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Made in us
Yellin' Yoof





Building my first ork list and looking for some help, I just wanta drop 100's of orks all over my enemy.

HQ-220

Big mek PK,KKF 110

Big mek PK, KKF 110

Elites- 150

Lootasx10

Troops-660

Ork Slugga BoyzX29 Nob PK Bosspole 220

Ork Slugga BoyzX29 Nob PK bosspole 220

Ork Slugga BoyzX29 Nob PK Bosspole 220

Fast attack-180

DeffkoptasX3 Buzzsaw

Heavy support-165

Killa Kans Rokit launcha Grot riggers 55

Killa Kans Rokit launcha Grot riggers 55

Killa Kans Rokit launcha Grot riggers 55

1375pts
______________________________________________________
Any advice or ideas is helpful, im trying to bring this up to 1500 points.

I am also thinking of changing up one of the slugga boys squads to shootas and give it 3 big shootas
Thanks


1225 points
1500 Kan Wall
"A computer once beat me at chess, but it was no match for me at kick boxing." 
   
Made in us
Yellin' Yoof on a Scooter





You may want to put the Deff Koptas into 3 squads of 1 unit each so that way they can all pop different targets. Or look into Rokkit Buggies, same role but half the point cost letting you field more of them.

As for bringing the army up to 1500 I would say just take another squad of Boyz. Looks like a fairly solid list already. However, you may want to take the PKs off of the Big Meks, it is just a point sink and you could use those points to put a bigger group of Boyz in which will be toting a PK/BP Nob.

For the Shoota/Sluggaz: Shootas are generally better for foot slogging, they let you put tons of lead down field while they walk up. Which yeah BS2 but when you are rolling that many dice some of them are bound to make it.

"Evil Sunz like two fings most: Going fast and krumpin' stuff. Dat's why we'z so good at it."
- Lugnug of the Bladed Wheels

Kult of Speed - 3500+ 
   
Made in ca
Flashy Flashgitz





You're using 3 Kanz to cover 90 Boyz? That won't do. You should have 6-9 for a proper kanwall.

To get more points, you should...

1) drop the PKs on the Big Meks. Big Meks shouldn't be in CC because they'll get singled out and killed. Their primary role is to provide the KFFs for your forces, no point in equipping them with the expensive PKs.

2) drop the buzzsaws on the deffkoptas. Buzzkoptas are too expensive for what they do, and they aren't reliable AT. If you wan't to keep the deffkoptas, just give them the Rokkit Launchers and not buzzsaws. What is a cheaper/better alternative to that is rokkit buggies.

3) you don't need grot riggers for the kans. i didn't even know you could take grot riggers on kanz tbh, but anyways you can get your big meks to repair them if need be.

4) this won't free up points, but for tactics it is better to split the deffkoptas into 3 units of 1 each, and the Lootas into 2 units of 5 each.

So with those changes you free up something like 110 points. Combined with the army points still available it equals 235 i think. That is enough for at least 3 kanz and then some.

Honestly though, you should be taking Shoota Boyz and having at least 9 kanz and even 1-2 deff dreads for a proper kanwall. But since this is a kanwall green tide combo I guess what you have is fine. I really think you should have at the bare minimum 6 kanz. If you can find the points definitely take 9.

   
Made in us
Yellin' Yoof





Alright droping PKs on Big meks and getting 3 more kanz and drop Got riggers

3X1 deffkoptas squads

was thinking more lootas and making 3 squads of 5

Thanks for the input

This message was edited 1 time. Last update was at 2012/03/05 22:57:16


1225 points
1500 Kan Wall
"A computer once beat me at chess, but it was no match for me at kick boxing." 
   
Made in ca
Flashy Flashgitz





More Lootas is also a good choice, they are awesome!
   
Made in us
Pyromaniac Hellhound Pilot





killeen TX

I like this list.

javascript:emoticon(''); 3,000 pointsjavascript:emoticon('');

2,000 points

265 point detachment

Imperial Knight detachment: 375

Iron Hands: 1,850

where ever you go, there you are 
   
Made in us
Bonkers Buggy Driver with Rockets






Riverside, CA

As stated, more kanz for a kan wall. The idea is that they get a 4+ save from the kff, and anyone shooting THROUGH the units of them give the target a 4+ save because they are shooting through a unit. Grot riggers are pointless on squadron vehicles because immobilized results become destroyed, and stunned becomes shaken, so don't buy armor plates.

Shoota boyz are better for foot slogging.

Drop the PK's on Big Meks because IC's get singled out in CC and a Big Mek is just a nob without a bunch of bodyguards.

Rokkit buggies don't exactly replace suicide koptas. Koptas are alpha strike because of a turbo boost scout move followed by move, shoot, assault. Ideally you shoot at rear armor then assault with 3 x S7 attacks to rear armor....IF you go first. If not, you'll often take small arms fire if within range, or heavier, and lose those 70 point koptas.

Rokkit buggies don't have CC capabilities, still have the TL-rokkits, and even as AV10 open topped last a bit longer and benefit from KFF's with a 4+.




Automatically Appended Next Post:
That being said, I generally prefer rokkit buggies and find suicide koptas random and unreliable.

All in all, you've got a great start at a Green Tide becoming Kan Wall. Follow the suggestions given by other posters here and you'll have a competitive Kan Wall list.

This message was edited 1 time. Last update was at 2012/03/06 01:52:16


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