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Made in us
Regular Dakkanaut





Eureka, CA

HQ:
Big Mek. Shock Attack Gun.
Big Mek. Shock Attack Gun.

Elites:
15 Lootas.
15 Lootas.
15 Lootas.

Troops:
30 Orks Shootas. Nob. Pk. Bp.
30 Orks Shootas. Nob. Pk. Bp.

Heavy Support:
3 Big Gunz. Kannons. 2 ammo runts.
3 Big Gunz. Kannons. 2 ammo runts.
3 Big Gunz. Kannons. 1 ammo runt.

1500 pts
   
Made in au
Bounding Assault Marine







Looks good, but the only thing that will stand a chance in CC is the shootas

1350 points
200 points I think 
   
Made in hk
Water-Caste Negotiator






Looks like a really fun list to play. Its pretty solid.


 
   
Made in us
Regular Dakkanaut





Eureka, CA

It was designed to kill GK's since I don't want anything to be near them as far as CC goes + I outrange them minus the AC dreads they get, which the Lootas will take good care of!

This message was edited 1 time. Last update was at 2011/11/14 01:57:28


 
   
Made in us
Longtime Dakkanaut






Drop one of the Shock and add in a KFF to protect you from range. I would also split the shootas into 3x20 squads. Give you alittle bit more spreding of fire.

Other then that very shooty and fun to play.
   
Made in us
Regular Dakkanaut





Eureka, CA

I would add in the KFF but I don't have any vehicles to make the max benefit of one, also, I out range his forces quite a bit so he has to move or be lucky to hit me
   
Made in us
Longtime Dakkanaut






Well he can DS with his GKSS and terminators and if I was playing this list that is what I would do. Or I would outflank if I had a grand master. Just something to worry about.

I don't know what he plays with or what he has so this is all just things I woul do.
   
Made in us
Regular Dakkanaut





Eureka, CA

Good notes Balsak, I shall write down your wisdom. I forget they can relatively (and accurately) drop pod next to my base and start killing my dudes. I'm so used to fighting gunlines I forget little buggers like outflankers and scouts. Btw, if your name is a reference to Gwar, sorry about the loss of their guitarist recently.
   
Made in us
Longtime Dakkanaut






Yeah it is a reference to GWAR.. and thanks big lose for sure.

Yeah. I know most GK armies don't do that, but it is a possiblity for sure. But I am a more unorthydox player too.
   
Made in gb
Longtime Dakkanaut




I play something like this list. I would max out ammo runts.
   
Made in us
Hollerin' Herda with Squighound Pack




Corvallis, Or

I'm assuming you're going to attach the Big Meks to the Big gunz since they can fire at different targets.

I too like the idea of adding ammo runts. Think about dropping a Loota or 2 in order to make room for the extra ammo runts, and don't forget that your Big Meks can also take an ammo runt.
   
Made in us
Longtime Dakkanaut






How can you fire at 2 targets?
   
Made in ca
Waaagh! Warbiker




I find that big gunz underperform.

Have you thought about Looted wagons with boom guns? 3 of them would be quite funny, not to mention more GK dont get a armour save against them.

Also, try to find some room for some grots. You can bubble your shootas or lootas. Great for a 4+ coversave, and a charge blocker.

When life give you lemons keep them, because hey, free lemons 
   
Made in us
Longtime Dakkanaut






Grots are worthless. I am sorry, don't take them at all.
   
Made in ca
Waaagh! Warbiker




I beg to differ, my grots won me many a game. Ether by coming in from reserve late in the game to grab that last objective. Or by trying up that dreadnaught or other unit in order to give me some time to deal with it proper.

For there purpose in this army, I believe they are definatly worth there point. They offer a 4+ to the numerous twinlink weapons of the Grey Knights, as well as a buffer against there heavy CC units.

When life give you lemons keep them, because hey, free lemons 
   
Made in us
Longtime Dakkanaut






With there heavy CC unit they will die like flies. They will not give you any time to do anything that will help with them. Purifiers will have there day with them with the cleansing flame power. Pallies will just kill them so fast it won't matter. You are talking about adding so many grots that it takes away from what he wants and needs, shooting! I can see grots being useful in some instences, but for sure not this one.
   
Made in ca
Stabbin' Skarboy




to me this list is lacking in a few things

1 troops
you have 2
that'd be my first attack is those 2 units of orks
2 you have 45 lootas and not much else
recently i have found 45 is overkill. 5 can knock out a lasback or storm raven fairly easily. 15 is just to much for that.
3 ignore hazard, grots suck. screening sucks period. better to spend points on things that kill or things that dont die. dont spend points on things that die.
4 i can see your KFF less system working but they still come in real handy for an army that likes to stand still

i drew up an experimental list for friday versus GK with allot of dakka take it for what it is:
Orks (1998pts)
2000pt Orks 5th Ed (2008) Roster (Standard)
Selections:
HQ (170pts)

Big Mek (85pts)
Choppa, Kustom Force Field
Big Mek (85pts)
Choppa, Kustom Force Field

Elites (225pts)

Lootas (75pts)
5x Lootas
Lootas (75pts)
5x Loota
Lootas (75pts)
5x Loota

Troops (818pts)

Ork Boyz (206pts)
2x Big Shoota , 25x Boy
Nob
Bosspole , Power Klaw
Ork Boyz (206pts)
2x Big Shoota, 25x Boy
Nob
Bosspole , Power Klaw
Ork Boyz (206pts)
2x Big Shoota, 25x Boy
Nob
Bosspole , Power Klaw
Ork Boyz (200pts)
2x Big Shoota, 24x Boy
Nob
Bosspole, Power Klaw

Heavy Support (785pts)

Flash Gitz (345pts)
Kaptin Badrukk (125pts), Painboy
5x Flash Git (200pts)
5x Cybork Body, 5x More Dakka, 5x Shootier
Flash Gitz (220pts)
Painboy
5x Flash Git (200pts)
5x Cybork Body, 5x More Dakka, 5x Shootier
Flash Gitz (220pts)
Painboy
5x Flash Git (200pts)
5x Cybork Body, 5x More Dakka, 5x Shootier

This message was edited 1 time. Last update was at 2011/11/15 02:00:58


The tide is coming
http://alt40k.blogspot.com/ 
   
Made in us
Longtime Dakkanaut






Cool list there Doc, You could drop the Cyborks form the Gitz as you are getting KFF save anyways. I know it won't help in CC but thats really not where you want to be either. I might make it 3x10 at least for the lootas. I don't like 5 man squads. But I don't use mine for AT most of the time. I shoot at infantry. They don't like all those shots coming.
   
Made in ca
Stabbin' Skarboy




balsak_da_mighty wrote:Cool list there Doc, You could drop the Cyborks form the Gitz as you are getting KFF save anyways. I know it won't help in CC but thats really not where you want to be either. I might make it 3x10 at least for the lootas. I don't like 5 man squads. But I don't use mine for AT most of the time. I shoot at infantry. They don't like all those shots coming.


The cybork is for when they get hit by less then savory things as i will have spare anti tank pointed at me(also it makes them independant from kff's)

I find lootas less then optimal against infantry. its either to much or to little

The tide is coming
http://alt40k.blogspot.com/ 
   
Made in ca
Waaagh! Warbiker




Don't underestimate the little guy, they can do surprising things.

Grots for a maximum of 60pts(thats 4 lootas ) give you a 4+ cover save, which is invaluable for a twinlinked-ness of alot the GK weapons. Also, they arnt suppose to live, they are a speed bump at most. But that 1 turn they are being killed those grots gives your army 1 more turn to shoot at the enemy.

And saying grotz suck coming from a guy who is taking flash-gitz? By taking those you are spending ALOT of points for guns that shoot 24". which is the preffered range for most GKs. And I will bet there weapons will do alot more damage to your Gitz, than your weapons do to them.

When life give you lemons keep them, because hey, free lemons 
   
Made in ca
Stabbin' Skarboy




well
1 storm bolters cause a 3+ 4+ 4+ 4+ = 8.3% while snazzguns cause a 5+ 2+ 3+(50% of the time) = 27% with out save, 9% with save = 12%

psycannons drop one save to a 5+ and the wound on a 2+ so 18%
2 18% shots and 8 9% shots vs 10 12% shots
108% vs 120%
seems like a fair fight

as for grots for 60 pts you get a temporary 4+ that also confers a 4+ to your enemy. for 85 points you get a 5+ that confers nothing to your enemy.
now it becomes would i spend 85 points to reduce defence by 16% in turn doubling my offence. yes yes i would.

The tide is coming
http://alt40k.blogspot.com/ 
   
Made in ca
Waaagh! Warbiker




The 4+ does nothing, since there save is already 3+. Of which barely anything in his list is AP3(other than Kannons) and you can easily bypass that cover.

Since we are talking about GK's here...and since the magority of the armies out there are MEQ then the 4+ wouldnt matter.

When life give you lemons keep them, because hey, free lemons 
   
Made in ca
Stabbin' Skarboy




Im speaking conceptually man

besides if you plan on not being deadly enough to warant not caring about giving away free saves then you are not planning correctly.

The tide is coming
http://alt40k.blogspot.com/ 
   
Made in us
Longtime Dakkanaut






I beg to differ on the Lootas. They are very nice against infantry. I have killed a many of infantry with my lootas. I have been known to wipe out squads of terminators, 5 man squads mind you. Now my squads are 15 man, I run 2 of them always and they have alwys been what I needed to deal with infantry or vehicles. I don't see parking lot llist where I play. We play fluffy based armies and no gimmicks. So that might be the major difference.
   
Made in ca
Stabbin' Skarboy




i face dual land raiders with termies or paladins inside so lootas tend to come up a bit short.

anything other then that they are great but if i find myself in a situation where 3 units of 5d3 shots is not enough to take out av11 i cry a little inside.

The tide is coming
http://alt40k.blogspot.com/ 
   
Made in nz
Armored Iron Breaker





Karak-Carterton

The list looks like a very fun list. Cross your fingers for no double ones on the SAGs... lol

Lots
Dwarfs: Lots

"Strategy without tactics is the slowest route to victory. Tactics without strategy is the noise before defeat."

Check out my blog at: averydwarfishblog.blogspot.com 
   
Made in us
Hollerin' Herda with Squighound Pack




Corvallis, Or

balsak_da_mighty wrote:How can you fire at 2 targets?


I don't have my Rule book in front of me so I can't direct you to the page, but look up IC joining artillery units. I should be under Artillery units. If I remember correctly an IC who joins an artillery squad can shoot at a different target than the artillery unit. Why? I have no clue, but I'm pretty sure it's there.
   
Made in us
Bonkers Buggy Driver with Rockets






Riverside, CA

Penguinmasterofdoom wrote:
balsak_da_mighty wrote:How can you fire at 2 targets?


I don't have my Rule book in front of me so I can't direct you to the page, but look up IC joining artillery units. I should be under Artillery units. If I remember correctly an IC who joins an artillery squad can shoot at a different target than the artillery unit. Why? I have no clue, but I'm pretty sure it's there.


I'm not looking it up, but as I recall, the crew members(and hence an IC that joins an artillery unit) can fire their personal weapons against a DIFFERENT target than the artillery itself.

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Made in ca
Stabbin' Skarboy




I hate artillery. They make the game so complex

The tide is coming
http://alt40k.blogspot.com/ 
   
Made in us
Longtime Dakkanaut






Just looked it up. Interesting, I never knew that. Shows how much artillery gets used around me. lol

   
 
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