These are the models I own:
+++ owned set (1441pts) +++
+++ 1500pt Orks (5th Ed) by Kn1ght Roster (Standard) +++
Selections:
+
HQ + (100pts)
* Warboss (100pts)
(Furious Charge, Independent Character, Mob Rule, Waaagh!)
'Eavy armour (5pts) ('Eavy Armour), Bosspole (5pts) (Bosspole), Power klaw (25pts) (Power Klaw), Stikkbombs (Stikkbombs), Twin-linked shoota (5pts)
+ Elites + (90pts)
* Burna Boyz (90pts)
(Furious Charge, Mob Rule, Waaagh!)
* 5x Burna Boy (75pts)
5x Burna (Burna)
* Mek (15pts)
Mek's tools (Mek's Tools)
+ Troops + (666pts)
* Da Boss' Nobz (270pts)
(Furious Charge, Mob Rule, Waaagh!)
* Nob (40pts)
'Eavy armour (5pts) ('Eavy Armour), Big choppa (5pts) (Big Choppa), Bosspole (5pts) (Bosspole), Twin-linked shoota (5pts)
* Nob (60pts)
'Eavy armour (5pts) ('Eavy Armour), Bosspole (5pts) (Bosspole), Power klaw (25pts) (Power Klaw), Twin-linked shoota (5pts)
* Nob (40pts)
'Eavy armour (5pts) ('Eavy Armour), Big choppa (5pts) (Big Choppa), Bosspole (5pts) (Bosspole), Twin-linked shoota (5pts)
* Nob (40pts)
'Eavy armour (5pts) ('Eavy Armour), Big choppa (5pts) (Big Choppa), Bosspole (5pts) (Bosspole), Twin-linked shoota (5pts)
* Nob (35pts)
'Eavy armour (5pts) ('Eavy Armour), Big choppa (5pts) (Big Choppa), Twin-linked shoota (5pts)
* Trukk (55pts)
(Ramshackle)
Armour plates (10pts) (Armour Plates), Big shoota, Red paint job (5pts) (Red Paint Job), Rienforced ram (5pts) (Rienforced Ram)
* Gretchin (40pts)
* 10x Gretchin (30pts)
(It's a Grot's Life)
10x Grot blasta
* Runtherd (10pts)
(Furious Charge, Mob Rule, Waaagh!)
Grabba stik (Grabba Stik), Slugga, Squig hound (Squig Hound)
* Ork Boyz (163pts)
(Furious Charge, Mob Rule, Waaagh!)
* 20x Boy (120pts)
20x Shoota
* Boy with special weapon (16pts)
Rokkit launcha (10pts)
* Boy with special weapon (11pts)
Big shoota (5pts)
* Nob (16pts)
Choppa (Choppa)
* Ork Boyz (193pts)
(Furious Charge, Mob Rule, Waaagh!)
* 20x Boy (120pts)
20x Slugga & choppa (Choppa)
* Boy with special weapon (11pts)
Big shoota (5pts)
* Boy with special weapon (11pts)
Big shoota (5pts)
* Nob (51pts)
'Eavy armour (5pts) ('Eavy Armour), Bosspole (5pts) (Bosspole), Power klaw (25pts) (Power Klaw)
+ Fast Attack + (290pts)
* Deffkoptas (180pts)
(Furious Charge, Hit and Run, Mob Rule, Scouts)
* Deffkopta (60pts)
Buzzsaw (25pts) (Buzzsaw), Choppa (Choppa), Twin-linked big shoota
* Deffkopta (60pts)
Buzzsaw (25pts) (Buzzsaw), Choppa (Choppa), Twin-linked big shoota
* Deffkopta (60pts)
Buzzsaw (25pts) (Buzzsaw), Choppa (Choppa), Twin-linked big shoota
* Warbikers (110pts)
(Furious Charge, Mob Rule)
* 3x Warbiker (75pts)
3x Choppa (Choppa), 3x Slugga
* 3x Warbike
(Exhaust Cloud, Warbike)
3x Twin-linked dakkaguns
* Warbiker Nob (35pts)
Choppa (Choppa)
* Warbike
(Exhaust Cloud, Warbike)
Twin-linked dakkaguns
+ Heavy Support + (295pts)
* Flash Gitz (295pts)
(Furious Charge, Mob Rule, Waaagh!)
More dakka (5pts) (More Dakka), Shootier (5pts) (Shootier)
* 5x Flash Gitz (125pts)
5x 'Eavy armour ('Eavy Armour), 5x Gitfinda (Gitfindas), 5x Snazzgun (Snazzgun)
* Kaptin Badrukk (160pts)
Bosspole (Bosspole), Choppa (Choppa), Da Ripper, Gitfinda (Gitfindas), Goldtoof armour (Goldtoof Armour), Slugga, Stikkbombs (Stikkbombs)
* Da Powder Grotz
(Da Powder Grotz)
3x Ammo runt (Ammo Runt)
Profile Summary:
Name Unit Type
WS BS S T W I A
LD Save
Pg
Badrukk Infantry 5 2 4 4 2 3 4 9 3+/5+
Boy Infantry 4 2 3 4 1 2 2 7 6+
Burna Boy Infantry 4 2 3 4 1 2 2 7 6+
Deffkopta Jetbike 4 2 3 4(5) 2 2 2 7 4+
Flash Gitz Infantry 4 2 4 4 2 3 3 7 4+
Gretchin Infantry 2 3 2 2 1 2 1 5 -
Mek Infantry 4 2 3 4 1 2 2 7 6+
Nob Infantry 4 2 4 4 2 3 3 7 6+
Runtherd Infantry 4 2 3 4 1 2 2 7 6+
Warbiker Bike 4 2 3 4(5) 1 2 2 7 4+
Warbiker Nob Bike 4 2 4 4(5) 2 3 3 7 4+
Warboss Infantry 6 2 5 5 3 4 4 9 6+
Name
BS Front Side Rear TypeTransport CapacityFire PointsAccess Points
Pg
Trukk 2 10 10 10Fast, Open-topped12 models. Models in mega armour count as 2 modelsEverywhere (open-topped)Everywhere (open-topped)
Name RangeStrength
AP Type
Pg
Big Shoota 36" 5 5Assault 3
Burna Template 4 5Assault 1
Da Ripper 24" 7 2Assault 3, Gets Hot!
Dakkagun 18" 5 5Assault 3
Grot Blasta 12" 3 -Assault 1
Rokkit Launcha 24" 8 3Assault 1
Shoota 18" 4 6Assault 2
Slugga 12" 4 6 Pistol
Snazzgun 24" 5 D6Assault 1
Roster Rule Summary:
* Mob Rule: Ork mobs may always substitute the number of Orks in their mob for their normal Leadership value. If an Ork mob numbers 11 or more models, it has the Fearless special rule.
* Waaagh!: Once per game, the Ork player can declare a Waaagh! during his shooting phase. This may not normally be declared on the first turn as a proper Waaagh! needs some momentum behind it. For the duration of that turn, all friendly Ork infantry units have the Fleet of Foot rule (not Gretchin units, they're far too weedy for a proper Waaagh!). If a unit rolls a 1 when making this Waaagh! movement, the Orks start fighting before they get to the enemy. One model from that unit takes a single wound. Note the unit may still move an inch, and assault as normal.
Selection Rule Summary:
* 'Eavy Armour: It confers a 4+ armour save.
* Ammo Runt: A model with an ammo runt is allowed to re-roll one To Hit roll for a shootin attack once per game. Ammo runt models are purely decorative and are always ignored for game purposes, just move them to one side if they become a problem.
* Armour Plates: It treats 'Crew Stunned' results as 'Crew Shaken' results instead.
* Big Choppa: A big choppa is a two-handed weapon. A model using a big choppa adds +2 to its Strength.
* Bosspole: Each time a unit with a Bosspole fails a Morale test you may choose to inflict a wound on that unit (not on the model with the Bosspole) in oreder to re-roll that Morale test.
* Burna: A burna may be used in the Shooting phase, or as a power weapon in the Assault phase, but not both in the same turn.
* Buzzsaw: A Deffkopta with a buzzsaw is treated as having a power klaw.
* Choppa: Choppas are close combat weapons, see the Warhammer
40K rulebook.
* Da Powder Grotz: These are seperate from the Ammo Runts allowed by his unit.
* Exhaust Cloud: Warbikers produce great clouds of smoky exhaust fumes, giving them a 4+ cover save.
* Furious Charge: See the Warhammer
40K rulebook.
* Gitfindas: When shooting, Flash Gitz may measure to see if they are in range before declaring their target.
* Goldtoof Armour: It confers a 3+ armour saving throw, and also incorporates a force field that gives the Kaptin a 5+ invulnerable save.
* Grabba Stik: A model with a grabba stikk attacks normally but each Assault phase he can cause a single model in base contact to lose an Attack (to a minimum of 1).
* Hit and Run: See the Warhammer
40K rulebook.
* Independent Character: See the Warhammer
40K rulebook.
* It's a Grot's Life: If a Grotz mob moves through a minefield then remove the minefield marker and
3D6 Gretchin along with it.
* Mek's Tools: If a Mekboy or Big Mek is inside (or in base contact with) a vehicle at the beginning of his Shooting phase, he can attempt to repair a single Weapon Destroyed or Immobilised result instead of shooting. Roll a
D6 - on a 4+ the result is negated. This could allow a previously destroyed weapon to fire in that shooting phase. On the roll of a 1, the Mek gets a bit carried away and the vehicle counts as Shaken.
* Mob Rule
* More Dakka: Snazzguns with the More Dakka upgrade are Assault 2.
* Power Klaw: Counts as a power fist, see the Warhammer
40K rulebook.
* Ramshackle: If the vehicle suffers any destroyed result on the vehicle damage table, roll on the Ramshackle table below and apply the result instead of the usual effects. If the Trukk suffers more than one destroyed result, roll one dice per result on the Ramshackle table, but only apply the lowest result.
D6/Effect
1-2/All passengers and models within
D6" takes a Strength 3 hit. Surviving passengers must disembark and take a Pinning test.
3-4/Move the Trukk
3D6" as far as possible in a random direction (the Ork player chooses if he rolls a 'Hit' on the Scatter dice). Then apply the result above. If the Trukk would careen into enemy models or terrain, stop it 1" away.
5-6/The Ork passengers take no damage but must immediately disembark. The Trukk is then wrecked.
* Red Paint Job: Ork vehicles with red paint jobs add +1" to their movement in the Movement phase but do not incur penalties for this extra inch. For example, a vehicle could move 13" and still count as moving 12".
* Rienforced Ram: A vehicle with a rienforced ram can Tank Shock, and treats its front armour as two higher than normal when resolving Death or Glory attacks (to a maximum of 14). Furthermore, the vehicle may re-roll Dangerous Terrain tests.
* Scouts: See the Warhammer
40K rulebook.
* Shootier: Snazzguns with the Shootier upgrade have Strength 6.
* Snazzgun: Roll once each Shooting phase to determine the unit's
AP, but only after the target unit has been chosen.
* Squig Hound: Each time a unit with a squig-hound fails a Morale test it may remove D3 Gretchin models to re-roll that Morale test.
* Stikkbombs: Count as frag grenades, see the Warhammer
40K rulebook.
* Waaagh!
* Warbike: Any model mounted on a Warbike adds 1 to his Toughness (though not for determining Instant Death), modifies his troop type to Bike, gains a 4+ armour save and the Exhaust Cloud special rule.
Created with BattleScribe (
http://www.battlescribe.net)
Automatically Appended Next Post: In short, he will use the Russes and heavy weapons to mow me down and sit in one spot. By the time I get in range most of my army is gone and ive eliminated maybe 1 or 2 models. He is geared to counter infantry it seems so I'm not sure how to be effective with the models I own or waste tons of money experimenting.
Can I use what I have and be competitive?