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Made in gb
Lead-Footed Trukkboy Driver





Hello all, feel free to help me out if you have any advice. My army is for a 1500 point game and is mostly just made up of things i have, but to also be semi-comparative (I just want to have a fun army, but hopefully not lose ALL the time).

SO, here goes...

HQ:

Warboss - 135
mega armour, cybork body, lucky stick, boss pole

Pain Boy - 50

Weird Boy - 70
Warp head
(to go in either one of the 20 strong boy squads or the truck with tankbustas, ideas???)

Mek - 15

Mek - 15

Mek - 15

Elites:

3 Meganobz - 170
3 kombi scorchas
truck with ram

Tankbustas - 130
Boss nob with pole
truck with ram

Troops:

15 boyz - 90
(to go with warboss, pain boy and 1 mek in battlewagon)

20 slugga boyz - 160
boss nob with klaw and pole

20 slugga boyz - 160
boss nob with klaw and pole

10 gretchin - 40
Runtherd has squig hound
(to stay with quad gun in cover and seize a close objective if able in late game)

Fast Attack:

20 Stormboyz - 220
boss nob with klaw and pole
(because there models are badass and they are much cheaper)

Heavy Support:

battlewagon - 125
grot riggers
red paint job
ram
(yes thats right, no rolla because its not as good anymore and i needed the spare points)

Fortifications:

Aegis defence line - 100
quad gun

so the main idea with this army is to plough up the table and hopefully assault in turn 2 with enough fast moving targets for my 2 units of boyz to move up (hopefully) untouched. the pain boy in the wagon will do well with the warboss and boyz and the weirdboy is for fun (but is also now much more competitive).

I was also toying around with the idea of the following list that includes a stompa! because they are really good and will probably not be expected at 1500 points.

HQ:

Big Mek - 105
pole, fixer upper, KFF

Warboss - 135
mega armour, cybork body, lucky stick, boss pole

Weirdboy - 70
warphead

Mek - 15

Mek - 15

Mek - 15

Troops:

10 Boyz - 135
bos nob with klaw, pole
truck with ram
(will go with warboss)

10 boyz - 60
(will go with weirdboy)

Gretchin - 40
runtherd has squig hound

Heavy Support:

5 lootas - 70
2 Meks
(3 lootas and 2 meks go inside the stompa along with the big mek and KFF and 2 HQ Meks)

Lords of war:

stompa - 840
grot riggas
2 extra supa-rokkits

the idea here is to have the stompa walk up the table and shoot the enemy to pieces with its 5+ invul, It will not die special rule, 4 mini meks repairing in shooting phase on 5+ and the big mek healing in shooting phase on 3+
   
Made in ca
Ork Boy Hangin' off a Trukk






I notice that you are using the Ork Codex detachment for 3 HQs.

Don't. Please. Pretty please. It is really really really bad. Like, when you are on that page your natural reaction should be your eyes glazing over then rolling back into your head while you begin frothing at mouth, bad. That bad. Worse probably.

That said, using 2 CADs works like a charm (and you can even get 4 HQs!) because really, us orks should have at least 4 troops units on the board. Unlike a multitude of other armies, our troops are our bread and butter. Specifically boyz.

The advantage to using CAD is that your troops are ObSec, and ObSec wins tight games. Fact. The Ork Warband detachment's bonus is Hammer of Wrath if you charge ten or more? That is situational and gimmicky at best, literally impossible to benefit from at worst (because the unit ALSO has to be 10 or more models) AND on top of that it has a half arsed attempt for Ideal Mission Commander but only works for the Ork warlord traits (which are okay), but you really should just use Rulebook traits. But that's your call.

What isn't your call is using the Ork Warband detachment. Its bad, and whoever designed it should feel bad. And wow, S3 hammer of wrath on the first row. Spooooky.

All that aside, Weird Boyz are lots of fun. Dont take a Warp Head though. If you squeeze some more points out of the list you can just take TWO Weirdboyz instead for double the trouble (4 castable spells a turn rather than 3, and frazzle is fun!)

I personally like to put weirdboyz in blobs. Sure, they could cause some collateral damage, but you're playing orks, and orks are fun. Having power vomit in a blob is a hoot, having a force weapon for killing monstrous creatures is good, and also Da Jump has got to be both the most insane and late-game changing power in warhammer 40k at the same time. Nothing like being in a combat you can't win and then just NOPE.avi'ing away. Or teleporting onto an objective on the last turn. Or across the board with a mob of 30 shootas. They also help generate Warp charges (because they really should generate that bonus charge no problem) so you get decent psychic defense too. Weirdboyz are just a great swiss army knife. Take them if you can.

I don't know what the point of the three naked little meks is. Drop them and take a second weirdboy pronto. If you really want to keep one real bad for the battlewagon, go for it. But the other two are pointless, especially if you arent giving them the magical KMB. Also, unless your Warboss is joining the MANZ missile, drop the Mega Armour. It prevents his entire unit from both running and sweeping advances, both of which are pretty important, especially considering the warboss' near average initiative of 4 will actually give you a snowballs chance of sweeping anything that isnt a fire warrior. Heavy should keep him fine, and worst case scenario the mob gets challenged you answer the call with your naked 15 point mekboy who, after leaving the battlewagon, is for all intents and purposes just a regular boy.

Stormboyz are a lot of fun but everyone is absolutely terrified of them (with good reason) and they will suffer a LOT of shooting on turn one. Try to stay out of LoS as much as possible with these dudes and don't jump the gun with their assault. I know turn one assaults are a lot of fun but you dont want to be caught in the open if you fail your charge, because stormboyz are too expensive to waste to blast fire. Wait til turn two and stack your 12" jump, 2d6 run, and 2d6 assault together and they will be able to hit ANY point in your opponents line, and he knows it. They're a great psychological weapon, but only so long as they are alive.

It is too late at night for me to re-write a list or anything requiring more thinking than vomiting words on the page. So yeah, that's my two teef on the matter.

2016 Score: 7W; 0D; 2L 
   
Made in gb
Lead-Footed Trukkboy Driver





I am using two force orgs, both combined arms dont worry haha. what you say about weird boyz is valid, but i am not sure where to squeeze the points from.

The idea behind the meks is to accept challenges from big dudes with AP1 or 2 as fodder so that my warboss is fine to use all his st 10 re rolling attacks, and the pain boy does not have to sacrifice himself.

The mega armour is OP with lucky stick, and he will be in the unit of 15 boyz in the battle wagon, i know they wont be able to run and charge, but that doesn't matter, i would rather have the 2 up armour, especially because i wont disembark unless im more than likely to get into combat charge range.

Thank you for all your advice, it has been useful
   
Made in us
Flashy Flashgitz




Clarksville, TN

My first thought is to drop the Cybork Body it only gives a 6+Fnp your Pain Boy is a 5+ FnP.

If you have them I would run 30 Storm Boyz. They are awesome! If I hadn't bought so many Regular Boyz I would run tons of them myself.

I've heard of using the Meks as Charge Shields. I'm just not sure dedicating 45 points to that is worth it. I with the Warboss I can see, but protecting Nobs seems like over kill.

Tanking with Mega Armor from a BW will eat all of the shots from Over Watch before your charge and saves points on Wargear. Also I love Da Lukky Stick.

Save the points on RPJ it only works on Flatout now.

I have agree that 2 Weirdboys would be better than 1 Warphead. If there aren't enought Tank Bustas to activate the extra Warpdice power I would put him or them in the 20 Boyz.

Overall this is a very solid list that is good to go but would be better with a few tweeks.

FASTA, DAKKA, WAAAGH, KRUMP, ORKS WIN AGAIN!!!
 
   
 
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