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Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

Let him take a Banner Grot that gives +1 to hit in CC to units within 6". That'd be gross. Hahaha!

This message was edited 1 time. Last update was at 2019/09/19 23:50:01


 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Do you really want to warp the Ork codex around Ghaz?

He should be good, but not an auto-take.

This message was edited 1 time. Last update was at 2019/09/20 01:44:44


Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

Well, he DOES cost more than a full 30 pack Boy Mob. I would hope he'd be able to, at least, provide the same value that they do.

But I agree. Part of why I think he should be an LoW instead of an HQ. It's harder to fit a LoW into your list, just because you're gonna be losing up to 4 CP to do so. At least. A Supreme Command with Ghaz and 3 Weirdboyz is gonna run ya over 400 pts, and give you 1 CP, versus 210ish pts for a Battalion with two Weirdboyz and 30 Gretchin.

Basically, he should be good enough that, as a LoW, he's worth the loss of CP and the 250ish pt pricetag.


Automatically Appended Next Post:
If he stays as an HQ, literally just dropping the Kultur lock would be plenty, in my eyes. Maybe a point drop so he doesn't cost twice what every other HQ option does.

This message was edited 1 time. Last update was at 2019/09/20 02:30:05


 
   
Made in gb
Mekboy on Kustom Deth Kopta






I agree that Ghaz shouldn't be an auto include for every Ork army but at the moment he just isn't taken in competitive play so he certainly needs a buff if he receives a new model.


Automatically Appended Next Post:
I also hope it's a dual MA warboss kit and they get some sort of buff too.

This message was edited 1 time. Last update was at 2019/09/20 06:14:40


 
   
Made in gb
Longtime Dakkanaut






My biggest hope is that they bring out a plastic kit which could make Ghazzie or a megaboss, and the megaboss makes a comeback.

What if ghazzie has a "quit yer squabblin'!" rule which means, as long as he's alive, cultures don't matter for mixing (you can embark or use grot shields between klans), but as soon as he dies, the old animosity comes back?

This message was edited 1 time. Last update was at 2019/09/20 07:38:42


12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!

I'm Selling Infinity, 40k, dystopian wars, UK based!

I also make designs for t-shirts and mugs and such on Redbubble! 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Ghazghkull doesn't really need any help in form of melee buffs. Goff boyz near him already murder anything, especially when upgraded to scarboys. I had 20+ scar boyz (don't remember how many exactly) with Thrakka and Banner support one-round an enemy PBC, the only other model to ever do that was Abbaddon himself. He also is tough as nails, due to 2+/4++/T6/8W he is way more durable than DP and many other hard to kill characters and he pretty much minces anything he touches due to his goff trait, extra attacks from his own aura and the built-in relic klaw.

The one problem is, you can't get him where you need him. Tellyporting and jumping is unreliable, transports suck and we all know how walking across the board works out. If he had the movement speed of smash captains, winged princes or tyrants, his points would be right on spot.

So giving him an ability that gets him (and ladz around him) into combat faster (like +1 to move/charge/advance) would probably best for him.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

I almost feel like the Goff Kultur should have just been an army-wide +1 to Strength, with Skarboyz giving -1 to AP, and the Warlord Trait giving a +1 to Attack within 6". Probably would have made the whole Kultur far more viable.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Yeah, +1 strength would have been much more versatile than even more attacks. Or change the skarboyz stratagem to 1/2/3CP for 1/3/5 mobs. Or just flat 2or3 CP to update all of them - that would even help battlewagons and trukks.

This message was edited 1 time. Last update was at 2019/09/20 12:55:32


7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in au
Flashy Flashgitz






I'm very far down the rabbit hole for list building right now as I'm trying to get ahead of the marine meta. Looking for some feedback on which list YOU think is best in ITC tournament settings in the advent of our new iron hand lords. There is a high amount of imperial car parks in my meta, and Australia is generally pretty skewed towards super heavies. GSC is gaining a lot of ground too, however.

LISTS!
#1
Spoiler:

++ Battalion Detachment +5CP (Orks) [25 PL, -1CP, 504pts] ++

+ No Force Org Slot +

Clan Kultur: Bad Moons

Specialist Detachment [-1CP]: Dread Waaaagh!

+ HQ +

Big Mek (Index) [5 PL, 75pts]: Choppa, Kustom Force Field

Big Mek W/ Shokk Attack Gun [4 PL, 84pts]: Grot Oiler, Shokk Attack Gun

+ Troops +

Gretchin [1 PL, 30pts]
. 10x Gretchin

Gretchin [1 PL, 30pts]
. 10x Gretchin

Gretchin [1 PL, 30pts]
. 10x Gretchin

+ Elites +

Tankbustas [13 PL, 255pts]
. Boss Nob: Rokkit Launcha
. 14x Tankbusta: 14x Rokkit Launcha

++ Battalion Detachment +5CP (Orks) [54 PL, 1,052pts] ++

+ No Force Org Slot +

Clan Kultur: Evil Sunz

+ HQ +

Warboss on Warbike (index) [5 PL, 99pts]: Attack Squig, Brutal but Kunnin, Da Killa Klaw, Power Klaw, Shoota (Index), Warlord

Weirdboy [3 PL, 62pts]

Weirdboy [3 PL, 62pts]

+ Troops +

Boyz [11 PL, 215pts]
. Boss Nob: Big Choppa, Slugga
. 29x Ork Boy W/ Slugga & Choppa

Boyz [11 PL, 215pts]
. Boss Nob: Big Choppa, Slugga
. 29x Ork Boy W/ Slugga & Choppa

Boyz [11 PL, 215pts]
. Boss Nob: Big Choppa, Slugga
. 29x Ork Boy W/ Slugga & Choppa

+ Fast Attack +

Stormboyz [10 PL, 184pts]
. Boss Nob: Choppa, Power Klaw
. 18x Stormboy

++ Air Wing Detachment +1CP (Orks) [21 PL, 444pts] ++

+ No Force Org Slot +

Clan Kultur: Bad Moons

+ Flyer +

Dakkajet [7 PL, 148pts]: 6x Supa Shoota

Dakkajet [7 PL, 148pts]: 6x Supa Shoota

Dakkajet [7 PL, 148pts]: 6x Supa Shoota

++ Total: [100 PL, -1CP, 2,000pts] ++
This is a turn 2 or 3 list that seeks to guarantee recon and behind enemy lines. Clearing the way with dakka jets before setting up 90-ish boys to charge turn 2, maybe deepstriking one blob, jumping one, and stormboyz afterwards. this is a turn 1 tankbusta jump to cripple, turn 2 win the game list.

#2
Spoiler:

++ Battalion Detachment +5CP (Orks) [39 PL, 804pts] ++

+ No Force Org Slot +

Clan Kultur: Bad Moons

+ HQ +

Big Mek on Warbike (Index) [6 PL, 101pts]: Choppa, Kustom Force Field

Weirdboy [3 PL, 62pts]

+ Troops +

Gretchin [1 PL, 30pts]
. 10x Gretchin

Gretchin [1 PL, 30pts]
. 10x Gretchin

Gretchin [1 PL, 30pts]
. 10x Gretchin

+ Elites +

Tankbustas [13 PL, 255pts]
. Boss Nob: Rokkit Launcha
. 14x Tankbusta: 14x Rokkit Launcha

+ Flyer +

Dakkajet [7 PL, 148pts]: 6x Supa Shoota

Dakkajet [7 PL, 148pts]: 6x Supa Shoota

++ Battalion Detachment +5CP (Orks) [49 PL, -1CP, 964pts] ++

+ No Force Org Slot +

Clan Kultur: Evil Sunz

Extra Gubbins (1/3 CP) [-1CP]: 1 Extra Shiny Gubbins

+ HQ +

Warboss on Warbike (index) [5 PL, 99pts]: Da Killa Klaw, Power Klaw

Weirdboy [3 PL, 62pts]

+ Troops +

Boyz [4 PL, 70pts]
. Boss Nob: Choppa, Choppa
. 9x Ork Boy W/ Slugga & Choppa

Boyz [11 PL, 215pts]
. Boss Nob: Big Choppa, Choppa
. 29x Ork Boy W/ Slugga & Choppa

Boyz [11 PL, 215pts]
. Boss Nob: Big Choppa, Choppa
. 29x Ork Boy W/ Slugga & Choppa

+ Fast Attack +

Megatrakk Scrapjet [5 PL, 110pts]
. Megatrakk Scrapjet: 2x Twin Big Shoota

Stormboyz [10 PL, 193pts]
. Boss Nob: Choppa, Power Klaw
. 19x Stormboy

++ Battalion Detachment +5CP (Orks) [10 PL, -1CP, 232pts] ++

+ No Force Org Slot +

Clan Kultur: Deathskulls

Specialist Detachment [-1CP]: Dread Waaaagh!

+ HQ +

Big Mek W/ Shokk Attack Gun [4 PL, 80pts]: Da Souped-up Shokka, Opportunist, Shokk Attack Gun, Warlord

Weirdboy [3 PL, 62pts]

+ Troops +

Gretchin [1 PL, 30pts]
. 10x Gretchin

Gretchin [1 PL, 30pts]
. 10x Gretchin

Gretchin [1 PL, 30pts]
. 10x Gretchin

++ Total: [98 PL, -2CP, 2,000pts] ++
Similar to list 1, but with a little more spice (scrapjet) and a tripple battalion instead, more CP less boyz, one more weirdboy.

#3
Spoiler:

++ Battalion Detachment +5CP (Orks) [49 PL, 1,024pts] ++

+ No Force Org Slot +

Clan Kultur: Deathskulls

+ HQ +

Big Mek on Warbike (Index) [6 PL, 101pts]: Choppa, Kustom Force Field

Weirdboy [3 PL, 62pts]

+ Troops +

Gretchin [1 PL, 30pts]
. 10x Gretchin

Gretchin [1 PL, 30pts]
. 10x Gretchin

Gretchin [1 PL, 30pts]
. 10x Gretchin

+ Elites +

Tankbustas [13 PL, 255pts]
. Boss Nob: Rokkit Launcha
. 14x Tankbusta: 14x Rokkit Launcha

+ Fast Attack +

Megatrakk Scrapjet [10 PL, 220pts]
. Megatrakk Scrapjet: 2x Twin Big Shoota
. Megatrakk Scrapjet: 2x Twin Big Shoota

+ Flyer +

Dakkajet [7 PL, 148pts]: 6x Supa Shoota

Dakkajet [7 PL, 148pts]: 6x Supa Shoota

++ Battalion Detachment +5CP (Orks) [36 PL, -1CP, 528pts] ++

+ No Force Org Slot +

Clan Kultur: Deathskulls

Extra Gubbins (1/3 CP) [-1CP]: 1 Extra Shiny Gubbins

+ HQ +

Big Mek (Index) [5 PL, 75pts]: Choppa, Kustom Force Field

Warboss on Warbike (index) [5 PL, 101pts]: Attack Squig, Da Killa Klaw, Kustom Shoota, Power Klaw

+ Troops +

Boyz [4 PL, 75pts]
. Boss Nob: Big Choppa, Choppa
. 9x Ork Boy W/ Slugga & Choppa

Boyz [4 PL, 75pts]
. Boss Nob: Big Choppa, Choppa
. 9x Ork Boy W/ Slugga & Choppa

Boyz [4 PL, 75pts]
. Boss Nob: Big Choppa, Choppa
. 9x Ork Boy W/ Slugga & Choppa

+ Elites +

Nobz [14 PL, 127pts]: Ammo Runt
. Boss Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
. Nob: Choppa, Choppa
. Nob: Choppa, Choppa

++ Spearhead Detachment +1CP (Orks) [24 PL, -1CP, 448pts] ++

+ No Force Org Slot +

Clan Kultur: Deathskulls

Specialist Detachment [-1CP]: Dread Waaaagh!

+ HQ +

Big Mek W/ Shokk Attack Gun [4 PL, 80pts]: Da Souped-up Shokka, Opportunist, Shokk Attack Gun, Warlord

+ Heavy Support +

Battlewagon [8 PL, 139pts]: 'ard Case, Deff Rolla

Battlewagon [8 PL, 139pts]: 'ard Case, Deff Rolla

Mek Gunz [4 PL, 90pts]
. Gun: Traktor Kannon
. Gun: Traktor Kannon

++ Total: [109 PL, -2CP, 2,000pts] ++
This list is leaning on the durability of battlewagons. One wagon is filled with tankbustas and is a must kill, the other with nobz. This gives your dakka jets and scrapjets time to play (ideally). This is a threat overload list. Boyz might be the wrong answer here, and it might be just add smasha gunz.

#4
Spoiler:

++ Battalion Detachment +5CP (Orks) [42 PL, -1CP, 832pts] ++

+ No Force Org Slot +

Clan Kultur: Bad Moons

Specialist Detachment [-1CP]: Dread Waaaagh!

+ HQ +

Big Mek (Index) [5 PL, 75pts]: Choppa, Kustom Force Field

Big Mek W/ Shokk Attack Gun [4 PL, 84pts]: Choppa, Da Souped-up Shokka, Grot Oiler, Shokk Attack Gun, Warlord

+ Troops +

Boyz [11 PL, 210pts]
. Boss Nob: Choppa, Shoota (Index)
. 29x Ork Boy W/ Shoota

Gretchin [1 PL, 30pts]
. 10x Gretchin

Gretchin [1 PL, 30pts]
. 10x Gretchin

+ Elites +

Tankbustas [13 PL, 255pts]
. Boss Nob: Rokkit Launcha
. 14x Tankbusta: 14x Rokkit Launcha

+ Flyer +

Dakkajet [7 PL, 148pts]: 6x Supa Shoota

++ Battalion Detachment +5CP (Orks) [50 PL, 945pts] ++

+ No Force Org Slot +

Clan Kultur: Evil Sunz

+ HQ +

Deffkilla Wartrike [6 PL, 120pts]

Warboss [4 PL, 80pts]: Attack Squig, Kustom Shoota, Power Klaw

Weirdboy [3 PL, 62pts]

+ Troops +

Boyz [4 PL, 75pts]
. Boss Nob: Big Choppa, Slugga
. 9x Ork Boy W/ Slugga & Choppa

Boyz [4 PL, 75pts]
. Boss Nob: Big Choppa, Slugga
. 9x Ork Boy W/ Slugga & Choppa

Boyz [11 PL, 215pts]
. Boss Nob: Big Choppa, Slugga
. 29x Ork Boy W/ Slugga & Choppa

+ Heavy Support +

Bonebreaka [9 PL, 159pts]: Deff Rolla

Bonebreaka [9 PL, 159pts]: Deff Rolla

++ Battalion Detachment +5CP (Orks) [10 PL, 222pts] ++

+ No Force Org Slot +

Clan Kultur: Mixed

+ HQ +

Boss Snikrot [4 PL, 70pts] <Blood Axe>

Weirdboy [3 PL, 62pts] <Bad Moon>

+ Troops +

Gretchin [1 PL, 30pts] <Bad Moon>
. 10x Gretchin

Gretchin [1 PL, 30pts] <Bad Moon>
. 10x Gretchin

Gretchin [1 PL, 30pts] <Bad Moon>
. 10x Gretchin

++ Total: [102 PL, -1CP, 1,999pts] ++
This list isn't good, but there are some ideas I like. Bonebreakas smash marines and are tough as nails for them to deal with. If you cripple their anti tank with tankbustas you have 36 wounds of battlewagon doing work for quite some time. I also think Snikrot is going to be mint vs marines, and you have the 30 badmoon shoota boyz here for screen clearing unlike other lists. I cant decide if i want to run at people or counter charge with this list, but i'm glad it has the flexibility.



I would love your opinion as to which you would play in a marine heavy meta and what changes you would make. I clearly have some favourites, like the SSAG, tankbustas, and maybe even dakkajets, but i'm open to most competitive choices. I have 16 mek gunz, lootas and flashgitz waiting too, but I think mek gunz/lootas are a liability unless you build a castle, and I'm not into that playstyle. I really enjoy the charge phase. Aaaaand I dunno, flashgitz might be awesome but I'm not willing to paint another 100 grots yet.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

thats sorta my problem with Goffs.
The exploding 6s is nice but generally not needed. Either they overkill what they were charging even without that extra attack, or they were unlikely to do damage in the first place so probably did an extra wound or two in the end.
Armywide +1 strength would have been far better as that breaches all our units' across a major threshold: S4>S5. We'd wound literally everything on 5s or better unless they had a -1 to wound somewhere.
Wounding on 5s is far better than extra attacks on 6s.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






None of those strike me as particularly powerful. The first two are lacking in the shooting compartment, and IMO 20 stormboyz don't make sense, go 30 or go home.

In the other two I think you are overestimating the durability of wagons - the main weakness is their 4+ armor, so even when wounding on 6s, just bolters and krak grenades (intercessor launch them at 30") can take big chunk out of them, especially when they get -1AP from their doctrine.

If I had to pick, the first one is probably the best one, though it could use wazbom or some smashas for extra ranged oomph.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Yeah wagons really dont last that long.
They last long enough to soak up a fair amount of firepower but thats about it. I pretty much only use them as suicide units these days: T1 charge via the wartrike, it tends to eat all the firepower instead of my actual important stuff because its an immediate threat.
Every time i have tried to make a wagon the focal point of my list, the list flops hardcore. And i love wagons, i have 5 of the dang things after all lol

This message was edited 1 time. Last update was at 2019/09/20 14:39:30


An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

So Loot It gives a +1 to the unit's Save Characteristic, right? So, if I used it on Ghaz or Badrukk or a character with Da Best Armor, you should be able to improve their Invuln Save too, I think. Though I kinda think it wouldn't work with a KFF.

Reason I think it might work is the FAQ that says improvements to Saves apply to Invulns, unless stated otherwise. And, honestly, a Ghaz with a 3++ would be pretty damn hard to deal with.

This message was edited 1 time. Last update was at 2019/09/20 15:51:25


 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Improvement to saving throws apply to invuls, not the stat modifier stuff.
Invuls are not a stat, theyre granted by a rule. The Loot It! stratagem specifically increases their save characteristic, not +1 to the roll

This message was edited 1 time. Last update was at 2019/09/20 15:59:47


An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

Fair nuff. Was trying to see if Ghaz could be made a bit more viable by sacrificing a Trukk. Guess you're still better off with a Badmoonz Trait, Supa Cybork Wartrike. Pair him with a Trukk or something and Loot It when it pops, for a 3+/4++/5+++ with character protection, T6, and W8. Not quite as nasty as Ghaz, but for half the cost it ain't bad. And it can actually get to where you want it to be reliably.

This message was edited 2 times. Last update was at 2019/09/20 17:06:55


 
   
Made in au
Flashy Flashgitz






 Jidmah wrote:
None of those strike me as particularly powerful. The first two are lacking in the shooting compartment, and IMO 20 stormboyz don't make sense, go 30 or go home.

In the other two I think you are overestimating the durability of wagons - the main weakness is their 4+ armor, so even when wounding on 6s, just bolters and krak grenades (intercessor launch them at 30") can take big chunk out of them, especially when they get -1AP from their doctrine.

If I had to pick, the first one is probably the best one, though it could use wazbom or some smashas for extra ranged oomph.
Appreciate it Jid!
   
Made in nl
Regular Dakkanaut




@Hollow One, yoy should focus your lists more on one aspect or the other. Mixes don't do so well. Go heavy, go shooty, go horde or go home.

I've tried those mixed armies as well, doesn't work quite as good.

And against lot's of heavies like Knights? Triple Big Meks with SAGs seems to be pretty hot.
   
Made in au
Ork Boy Hangin' off a Trukk





I finally got to do my first ITC Tourney.
I ended up going 2 losses and 1 win, losing to nids, winning against spacewolves, and losing again to astra militarum souped with SW dreads and an assassin.
First game was good, I made mistakes and my opponent capitalised on them well. He ended up denying my ability to counter his Genestealers at one point and that ended up being game as we shredded through my boyz and tagged all my dakka.
Even though he krumped me hard, he ran me through all my mistakes at the end of the match which was helpful.
I found out after the fact that he actually plays orks too, and not only that but he's ranked 8th globally and probably ranked 1st in Australia. He gave me a lot of advice regarding my list and choices I made which was super helpful.
Main pointers he had was that I pushed forward my boyz too much, giving him too much to work with, I denied myself charges by shooting at screens, and he suggested I put more focus in my list given because I was splitting CP between boyz, characters, and dakka.
Second round was against space wolves. I was able to dominate board control and just kill his threats easily.
Third round was a bit rough against the imperium soup, I was tired and tilted and made a lot of mistakes and picked recon as a secondary and just couldn't make it happen. I think learning to deal with the fatigue would help a lot.

Here's my list:
Spoiler:
++ Battalion Detachment +5CP (Orks) [30 PL, 7CP, 583pts] ++
Battle-forged CP [3CP]
Clan Kultur: Deathskulls
Detachment CP [5CP]
Specialist Detachment [-1CP]: Dread Waaaagh!
+ HQ +
Big Mek W/ Shokk Attack Gun [4 PL, 84pts]: Da Souped-up Shokka, Grot Oiler, Shokk Attack Gun, Warlord
Big Mek W/ Shokk Attack Gun [4 PL, 84pts]: Grot Oiler, Shokk Attack Gun
Big Mek W/ Shokk Attack Gun [4 PL, 84pts]: Grot Oiler, Shokk Attack Gun
+ Troops +
3Gretchin [1 PL, 30pts]
. 10x Gretchin
Gretchin [1 PL, 30pts]
. 10x Gretchin
Gretchin [1 PL, 30pts]
. 10x Gretchin
+ Elites +
Mad Dok Grotsnik [5 PL, 86pts]
+ Heavy Support +
Mek Gunz [10 PL, 155pts]
5 x Gun: Smasha Gun

++ Battalion Detachment +5CP (Orks) [37 PL, 4CP, 692pts] ++
Clan Kultur: Evil Sunz
Detachment CP [5CP]
Extra Gubbins (1/3 CP) [-1CP]: 1 Extra Shiny Gubbins
+ HQ +
Big Mek on Warbike (Index) [6 PL, 101pts]: Choppa, Kustom Force Field
Warboss on Warbike (index) [5 PL, 101pts]: Attack Squig, Da Killa Klaw, Kustom Shoota, Power Klaw
+ Troops +
Boyz [11 PL, 210pts]: 3x Tankbusta Bombs
. Boss Nob: Choppa, Shoota (Index)
. 29x Ork Boy W/ Shoota
Boyz [11 PL, 210pts]: 3x Tankbusta Bombs
. Boss Nob: Choppa, Choppa
. 29x Ork Boy W/ Slugga & Choppa
Boyz [4 PL, 70pts]: Tankbusta Bombs
. Boss Nob: Choppa, Shoota (Index)
. 9x Ork Boy W/ Shoota

++ Battalion Detachment +5CP (Orks) [35 PL, 5CP, 724pts] ++
Clan Kultur: Bad Moons
Detachment CP [5CP]
+ HQ +
Weirdboy [3 PL, 62pts]
Weirdboy [3 PL, 62pts]
+ Troops +
Gretchin [1 PL, 30pts]
. 10x Gretchin
Gretchin [1 PL, 30pts]
. 10x Gretchin
Gretchin [1 PL, 30pts]
. 10x Gretchin
+ Elites +
Tankbustas [13 PL, 255pts]
. Boss Nob: Rokkit Launcha
. 14x Tankbusta: 14x Rokkit Launcha
+ Heavy Support +
Lootas [13 PL, 255pts]
. 15x Loota

++ Total: [102 PL, 16CP, 1,999pts] ++


My thoughts after the tourney.
- I gotta embrace the chess clock. I didn't use one in any of my games but I was practising my speed at prior practice games. I think my last two opponents played relatively slow and it would of been plausible to get a time advantage.
- I'm not 100% certain about running lootas right now, they feel like such a CP sink and I'd much rather dump it into something else.
- I need to pre-plan deployments and work on my positioning, I gave my opponents head hunter through sheer bad positioning in all of my games.

This message was edited 1 time. Last update was at 2019/09/21 17:13:45


Lots of pts of Orks
3000 pts of AdMech and punchy-choppy Knights
Ork Shooting Probability feat. Dakka Dakka Dakka, re-rolls, and More Dakka 
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

Good job, buddy. Yeah, list focus is very important for Orkz. We can burn through an easy 6+ CP a turn, if we ain't careful. Sometimes it's good to have a lot of options, but you also got to know when to use each option to make your CP last.


Automatically Appended Next Post:
On the chess clock note: be aware that Orkz tend to suffer more than most with a clock. Especially if you're running infantry, because moving 90+ models can eat a LOT of time.


Automatically Appended Next Post:
Been thinking about Kultur a bit. I think the "top 4" are in a good place already (Bad Moonz, Death Skullz, Freebooter, and Evil Sunz), but the other three (Goff, Snakebitez, Blood Axez) really need some love to bring them up to the same level.

My suggestions would be:

Goff: replace exploding 6s with +1 to Strength and make Skar Boyz give an additional point of AP in CC. This fits with Goffs being the "biggest and da strongest".

Snakebitez: just add "Snakebitez GRETCHIN can use Stratagems" and suddenly this Kultur goes from the worst to competitive. Killa Kanz go from Red to Blue, easy. Makes sense that a more "feral" Kultur would have Grots that are better able to emulate their bigger cousins.

Blood Axez: this one is easy too. Keep the "cover outside of 18 inches" ability, and replace the "fallback and shoot or charge" with "add 6" to the Range of Infantry Assault and Pistols". Not only does this mean a lot more of your army can benefit from the cover thing, but now Burna Boyz become usable! A "taktikal" Kultur would be able to make the most out of their weapons range, after all.

This message was edited 3 times. Last update was at 2019/09/21 19:11:24


 
   
Made in gb
Fresh-Faced New User



Ayrshire,Scotland

Hey Boyz!! I am starting to think about an only Evil Sunz 1750pts all comers list for a Comp next year
Any help on examples would be much appreciated
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

You prefer Infantry or Mechanized? The former will probably be more optimized for ya, but your personal playstyle plays more into whether you win or lose than just taking the best stuff.
   
Made in ca
Gargantuan Gargant






 flandarz wrote:
Good job, buddy. Yeah, list focus is very important for Orkz. We can burn through an easy 6+ CP a turn, if we ain't careful. Sometimes it's good to have a lot of options, but you also got to know when to use each option to make your CP last.


Automatically Appended Next Post:
On the chess clock note: be aware that Orkz tend to suffer more than most with a clock. Especially if you're running infantry, because moving 90+ models can eat a LOT of time.


Automatically Appended Next Post:
Been thinking about Kultur a bit. I think the "top 4" are in a good place already (Bad Moonz, Death Skullz, Freebooter, and Evil Sunz), but the other three (Goff, Snakebitez, Blood Axez) really need some love to bring them up to the same level.

My suggestions would be:

Goff: replace exploding 6s with +1 to Strength and make Skar Boyz give an additional point of AP in CC. This fits with Goffs being the "biggest and da strongest".

Snakebitez: just add "Snakebitez GRETCHIN can use Stratagems" and suddenly this Kultur goes from the worst to competitive. Killa Kanz go from Red to Blue, easy. Makes sense that a more "feral" Kultur would have Grots that are better able to emulate their bigger cousins.

Blood Axez: this one is easy too. Keep the "cover outside of 18 inches" ability, and replace the "fallback and shoot or charge" with "add 6" to the Range of Infantry Assault and Pistols". Not only does this mean a lot more of your army can benefit from the cover thing, but now Burna Boyz become usable! A "taktikal" Kultur would be able to make the most out of their weapons range, after all.


100% agree with the changes to kulturs, though I'm not entirely sure if longer range weapons is necessarily a Blood Axe thing tbh. Maybe when being shot at or charged, once per turn, Blood Axe units may elect to move up 5" away from the unit that is shooting/charging instead of overwatching? (in the case of being charged for the latter). This way you can get more potential mileage out of the 18" range for cover and also gives a more tactical feel of the Blood Axe boyz knowing when to get stuck in at the right moment. This also makes it so Blood Axe tanks are actually pretty decent at long range.

This message was edited 1 time. Last update was at 2019/09/22 02:39:45


 
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

To be honest, that one was mostly wishful thinking on my part for making Burnas viable. What Blood Axes should REALLY have is the exact same thing Hive Jorg has for Tyranids. "Count as in Cover as long as you don't Advance or Charge during this turn/the previous turn."
   
Made in us
Longtime Dakkanaut





Blood Axes- Count as cover if outside 12". Same range as every other factions count as cover.... Keep the fallback and shoot or charge.

Blood Axe Stratagem- Change it to allow Blood Axe units to move up to 9" at start of game 1/2cp for same PLs as current. With tellyporta its almost redundant- there are a few units you can get for 1CP if they are 10 models (bustaz/lootas/burnaz..) but overall not very good.



Ard Boyz- 2CP, gives boyz unit a 4+ armor save (not 5+)
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

Oh yeah. 'ard Boyz is basically worthless as it is.
   
Made in us
Grovelin' Grot





I'm looking for some critique on my Ork list for an upcoming coming tournament this November. This tournament is a combination ITC and Maelstrom, so I need to tweak the list to account for both styles of play. The other stipulation is that no index units/options are allowed, so I recently had to swap out my KFF big mek on bike for the wartrike, which hasn't really been pulling his weight. I'm also looking to swap out my Deff koptas too, as they usually just give up first blood and without index options, I cant take the bombs. It's not all doom and gloom though, this list has won me 5/7 games in my meta, the only lists I've lost to had the dreaded shadowsword and an ork list pre loota mob up nerf with 180 boys and Suped up SAG. Anyways, enough rambling, heres the list:

**edited because I'm an illiterate gretchin**


Spoiler:
++ Battalion Detachment +5CP (Orks) [69 PL, 6CP, 1,331pts] ++

+ No Force Org Slot +

Battle-forged CP [3CP]

Clan Kultur: Deathskulls

Detachment CP [5CP]

Extra Gubbins (1/3 CP) [-1CP]: 1 Extra Shiny Gubbins

Specialist Detachment [-1CP]: Dread Waaaagh!

+ HQ +

Big Mek W/ Shokk Attack Gun [4 PL, 84pts]: Big Killa Boss, Da Souped-up Shokka, Grot Oiler, Shokk Attack Gun, Warlord

Deffkilla Wartrike [6 PL, 120pts]: Da Fixer Upperz

+ Troops +

Boyz [7 PL, 104pts]: Tankbusta Bombs
. Boss Nob: Kustom Shoota (Index), Power Klaw
. Ork Boy W/ 'Eavy Weapon: Rokkit Launcha
. 9x Ork Boy W/ Shoota

Boyz [7 PL, 104pts]: Tankbusta Bombs
. Boss Nob: Kustom Shoota (Index), Power Klaw
. Ork Boy W/ 'Eavy Weapon: Rokkit Launcha
. 9x Ork Boy W/ Shoota

Gretchin [1 PL, 30pts]
. 10x Gretchin

+ Elites +

Mek [2 PL, 31pts]: Choppa, Kustom Mega-blasta (Index)

Mek [2 PL, 31pts]: Choppa, Kustom Mega-blasta (Index)

+ Fast Attack +

Deff Kopta [2 PL, 39pts]
. DeffKopta: Bigbomm (Index), Kustom Mega-blasta

Deff Kopta [2 PL, 39pts]
. DeffKopta: Bigbomm (Index), Kustom Mega-blasta

+ Heavy Support +

Gorkanaut [15 PL, 311pts]: 2x Rokkit Launcha, Skorcha, 2x Twin Big Shoota

Morkanaut [15 PL, 310pts]: Kustom Force Field, Kustom Mega-blasta, Kustom Mega-zappa, 2x Rokkit Launcha, 2x Twin Big Shoota

+ Dedicated Transport +

Trukk [3 PL, 64pts]: Big Shoota

Trukk [3 PL, 64pts]: Big Shoota

++ Battalion Detachment +5CP (Orks) [9 PL, 5CP, 214pts] ++

+ No Force Org Slot +

Clan Kultur: Deathskulls

Detachment CP [5CP]

+ HQ +

Weirdboy [3 PL, 62pts]: 2. Warpath

Weirdboy [3 PL, 62pts]: 4. Fists of Gork

+ Troops +

Gretchin [1 PL, 30pts]
. 10x Gretchin

Gretchin [1 PL, 30pts]
. 10x Gretchin

Gretchin [1 PL, 30pts]
. 10x Gretchin

++ Air Wing Detachment +1CP (Orks) [22 PL, 1CP, 455pts] ++

+ No Force Org Slot +

Clan Kultur: Deathskulls

Detachment CP [1CP]

+ Flyer +

Dakkajet [7 PL, 148pts]: 6x Supa Shoota

Dakkajet [7 PL, 148pts]: 6x Supa Shoota

Wazbom Blastajet [8 PL, 159pts]: 2x Wazbom Mega-Kannons, Kustom Force Field, Smasha Gun

++ Total: [100 PL, 12CP, 2,000pts] ++

This message was edited 1 time. Last update was at 2019/09/22 17:01:59


 
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

Lists go into spoilers, or ya get krumped!

If the list is already working for you, then I wouldn't change a thing. No sense making changes when what you got already works.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






*starts beating AngryMedic with a big choppa*

No advice for gitz not followin' da rules!

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Not even sure if i'd use 'Ard Boyz for 2cp at 4+ armor.
Yeah they could go 3+ if a vehicle died near them but unless it was a rather important one (i.e. a naut) i dont see a vehicle near a squad of boyz midfield dying all that often. Unless its their transport, which means you spend 2cp on a squad of nor more than 20 boyz (very not worth it then)

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

Really, 'Ard Boyz should probably just give T5. That pushes them over that milestone, meaning anti-infantry will have a harder time taking them down.
   
 
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