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Made in us
Hollerin' Herda with Squighound Pack





HQ
1 Warboss 60 Total 140
Mega Armor 40
Da Stikk 25
Boss Pole 5
Finkin Cap -10

Elite
4 Meganobz 160 Total 190
Trukk 30

HQ Total -105
Big Mek 35
Mega Armor 40
Tellyporta Gun 25
Boss Pole 5

Troops
10 Shootas – 70 Total 119
1 Nob – 16
TL shoota 3
Trukk -30

10 Shootas – 70 Total 144
1 Nob – 16
TL Shoota - 3
BossPole -5
Mek -15
KMB -5
Trukk -30

11 Shootas – 77 Total 131
1 Nob – 16
TL shoota 3
Bosspole - 5
Trukk -30

Heavy
3 Mek Guns -128
Kustom Mega Kannons 90
Extra Grots – 18
Mini Mek – 15
Rokkit -5


3 Mek Guns 54 Total 72
Kannons – 0
Extra Grots 18


Total -999

Notes: TL shoota on Nobz because 6 is a targeted shot (character), and now I can re-roll 2 shots every turn


Ideal Commander allows me to re-roll Warlord traits
Finkin' Cap allows me to have 2

Using Strategic Warlord Table:
ideal traits
2 - Night Attacker
If you choose to use the Night Fighting rules in your game, there is no need to
roll – it is Night on the first turn, and all models in your army have the Night
Vision special rule.
3 - Master of Ambush
Your Warlord and three non-vehicle units of your choice have the Infiltrate
special rule.
   
Made in us
Bush? No, Eldar Ranger





Can't have Kap and Stikk on same HQ bud
   
Made in us
Loyal Necron Lychguard






South Dakota

Also, just give the total points for the character or unit... GWLegal get their panties in a twist when someone points out every option in a list on Dakka.

Trukks need reinforced ram... you want to assault through terrain to help your trukk and boyz get where you want them. Ram helps you do that.

Replace the Mek with Mad Dok... because he's awesome and will turn your MANZ into beasts with Rampage and FNP, plus you won't need a Boss Pole.

I see why you want megacannons, but I like lobbas better. 1 Unit of Lobbas and 1 Unit of Kannons. Add ammo runts to help you put the first shot on target.
I'd drop Finkin Kap in this list... the Stikk is boarderline broken on a Mega-Armored Warboss, and you should never rely on a random roll (Warlord Trait) is you can help it.

I'd also drop the Shoota Boyz down to Slugga Boyz. Put the 2 mini meks in with these guys, but keep them combat orientated and cheap. They won't be fixing much, but they will help against Mob Rule. Moving to a 4+ save rather than a 6+ will definitely help them get into combat and avoid being screwed over by Mob Rule.

Mad Dok (160)
Warboss in Mega Armor w/Stikk (125) (Warlord)
2x Mek with Slugga and Choppa (30 total)

4 MegaNobz with Trukk, Ram (195)

2x 10 'Eavy-Armored Slugga Boyz w/ Nob w/Bosspole and Powerklaw and Trukk with Ram (185 each)

Mek Guns, 3 Lobbas w/2 Ammo Runts (60)
Mek Guns, 3 Kannons w/2 Ammo Runts (60)

Total points 1000




This message was edited 2 times. Last update was at 2014/07/19 21:22:51


DS:70+S+G+MB--I+PW40k10-D++A++/sWD391R+T(R)DM+

My Project Blog: Necrons, Orks, Sisters, Blood Angels, and X-Wing
"
"One morning I shot an elephant in my pajamas. How it got into my pajamas, I'll never know." Groucho Marx
~A grammatically correct sentence can have multiple, valid interpretations.
Arguing over the facts is the lowest form of debate. 
   
Made in us
Mekboy Hammerin' Somethin'





Sedona, Arizona

30 boyz in a 1000 points game?

Maybe I'm just stuck in the old days, but that feels like suicide to me.

   
Made in us
Dakka Veteran







I wouldn't run two HQs or even mega nobz at 1000 pts. I just feel too many points are tied up in a unit probably with warboss too, riding in a trukk. You've got very little screening for your trukks, no KFF, no throw away units to take the overwatch when you charge, Your units have 12 orks each, so there's not much cushion to afford taking unnecessary overwatch hits, and they're riding in an av 10 vehicle. You should dump an HQ, the mega nobz and get some deffkoptas, buggies, trakks... something to screen the trukks your relying on to shuttle the boyz. around the board.

I would even drop one of the Mek Gun units for either: flash gits, lootas, or even tankbustas.

Koptas are good because they fill three roles: Tank hunt, throw away unit to soak up overwatch, screen trukks.

gl with list.





 
   
Made in us
Loyal Necron Lychguard






South Dakota

 Anpu-adom wrote:
Also, just give the total points for the character or unit... GWLegal get their panties in a twist when someone points out every option in a list on Dakka.

Trukks need reinforced ram... you want to assault through terrain to help your trukk and boyz get where you want them. Ram helps you do that.

Replace the Mek with Mad Dok... because he's awesome and will turn your MANZ into beasts with Rampage and FNP, plus you won't need a Boss Pole.

I see why you want megacannons, but I like lobbas better. 1 Unit of Lobbas and 1 Unit of Kannons. Add ammo runts to help you put the first shot on target.
I'd drop Finkin Kap in this list... the Stikk is boarderline broken on a Mega-Armored Warboss, and you should never rely on a random roll (Warlord Trait) is you can help it.

I'd also drop the Shoota Boyz down to Slugga Boyz. Put the 2 mini meks in with these guys, but keep them combat orientated and cheap. They won't be fixing much, but they will help against Mob Rule. Moving to a 4+ save rather than a 6+ will definitely help them get into combat and avoid being screwed over by Mob Rule.

A 1000 point list that is in a similar vein to what you posted.
Mad Dok (160)
Warboss in Mega Armor w/Stikk (125) (Warlord)
2x Mek with Slugga and Choppa (30 total)

4 MegaNobz with Trukk, Ram (195)

2x 10 'Eavy-Armored Slugga Boyz w/ Nob w/Bosspole and Powerklaw and Trukk with Ram (185 each)

Mek Guns, 3 Lobbas w/2 Ammo Runts (60)
Mek Guns, 3 Kannons w/2 Ammo Runts (60)

Total points 1000





DS:70+S+G+MB--I+PW40k10-D++A++/sWD391R+T(R)DM+

My Project Blog: Necrons, Orks, Sisters, Blood Angels, and X-Wing
"
"One morning I shot an elephant in my pajamas. How it got into my pajamas, I'll never know." Groucho Marx
~A grammatically correct sentence can have multiple, valid interpretations.
Arguing over the facts is the lowest form of debate. 
   
Made in us
Hollerin' Herda with Squighound Pack





 Anpu-adom wrote:


Mad Dok (160)
Warboss in Mega Armor w/Stikk (125) (Warlord)
2x Mek with Slugga and Choppa (30 total)

4 MegaNobz with Trukk, Ram (195)

2x 10 'Eavy-Armored Slugga Boyz w/ Nob w/Bosspole and Powerklaw and Trukk with Ram (185 each)

Mek Guns, 3 Lobbas w/2 Ammo Runts (60)
Mek Guns, 3 Kannons w/2 Ammo Runts (60)

Total points 1000


You have nothing in this list that is AP 2
You have nothing outside of power klaws to hurt armor (relying on 3 S8 kannons?)
Even the warboss would be lucky to kill a dreadnought in hth
further more 480 points (half) are in ONE unit, if they get tarpitted or something bad happens im let me my troops of only 20 boyz?!

Dont see that list holding up at all.
I see that list losing to my previous one if we met in the tourney
   
Made in im
Nasty Nob on Warbike with Klaw





Liverpool

fcademartori wrote:

Notes: TL shoota on Nobz because 6 is a targeted shot (character), and now I can re-roll 2 shots every tur
Characters no longer have Precision Shot.
   
Made in us
Hollerin' Herda with Squighound Pack





Thanks tips guys, I WON my first game this weekend! Using this list


HQ
1 Warboss 60 Total 130
Mega Armor 40
Da Stikk 25
Boss Pole 5

Elite
4 Meganobz 160 Total 195
Trukk 30
Ram 5

HQ Total -105
Big Mek 35
Mega Armor 40
Tellyporta Gun 25
Boss Pole 5

Troops
9 Shootas – 70 Total 115
1 Nob – 16
Trukk -30
Ram 5

10 Shootas – 70 Total 146
1 Nob – 16
BossPole -5
Mek -15
KMB -5
Trukk -30
Ram 5

11 Shootas – 77 Total 133
1 Nob – 16
Bosspole - 5
Trukk -30
Ram

Heavy
3 Mek Guns -132
Kustom Mega Kannons 90
Extra Grots – 18
Mini Mek – 15
Ammo Runts 9

3 Mek Guns 54 Total 72
Kannons – 0
Extra Grots 15
Ammo Runts 6

Total -1001
   
Made in gb
Fully-charged Electropriest






I'm glad you won, with that list I'm sure it was pretty fun too.
Any shitstorm after the game for going 1 point over? I don't, however, imagine that one Ammo Runt saved the day.
   
Made in de
Dakka Veteran




quick question... why do you have shootaz in those trukks? dont tell me you are not going flat out in the first turn?
   
Made in us
Hollerin' Herda with Squighound Pack





RedNoak wrote:
quick question... why do you have shootaz in those trukks? dont tell me you are not going flat out in the first turn?



I happen to think even with the point increase shootas are much better and more versatile than slugga boys.
And they get more attacks on the charge as well, if you could the two shots they're all firing away before they run in.


@Duke I asked about the 1 point he said fine.
   
Made in de
Dakka Veteran




i dont know... especially in tight situations like turn 2 assaults (or some cases turn 1) you need every extra inch when charging. i am reluctant about this, since i do not want to chip away that one models in the shootingphase which then results in a failed charge attempt, so most of the time i dont shoot at a unit before i charge in anyway... well but thats just my humble opinion...

oh... and if you factor in multiple turns of CC (since sluggaz gain the extra attack every turn) and the fact that orks hit better in CC than when shooting, plus the extra point cost of shootaz... you wont gain much more dead enemys

EDIT:

what the heck... lets do the math^^

enemy has WS4 T4 I1 and no saves (for the sake of simplicity)
ork unit fires in shooting phase (all in range) then successfully charges (no nobs all just regular boyz)

SHOOTING PHASE
10 shootaz: 20/1*1/3=20/3 hits. 20/3*1/2=20/6 wounds.
10 sluggaz: 10/1*1/3=10/3 hits. 10/3*1/2=10/6 wounds.

lets say sluggaz got one wound on overwatch to represent the less killy shooting of them

ASSAULT
10 shootaz: 30/1*1/2=30/2 hits. 30/2*1/2=30/4 wounds
(9) sluggaz: 36/1*1/2=36/2 hits. 36/2*1/2=36/4 wounds

TOTAL WOUNDS
shootaz: 20/6 + 30/4 = 65/6 = 10,8 kills
sluggaz: 10/6 + 36/4 = 64/6 = 10,6 kills

so the amount of dead enemys is more or less the same... you gain flexibility with the shootaz but you also risk to fail the charge.
if you go against WS3 or less (so you hit on 3's in CC) the sluugaz become much better then the shootaz (2 more kills in the above example)


yeah... i like the smell of math in the morning...



This message was edited 3 times. Last update was at 2014/07/21 22:47:38


 
   
Made in us
Longtime Dakkanaut






You do get to re roll your charge range, so shooting really isn't that bad before you charge with Orks.

Of course shooting with Orks is the only way to go about it anyways. because Mork or Gork said so.

Trukks do survive a bit longer now also. Not much but one or two shots longer.

Mathammer is the wrong way to go about it with Orks. They break the rules when it comes to averages.

   
Made in us
Krazed Killa Kan






State of Jefferson

 balsak_da_mighty wrote:
.

Mathammer is the wrong way to go about it with Orks. They break the rules when it comes to averages.



Much respect to you BtM, but that's magical thinking. It has no place in a sci-fi dystopian future populated by demons, super humans, aliens and robot zombies. ... Wait a second, you're trying to trick me.
   
Made in de
Dakka Veteran




 balsak_da_mighty wrote:

Mathammer is the wrong way to go about it with Orks. They break the rules when it comes to averages.


well.. first off, i have my lucky dice i throw for particular important stuff, so yeah i digg what you are saying

but generally speaking... orks are much more prone to statistical mathhammer than other armies... that is because we throw that much more dices^^
that way we can "use" math better than other armies... if i shoot with 30 shootaz I KNOW i will kill 2-4 guys. with space marines this becomes much more affected by luck or randomness.

lets say you want to blow up a trukk with two lascans. normally you would think that trukk will be destroyed (3+ 4+). but just one dice showing a 1 will have a devastating effect on the probability of blowing up that truck.
however a ork buggy unit with 5 rokkits will destroy a target with more "statistical fondness"...since some dices that are way out of 'normal' (like three 1's) wont have that much impact on the result.

so in that sense... ork shooting is more reliable than that of space marines



This message was edited 1 time. Last update was at 2014/07/22 14:07:21


 
   
Made in us
Longtime Dakkanaut






RedNoak wrote:
 balsak_da_mighty wrote:

Mathammer is the wrong way to go about it with Orks. They break the rules when it comes to averages.

...if i shoot with 30 shootaz I KNOW i will kill 2-4 guys. with space marines this becomes much more affected by luck or randomness.


I kill 2-3 Terminators with 20 Shootas regularly. Forget about my Lootas or Gitz. My points is there is no reason to do Mathammer with Orks. They will do what they will and there is no amount of planning or Math that is going to change it.

   
Made in de
Dakka Veteran




i think you need to watch this...

https://www.youtube.com/watch?v=sMb00lz-IfE

https://www.youtube.com/watch?v=9rIy0xY99a0

...enjoy^^

This message was edited 1 time. Last update was at 2014/07/23 15:44:29


 
   
 
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