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Made in us
Infiltrating Broodlord




New York

I need help with making a competitive ork list, what do you guys recommend from what I currently own? I don't have Biker Nobz, yes I know they are bad-ass but please only suggest from my inventory I have no $ to invest in anymore orks.

For the record im not being lazy, I am a returning player to 40k Orks and given that there's 4 new codexes released since I last ran Orks i would prefer to see which of my units are best suited for the new metagame from experienced Ork players than have to undergo weeks of play testing army list after army list.

This is my inventory
2 Big Mek
- 1 Big Mek - Kustom Force Field; Choppa
- 1 Big Mek - Shokk Attack Gun
1 Boss Snikrot
247 Boyz
- 142 Boyz - Choppa & Slugga
- 78 Boyz - Shootas
- 18 Boyz - Big Shoota
- 9 Boyz - Rokkit Launcha
15 Deffkoptas
- 12 Deffkoptas - Twin Linked Rokkit Launcha; Choppa
- 3 Deffkoptas - Buzzsaw; Twin Linked Rokkit Launcha; Choppa
6 Kommandos
- 4 Kommandos - Choppa & Slugga
- 2 Kommandos - Burna
19 Lootas
- 16 Lootas - Deffguns
- 3 Mekboy - Kustom Mega-Blasta
32 Nobz
- 10 Nobz - Power Klaw
- 8 Nobz - Big Choppa
- 6 Nobz - Choppa
- 6 Nobz - Bosspole; Power Klaw
- 4 Nobz - Bosspole; Big Choppa
- 3 Nobz - Waaagh! Banner; Big Choppa
- 1 Nobz - Power Klaw; Shoota/Skorcha Kombi-weapon
4 Painboy
3 Trukk
6 Warbikers
- 5 Warbikers - Choppa & Slugga; Dakkagun
- 1 Biker Nob - Slugga; Power Klaw; Dakkagun
3 Warboss
- 1 Warboss - Slugga; Power Klaw
- 1 Warboss - Choppa; Slugga
- 1 Warboss - Slugga; Big Choppa

1. Tyranids - 15,000 pts
2. Chaos Space Marines - 7,100 pts
3. Space Marines - 6,000 pts
4. Orks - 5,900 pts
5. Dark Angels - 4,300 pts
6. Necrons - 4,600 pts
7. Grey Knights - 3,200 pts
8. Eldar - 3,400 pts
9. Blood Angels - 3,200 pts
10. Chaos Daemons - 3,200 pts
11. Tau Empire - 3,000 pts
12. Space Wolves - 2,400 pts 
   
Made in gb
Longtime Dakkanaut






Sheffield / Oxford

Well you pretty much have all of the models that I use in my Ork list. I like it, and take it to some tournaments and do pretty well with it, but it's not really classed as competitive by 95% of people.

When it comes to Orks there are really 3 main competitive builds. These are: Battlewagon Spam, Kan Wall and Green Tide. With the models that you have here, I would definately suggest Green Tide. In Green Tide you field the maximum number of boyz that you can, and as this maximum is 180, you definately have enough.

What points level are you thinking of going for? Once you have decided this then you can move onto building your actual list.

-Tom Leighton
- Ireland ETC - Eldar - 2016

-Former 17 year old intro welcomer for dank post count. Pls forgive me <3 
   
Made in us
Infiltrating Broodlord




New York

Well before i stopped playing I was running either 3 decked out Nob units in trukks (since i had no nob bikers lol) or going with Green Tide which im pretty familiar with (at least i like to believe i am)

My LGS runs a tourney every month for each standard point value.

one month 1,000 pts
next month 1,250 pts

and so on until the final one at 1,750 pts

so those are the ones I want to build lists for.
So the Nob Bikers are indeed done for in the current metagame eh?

So what do you suggest I run for green tide perhaps there's things I hadn't thought of previously or that works better now than it did before i'm very interested

1. Tyranids - 15,000 pts
2. Chaos Space Marines - 7,100 pts
3. Space Marines - 6,000 pts
4. Orks - 5,900 pts
5. Dark Angels - 4,300 pts
6. Necrons - 4,600 pts
7. Grey Knights - 3,200 pts
8. Eldar - 3,400 pts
9. Blood Angels - 3,200 pts
10. Chaos Daemons - 3,200 pts
11. Tau Empire - 3,000 pts
12. Space Wolves - 2,400 pts 
   
Made in gb
Longtime Dakkanaut






Sheffield / Oxford

Akaiyou wrote:Well before i stopped playing I was running either 3 decked out Nob units in trukks (since i had no nob bikers lol)

This is actually what I still do , although I've switched it down to 2 squads and shoved in Ghazzy and 2 10 man Loota squads.

The Nob bikers are sortof still there, but they are only really semi-competitive now at most I think.

You cold start at 1000pts with this, I'm certain that others will also be able to come along and critique this list though.

Big Mek: 90
-KFF
-'Eavy Armour

30 Boyz: 230
- Rokkit Launcha
-Nob with Bosspole and Power Klaw

30 Boyz: 230
- Rokkit Launcha
-Nob with Bosspole and Power Klaw

30 Boyz: 230
- Rokkit Launcha
-Nob with Bosspole and Power Klaw

30 Boyz: 220
-Nob with Bosspole and Power Klaw

This comes out at exactly 1000pts, it's a good start but as I've said it's probably not perfect, although it does tipify a Green Tide list.

-Tom Leighton
- Ireland ETC - Eldar - 2016

-Former 17 year old intro welcomer for dank post count. Pls forgive me <3 
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Pooler, GA

The "Codex that Changed Everything" was Gray Knights. Every GK, including their regular Marines, carries a Nemesis Force Weapon. First, they are treated like Power Weapons, so they ignore your Armour and Feel No Pain in Close Combat. Then, after the first unsaved wound they cause to a unit, they take a Psychic Test to see if their NFWs "activate". If they do, then all the unsaved wounds they cause inflict Instant Death to multi-wound models. So Nob Bikers in assault ANY GKs can be Instant Killed, with only their 5+ Cybork Bodies to protect them. They have a longer list of wargear, psychic abilities, 2 wound Terminators, and Special Character Rules than even the Space Wolves. They have caused trouble for the other Space Marine Chapters as well. And guess how much a GK Marine with a NFW costs? 20 points. Just search the Dakka to read about ad nauseum.

The bottom line is that the long abused Wound Allocation, Cover Save, Armour Save, Cybork Bodies, and Feel No Pain can not be exploited against them, and therefor in the Tournament Circuits. For the 60 points per Nob Biker, you are better off fielding 10 more Boyz.

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





The "Codex that Changed Everything" was Gray Knights. Every GK, including their regular Marines, carries a Nemesis Force Weapon. First, they are treated like Power Weapons, so they ignore your Armour and Feel No Pain in Close Combat. Then, after the first unsaved wound they cause to a unit, they take a Psychic Test to see if their NFWs "activate". If they do, then all the unsaved wounds they cause inflict Instant Death to multi-wound models. So Nob Bikers in assault ANY GKs can be Instant Killed, with only their 5+ Cybork Bodies to protect them. They have a longer list of wargear, psychic abilities, 2 wound Terminators, and Special Character Rules than even the Space Wolves. They have caused trouble for the other Space Marine Chapters as well. And guess how much a GK Marine with a NFW costs? 20 points. Just search the Dakka to read about ad nauseum.

The bottom line is that the long abused Wound Allocation, Cover Save, Armour Save, Cybork Bodies, and Feel No Pain can not be exploited against them, and therefor in the Tournament Circuits. For the 60 points per Nob Biker, you are better off fielding 10 more Boyz.


I've been playing Grey Knights for five years, and I honestly miss the old codex sometimes. Used to be a niche army with funny special rules and hardly a chance in competition, now everyone wants to get their hands on them, fluff be damned. The worst thing they did to the army was decrease the point cost of each GK, they should have just made them stronger.

Anyways, you're right. Grey Knights are the achilles heel of any Warboss or Nob. Megarmor and Painboyz do no good. So numbers are the weakness of the GK. You could go with a straight up Green Tide, or with a Shooty based list. Unfortunately, you don't have any Battlewagons which are basically a necessity if you want a mechanized army.

When it comes to Orks there are really 3 main competitive builds. These are: Battlewagon Spam, Kan Wall and Green Tide. With the models that you have here, I would definately suggest Green Tide. In Green Tide you field the maximum number of boyz that you can, and as this maximum is 180, you definately have enough.


Rampage is quite right about this, but don't let that stop you from considering some other unit choices. Throwing in Snikrot with Kommandos, or using some suicide Buzzkoptas can add flavor to a straight up Green Tide list. Unfortunately other than that, you are somewhat limited to other competitive lists. You have a little bit of everything and for a list to be competitive it typically needs a lot of one thing.

If you do end up acquiring any more Ork models
Kanwall - you'd need is 6-9 Kans, maybe 1-2 Dreads
Mechanized - 2-4 Battlewagons. You can run them with your Trukks as well.
(semi-competitive) Shooty list - you would want big gunz, 6-9 probably. Then 10-25 more lootas.

So with any of these lists you end up being $100-200 of models away from some standard competitive lists. If you don't want any more models, Green tide is the way to go. If you want to go towards one of these kinds of lists and don't want to spend any more money, I'd consider selling or trading some of the models you already have. You have tons of boyz and more nobz and deffkoptas than anyone would ever probably use.
   
Made in us
Infiltrating Broodlord




New York

Using some of those suggestions this is what I came up with for 1,000 pts

1000 Pts - Codex: Orks Roster - DakkaTide - 1000

Total Roster Cost: 1000

HQ:
1 Big Mek, 100 pts (Bosspole + Shokk Attack Gun)

Elite:
9 Lootas, 135 pts

Troops:
19 Boyz, 124 pts (Big Shoota x2)
1 Boyz Nob, 46 pts (Bosspole + Power Klaw)
19 Boyz, 124 pts (Big Shoota x2)
1 Boyz Nob, 46 pts (Bosspole + Power Klaw)
19 Boyz, 124 pts (Big Shoota x2)
1 Boyz Nob, 46 pts (Bosspole + Power Klaw)

Fast Attack:
1 Deffkoptas, 70 pts (Twin Linked Rokkit Launcha + Buzzsaw)
1 Deffkoptas, 70 pts (Twin Linked Rokkit Launcha + Buzzsaw)
2 Warbikers, 50 pts
1 Biker Nob, 65 pts = (Bosspole + Power Klaw)

1. Tyranids - 15,000 pts
2. Chaos Space Marines - 7,100 pts
3. Space Marines - 6,000 pts
4. Orks - 5,900 pts
5. Dark Angels - 4,300 pts
6. Necrons - 4,600 pts
7. Grey Knights - 3,200 pts
8. Eldar - 3,400 pts
9. Blood Angels - 3,200 pts
10. Chaos Daemons - 3,200 pts
11. Tau Empire - 3,000 pts
12. Space Wolves - 2,400 pts 
   
Made in ca
Flashy Flashgitz





You'd be better off dropping the Bikers and adding another Boyz mob, or adding more Lootas.

If the Big Mek is attached to your only unit of Lootas then they all have to shoot at the same target. Plus once that unit gets shot up they ALL run.

Losing the Bikers will get you 165 pts, so enough for either

19 Boyz, 119 pts (Big Shoota x1)
1 Boyz Nob, 46 pts (Bosspole + Power Klaw)

or... up to 11 more Lootas. What I think you should do is take 3 units of 5 lootas for a total of 225 points.
Then put your SAG Big Mek into a smaller unit of 11-12 Shoota boyz.

Or lastly still, and maybe your best option= have 2 units of 7 Lootas, and include a big mek with KFF for your footsloggers.

   
Made in us
Infiltrating Broodlord




New York

Well i gave the big mek a bosspole so they wouldn't run off the table at the first sign of danger.

But i do see what you are saying I will try those suggestions as well.

I was trying to use the suggested unit size from 'The Waaagh" site.

1. Tyranids - 15,000 pts
2. Chaos Space Marines - 7,100 pts
3. Space Marines - 6,000 pts
4. Orks - 5,900 pts
5. Dark Angels - 4,300 pts
6. Necrons - 4,600 pts
7. Grey Knights - 3,200 pts
8. Eldar - 3,400 pts
9. Blood Angels - 3,200 pts
10. Chaos Daemons - 3,200 pts
11. Tau Empire - 3,000 pts
12. Space Wolves - 2,400 pts 
   
Made in ca
Flashy Flashgitz





One unit of 9 lootas with their 6+ armor save is not hard to kill or rout, even with a bosspole. It's better to separate your Big Mek SAG from the Lootas. Many people prefer a grot mob to put the Big Mek in to keep him alive, I reccomendes shoota boyz because they aren't many more points.
   
Made in us
Infiltrating Broodlord




New York

Erm...dude do you play your games with no cover??? Obviously I would not have the lootas out using their 6+ saves...thats what cover is for. So they would in every game benefit from a 4+ save or better as terrain is dictated by both players this is something i have full control over.

As for your other point well now that's a contradicting point of view i'll have to try out both and see which one works out better. The Mek with lootas idea i got from www.the-waagh.com which is a dedicated Orks site.

So i'll try the mek on both and see which one works out better, though im more inclined towards the lootas as they most certainly have a point at the waaagh.com that the lootas NEED the bosspole benefit to stay on the table which they woudln't be able to get otherwise. Where as the shoota boyz have their nob to keep them inline.

1. Tyranids - 15,000 pts
2. Chaos Space Marines - 7,100 pts
3. Space Marines - 6,000 pts
4. Orks - 5,900 pts
5. Dark Angels - 4,300 pts
6. Necrons - 4,600 pts
7. Grey Knights - 3,200 pts
8. Eldar - 3,400 pts
9. Blood Angels - 3,200 pts
10. Chaos Daemons - 3,200 pts
11. Tau Empire - 3,000 pts
12. Space Wolves - 2,400 pts 
   
Made in us
Bonkers Buggy Driver with Rockets






Riverside, CA

Honestly, green tide is the weakest of the builds, IMO. The kan wall is a variation, and much stronger, as it brings more to the table, pun intended. You can field a mechanized force, my preference, at 1k using the trukks, lootas, and warbikes. The biggest problem is the lack of battlewagons, which are the centerpiece of mechanized orks, so your only real choice is footslogging.

On your list, you do want to drop the warbikes. They operate outside the rest of your army, and mixing speeds with orks is a bad thing, with few exceptions.

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 gb
Battle-tested Knight Castellan Pilot






UK

Kan Wall is great, so is Battlewagon spam, but as the op has already posted he doesn't want to spend more $$ and rightly so...

Some folks don't know how to deal with the green tide, that many ork boyz on the table are very very difficult to deal with, so in an objectives game (2/3rds of the time) you'll be in a strong place for a win, and trying to kill the 30 boyz squads to get a kill point is difficult too!!

Stick to the shadows - Strike from the darkness - Victorus aut Mortis - Ravenguard 1st Company 
   
Made in us
Infiltrating Broodlord




New York

Maybe in the far distant future i may invest in the orks again...perhaps when they get a new codex lol so for now only trades will get me new ork stuff. So i'm making due with what I have.

I'm saving the $ to treat myself to a new army of GK this xmas so i can bask in Draigo's' victories a little as well as learn a new opposing force...

By the way this whole kan wall thing...what's so good about it?


1. Tyranids - 15,000 pts
2. Chaos Space Marines - 7,100 pts
3. Space Marines - 6,000 pts
4. Orks - 5,900 pts
5. Dark Angels - 4,300 pts
6. Necrons - 4,600 pts
7. Grey Knights - 3,200 pts
8. Eldar - 3,400 pts
9. Blood Angels - 3,200 pts
10. Chaos Daemons - 3,200 pts
11. Tau Empire - 3,000 pts
12. Space Wolves - 2,400 pts 
   
Made in gb
Sneaky Kommando




Hereford

The Kan Wall is a variation on the Green tide... The general idea is that you have a lot of guys, and then put a wall of Kans in front of them and slowly (But as quickly as possible) mooch up the field... In your HQ slots you take one of two big meks with Kustom Force Fields. They join one (or two) of the units marching up behind the Kans, and give the all important 4+ cover (obscured) saves to the Kans... The Kans then in turn grant a 4+ cover save to the guys behind them.

Note: Bear in mind that as a unit of vehicles the Kans benefit from the 4" coherency rule, and by the rules, the 4" gap counts as cover to any guys behind it, as you are technically 'shooting through' the Kan unit....

Note2: I usually run my Kans with Scorchas... This keeps them moving fast, the points cost low (40 points a Kan), and the potential damage that you cause the turn they all hit, massive.

Note3: The rules for the Kustom Force Field state that any vehicle within 6" gain a 4+ obscured cover save, and any 'unit' within 6" gains a 5+ cover save. Even if only one model is within the 6", the whole unit gets it... Now bear in mind that the units of Kans are both vehicles and units... If you want the 4+ cover save, each Kan model must be within 6" of the Mek, but if you're happy to run with a 5+ cover save on some Kans, you can play things a bit looser and spread out more...

I love running the Kan Wall... You basically do nothing for a couple of turns, and then you hit, and all hell breaks loose... If your wall of metal and boys behind can survive ok for a couple of turns fire, you'll do fine.

This kind of list can be nicely supplemented by things like small units of bikes, single deffkoptas, and lootas at the back. The bikes and deffkoptas can run out ahead of the main force (turbo boosting is good) to provide a distraction to the enemy and take fire away from the main line... The Lootas can ofc take out any nasty units or light vehicles...

The weakness of this army is super shooty lists like IG mech, or possibly Tau or the new Necrons. Also assault beasts like the Blood Angels will cause you problems, but play it and see.... ^^

WAAAGH!



13'000 points ish (13/3/9)
Approx 80 points of Skorne!!!

Greyplastic Marines (Not stuck together) 500points 
   
Made in us
Bonkers Buggy Driver with Rockets






Riverside, CA

Either way, I feel it stronger as tyou maximize KFF saves and can use the grot BS3 on the kanz to your advantage. Many players load rokkits on them, and that will blow a few things up. Anyways, unfortunately this isn't an option right now.

Definitely use your KFF to make the boyz last longer.

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
Longtime Dakkanaut






Akaiyou wrote:I need help with making a competitive ork list, what do you guys recommend from what I currently own? I don't have Biker Nobz, yes I know they are bad-ass but please only suggest from my inventory I have no $ to invest in anymore orks.

For the record im not being lazy, I am a returning player to 40k Orks and given that there's 4 new codexes released since I last ran Orks i would prefer to see which of my units are best suited for the new metagame from experienced Ork players than have to undergo weeks of play testing army list after army list.

This is my inventory
2 Big Mek
- 1 Big Mek - Kustom Force Field; Choppa
- 1 Big Mek - Shokk Attack Gun
1 Boss Snikrot
247 Boyz
- 142 Boyz - Choppa & Slugga
- 78 Boyz - Shootas
- 18 Boyz - Big Shoota
- 9 Boyz - Rokkit Launcha
15 Deffkoptas
- 12 Deffkoptas - Twin Linked Rokkit Launcha; Choppa
- 3 Deffkoptas - Buzzsaw; Twin Linked Rokkit Launcha; Choppa
6 Kommandos
- 4 Kommandos - Choppa & Slugga
- 2 Kommandos - Burna
19 Lootas
- 16 Lootas - Deffguns
- 3 Mekboy - Kustom Mega-Blasta
32 Nobz
- 10 Nobz - Power Klaw
- 8 Nobz - Big Choppa
- 6 Nobz - Choppa
- 6 Nobz - Bosspole; Power Klaw
- 4 Nobz - Bosspole; Big Choppa
- 3 Nobz - Waaagh! Banner; Big Choppa
- 1 Nobz - Power Klaw; Shoota/Skorcha Kombi-weapon
4 Painboy
3 Trukk
6 Warbikers
- 5 Warbikers - Choppa & Slugga; Dakkagun
- 1 Biker Nob - Slugga; Power Klaw; Dakkagun
3 Warboss
- 1 Warboss - Slugga; Power Klaw
- 1 Warboss - Choppa; Slugga
- 1 Warboss - Slugga; Big Choppa


Ok what are we looking at points wise? 1k 1.5k 2K?

You have a good verity of stuff. Some that is not so good some that can be awesome. I know you don't want to buy any but do you have a problem with converting stuff? What I see most is a green tide style of army for you. You don't have enough transports to really make a speed freek list. You don't have any Kans or dreads to make a kan wall. You don't have any BW to make a BW rush. With the amount of trukks and fast stuff you have we could do a 1k for a speed freek list.

So here is 1K llist that uses the trukks to get you there fast.

Boss: Eavy armor(EA), Cybork Body(CBB) Squig
Mek: KFF

Lootas: x8
Lootas; x8

Sluggas x12:
-Nob: PK, BP
-Trukk: Ram
Sluggas x11:(Mek)
-Nob: PK, BP
-Trukk: Ram
Sluggas x11:(Boss)
-Nob: PK, BP
-Trukk: Ram

Kopta: Rokkit, Saw
Kopta: Rokkit, Saw

999 pts.

I think this is a pretty good list. Its not overly powerful but will be a nice starting point for Orks. You can go the other rout and take out the Trukks and just add more boys and make a Tide list. If you do that I would drop the Boss and add more boys also.

Hope this helps.
   
Made in us
Infiltrating Broodlord




New York

MMmmm i really like that speed list def will give that a try thanks a lot, and i try to play games at point limits divisible by 250 starting from 1,000 to 2,000.

And i do 'some' converting i suck at it but i am planning on converting up some more kommandos and 'ard boyz from my surplus of choppa slugga boyz.

To build up 12 kommandos and 26 ard boyz from it

1. Tyranids - 15,000 pts
2. Chaos Space Marines - 7,100 pts
3. Space Marines - 6,000 pts
4. Orks - 5,900 pts
5. Dark Angels - 4,300 pts
6. Necrons - 4,600 pts
7. Grey Knights - 3,200 pts
8. Eldar - 3,400 pts
9. Blood Angels - 3,200 pts
10. Chaos Daemons - 3,200 pts
11. Tau Empire - 3,000 pts
12. Space Wolves - 2,400 pts 
   
 
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