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Made in us
Strangely Beautiful Daemonette of Slaanesh





This is the most competitive list possible I can write out for Orks at 1850. Can anyone do me one better? Or just give C&C? Thanks.

1849

Ghazghkull Thraka - 225

Big Mek - 120
Burna / Kustom Force Field / Cybork Body / 'eavy Armour

Lootas x15 - 225

Lootas x15 - 225

Kommandos x7 - 185
Burna x2 / Boss Snikrot

Ork Boyz x19 - 159
Shootas x17 / Big Shoota / Nob / Power Klaw / Bosspole

Ork Boyz x20 - 170
Shootas x18 / Big Shoota x2 / Nob / Power Klaw / Bosspole

Ork Boyz x20 - 170
Shootas x18 / Big Shoota x2 / Nob / Power Klaw / Bosspole

Battlewagon - 125
Big Shoota / Grot Riggers / Deff Rolla / Boarding Plank

Battlewagon - 125
Big Shoota / Grot Riggers / Deff Rolla / Boarding Plank

Battlewagon - 120
Big Shoota / Deff Rolla / Boarding Plank

Ghaz comes in with Snikrot and the Kommandos using Ambush. Battlewagons roll up, tank shock with deff rollas, shoot, and assault for 3 phases of pain. Lootas pick off light AV and MCs. Pretty straight forward to use, actually. Just don't assault out of the BW unless you're sure you can wipe them out in time to hop back in your BW safely.

This message was edited 7 times. Last update was at 2012/01/17 18:50:42


 
   
Made in nz
Longtime Dakkanaut



New Zealand

Not having a Warboss means you lack Nobz, who give you a unit to deal with other assault threats which might otherwise be able to crush your Boyz (large Terminator units, Dreads, MCs etc). At the moment you a stuck with trying to shoot superior assault units (not happening) or just tossing 60 Boyz with 3 Klaws at them and hoping you come out on top, which is not something you want to be doing with your only scoring units.

I would drop the Kommandos, change one of the Meks to a Warboss (1 Mek can easily cover 3 Wagons, its only when you get to 4 that you have issues), split the Lootas up into 3 units and trade a unit of Boyz for a Nobz unit + a unit of Grots.

This message was edited 1 time. Last update was at 2012/01/17 03:11:54


 
   
Made in us
Strangely Beautiful Daemonette of Slaanesh





Why would I let my shoota boyz get into an assault with terminators? You can't look at my list and use poor tactics and say it's a fault because of it...look at Tau...they don't want to be in an assault. So they play around it. Same as I'll do with my shoota boyz. Also, they're in a freakin Battlewagon. Unless I know for sure I can wipe them out with the assault, I won't be getting out anytime soon.


Automatically Appended Next Post:
1. You suggested dropping Kommandos...no way in hell. Sorry man...Snikrot is too good at giving people heart attacks. He's Ork Marbo. While I understand that there are some situations in which he can be useless, like against a hardcore mech list, when he works, he works good.

2. There is nothing a Warboss can do that a Big Mek can't. You don't NEED Nobz in an Ork list. They're super expensive, and aren't that tough for what you pay for them, unless they're bikers. Which in this list, they won't be. Look at the list. Assault Nobz don't belong here. It's a shooting Ork list. Hardcore competitive style. The worst assault unit I can think of giving me problems would be Assault Terminators, who rape Nobz in assault to begin with, so Nobz wouldn't really help. Also, count the number of shots I'm getting from one of those BW full of Boyz. Say one of the ones with a Big Mek. I've got 17 shootas, a big shoota, and 4 more big shootas on the BW itself. 34 S4 shots, 15 S5. Considering I tank shock with the BW, I'll also get D6 S10 hits on the unit. And after all that, I can still assault, getting 54 S4 attacks with boyz, and 7 PK attacks from the Nob and Big Mek. Terminator armour is the gak, don't get me wrong. But nobody is so lucky that they don't roll 1's.

3. You just suggested grots? Really? Now I have to question ALL your advice...Can I ask, why?

4. Dreads and MCs aren't a problem with Lootas in my army. Ever had a Dread or a Daemon Prince get lit up by Lootas? It sucks. Big time.

Don't mean to be ungrateful for advice. I just want to justify my choices a bit, so you can see where I'm coming from. The main area I feel insecure about is against mostly mech lists. I have enough bullets to fell any horde army that comes my way, but not much AT. Not sure how to add in more AT that would fit with the list, honestly...

This message was edited 7 times. Last update was at 2012/01/17 03:46:19


 
   
Made in us
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Denver

List isn't too bad IMO.

There's a couple things I would change though.

First, the PK on the Big Meks seem to be a waste, Big Meks shouldn't be getting into CC (especially since you are running shoota boyz that are going to be shooting out of the BW's) - If you do use them for CC, I suppose they are good, but Big Mek is going to go last and will probably be killed before he gets to go.

If you do remove the PKs, I would run 2x Burnas on the Kommandos instead of the Big Shootas. Considering that the Kommandos are best for CC (because of Snikrot), the burnas will give you 2 things:

1. A way to soften up the group before the assault
2. 2 Power weapons in the assault if you don't want to burn the unit first.

Also, no point in Grot Riggers in the BW's that the Big Meks are riding in. The Meks do the exact same thing, so you can save some more points there.


::1750:: Deathwatch 
   
Made in us
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I just put the PK on the Meks in case I had that wonderful opportunity to assault after everything else. It just makes me feel more comfortable taking the risk of stepping out of my BW. And nice catch with the Meks doing the same as Grot Riggers...completely forgot they could do that.

I feel like an idiot right now. I've been confusing the unit upgrade that Kommandos get. I thought they got Skorchas, hence the choice of Big Shoota, but you're right. They get Burnas...much better. Again, nice catch.

 
   
Made in us
Land Raider Pilot on Cruise Control





Denver

UberhAxTHC wrote: And nice catch with the Meks doing the same as Grot Riggers...completely forgot they could do that.


I had another user point it out to me a couple weeks ago in a BW list I made. I felt the same way!

As for the PK's, you already have one on the Nob and he can't be targeted independently in CC (just leave the Meks in the BW if/when the boyz get out to krump) - Plus removing them gives you another 50 points to work with, and for Orks, 50 points is a lot to work with. Could always add some boarding planks to the BW's to let the Nob w/PK do some krumpin' from inside the BW.

This message was edited 1 time. Last update was at 2012/01/17 04:07:01


::1750:: Deathwatch 
   
Made in us
Water-Caste Negotiator





Montreal Canada

I sure can make a better list!

HQ - Weird Boy - Warp Head
HQ - Weird Boy - Warp Head
Elite - 15 Lootas
Elite - 14 Lootas
Troop 1-5 - 20 Boyz and 1 Boys nob with Power claw and Boss pole to help with Not running away.
Fast Attack 1-3 - 3 Warbuggies with Twin Linked Rocket Launchers


So You have nine Rocket Launcher Buggies To fire Rockets to pop tanks or hard to kill guys. The Weird Boys psychic powers are neat and have a good chance to get first turn waagh or extra waaghs or super awesome stuff since they are warp heads so rolling a 1 probably wont be too bad.

More lootas than what you had so more fire support there.
This list is 1850 exact!

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Made in us
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lol, sorry, but I'm 100% positive my list would run that one into the ground. No doubts about it. Heres why:
You have a horde list, all infantry on foot. You couldn't give my BW's a better target if you tried. The Lootas aren't bad, obviously I'm using them...and my Lootas are exactly what would mess up your Warbuggies. One unit of my Lootas targets one unit of your 3 Warbuggies. That unit is dead. No doubt about it. And since that's pretty much your whole army right there...

*List updated to accomodate changes. Is now at 1848 pts.*

This message was edited 2 times. Last update was at 2012/01/17 04:16:48


 
   
Made in us
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Denver

Dodgywop wrote:
UberhAxTHC wrote: And nice catch with the Meks doing the same as Grot Riggers...completely forgot they could do that.


I had another user point it out to me a couple weeks ago in a BW list I made. I felt the same way!

As for the PK's, you already have one on the Nob and he can't be targeted independently in CC (just leave the Meks in the BW if/when the boyz get out to krump) - Plus removing them gives you another 50 points to work with, and for Orks, 50 points is a lot to work with. Could always add some boarding planks to the BW's to let the Nob w/PK do some krumpin' from inside the BW.



One big change you could make is taking 1 big Mek Away, dropping the PK on the other, drop a couple Lootas (wouldn't take many) and then Adding Ghaz.

Stick Ghaz with the Kommandos, and now those Kommandos are REALLY scary. Or stick him in a Wagon with some boyz for an uber assault squad.

The joys are endless!

::1750:: Deathwatch 
   
Made in us
Strangely Beautiful Daemonette of Slaanesh





That's too cool an idea not to try...and quite possibly extremely effective too. I've always wanted a good way to run Ghaz, but I've never liked Meganobz. Seems like the perfect solution. If I have only one assault dedicated unit in my list, it might as well carry the biggest assault unit in the codex...

 
   
Made in us
Land Raider Pilot on Cruise Control





Denver

UberhAxTHC wrote:That's too cool an idea not to try...and quite possibly extremely effective too. I've always wanted a good way to run Ghaz, but I've never liked Meganobz. Seems like the perfect solution. If I have only one assault dedicated unit in my list, it might as well carry the biggest assault unit in the codex...


Only issue is having to rely on good reserve rolls. Probability can really you.

::1750:: Deathwatch 
   
Made in us
Strangely Beautiful Daemonette of Slaanesh





Taking away the Big Mek doesn't hurt the list too much though, like you said. And you had to make the same roll to get Snikrot on the board anyways. Might as well make it so that when he shows up, he really matters.

Can you imagine the look on the parking lot guard players face when Ghaz walks in off the board and immediately starts wrecking his gak single handedly?

*List updated to include Ghazghkull. Points are at 1844.*

Any more suggestions on how to make this the ultimate ork beast list?

This message was edited 2 times. Last update was at 2012/01/17 05:23:35


 
   
Made in gb
Tower of Power






Cannock

Kommandos aren't really that awesome, they are a one shot deal unit. They will come in, cause some chaos and then die nex turn. Lootas are far better.

Big Mek doesn't need a power klaw, switch for a burna. You want to make the most of that I4 when charging.

Battlewagons don't need 4 big shootas, you will only be firing one anyway.

List wise, it's alright, but against the wrong list don't expect to last long. You've only got three Battlewagons, which aren't hard to take out. Unfortunately this is the way Battlewagons are placed in the codex, so isn't really your fault. I played a Battlewagon list before with 5 Battlewagons and if things wasn't going well I would take a serious hit.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

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Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in ca
Krazed Killa Kan




Claremont, ON

If you drop the kommandos and remove all the needless upgrades on your MEK you have enough points to field a small unit of nobs to run with Ghaz in a BW. Just a thought

If you need more points to make the nobs better you could lower your loota units. Adds another scoring unit and another BW. Nobs take Dedicated transport BW and Nobs are troops thanks to Ghaz.

My 2 cents

This message was edited 1 time. Last update was at 2012/01/17 17:42:13


2500 4000 4000 5000 5000
DE 2500 TS: 2500 2500  
   
Made in us
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Denver

skycapt44 wrote:If you drop the kommandos and remove all the needless upgrades on your MEK you have enough points to field a small unit of nobs to run with Ghaz in a BW. Just a thought

If you need more points to make the nobs better you could lower your loota units. Adds another scoring unit and another BW. Nobs take Dedicated transport BW and Nobs are troops thanks to Ghaz.

My 2 cents


This is exactly what I run

::1750:: Deathwatch 
   
Made in us
Strangely Beautiful Daemonette of Slaanesh





mercer wrote:Kommandos aren't really that awesome, they are a one shot deal unit. They will come in, cause some chaos and then die nex turn. Lootas are far better.

Big Mek doesn't need a power klaw, switch for a burna. You want to make the most of that I4 when charging.

Battlewagons don't need 4 big shootas, you will only be firing one anyway.

List wise, it's alright, but against the wrong list don't expect to last long. You've only got three Battlewagons, which aren't hard to take out. Unfortunately this is the way Battlewagons are placed in the codex, so isn't really your fault. I played a Battlewagon list before with 5 Battlewagons and if things wasn't going well I would take a serious hit.


Thanks for the suggestion about the Burna on the Big Mek. That actually does seem like an improvement, but it does worry me that I'm getting down to almost no anti-AV at all...

Why would I only be firing one big shoota? The way they're placed on the BW, I should be able to shoot 3.

Don't mean to sound rude or anything, but please, stop suggesting Nobz. I would consider a unit of Biker Nobz for this list, but that's about it. It's mainly a shooty army. I know, everyone is so mindset on trying to play Orks with assaults, but I personally believe their shooting to be better. Lootas and Shoota boyz can put out some amazing shooting, and I feel comfortable basing my army around them. But please, look at my list, and consider what it's trying to do before you suggest Nobz. Not every Ork army needs Nobz. Certainly not an army based around keeping a medium distance from your opponent. The fact is, I'm not trying to cover all my bases, because if you stretch yourself too thin like that, it creates a weak point in the army. If I added a unit of Nobz, they would become the weak link in my army. Sure, they can be awesome. But if my Nobz run forward on their own, with everything else zipping around and shooting, they will get krumped, as I'd be presenting a lonely and highly juicy target for my opponent. Some people have posted that I need a counter assault unit, in case of Assault Terminators (can't really think of anything giving me the same amount of trouble..if you think of one, let me know.) The fact of the matter is, Assault Terminators, or anything that is that great in CC, is probably going to outdo Nobz in CC. Nobz are good, yes, but they're not meant for taking out the enemy's elite units. They're meant to bully around things weaker than them. And terminators, death company, and any other high class assault unit I can think of would just plow through Nobz without a sweat. So, IN THIS ARMY (that's key here), Nobz don't bring anything to the table for me that I don't already have. Lesser assault units such as Kroot, Khorne Berzerkers or regular assault marines can be counter charged with the shoota boyz and be just as effective against the lesser assault units as Nobz would be, especially considering their shooting first. Think about it in game terms...a Grey Knight Strike squad deep strikes right in front of your army. Now, would you rather have the shoota boyz, or the Nobz? I'd take shoota boyz every time. Throwing Nobz into elite enemy assault units is a huge waste of points and effort. They just don't belong here. Again, sorry if I sound a little cynical...but I can tell when people who don't even play Orks come in here and just suggest what they think is cool...and it's a little...eh...

 
   
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Denver

UberhAxTHC wrote:
mercer wrote:Kommandos aren't really that awesome, they are a one shot deal unit. They will come in, cause some chaos and then die nex turn. Lootas are far better.

Big Mek doesn't need a power klaw, switch for a burna. You want to make the most of that I4 when charging.

Battlewagons don't need 4 big shootas, you will only be firing one anyway.

List wise, it's alright, but against the wrong list don't expect to last long. You've only got three Battlewagons, which aren't hard to take out. Unfortunately this is the way Battlewagons are placed in the codex, so isn't really your fault. I played a Battlewagon list before with 5 Battlewagons and if things wasn't going well I would take a serious hit.


Thanks for the suggestion about the Burna on the Big Mek. That actually does seem like an improvement, but it does worry me that I'm getting down to almost no anti-AV at all...

Why would I only be firing one big shoota? The way they're placed on the BW, I should be able to shoot 3.


Because when you move the BW, you only get to shoot 1.

::1750:: Deathwatch 
   
Made in us
Strangely Beautiful Daemonette of Slaanesh





mercer wrote:Kommandos aren't really that awesome, they are a one shot deal unit. They will come in, cause some chaos and then die nex turn. Lootas are far better.

Big Mek doesn't need a power klaw, switch for a burna. You want to make the most of that I4 when charging.

Battlewagons don't need 4 big shootas, you will only be firing one anyway.

List wise, it's alright, but against the wrong list don't expect to last long. You've only got three Battlewagons, which aren't hard to take out. Unfortunately this is the way Battlewagons are placed in the codex, so isn't really your fault. I played a Battlewagon list before with 5 Battlewagons and if things wasn't going well I would take a serious hit.


How do you consider AV14 with a constant 4+ cover easy to take out? In what world does that make sense, lol? I don't hear anyone saying Land Raiders or Monoliths are easy to take out. That's just madness.

 
   
Made in ca
Sergeant First Class






Is it just me or does the OP sound like that stereotpycial post of "Here is my list, tell em what to do better" then is a jerk to any criticism. Then I looked at his name.. Uber HAX THC. Awesome. Sadly i can not offer any insights as the OP is clearly a better Ork player than me. Good Luck at Ard boyz.

   
Made in us
Strangely Beautiful Daemonette of Slaanesh





Dodgywop wrote:
UberhAxTHC wrote:
mercer wrote:Kommandos aren't really that awesome, they are a one shot deal unit. They will come in, cause some chaos and then die nex turn. Lootas are far better.

Big Mek doesn't need a power klaw, switch for a burna. You want to make the most of that I4 when charging.

Battlewagons don't need 4 big shootas, you will only be firing one anyway.

List wise, it's alright, but against the wrong list don't expect to last long. You've only got three Battlewagons, which aren't hard to take out. Unfortunately this is the way Battlewagons are placed in the codex, so isn't really your fault. I played a Battlewagon list before with 5 Battlewagons and if things wasn't going well I would take a serious hit.


Thanks for the suggestion about the Burna on the Big Mek. That actually does seem like an improvement, but it does worry me that I'm getting down to almost no anti-AV at all...

Why would I only be firing one big shoota? The way they're placed on the BW, I should be able to shoot 3.


Because when you move the BW, you only get to shoot 1.


Sorry bout that, I thought defensive weapons were up to S5 because apparently the guard player at my FLGS has been gimping me with Heavy Bolters or something...a quick look at the rules says you're right though. Well...that frees up 45 more points...

 
   
Made in us
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Matt Varnish wrote:Is it just me or does the OP sound like that stereotpycial post of "Here is my list, tell em what to do better" then is a jerk to any criticism. Then I looked at his name.. Uber HAX THC. Awesome. Sadly i can not offer any insights as the OP is clearly a better Ork player than me. Good Luck at Ard boyz.
[Thumb - 954-not-sure-if-serious.jpg]


 
   
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Moon Township, PA

Since you have freed up some points, I would consider the following:

Giving Big Mek Burna over PK as already suggested. If he stays in his ride, you get toasty goodness. If he gets out, he has a power weapon.

Adding boarding planks to each BW. Now, you can do both. You can shoot from inside the BW while letting the one nob in each wagon still reach out and touch someone with his klaw. Since you already have a PK in each BW, no need to give the PK to the Big Mek. If you do give the Mek a PK, he can still joyride around smashing things from inside the BW.

Add grot riggers to 2 of the 3 BWs as suggested.

Lastly, I would lighten up the kommando squad to the bare minimum. That is my personal opinion that they are mainly a delivery system for Snikrot and Ghaz. They come in, wreck face, and then get shot to death by everything your opponent has in his backfield. Snikrot and Ghaz are the main one's dealing damage anyway. The freed up points could beef up your Loota count.

Also.... have you thought about adding nobz to this list?

This message was edited 1 time. Last update was at 2012/01/17 18:39:05


 
   
Made in us
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Green is Best! wrote:Since you have freed up some points, I would consider the following:

Giving Big Mek Burna over PK as already suggested. If he stays in his ride, you get toasty goodness. If he gets out, he has a power weapon.

Adding boarding planks to each BW. Now, you can do both. You can shoot from inside the BW while letting the one nob in each wagon still reach out and touch someone with his klaw. Since you already have a PK in each BW, no need to give the PK to the Big Mek. If you do give the Mek a PK, he can still joyride around smashing things from inside the BW.

Add grot riggers to 2 of the 3 BWs as suggested.

Lastly, I would lighten up the kommando squad to the bare minimum. That is my personal opinion that they are mainly a delivery system for Snikrot and Ghaz. They come in, wreck face, and then get shot to death by everything your opponent has in his backfield. Snikrot and Ghaz are the main one's dealing damage anyway. The freed up points could beef up your Loota count.

Also.... have you thought about adding nobz to this list?


All that good advice...and then a troll...:( Like an icy dagger in my heart...

Updated the list to reflect advice. Looks reaaaaaaal solid to me. XD I like it. :3

This message was edited 1 time. Last update was at 2012/01/17 18:50:05


 
   
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Jacksonville, NC

If you're open to completely min-maxing out that kommando squad, the points saved from using the minimum amount of kommandos would allow you to get RPJs on all the wagons, as well as 5 points at your discretion. Maybe stikkbombs for the Mek's ride?

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Cannock

UberhAxTHC wrote:

Don't mean to sound rude or anything, but please, stop suggesting Nobz. I would consider a unit of Biker Nobz for this list, but that's about it. It's mainly a shooty army. I know, everyone is so mindset on trying to play Orks with assaults, but I personally believe their shooting to be better. Lootas and Shoota boyz can put out some amazing shooting, and I feel comfortable basing my army around them. But please, look at my list, and consider what it's trying to do before you suggest Nobz. Not every Ork army needs Nobz. Certainly not an army based around keeping a medium distance from your opponent. The fact is, I'm not trying to cover all my bases, because if you stretch yourself too thin like that, it creates a weak point in the army. If I added a unit of Nobz, they would become the weak link in my army. Sure, they can be awesome. But if my Nobz run forward on their own, with everything else zipping around and shooting, they will get krumped, as I'd be presenting a lonely and highly juicy target for my opponent. Some people have posted that I need a counter assault unit, in case of Assault Terminators (can't really think of anything giving me the same amount of trouble..if you think of one, let me know.) The fact of the matter is, Assault Terminators, or anything that is that great in CC, is probably going to outdo Nobz in CC. Nobz are good, yes, but they're not meant for taking out the enemy's elite units. They're meant to bully around things weaker than them. And terminators, death company, and any other high class assault unit I can think of would just plow through Nobz without a sweat. So, IN THIS ARMY (that's key here), Nobz don't bring anything to the table for me that I don't already have. Lesser assault units such as Kroot, Khorne Berzerkers or regular assault marines can be counter charged with the shoota boyz and be just as effective against the lesser assault units as Nobz would be, especially considering their shooting first. Think about it in game terms...a Grey Knight Strike squad deep strikes right in front of your army. Now, would you rather have the shoota boyz, or the Nobz? I'd take shoota boyz every time. Throwing Nobz into elite enemy assault units is a huge waste of points and effort. They just don't belong here. Again, sorry if I sound a little cynical...but I can tell when people who don't even play Orks come in here and just suggest what they think is cool...and it's a little...eh...


And breath....... you didn't even give me a warning about wall of text either .

Right, Nobz, well the reason I WOULD HAVE suggested them is because of your Battlewagon quantity, however you haven't got enough. However, it appears you need to practice what you preach about reading, as I NEVER suggested taking Nobz anyway.

As for shooting, I agree, I used to roll about in my Battlewagons blasting with shoota Boyz - they can put quite a lot of hurt down .

On other points, Nobz Bikers won't suit your army and derp striking a unit of Grey Knights right in front of Orks is pretty stupid, plus no one with Nobz is going to charge those Grey Knights when they have force weapons, that also would be pretty dumb.

As for playing with Orks, well I don't think you read my signature (we know you cannot read as you said I mentioned about Nobz when I didn't) and plus I think I've been playing them a lot longer than you, it's not actually me asking for advice here .


Automatically Appended Next Post:
UberhAxTHC wrote:

How do you consider AV14 with a constant 4+ cover easy to take out? In what world does that make sense, lol? I don't hear anyone saying Land Raiders or Monoliths are easy to take out. That's just madness.


Every single one of my armies can damage those Battlewagons first turn. How many cover saves do you think you're doing to pass exactly? Did you consider that Land Raiders and Monoliths are av14 all around and not open topped? Seriously, you need to think a little bit more before posting and making a fool of yourself.

This message was edited 1 time. Last update was at 2012/01/19 13:50:23


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Sitting in yo' bath tub, poopin out shoggoths

Battlewagons still aren't that easy to take out. Their definitely not as hard as a monolith, but their still pretty solid with KFF support.

750 points

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mercer wrote:
UberhAxTHC wrote:

Don't mean to sound rude or anything, but please, stop suggesting Nobz. I would consider a unit of Biker Nobz for this list, but that's about it. It's mainly a shooty army. I know, everyone is so mindset on trying to play Orks with assaults, but I personally believe their shooting to be better. Lootas and Shoota boyz can put out some amazing shooting, and I feel comfortable basing my army around them. But please, look at my list, and consider what it's trying to do before you suggest Nobz. Not every Ork army needs Nobz. Certainly not an army based around keeping a medium distance from your opponent. The fact is, I'm not trying to cover all my bases, because if you stretch yourself too thin like that, it creates a weak point in the army. If I added a unit of Nobz, they would become the weak link in my army. Sure, they can be awesome. But if my Nobz run forward on their own, with everything else zipping around and shooting, they will get krumped, as I'd be presenting a lonely and highly juicy target for my opponent. Some people have posted that I need a counter assault unit, in case of Assault Terminators (can't really think of anything giving me the same amount of trouble..if you think of one, let me know.) The fact of the matter is, Assault Terminators, or anything that is that great in CC, is probably going to outdo Nobz in CC. Nobz are good, yes, but they're not meant for taking out the enemy's elite units. They're meant to bully around things weaker than them. And terminators, death company, and any other high class assault unit I can think of would just plow through Nobz without a sweat. So, IN THIS ARMY (that's key here), Nobz don't bring anything to the table for me that I don't already have. Lesser assault units such as Kroot, Khorne Berzerkers or regular assault marines can be counter charged with the shoota boyz and be just as effective against the lesser assault units as Nobz would be, especially considering their shooting first. Think about it in game terms...a Grey Knight Strike squad deep strikes right in front of your army. Now, would you rather have the shoota boyz, or the Nobz? I'd take shoota boyz every time. Throwing Nobz into elite enemy assault units is a huge waste of points and effort. They just don't belong here. Again, sorry if I sound a little cynical...but I can tell when people who don't even play Orks come in here and just suggest what they think is cool...and it's a little...eh...


And breath....... you didn't even give me a warning about wall of text either .

Right, Nobz, well the reason I WOULD HAVE suggested them is because of your Battlewagon quantity, however you haven't got enough. However, it appears you need to practice what you preach about reading, as I NEVER suggested taking Nobz anyway.

As for shooting, I agree, I used to roll about in my Battlewagons blasting with shoota Boyz - they can put quite a lot of hurt down .

On other points, Nobz Bikers won't suit your army and derp striking a unit of Grey Knights right in front of Orks is pretty stupid, plus no one with Nobz is going to charge those Grey Knights when they have force weapons, that also would be pretty dumb.

As for playing with Orks, well I don't think you read my signature (we know you cannot read as you said I mentioned about Nobz when I didn't) and plus I think I've been playing them a lot longer than you, it's not actually me asking for advice here .


Automatically Appended Next Post:
UberhAxTHC wrote:

How do you consider AV14 with a constant 4+ cover easy to take out? In what world does that make sense, lol? I don't hear anyone saying Land Raiders or Monoliths are easy to take out. That's just madness.


Every single one of my armies can damage those Battlewagons first turn. How many cover saves do you think you're doing to pass exactly? Did you consider that Land Raiders and Monoliths are av14 all around and not open topped? Seriously, you need to think a little bit more before posting and making a fool of yourself.


The comment about suggesting Nobz wasn't directed at you. Hence the large gap between my comment to your quote, and the rest of what I said. I'm not sure why you repeated what I said about the Grey Knights...I was making a point as to why I'm not taking Nobz. Hypothetical situation. You know what that means, right? Also, nobody is above or beyond receiving advice. Just from that comment, I'd say I'm a better Ork player than you, simply because I take advice, rather than saying "I don't need it." Next time you come into a forum about helping, try helping, instead of just boosting your own ego.

And as for damaging BWs on the first turn...chyeah...ok...whatever you say dear. You'd have to draw LOS first. And I'm not exactly going to just let you shoot me...

Not sure why you felt the need to flame me. I'm guessing it's because you made the mistake of thinking I directed the Nob comment towards you, when I didn't. Too bad you don't know what the gak you're talking about. It's pretty obvious I can read, btw...otherwise I wouldn't be spending my time on a website full of nothing but walls of text...Your whole post was nothing but flame. Furthermore, what exactly were you trying to achieve by telling someone who is seeking advice, and discussing their strategies that they're "making a fool of themself"? Isn't that what these forums are for? I guess we're all just fools to you...?

But most importantly...

This message was edited 2 times. Last update was at 2012/01/20 07:59:49


 
   
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Here is some advice without changing units or what your trying to do with your list from my experiance with Orks as they are my main army. #1.Drop all your boyz mobs down to 19 so if you loose a wagon (your KFF wagon should be your opponants first priority) your KFF can just jump in one of your other wagons and keep traveling with your army. #2 I like your first choice of a klaw on the KFF, I've found that after you drop the boyz he can stay in the wagon and drive around tank hunting (you have a rolla and plank on your wagons) also I would drop wasted points on him with cybork/heavy armour. If he's in combat he's dead anyways, probably already did his job in the first place(KFF), and it wouldnt help much anyways. and with these small changes you have a little over 20 extra points to work with and a little extra flexability.

I will say on a side note, rokkit buggies would work well with this list.

This message was edited 2 times. Last update was at 2012/01/20 08:31:23


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