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Made in us
Been Around the Block






California

I really want to start an ork army, and I'm thinking this might be fun.

The idea of this army is that there is a Mek Boy who goes around collecting parts to create a grand weapon to destroy the hummies. He likes fire, and has a small, but growing following.
Would like to have at least one grot per ork.
The army is mostly shooty, but there is a large group that goes to hunt, the CC boyz and tank hunters screened by the mek w/ KFF. Not to sure how Orks run, and would like some feed back:

HQ (120pts)

Big Mek (120pts)
'Eavy Armour, Bosspole, Kustom Force Field, Power Klaw


Elites (260pts)

Burna Rockits - Burna Boyz
9x Burna Boy
Mek
Rokkit Launcha
Mek
Rokkit Launcha
Tankbustas (115pts)
3x Bomb Squig, 5x Tankbusta Boy, 2x Tankhammer
Nob
Power Klaw


Troops (533pts)

Deff Dread (Troops) (100pts)
Armour Plates 2x Big Shoota, Grot Riggers

Gretchin (40pts)
10x Gretchin
Runt Herder
Grabba Stikk

Gretchin (72pts)
19x Gretchin
Runt Herder
Grot Prod

Ork Boyz
19x Boy
19x Slugga & Choppa
Nob
Bosspole, Power Klaw

Ork Boyz (161pts)
20x Boy, 2x Rokkit Launcha
Nob
Bosspole, Choppa


Heavy Support (87pts)

Big Gunz (87pts)
2x Additional Grot Krew, 2x Ammo Runts
Big Gun
2x Grot Krew, Zzap Gun
Big Gun
2x Grot Krew, Zzap Gun
Runtherd
Grot Prod

This message was edited 2 times. Last update was at 2011/12/19 07:21:02


~G3Spoon 
   
Made in us
Cultist of Nurgle with Open Sores




Personally I would drop the Big gunz and pick up some Kanz with rokkit launchas on them. You trade the luck factor of zzap guns for a sure fire str 8 hit (most common permutation of 2d6 is going to be a 7) at the same balistic skill, that can move in between shots and can hold its own in CC.
If you want to keep them for fluff reasons however, I understand.
   
Made in us
Stoic Grail Knight






Yendor

I know that the kff is very very good, but I feel like your fluff is pinning for a shokk attack gun...

Xom finds this thread hilarious!

My 5th Edition Eldar Tactica (not updated for 6th, historical purposes only) Walking the Path of the Eldar 
   
Made in us
Longtime Dakkanaut






There is nothing wrong with shooty orks. I play shooty orks and have a good record with them. However your list is kinda all over the place. You backgraoud is alittle like the Imerpial Armor 8, Dread Mob list. Same kinda feel and fluff. Try to check that out if you can.

Second, Do you want this to be competitive?

If so then there are things tht have to be done to achive this. The Mek is way over priced. He only really needs the KFF. The BP and PK are kinda a waste. He can be singles out in CC which means he could die before he even gets to use them. The BP is all ready on the Nob anyways.

Thge Burnas should be left as all burnas. The Rokkits re really not going to hit all that much and be a waste. If you get into CC you are going to want those extra PW's that the missing burnas don't have.

Tank bustas. Not really fan. Glory hogs hurt them so much, or at least has the potential of hurting them. I woulsswap these out for lootas. You want a shooting list then you must have some lootas.


I like dreads I am not sure one lone Dread is really going to help you much in this list. If you want dreads then yoiur best bet would be a kanwall list. Use those points to get some lootas or another Mek w/ KFF.

I have not been a fan of Gretchin. They really don't help your army out at all. Boys can do the same job as them and even do it better. I understand you want them for fluff that is fine, but I would limit yourself to one squad then.

I am guessing you have sluggas in one squad on shootas in the other? If this is so why not change both squads to shootas. You do want a shooty Ork army right? I also don't liek Rokkits in with the shootas. You might tend to want to shoot at anks or what have you with the rokkits. Effectively losing all of your shots from the shootas. Keep them purely shooting and give them BShootas.

Big Guns are nice. I however think you would have better sucess with Kannons then Zzap guns. The Kannons have longer range are always str8 and can be shot with templates to help against some horde armies.

Well I hope this helps. You have the start of a very fun army it just needs some tweeks. Good Luck!
   
Made in gb
Longtime Dakkanaut




I would take 9 big guns with all 9 ammo runts. Also mostly take kannons, zzap guns are just not that great.

I think your fluff and the big guns would like some lootas. That way you can out shoot armies and means you do not worry about how little the grots can kill.

Tank busters are not great on foot and a dredd isn't fun, as described above.
   
Made in us
Been Around the Block






California

Thank you everyone for the advice.
I've been working a little on it.

I'm going to drop the Dredd... I was only taking it because the Big Mek makes it a troop choice (which isn't a great reason)

I didn't intend for this to be that shooty of an army but I'm liking the shape it is taking:

HQ (110pts)
Big Mek (110pts) 'Eavy Armour, Burna, Kustom Force Field

Elites (300pts)
Waaargh Burnaz - Burna Boyz (150pts) 10x Burna Boy
Lootas (150pts) 10x Loota

Troops (432pts)
Big Gunz Screen - Gretchin (43pts) 11x Gretchin
Runt Herder Grabba Stikk
Mek Grots - Gretchin (72pts) 19x Gretchin
Runt Herder Grot Prod
Sluggaz - Ork Boyz (166pts)
20x Boy (120pts) 20x Slugga & Choppa
Nob Bosspole, Power Klaw
Shootaz - Ork Boyz (151pts) 2x Big Shoota, 20x Boy
Nob Bosspole, Choppa

Heavy Support (157pts)
Big Gunz (97pts) 6x Additional Grot Krew, 3x Ammo Runts
Big Gun 2x Grot Krew, Kannon
Big Gun 2x Grot Krew, Kannon
Big Gun 2x Grot Krew, Kannon
Runtherd Grabba Stikk
Killa Kans (60pts)
Killa Kan Armour Plates, Rokkit Launcha


This force isn't meant to be too competitive. I do want to prevent being wiped off the table every game.

The reason is to have a fun army for my friends to try out against my Vanilla Marines. The choices so far don't seem to be too complicated which is nice.

Tactics -
The Big Mek joins the Mek grots, who follow behind.
Within the KFF range is the Killa Kan, Slugga Boyz and Burnas

This group runs at the enemy in a big blob to get into CC.

The other Grotz run screen for the big gunz/ hold objectives.
The shoota boyz and Lootas stay back.

Any more recommendations? Am I needlessly wasting points on anything?

This message was edited 1 time. Last update was at 2011/12/19 06:54:24


~G3Spoon 
   
Made in us
Been Around the Block






California

Take 3:


Selections:

* HQ (90pts)

* Big Mek (90pts)
'Eavy Armour, Choppa, Kustom Force Field

* Elites (300pts)

* Waaargh Burnaz - Burna Boyz (150pts)
10x Burna Boy

* Lootas (150pts)
10x Loota

* Troops (392pts)

* Mek Grots - Gretchin (51pts)
12x Gretchin
* Runt Herder
Grot Prod

* Sluggaz - Ork Boyz (178pts)
* 22x Boy
22x Slugga & Choppa
* Nob
Bosspole, Power Klaw

* Shootaz - Ork Boyz (163pts)
2x Big Shoota
* 22x Boy
22x Shootas
* Nob
Bosspole, Choppa

* Heavy Support (217pts)

* Big Gunz (97pts)
6x Additional Grot Krew, 3x Ammo Runts
* Big Gun
2x Grot Krew, Kannon
* Big Gun
2x Grot Krew, Kannon
* Big Gun
2x Grot Krew, Kannon
* Runtherd
Grabba Stikk

* Killa Kans (60pts)
* Killa Kan (60pts)
Armour Plates, Rokkit Launcha

* Killa Kans (60pts)
* Killa Kan (60pts)
Armour Plates, Rokkit Launcha

~G3Spoon 
   
Made in us
Fresh-Faced New User



Metro Detroit area, MI, USA

I'm not sure that I would bother with the slugga boyz; boyz are much better in assault given their BS vs. WS, and I almost always end up running mine during the shooting phase anyway. They lose the extra attack in assault with shootas.

You may want to consider dividing your lootas into 2 mobs of 5. This way you can split targets and movement, and you won't necessarily be stuck with a roll of 1 or 2 for your D3 shots for all 10. The only downside I can think of is that this gives the enemy a potential for an extra kill point, but I'm not sure how big of a deal this is.

Is your positioning of the KFF the same in take 3 as take 2? ("The Big Mek joins the Mek grots, who follow behind.
Within the KFF range is the Killa Kan, Slugga Boyz and Burnas") It's going to be tough to get all of those units within the 6" range of the force field, so I wouldn't count on it. (Remember, 50% of the unit has to be in that range to get the cover save.)

Other than that I think it doesn't look bad; I've had good luck with the kannons and kans because of their higher BS. I haven't used gretchin much, so I'm not sure how well that strategy might work out. Good luck!

WAAAAAAAAAAGH on!

2000pts

(Apologies in advance for noob questions!)

GENERATION 10: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment. 
   
Made in us
Growlin' Guntrukk Driver with Killacannon





North Jersey

At 1k, kans are amazing. You opponent simply will not have the tank busting power to take them down and have enough anti infantry to stop the horde of boyz.

Try playtesting it off your current list; you will be surprised how forgiving orks are at 1k compared to other armies.

-cgmckenzie


1500 pts
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