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Made in ch
Yellin' Yoof on a Scooter






HQ

Big Mek - shokk attack gun , 'eavy armour - 100 Pts.

TROOPS

30 Choppa boyz - big shoota - 185 Pts.

30 Choppa boyz - big shoota - 185 Pts.

30 shoota boyz - 2 big shootas - 190 Pts.

10 gretchin - Runtherd - 40 Pts.

ELITES

10 lootas - 150 Pts.

10 lootas - 150 Pts.

TOTAL: 1000 Pts.


^my boyz^  
   
Made in no
Battlefortress Driver with Krusha Wheel




Norway (Oslo)

Skip a big shoota so the shokk attack gun can have a ammo runt, When you get the high str.. but miss you wish you took that ammo runt! as for rest of the list... It's in dire need of all shootas! footsloggin Choppas dun work :/

Waagh like a bawz

-
Kaptin Goldteef's waagh! 16250 points 45/18/3 (W/L/D) 7th Ed

6250 points 9/3/1 (W/L/D) sixth-ed
Dark elves: 2350points 3/0/0 (W/L/D)
3400 points 19/6/0 (W/L/D) 8' armybook
Wood Elves 2600 points, 6/4/0 (W/L/D)

 
   
Made in gb
Grovelin' Grot





Ork Empire of Charadon

Seems good, just replace ALL the slugga boyz with shoota boyz, they'll get shot to pieces before they get within shooting range with their sluggas if they are footslogging. With shootas you can weaken the enemy while on the charge, and still do some decent damage when in charge range through sheer numbers. Drown 'em in dakka!
Skip a big shoota so the shokk attack gun can have a ammo runt, When you get the high str.. but miss you wish you took that ammo runt! as for rest of the list... It's in dire need of all shootas! footsloggin Choppas dun work :/

This is also really good advice

Armies:

(Angry marines) - Soon!

You're rich! You're flashy! You 'ave a proppa Orky stoutness about your belly! And you've got more big, shooty, and dead 'ard gear than any 2 other Orks put together. Da uvver clans orta make way for da Bad Moons!

 Void__Dragon wrote:
Doors in 40k are really big.

Those that are too small are made bigger by the Marine's entrance.
 
   
Made in us
Grovelin' Grot





Definitely what everyone else said. Drop the choppas for shootas, with 12" pistols, one Assault 3 Big shoota isn't going to change much, we orks are all about the law of averages and praying we can force enough saves for it to cause attrition. The 1 lost CC per model isn't too heavy when you realize you gain 2 shots per model with additional range in shooting phase. I'll gladly take the lost of 29 CC attacks for 58 extra chances to hit in shooting...gonna need it with our BS

Your lootas will only work optimal against armies with AV10-12 and with the ability to scrap some AV13 with good D3 rolls. Your entire AV/Anti-horde is invested in your Big Mek,(So chances are he should be shooting seperate from the lootas and not moving.)

He will become a flier/fast attack/long-range bullet magnet pretty quick. Also keep a Big Mek light on upgrades, I'd swap 'eavy armor for ammo runt, but that is just me. Usually when I bother with 4+ save is when I instant death my own Mek.

I do like your squad sizes though, and am happy that you didn't waste time getting a nob w/ bosspole since you are running 30 man squads.(Usually doesn't help us much since it means we've lost about 60% of our unit before it comes into play.)

P.S. I really hope you are attaching those gretchen to the Mek to sponge some of the attention he is going to get.
   
Made in ch
Yellin' Yoof on a Scooter





yep the gretchin are just a meaty armour for the mek

and geuss i had better get some shoota arm peice
( i normaly will go bigger lists with 3x 20 man choppas in battle wagons,first go at a GT -ish list )


^my boyz^  
   
Made in gb
Nurgle Predator Driver with an Infestation





Plymouth

Don't drop all the sluggas dude! We as orks are insane in close combat, 25 sluggas on the charge will dish out 100 attacks on average! Now that's nothing to sniff at! You just have to use terrain to your advantage, either that or bring another HQ choice, attach a KFF Mek to one of your slugga units and just keep running until you get into charge range.

Also nobs in units can be useful, if your squad come against a beasty IC or monster, you can tie it up with a challenge, meaning your boys can concentrate on ruining the unit your facing.

It's all personal preference at the end of the day, but I find sluggas insanely useful. Also if you can, drop one loota squad for a dakkajet for some Orky chaos! Also give your shoota boyz 3 big shootas instead of 2, that extra shot comes in handy when you have to roll 5s and 6s.


Automatically Appended Next Post:
A list i'd might suggest would be something like this

Big Mek with SAG and ammo runt
Big Mek with KFF

Lootas x 10

30 Shoota boyz with PK nob and 3 big shootas
20 Shoota boyz with 2 big shootas
22 slugga boyz with PK/BP nob

Dakkajet with extra supa shoota

Attach the KFF mek to the sluggas and just keep running
drop the 20 shootas on an objective
Lootas stay in the backfield
let the rest just rain death on anything close
Not a lot of armies in 1k or under can deal with a flyer (especially one that drops 9 shots rerollable and 18 rerollable shots on a WAAAAAAGH)

This message was edited 2 times. Last update was at 2013/10/28 13:14:01


You're rich! You're flashy! You 'ave a proppa Orky stoutness about your belly! And you've got more big, shooty, and dead 'ard gear than any 2 other Orks put together. Da uvver clans orta make way for da Bad Moons!

7th Ed Orks 63-14-2 
   
Made in us
Krazed Killa Kan






State of Jefferson

Respectfully disagree with random toaster on this one. If the Sluggas aren't mechanized, they can be safely ignored on T1 and possibly T2 as well.

@OP: I think the Lootas and the SAG will be more effective than dakka jets and KFF vs Tau. Which are all the meta rage. Plus they inspire my personal USR "Hatred". Lol.
   
Made in gb
Grovelin' Grot





Ork Empire of Charadon

Attach the KFF mek to the sluggas and just keep running

Keep the Big Mek close to the slugga boyz (Within 6 inches of any model in the squad), but I don't recommend putting him in CC because he's too expensive to lose, plus you'd lose your cover save...

Armies:

(Angry marines) - Soon!

You're rich! You're flashy! You 'ave a proppa Orky stoutness about your belly! And you've got more big, shooty, and dead 'ard gear than any 2 other Orks put together. Da uvver clans orta make way for da Bad Moons!

 Void__Dragon wrote:
Doors in 40k are really big.

Those that are too small are made bigger by the Marine's entrance.
 
   
Made in us
Tough-as-Nails Ork Boy





Washington, DC

 doktor_g wrote:
Respectfully disagree with random toaster on this one. If the Sluggas aren't mechanized, they can be safely ignored on T1 and possibly T2 as well.

@OP: I think the Lootas and the SAG will be more effective than dakka jets and KFF vs Tau. Which are all the meta rage. Plus they inspire my personal USR "Hatred". Lol.


Not sure "can be safely ignored" is quite right- if you don't deal with them, you have 90 [EDIT: or 60, I just can't count ] close combat equipped boys smashing into you on turn 3, which hurts no matter what you're playing.

Granted, it's almost certainly better, from a tactical perspective, to have shootas. I run sluggas anyway, cuz zog it, we're orks!

My one worry with your list is anti-tank. Lootas can probably deal with light transports, but (again, to use the nightmarish Tau matchup as a hypothetical) vs something like a Hammerhead, they'll just plink off the armor. I'd find some points to get powerklaw nobz in each of those slugga squads, perhaps by dropping the gretchin squad and two big shootas? You'll want to be running most turns anyway, guns just slow you down!

This message was edited 1 time. Last update was at 2013/11/01 16:36:41


Check out my gathering Waaagh! of drunken orks: http://www.dakkadakka.com/dakkaforum/posts/list/559908.page 
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Instead of Gretchin as the meat sheild for the Big Mek/Shokk
Use a Kannon with 3 ammo runts and 6 extra grots (So the Big Mek has acess to 4 ammo runts and a lot of T-7 wounds)

This message was edited 1 time. Last update was at 2013/11/01 22:13:17


'\' ~9000pts
'' ~1500
"" ~3000
"" ~2500
 
   
 
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