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Made in us
Fresh-Faced New User




Here is my 1250 list, I would love some input!


1248

HQ
Big mek -kff
85pts

Troops
boyz x20 shootas, nob, pk, bp, x2 big shootas
170pts

boyz x19 shootas, nob, pk, bp, big shoota
159pts

Boyz x12 choopa/slugga -trukk, rpj, rr, nob, pk, bp
157pts

Boyz x12 choopa/slugga -trukk, rpj, rr, nob, pk, bp
157pts

Elite
Lootas x10
150pts

Fast Attack
Dakkajet - tl suppa shoota, fighter ace
130pts

Heavy support
Battlewagon -Deathrolla, big shoota, rpj
120pts

Battlewagon -Deathrolla, big shoota, rpj
120pts

   
Made in mk
Regular Dakkanaut





I like this list, except i'd probably give the trukkboyz shootas instead of slugga/choppa
   
Made in us
Regular Dakkanaut




This. Great.

I don't have any real changes.

i don't know what rr is on your trukks, is that the ram?

RPJ isn't super useful. IMHO, on battle wagons grot riggers would be better. Keep that rolla' rollin.

This list looks scary for 1250 points.

I wonder whether a second dakkajet would be better than lootas, but I don't know.
   
Made in us
Unrelenting Rubric Terminator of Tzeentch






In the Ring of Debris Around Uranus

I would lose the red paint. I would if you can spare the points in the boyz of 20 take 3 rokkits and not big shootas as you really have nothing to get high AP stuff except deff-rollas and PK. I am also a proponent for 'eavy armour on the Nobz, but it is a matter of taste I suppose. I just like him having a chance at armor save if he is in a challenge as he is going at I1.

Armies
Eldar, Dark Eldar, Harlequins, Eldar Corsairs, Orks, Tyranids, Genestealer Cult, Chaos, Choas Space Marines, Tau, Sisters of Battle, Inquisition, Necrons, Space Marines, Space Wolves, Grey Knights, Imperial Knights, Dark Angels, Imperial Guard, Ad Mech, Knights, Skaven, Sylvaneth 
   
Made in us
Fresh-Faced New User




Wow thanks for such quick feedback! Yes RR is reinforced ram. I gave rpj becuase I had nothing lese to use the points for, plus orks like to go fast! I think that inch could be every useful, 40k is all about those small numbers! The trukk boys are my assault troops. They wont be on any objectives unless they are contesting it. I can see how the riggers could be more usefull to the wagonsthan rpj, might chnage that around. I can only take one special weapon per 10 boyz. So I thought volume of shots was better than one high strength shot. With the downgrade of mech in 6th I dont think many tanks will be on the board with high enough AV that I could not glance it to death with big shootas. I fight for the most part eldar with serpent spam ( yuck) and marines with no raiders. Thanks again for the feedback!
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Nice List
Here are the Tweaks I would make
1250 on the nose
HQ
Big mek -kff
85pts

Troops
boyz x 20 shootas/Nob, Big Choppa, BP
140pts

boyz x19 shootas/Nob, Big Choppa, BP
134pts (BigMek Goes Here)

Boyz x12 choopa/slugga -trukk, rpj, rr, nob, pk, bp
157pts

Boyz x12 choopa/slugga -trukk, rpj, rr, nob, pk, bp
157pts

Gretchin x14 - Runtherd+GP (Backfeild objective)
Elite
Lootas x 5
75 pts
Lootas x 5
75 pts

Fast Attack
Dakkajet - tl suppa shoota, fighter ace
130pts

Heavy support
Battlewagon -Deathrolla, big shoota, GR
120pts

Battlewagon -Deathrolla, big shoota, GR
120pts

'\' ~9000pts
'' ~1500
"" ~3000
"" ~2500
 
   
Made in ca
Mutilatin' Mad Dok






The only thing I would change on this list would be to split the lootas in two units as 10 lootas will probably overkill most of what you want to kill with them.

Also, it will force your opponent so split his fire on them. Another reason is that, by experience, most units that can shoots at the lootas will kill 2 or 3 which will still have a good chance of forcing a leadership test wether you have 5 or 10.

Last thing would be to put shootas on your trukk boyz. The 18'' range will be incredibly better than the 12'' of the sluggas and the two S4 shots usually deal more damage than the S3 hits in CC (if you don't wipe whatever it is you are attacking)

NICE WHFB & W40k Terrain, low price, high quality:http://www.dreamspiritwargaming.com
3000 ish --
Gotta paint all these boyz naoh
army pictures are at: http://imageshack.us/g/197/sam0019copy.jpg
DT:90S+GM-B+IPw40k11+ID+A+/hWD-R+T(T)DM+
GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment. 
   
Made in us
Unrelenting Rubric Terminator of Tzeentch






In the Ring of Debris Around Uranus

True on the lootas and less chance of losing them or having them run off the board if they fail morale too.

I am just not a big Big Mek fan in 6th edition as I think a boss on bike or a warphead do more for me in 6th. I love Warpheads esp with dakka jets for free waaghs.... Good luck

Armies
Eldar, Dark Eldar, Harlequins, Eldar Corsairs, Orks, Tyranids, Genestealer Cult, Chaos, Choas Space Marines, Tau, Sisters of Battle, Inquisition, Necrons, Space Marines, Space Wolves, Grey Knights, Imperial Knights, Dark Angels, Imperial Guard, Ad Mech, Knights, Skaven, Sylvaneth 
   
Made in us
Fresh-Faced New User




I don't know about having 2 5 man squads of lootas. I like the idea that a 10 man squad will A. Kill what I want to that turn despite bs 2. B. Mob rule will keep a squad of 10 around longer than a 5 man. I will have them in cover so if something dangerous shooting them I will go to ground getting a 4 or 3 up cover save, killing maybe 2 lootas. Then I can Snape fire next turn like nothing happened. I will take 3 attacks in cc over one shot at 12'. I have the trulk boys to get stuck in, not shoot. They will tie up units/contest objectives.
   
Made in au
Fresh-Faced New User




Austrlia

FarseerChaz wrote:
Mob rule will keep a squad of 10 around longer than a 5 man. I will have them in cover so if something dangerous shooting them I will go to ground getting a 4 or 3 up cover save, killing maybe 2 lootas.


Well that's cool except that mob rule that made you fearless also means you can't go to ground. To take advantage of going to ground with lootas you're going to have to take squads <10 and 5 man squads fill the role quite well. Think of it this way. A 10 strong loota squad fires at a rhino and scores an arbitrary 6 glances. 3 glances in that instance go to waste. If you had two five man squads, the first might destroy the rhino/flyer/whatever you're shooting at, thus leaving your second squad entirely free to fire at an entirely new target. And if the first doesn't destroy it, well look at that, there's a whole other squad of lootas chomping at the bit to let loose some fierce dakka. Similarly when your opponent comes to removing those pesky lootas, he has to split his fire between two squads (both of which go to ground because they are <10 models and not fearless).
   
Made in ca
Mutilatin' Mad Dok






FarseerChaz wrote:
I don't know about having 2 5 man squads of lootas. I like the idea that a 10 man squad will A. Kill what I want to that turn despite bs 2. B. Mob rule will keep a squad of 10 around longer than a 5 man. I will have them in cover so if something dangerous shooting them I will go to ground getting a 4 or 3 up cover save, killing maybe 2 lootas. Then I can Snape fire next turn like nothing happened. I will take 3 attacks in cc over one shot at 12'. I have the trulk boys to get stuck in, not shoot. They will tie up units/contest objectives.


5 to 15 shots will do the job, but 15 to 30 will tend to overkill.

Mob rule does not make you fearless under 11. Therefore, your loota squad will still have to make your leadership test and since you'll usually lose 2 or 3 depending on your cover save when you get shot at, you'll still have a ld8 or 7 despite mob rule. Having 7 or 8 lootas run off is way more frustrating than 2 or 3.

NICE WHFB & W40k Terrain, low price, high quality:http://www.dreamspiritwargaming.com
3000 ish --
Gotta paint all these boyz naoh
army pictures are at: http://imageshack.us/g/197/sam0019copy.jpg
DT:90S+GM-B+IPw40k11+ID+A+/hWD-R+T(T)DM+
GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment. 
   
Made in us
Fresh-Faced New User




Lol guys you can use the number of boy in the squad for LD. 11 or higher make you fearless so my statement is correct. A 10 man squad can go to ground. Look at mob rule again.
   
 
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