Switch Theme:

Couple of Ork Lists for Review  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Slippery Scout Biker




Texas

I've been doing some thinking about what I could do for my Orks to strengthen them a bit. I came up with a couple of ideas. Before I go into the lists, let me say that I prefer to run primarily melee oriented with very little to no shooting. With that in mind, I built these lists to run Slugga Boys in a mad dash for my opponent's deployment zone and still be effective once they get there. Both are 2k point lists. Now, I know that Slugga Boys have lost some of their "oompf" in 6th and Shootas are generally the better choice for 6th, but I'm looking to try and find a way of effectively running them in 6th in a Green Tide based list (I got into Orks because I enjoy the Assault Phase most of all and was looking for an army that could weather the storm and still be effective in melee).

First list (Dual Force Org):
2x's Warboss w/ Power Klaw, TL Shoota, 'Eavy Armor, Attack Squig, Cybork Body

8x's Slugga Boy Squads, 29 Slugga Boys, + Nob w/ Power Klaw, Bosspole

For a total of 242 models running in your face @ 2k points.

After building that list, I thought that it would be effective provided that there are no or few Flyers or Psychers. To fix that, here's what I came up with.

Second list (Dual Force Org + Desperate Allies)
2x's Warboss w/ Power Klaw, 'Eavy Armor, Cybork Body

7x's Slugga Boy Squads, 29 Slugga Boys, + Nob w/ Power Klaw

Aegis Defense Line w/ Quad-Gun

(Eldar) Farseer w/ Singing Spear, Runes of Warding, Runes of Witnessing, Fortune

(Eldar) 4x's Dire Avengers + Exarch w/ Shuriken Pistol, Diresword

That's 212 Orks, 6 Eldar, and a Fortification.

The second list would give me BS5 (2+ to hit) on the Quad-Gun (2 Models with BS5, at that), Psychic Defense (enemy psychers take their psychic test on 3D6 added together with Perils on 12+ regardless of proximity to the Farseer), and Twin-Linked Saves (4+ Invulnerable on the Farseer, 4+ Armor/4+ Cover on the Dire Avengers, and 3+ Armor/4+ Cover on the Dire Avenger Exarch).

Story behind the allies (since they are Desperate Allies, only fighting together in a worst case scenario):
The forces of the Eldar's Craftworld Arach-Qin have been severely depleted, but still need to fight a battle to avert disaster for their Craftworld. However, this does not deter the Eldar, as the Farseer has a plan...one of the many things the Eldar do well...Deception. The Farseer manipulates the weak minded Orks or the Evil Suns Klan into fighting the Eldar's battles for them. While the Orks are fighting the battle, the Farseer and Retinue of Dire Avengers are sitting back, putting out a few shots on the stolen Imperial AA gun, and laughing as the Orks are dying in droves to conquer the Eldar's foe.

Any thoughts on either list or which one would work better?

Raven Guard 9159 pts (100% painted )
Evil Sunz 2410 PTS (15% painted)
31st Harakoni/211th Mordian 4600 pts (60% painted)
Arach-Qin 1200 pts (50% painted)
Necrons 600 pts (100% Painted)
Cygnar 11 pts
Cryx 14 pts
Legion of Everblight 13 pts 
   
Made in us
Nurgle Predator Driver with an Infestation






Queen Creek, AZ

No Nobz? With a Painboss with Feel No Pain and Handfulls of Power Claws????? Thats just not right... And a +1 to WS from a Waaagh Banner Suits pretty well and increases their survivability... A Big Mek with a KFF and a PWR Claw. What about a Dreadnaught with 4 close combat arms or kill kans with close combat arms..
I was expecting to see that, how would you run them up the board? In a Coloumn or two or just one way then the other? Either way it seem like you would take a lot of casualties but get there. If the old Mob rule was in affect still from 3rd ED as your boys fell back they could mob up into the squad behind them, LOL.


Why the Eldar? Orks have called them Panzees for a reason, they even have a emblem for that... sad day why not space wolves with some twin linked thunder claws or some storm sheilds? Or Blood Dorks (Angels) with some death company? Or the cheesiest Grey Knights of cheese and terminator their face... Its up to you.
   
Made in gb
Brainy Zoanthrope






Nah the solution is simple - its like the old A team episodes.

A big mek, Doc Grot and a Necron overlord are locked in a shed that happens to have a welding torch, some rusty bone saws and a supply of living metal and a few scarabs.

Lets just say what comes out of that shed wont be pretty for anyone nearby.
   
Made in us
Slippery Scout Biker




Texas

I generally run 2 squads of Nobs w/ 3-4 PK, 1 BC, 4-5 Choppas, and a Painboy. Running the Nobs with a Warboss and a Looted Wagon.

For these lists, I was looking to do something totally different. The idea was to run massive numbers of Boys, no vehicles, and no cheese. The PK Nobs as squad leaders serve for the Anti-Tank.

As for the Eldar, while the Orks do view them as pansies, the Eldar have been known to manipulate the Orks to do their dirty work.

While I never played 3rd Ed, I do wish the Mob Rule was still like that. That, the double Initiative given in 3rd, and the 5th Ed version of Fleet for the Waaagghhh!!!!

As for how I'd run them up the table...however I can and fit them all in the deployment zone spreading them out to minimize the damage from blast templates, even if it means holding a squad or more in reserve.

Raven Guard 9159 pts (100% painted )
Evil Sunz 2410 PTS (15% painted)
31st Harakoni/211th Mordian 4600 pts (60% painted)
Arach-Qin 1200 pts (50% painted)
Necrons 600 pts (100% Painted)
Cygnar 11 pts
Cryx 14 pts
Legion of Everblight 13 pts 
   
Made in us
Smokin' Skorcha Driver






I think if as far as the first list goes, assuming you would like to keep the green tide of orks unchanged, is trade out the WB's for either warpheads or big meks with kff. The big meks would make them a little bit more survivable while the warpheads would make them a little bit more killy, unless you roll a 1 of course but with re-rolls hopfully that wouldnt be happening to often plus I think the warpheads would kinda fit with the character of your army. Best of luck!

Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings. 
   
Made in us
Slippery Scout Biker




Texas

I think I kinda like the idea of the KFF & Warphead combo. It leaves me a few extra points for 'Eavy Armor on the Nob leaders, plus gives the some of the boys a 5+ Cover Save.

Conversely, how about running 2 Big Meks w/ KFF, Burna, 'Eavy Armor, and Cybork Body? Run them in between 2 units each (attached to 1 of them), giving 80 of the Boys the 5+ Cover.

Raven Guard 9159 pts (100% painted )
Evil Sunz 2410 PTS (15% painted)
31st Harakoni/211th Mordian 4600 pts (60% painted)
Arach-Qin 1200 pts (50% painted)
Necrons 600 pts (100% Painted)
Cygnar 11 pts
Cryx 14 pts
Legion of Everblight 13 pts 
   
Made in us
Smokin' Skorcha Driver






 mydartswinger wrote:
I think I kinda like the idea of the KFF & Warphead combo. It leaves me a few extra points for 'Eavy Armor on the Nob leaders, plus gives the some of the boys a 5+ Cover Save.

Conversely, how about running 2 Big Meks w/ KFF, Burna, 'Eavy Armor, and Cybork Body? Run them in between 2 units each (attached to 1 of them), giving 80 of the Boys the 5+ Cover.
ya I was thinking you could have the two big meks up front with their squads and then pile the rest of your horde behind them, that way everyone is getting a cover save

Alternatively you could have one squad spread out in front of everyone with the big mek and then still get a warphead, plus warpheads are pretty good at taking out flyers with their zzap power, range:36, S:10, AP:1, melta and auto hit! yes please!

Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings. 
   
Made in us
Slippery Scout Biker




Texas

I see the Warphead as something that would be fun to use, but a bit unreliable and unpredictable with the random psychic powers. I don't mind some things being random, like the Ramshackle Table for Ork Trukks, as it can be somewhat planned for, or the effects from it made up for during later turns. However, something like psychic powers need to be more predictable. I understand the reasoning for putting in the random psychic power for the Weirdboys, but I don't think I'd want to give it a try against a competitive player. I might consider trying it, though, just to see how it works out for me.

Another way I could see running the Meks is to line all squads single file across the table (provided it's Dawn of War setup), giving me 8 lines stretching across the table. Put the Meks in squads 3 and 6 to give KFF coverage to all squads, but the squads that are behind the front squad are getting a 4+ cover and the front gets a 5+. When the front rank dies, the second rank then becomes the first and gets the 5+ and so on. However, that would be a bit of a pain with 6th Ed's wound allocation causing me to leave huge gaps in the ranks as they get shot up, forcing me to sacrifice forward movement for lateral movement to retain coherency.

My thought with running them attached to one squad but on the edge of it and within 6" of the next would be for running the Boys in 5 ranks of 6, or 6 ranks of 5. That would give half of my Boys a 5+ Cover save. Now, in situations where we draw Hammer and Anvil deployment, I could run the 4 squads getting the KFF save up front, and give the other 4 Squads a 4+ Cover save by running them directly behind the 4 that get the KFF. That would also give the Big Mek a squad further back to attach to WHEN the front squads get shot up (but before they lose enough to have to start taking Morale Tests, thus preventing the Big Mek from running off the table with a running squad of Boys that are falling back despite the Bosspole).

Now for a correction to a statement I made in my last post. I mentioned giving 80 of the Boys a 5+ Cover with 2 Big Meks, but it would actually be 120 Boys (4 squads of 30 Boys).

Raven Guard 9159 pts (100% painted )
Evil Sunz 2410 PTS (15% painted)
31st Harakoni/211th Mordian 4600 pts (60% painted)
Arach-Qin 1200 pts (50% painted)
Necrons 600 pts (100% Painted)
Cygnar 11 pts
Cryx 14 pts
Legion of Everblight 13 pts 
   
 
Forum Index » 40K Army Lists
Go to: