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Made in gb
Fully-charged Electropriest






Going for a mostly TAC list but as for the moment I'll almost exclusively be facing CSM (Cultist hoard, Noise Marines, Plague Marines, Abaddon/Typhus) I wouldn't mind a bit of tailoring toward them.

HQ:
Warboss Grimgull da Gorekrusha
Power Klaw
'Eavy Armour
Cybork

Big Mek Breaknutz
Kustom Force Field

Elites:

MANz x 3
Kombi Shoota-Skorcha x 3

Trukk

Burna Boyz x 12
Mek x 2 w/ Big Shootas

Lootas x 12

Troops:

MANz x 3
Kombi Shoota-Skorcha x 3

Trukk

Shoota boyz x 19
Nob
Bosspole
Power Klaw

Slugga boyz x 12
Nob
Bosspole

Trukk

Shoota boyz x 30
Nob
Power Klaw
Bosspole

Shoota boyz x 30

Shoota boyz x 30

Heavy Support:

Battlewagon
Deff Rolla
Big Shoota x 1
RPJ

Battlewagon
Deff Rolla
Big Shoota x 1
RPJ

Big Gunz x 3
Kannons

How's this looking so far?

This message was edited 1 time. Last update was at 2013/12/25 12:56:03


 
   
Made in gb
Fully-charged Electropriest






Any advice?
   
Made in us
Regular Dakkanaut






What's your strategy?

-three orange whips 
   
Made in gb
Fully-charged Electropriest






The idea is this:

Slugga boyz and the two units of MANz are all mounted in the Trukks and race up field alongside the Battlewagons utilising the cover bubble from the KFF.
Burnawagon heads for the nearest scary CC unit to flame-grill them and the MANz aim to take out any attacking vehicles/transports or soak up some overwatch with the Slugga boyz multi-assaulting the same unit.
Shoota wagon causes some distraction while laying down some fire until it gets popped open then get into CC to let the Nob and Warboss cause havoc.
Footsloggers run until in shooting range then hold any objectives or thin out enemy troops.
Lootas deployed in cover and provide fire support along with the Big Gunz.
   
Made in us
Regular Dakkanaut






Seems pretty solid. Like most ork lists (all ork lists, really), it wll depend on how soon your trukks get popped.


-three orange whips 
   
Made in gb
Fully-charged Electropriest






Okay thanks, that's reassuring. My opponent doesn't usually bring a particularly large amount of long range fire power, perhaps two or three Obliterators so with a bit of luck they might last until the end of turn 2.
Are reinforced rams worth the points on the Trukks to tank shock infantry into a tight formation ready to be toasted? I usually don't like spending any additional points on them due to them being throwaway units.

Is the single unit of Big Gunz going to be particularly effective or at this level of points do I really need two units, or at least some Ammo Runts?
My hope was that with the Lootas, Trukks and Wagons being tasty targets the Big Gunz would probably be ignored completely.
   
Made in us
Speed Drybrushing





TN

Trukks don't need a single thing on them, keep them cheap. A single unit is fine, just don't bank on one thing being your ringer with orks.

BB's Trading Emporium - 6 Positive Trades

1850 0 - 0 - 0
Marines 1850 1 - 0 - 0
210 points Trolls 9 - 0 - 3 
   
Made in us
Roarin' Runtherd





Amityville, NY

It's really easy now to give your vehicles the exact same cover without the kff. I would trade thar for a SAG. Riding with MANz he can move and shoot and at AP2 you can eliminate alot of marines. Ammo runt allows you to reroll a bad result. You look like you have alot of troops to ruin his plans but prepare for one or several Heldrakes; maybe lootaz into two groups.

This message was edited 1 time. Last update was at 2013/12/25 22:49:44


We're da Orks, and we was made ta fight and win - Ghazghkull Thraka 
   
Made in gb
Fully-charged Electropriest






Thankfully my opponent hasn't yet clocked on to the power of Heldrakes so I'm not too worried about that, if he does bring one I'll swap in a Dakkajet and just wait until his Heldrake is on the board to bring it on and get rear armour shots (hopefully timed with my Waaagh!).
The Relentless conferred from MANz to an SAG would be quite good but is the SAG not better used in terrain near my deployment with Grots as ablative wounds? I would worry about him being easily sniped out of the unit of MANz, or if not there are only 6 wounds in the MANz unit to go before I'm forced to put them on the Big Mek.
the CSM player uses hordes of Cultists and only a few units of Chaos Marines or similar so the last time I used an SAG the best target I had until very late game was a unit of Berserkers and I felt that the SAG was a bit wasted.
   
 
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