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Made in ca
Waaagh! Warbiker




This is a list I have been thinking about.

1000pts

Big Mek (w/ KFF) 85 pts
Warboss (w/ Powerklaw, cybork, 'eavy armour, attack squig) 110pts

6 Kommandos (w/ burna & Snikrot) 160pts

30 slugga boys (w/ nob pk) 215 pts
30 slugga boys (w/ nob pK) 215 pts
30 Slugga boys (w/ nob pk) 215 pts

I am not sure what is best to run at this low of a level, so i decided to go green tide

Also, should I drop a kommando and some boys to give the warboss a bike?(to come in with Snikrot)
And finally:
My IG team-mate is new and not 100% sure on how to construct a list. What would be a good army list that compliments my own?

When life give you lemons keep them, because hey, free lemons 
   
Made in ca
Regular Dakkanaut





The list could work, im not too familiar with guard but if he could bring lots of tanks that would be good. Without knowing what your playing against it seems ok

Three men can keep a secret, if two of them are dead.

6000 points

 
   
Made in us
Member of a Lodge? I Can't Say




WI

I run Orks and IG, so I think I can help you out here with some reasonable suggestions.

What normally kills Orks is the ability to produce long range fire power that is accurate. Since your goal is to get stuck in ASAP, I would avoid any scatterable marker weapons like the plague.

The mentality behind green tide is to overwhelm your opponent. Actually, most Ork lists are like that... kan wall, battle wagon, ect. So I will go away from a mech list and go power blob. The idea is to work with your Orks, as well as cover holes. Besides, no vehicles means that it can be more fire power in HWSs.

CCS - 110pts
LC, 2x GLs, OotF

Lord Commissar - 70pts
Bolter

Marbro - 65pts

CCS - 55pts
4x Flamers, melta bomb

PIS - 120pts (blob 1)
Commissar, 2x PW, Melta gun, Melta bomb

PIS - 75pts (blob 1)
PW, Melta gun, Melta bomb

CCS - 55pts
4x Flamers, melta bomb

PIS - 120pts (blob 2)
Commissar, 2x PW, Melta gun, Melta bomb

PIS - 75pts (blob 2)
PW, Melta gun, Melta bomb

HWS - 105pts
3x LCs

HWS - 75pts
3x ACs

HWS - 75pts
3x ACs

1000pts

Put the Lord Commissar right next to the LC HWS or attach him to it if your friend is feeling ballsy (risk the execution, but makes them stubborn). Place the AC HWSs within 6" of the Lord or his unit. Place the CCS within 12" of all of your HWSs to be able to issue 'Bring it Down!' to take down mech. Remember the CCS only can issue 2 Orders a turn (and can issue to itself), so make sure his target selection is on. I kinda figure the ACs on transports may not need Orders, but for a MC ACs may be the better choice over LCs.

You can drop the melta bombs from the PCSs to upgrade those terrible GLs to melta guns, but the range is so short and the LC can deal with high AV targets that suddenily appear near your rear. I had Plasma guns but I was 10pts over with Marbro. I figured Marbro with Snikrot would give both of you a neat little combo.

Remind your friend to have the PCSs run with his blobs and issue 'Move!x3' on them turn 1 and maybe even 2 to help them get stuck in sooner.

If you two decide to do a more mech list, post it and I can make one up of you want.

Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG.  
   
Made in gb
Longtime Dakkanaut




The letters are R A M B O you have added an extra R.

Why not go for one vet. squad and then one platoon of command, 2 inf. and then all 5 heavy weapon squads?

   
Made in ca
Waaagh! Warbiker




hmmm, I was just wondering.

Should I drop the Mek for a Warphead? or drop them all together and add maybe a few more kommadoes

That being said, If i use a shooting attack with my Wierdboy...would I still be able to assult?

This message was edited 1 time. Last update was at 2011/11/15 17:35:03


When life give you lemons keep them, because hey, free lemons 
   
Made in ca
Flashy Flashgitz





Your list is alright, but if I we you I would drop the Warboss and fill your Kommando squad up a lot more. I always try to have at least 11 models in any unit that has Ork Boyz. Snikrot is good but your Kommandos will be less effective against armor without a PK Nob. I would also give the Nobz that are leading the Ork Boyz some bosspoles in case your squads get whittled down by those imperial guns.

Also, how do you plan on defending your Big Mek? He will be walking up with a 4+ cover save and nothing else. Would take little to kill him. I'd put him in a Battlewagon if it were possible, then the KFF extends 6'' from the BW hull.

This message was edited 1 time. Last update was at 2011/11/15 18:23:41


 
   
Made in ca
Waaagh! Warbiker




I plan on just shoving him into a Mob of boyz.

I am thinking about not taking him since the whole 6" thing. As well as only givin a 5+ to my boyz. By adding a battlewagon, it will become a massive target. As well as causing alot of damage if it explodes in the middle of my boyz. Not to mention the points its uses will take away from the rest of my army.

I do agree with the whole Kommandos thing, but I was under the impression you could only have Snikrot or the Nob not both.


When life give you lemons keep them, because hey, free lemons 
   
Made in ca
Flashy Flashgitz





Yes, the choice is either Snikrot or a Nob. So you decide whether you want to pay the extra points for a more accurate outflanking and a bit of a harder character, or if you want the cheaper PK Nob. Neither choice is wrong.

Really though, slogging 90 boyz towards an IG army will probably end up being the most boring match or series of matches you will ever play. Yeah it is a classic, an Ork horde running at an IG line while the humies pump out ordinance and small arms fire, and try to see how many greenskins make it through to CC. Probably more fun for the IG. You are going to want to mix it up because you're going to start dreading the tedious and predictable motions of moving all 90 of your models each turn in a straight line forward. Yes, The BW is a big target that is the point, it means it is something your opponent will have to try to hit instead of your boyz, and with an AV14 front armor and 4+ cover save, it has a pretty good chance of reaching the front lines and keeping your Mek alive. You really can not underestimate that 5+ cover save considering just about every weapon in the game is going to ignore the Ork 6+ Tshirt save, so you are going to be losing boyz like flies when blast marker weapons shred your mobs from afar. Since only a portion of your unit needs to be under the range of the force field you can keep your boyz far enough away from the BW so that not many would take the S3 hits if it does end up exploding.

Perhaps the best alternative if you want to do your big foot slogging horde army is tweaking your point costs a bit so you can make one of your boyz mobs into 'ard boyz, conferring a 4+ save for them. Then keep your other two mobs halfway behind the leading mob so they get the free 4+ cover save from intervening units. Obviously the 'ard boyz cost a lot more, over 300 for a mob of 30 not including nob upgrades, and many will say they aint orky. But, it solves the problem of your cover, you can cut out the Big Mek w/ KFF since that is all he is good for, and keep your Warboss. 4+ saves for all your units during their slog is going to help you out a lot.

But overall, you would have a lot more fun if you mixed in some different units or vehicles into your list. Otherwise the game will get old fast.

This message was edited 1 time. Last update was at 2011/11/15 20:35:21


 
   
Made in ca
Waaagh! Warbiker




Haha, I am playing WITH an IG, not against

Although, I may see some IG players. But mostly Space Marines(GK, BA, SW) and probably some dark eldar as well.

When life give you lemons keep them, because hey, free lemons 
   
Made in ca
Flashy Flashgitz





Ahh I see, Okay I misread. Regardless, the same scenario applies against any shooty army.
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Pooler, GA

The KFF 5+ is ESSENTIAL to Green Tide. As for what your IG Ally should bring, think about what you don't have: Shooting, Tanks, and anti-psyker capabilities. IG is chock full of long range, high strength AP1 anti-vehicle weapons, large blast templates, innumerable vehicles, and the Psyker Battle Squad. You've already got the close combat numbers, let him bring the firepower. And Marbo.

I don't write the rules. My ego just lives and dies by them one model at a time. 
   
 
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