkits. 5 points for one rokkit shot that hits on a 5+ is horrible. For 5 points, a trukk's big shoota can upgrade to a rokkit launcha. Same for a warbuggy, and that's twin linked so you have a 55% chance to hit as opposed to 33%. Granted, you're dropping a BC, but gaining another nob and 2 more wounds, while retaining your skorcha shots. Yes, the last nob doesn't have cybork, but you're bound to take some wounds that won't require it, and you've still got complete wound allocation.

Still sittin' pretty at 998.

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
Hive Fleet Chupacabra 2000+ Tyranids (W/L/D) 2/0/0
DR:70S++G++MB--IPw40k10/f+D++A+/mWD001R+++T(T)DM+
My 2 hour Stompa! 
   
Made in ca
Flashy Flashgitz





What Taurinus said will make that list fast and killy. He is also right about warbikers, they can be great but you'd need a few more. I don't know if you have the battlewagon model or not but it is what will make your army really come together. From the lists you're thinking of I can only guess that you bought like a battleforce and black reach along with a few trukks or something? If that isn't the case it would be useful to know what models you can be using. If that is the case then I think you are just a few models shy of a really great 1000 pt army. Here are a few units I think would make it work really well, in order of my own preferences and with money cost in mind. In any case, I would scrap the kombiweapons on the Nobz as they all have just terrible aim, and one chance on a 5+ to hit with a rokkit is useless. The skorchas can be good depending on the army you're facing, so I would prob not take them against Space Marines or maybe even Tau. Why not Tau? Because they are very fun to smash with choppas instead.

1) Some more Nobz. Use them instead of the Warbikers and you are getting really good returns on your investments of the Painboy and Waaagh! Banner. I'd fill up a trukk with cybork Nobz and maybe even a PK + attk squig Warboss if you can afford it.
2) A Battlewagon. I think we have covered how awesome this vehicle is for an ork army of almost any size.
3) Some more Warbikers. Put them in in lieu of the shooty upgrades on the Nobz and even a PK & the Banner if you need the points freed up.

I think any of those additions will really work well in your army and yield vast improvements




   
 
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