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Made in us
Stinky Spore




indiana

Im looking to get back into the game, i use to play in 5th edition heard about the new ork codex and think it sounds really good i know a lot has changed since i last played so im not really sure what to use now i bought a cheap lot including 15 nobz 6 with power klaw a gazzkull thraka a standard warboss with power klaw and a deff dread id like to build an 1850 pt army what could i add ? and how should i use them ? Thanks for any help.
   
Made in gb
Waaagh! Warbiker




Moray, Scotland

Most people don't play Ghazzy anymore as he's a lord of war and, even if you are playing Lord of Wars, the stompa is better.

Run him as a Warboss in Mega Armor + the Lucky Stikk, he gets a 2+ re-rollable save (more info in the codex).
Put him in a Battlewagon + Ram + Boarding Planks + 2 Rokkits
Give him a MiniMek to accept Challenges from anything which has AP1 or AP2 and can hit you first. Orks no longer have Invulnernable saves in CC
That means the Battlewagon has 17 spots left. Put Slugga boys in there with a Nob + PK + BP.

Deff Dreads are somewhat useless to orks these days. I havn't seen many lists outside of truely dedicated walking dreads use them. Unfortunately orks have 3 Heavy Support Slots, and, compared to the other things you can get, the Deff Dread isn't good.
With 15 Nobs, and a Warboss, the best thing for you is to look into the Ork Suppliment book - WAAAAGH! Gazzkul. There's a formation in there which allows you take 10 units of boys and a Warboss with them. It's one of the more successful and fun ways the army plays, however at 100 units it IS a horde army. Are you in the mood to move 100 models?

The list normally goes something like this:

1st CAD:
Painboy + Finkin Kap (If this guy is your warlord, then you'll be able to re-roll on the infultrate option, IF your lucky you'll get it and 100 boys infultrating is frightening)
Weird Boy level 2
2x 10 Grots and a Runterand.

2 Mini Meks + 2 Buzzsaws.

Formation:
Warboss + Eavy Armor + PK + BP (if this guy is your warlord, then you get to Waaaaaaagh! every turn after turn 1, which'll mean you get to close the gap a lot faster)
7x (9 Ork Slugga Boys + 1 Rokkit + 1 Nob + PK)
3x (9 Ork Shoota Boys + 1 Rokkit + Eavy Armor + 1 Nob + PK + BP (the extra BPs are only if you really think they're required, you'll probably only need 2/3 in the entire 100 boys)

The main idea is that you'll be joining the Painboy, Weirdboy and mini Meks to the 101 orks:
-- This list allows you to take 13 PKs. They'll most likely be able to get into combat for that. Orks boys are pretty easy to get ahold of.
-- The Painboy will give the entire 101 boys FnP, which is definately one of the strongest tactics orks have ATM.
-- The weirdboy can do some nasty stuff. Like teleporting the squad, or increasing the squad's strength.
-- The 30 boys in Eavy Armor are there to soak up any wounds caused by the Mob Rule, as you're allowed to allocate the wounds, rather than randomly (perk of the Formation).
-- The Grots are there to fill troops slots. You don't really need more boys.
-- As everything would be running on foot, you could potentially run the Deff Dread along side the unit, however I'm not sure how effective that is.

A of lists I've seen the above run have Lootas or Traktor Kannons at the back for air support, as you have none otherwise with this above list. If you get an ADL, then the Grots can hide behind it and fire a Quad Gun and actually do some good damage.
Other things you might like to think about:
-- Tankbusters are awesome these days. Typically 5 in a Trukk + 3 Bomb Squigs or 15 in a Battlewagon with a Painboy and a MiniMek + Rokkit.
-- Meganobz: most people run at least 1 Missle of these guys: 3 Meganobz (1 with a BP and sometimes 1 with a Skorcha) inside a Trukk + Boarding Plank + Ram. Aim it at something. Go Flat Out first turn. Never expect it to see turn two. If Meganobz don't make it to something to kill, they're gonna struggle to do much as they're Slow and Purposeful (like the Mega Armored Warboss) but (like the Warboss) if they get there, expect them to cause A LOT OF HURT.
-- Lootas have gone down in price online as they're not "the best" heavy support unit these days. It has to fight for a place against the Battlewagon and the Mek Guns. They are still awesome and have longer range than the Mek Guns.
-- Mek Guns: 3 types to look out for. Keep in mind that Ammo Runts give you a Semi-twin-linked option.
-- -- Lobbas: 18 pts each. Strength 5 AP 5 Barriage and REALLY nice range. You can hide this in the most hidden place possible. Do that. These things are great against hordes and are good at sniping sargents.
-- -- Kustom Mega Kannons: 30 pts each. Strength 8 AP2 Blast and the "Gets Hot!" rule. While this thing has shorter range and needs like of sight (unlike the Lobba) alot of people really like these things. It's ashame it has shorter range but for what it does, it's a Mork send. Most
-- -- Traktor Kannons: The best anti Flier, anti Flying Monstrous Creature weapon IN THE GAME. Same price and range as the KMK and Skyfire now allows you to shoot at skimmers. The Traktor rule is the key tho. However, how many you want all depends on how your local meta plays. If your local gaming group doesn't have many fliers, then only 2-3 would do.

Most Ork Gun lines will run 2 CADs so they get 6 Heavy Support slots and fill them with Lootas, Lobbas, KMKs and some Traktor Kannons (maybe with some Kannons too, points permitting). The key with a Gun line though is that ADL. It gives the Lootas a much required 4+ cover save. But this type of list needs a combat piviot (which Mega Armored Warbosses or Meganobz are very useful for providing).

MAJOR NOTE: Trukks are a death trap for anything not in at least Eavy Armor. Trukks like to explode. When they explode they'll deal D6 Strength 4 wounds to everything inside. Randomly (keep that in mind about your BP holder). If you suffer more than 1/4 losses, then you'll also take a further D6 strength 4 wounds from the Mob Rule (otherwise you'll just run away). Orks with only a 6+ armor save struggle to survive in Trukks. So unless there are other things which your opponent needs to take care of first (like a Meganob Missile), USE WITH CAUTION.

I hope this helps.
   
Made in us
Longtime Dakkanaut




Sketchyfk wrote:
Most people don't play Ghazzy anymore as he's a lord of war and, even if you are playing Lord of Wars, the stompa is better.

Run him as a Warboss in Mega Armor + the Lucky Stikk, he gets a 2+ re-rollable save (more info in the codex).
Put him in a Battlewagon + Ram + Boarding Planks + 2 Rokkits
Give him a MiniMek to accept Challenges from anything which has AP1 or AP2 and can hit you first. Orks no longer have Invulnernable saves in CC
That means the Battlewagon has 17 spots left. Put Slugga boys in there with a Nob + PK + BP.

Deff Dreads are somewhat useless to orks these days. I havn't seen many lists outside of truely dedicated walking dreads use them. Unfortunately orks have 3 Heavy Support Slots, and, compared to the other things you can get, the Deff Dread isn't good.
With 15 Nobs, and a Warboss, the best thing for you is to look into the Ork Suppliment book - WAAAAGH! Gazzkul. There's a formation in there which allows you take 10 units of boys and a Warboss with them. It's one of the more successful and fun ways the army plays, however at 100 units it IS a horde army. Are you in the mood to move 100 models?

The list normally goes something like this:

1st CAD:
Painboy + Finkin Kap (If this guy is your warlord, then you'll be able to re-roll on the infultrate option, IF your lucky you'll get it and 100 boys infultrating is frightening)
Weird Boy level 2
2x 10 Grots and a Runterand.

2 Mini Meks + 2 Buzzsaws.

Formation:
Warboss + Eavy Armor + PK + BP (if this guy is your warlord, then you get to Waaaaaaagh! every turn after turn 1, which'll mean you get to close the gap a lot faster)
7x (9 Ork Slugga Boys + 1 Rokkit + 1 Nob + PK)
3x (9 Ork Shoota Boys + 1 Rokkit + Eavy Armor + 1 Nob + PK + BP (the extra BPs are only if you really think they're required, you'll probably only need 2/3 in the entire 100 boys)

The main idea is that you'll be joining the Painboy, Weirdboy and mini Meks to the 101 orks:
-- This list allows you to take 13 PKs. They'll most likely be able to get into combat for that. Orks boys are pretty easy to get ahold of.
-- The Painboy will give the entire 101 boys FnP, which is definately one of the strongest tactics orks have ATM.
-- The weirdboy can do some nasty stuff. Like teleporting the squad, or increasing the squad's strength.
-- The 30 boys in Eavy Armor are there to soak up any wounds caused by the Mob Rule, as you're allowed to allocate the wounds, rather than randomly (perk of the Formation).
-- The Grots are there to fill troops slots. You don't really need more boys.
-- As everything would be running on foot, you could potentially run the Deff Dread along side the unit, however I'm not sure how effective that is.

A of lists I've seen the above run have Lootas or Traktor Kannons at the back for air support, as you have none otherwise with this above list. If you get an ADL, then the Grots can hide behind it and fire a Quad Gun and actually do some good damage.
Other things you might like to think about:
-- Tankbusters are awesome these days. Typically 5 in a Trukk + 3 Bomb Squigs or 15 in a Battlewagon with a Painboy and a MiniMek + Rokkit.
-- Meganobz: most people run at least 1 Missle of these guys: 3 Meganobz (1 with a BP and sometimes 1 with a Skorcha) inside a Trukk + Boarding Plank + Ram. Aim it at something. Go Flat Out first turn. Never expect it to see turn two. If Meganobz don't make it to something to kill, they're gonna struggle to do much as they're Slow and Purposeful (like the Mega Armored Warboss) but (like the Warboss) if they get there, expect them to cause A LOT OF HURT.
-- Lootas have gone down in price online as they're not "the best" heavy support unit these days. It has to fight for a place against the Battlewagon and the Mek Guns. They are still awesome and have longer range than the Mek Guns.
-- Mek Guns: 3 types to look out for. Keep in mind that Ammo Runts give you a Semi-twin-linked option.
-- -- Lobbas: 18 pts each. Strength 5 AP 5 Barriage and REALLY nice range. You can hide this in the most hidden place possible. Do that. These things are great against hordes and are good at sniping sargents.
-- -- Kustom Mega Kannons: 30 pts each. Strength 8 AP2 Blast and the "Gets Hot!" rule. While this thing has shorter range and needs like of sight (unlike the Lobba) alot of people really like these things. It's ashame it has shorter range but for what it does, it's a Mork send. Most
-- -- Traktor Kannons: The best anti Flier, anti Flying Monstrous Creature weapon IN THE GAME. Same price and range as the KMK and Skyfire now allows you to shoot at skimmers. The Traktor rule is the key tho. However, how many you want all depends on how your local meta plays. If your local gaming group doesn't have many fliers, then only 2-3 would do.

Most Ork Gun lines will run 2 CADs so they get 6 Heavy Support slots and fill them with Lootas, Lobbas, KMKs and some Traktor Kannons (maybe with some Kannons too, points permitting). The key with a Gun line though is that ADL. It gives the Lootas a much required 4+ cover save. But this type of list needs a combat piviot (which Mega Armored Warbosses or Meganobz are very useful for providing).

MAJOR NOTE: Trukks are a death trap for anything not in at least Eavy Armor. Trukks like to explode. When they explode they'll deal D6 Strength 4 wounds to everything inside. Randomly (keep that in mind about your BP holder). If you suffer more than 1/4 losses, then you'll also take a further D6 strength 4 wounds from the Mob Rule (otherwise you'll just run away). Orks with only a 6+ armor save struggle to survive in Trukks. So unless there are other things which your opponent needs to take care of first (like a Meganob Missile), USE WITH CAUTION.

I hope this helps.


Keep in mind also that after the explosion there is also a mandatory pinning test. So you could have explode and 2 mob rule tests to resolve. This only underscores your point that 'Eavy Armor is vital.
   
Made in us
Stinky Spore




indiana

this is what ive come up with so far.
gazzkull 225, waaagh banner 20. 5nobz 90, power klaw×2 50, big choppa×3 15, eavy armour×5 20, boss pole 5. battlewagon 110, boarding plank 15, grott riggers 10, 3 rokkitts 15.....total...575
warboss 60, power klaw 25, eavy armour 4, lucky stick 25. 10 nobz 180, power klaw×4 100, big choppa×6 30, eavy armour×10 40, boss pole 5. pain boy 50....total...519
deff dread 80, grott riggers 10, xtra armour 10. 3 killa kans 150, grott riggers×3 15, xtra armour×3 15, grottzooka×3 15....total...310
5 deffkoptas t/l rokkitts×5 150.
blitza bommer 135, grottriggers 10....total...295
10 lootas 140
army total....1839pts


Automatically Appended Next Post:
change up gazz to a ma wb with the lucky stick. and give the other one a waaagh banner instead. i havent seen the supplement yet. thanks for the info it made me think harder

This message was edited 1 time. Last update was at 2014/11/03 01:27:58


 
   
Made in gb
Waaagh! Warbiker




Moray, Scotland

Okay... your list is pre-7th ed. Where are your troops? You need to re-read the codex:

Main points:
1. When making a list, don't include the individual points of eveyrthing, only the the totals. It's against the forum rules and makes it hard for people to read.
2. Nobs can no longer be taken as troup choices. Neither can Deff Dreads. Only Grots and Boys can be Troups in 7th ed.
3. Painboys can only be taken these days as a HQ choice. You'll have to choose between either 2 HQs and 2 Troups or 4 HQ and 4 troups. As HQ though, they can join lots of new mobs.

A Mega Armored Warboss with a Nob Squad is too much of a key target. Your battlewagon will be shot to pieces and the group won't make it to combat (as they can't run). Make sure the Warboss with Eavy armor is with this group.

Grot Riggers is only for things which can stick around turn after turn. Planes cant. AV10 = paper. Ditch and save 10 points.

Deff Koptas struggle these days. If they loose 2 or more models, you've lost the squad due to the Mob Rule. If you choose to run them, do so as 1 or 2 in a squad to capture late game objectives. They get around this if you give them a Painboy on a Bike, or a Warboss on a Bike. Or both.

Try somethin glike this:

HQ: Warboss + Mega Armor + Lucky Stikk
Mini HQ: Mek
Troops: 17 slugga boys inc Nob + BP + PK
Heavy Support: Battlewagon + Ram + Boarding Plank + 2 Rokkits (go flat out with this)

HQ: Painboy
Mini HQ: Mek + Rokkit
Troops: 30 Shoota Boys + 3 Rokkits inc Nob + BP + Something shooty + PK
Heavy Support: Deff Dread moving along side
Heavy Support: 3 - 5 Killa Kans + Rokkits moving along side

Elites: (however many you have left) Nobs + Eavy Armor + PKs + BP + Waaaaagh! Banner
Dedicated Transport: Battlewagon + Boarding Plank + Ram

Fast Attack: Blitza Bommer
Fast Attack: 2 Deffkoptas + Twin Rokkits
Fast Attack: 2 Deffkoptas + Twin Rokkits

30 Orks by Foot.
17-20 in a Battlewagon.
12 in a Trukk.

I want offical rules for the Super-Ork that the Mad Dok is working on...  
   
Made in us
Stinky Spore




indiana

I really like this list ! Ty very much. So is grott riggers not a good option for the wagon, dread and kans ? And what about xtra armour on the walkers ?
   
Made in gb
Waaagh! Warbiker




Moray, Scotland

My rule is this: the harder the vechile is to 1-shot (so Battlewagons (to a degree), Mork/Gorkanaughts and Stompas) the more wounds you can expect to build up before it explodes or wrecks. That means you'll get more use from the IWND that the riggers grant.

As you only have 1 deff Dread, AV12 isn't fantastic, however you should get a nice cover save from all the boys around it. I can't remember what Eavy Armor/armor plates, xtra armor on the dreads do off the top of my head. If it keeps it walking, then yes I'd take it.

Most people will aim at your battlewagons first. Anyone with sense will know the that once the Warboss is in CC, he's nearly unstopable outside of challenging him (hence the naked mek is used as challenge fodder). A general rule of thumb is to take 2 battlewagons

You could also take 2 trukks (one with Eavy Armored Slugga Boys, and 1 with 3 meganobs) to cover the side of the Battlewagon's armor. These are the main weak points you have to protect. At the end of the day, make sure you go flat out with your Battlewagons first turn unless there's something truely frightening. I think they come in at 200 pts each (roughly)

This message was edited 1 time. Last update was at 2014/11/03 15:56:00


30 Orks by Foot.
17-20 in a Battlewagon.
12 in a Trukk.

I want offical rules for the Super-Ork that the Mad Dok is working on...  
   
Made in us
Stinky Spore




indiana

Using the list that you came up with and making a few changes of my own this is what im pretty sure im going with for my first 7th edition game.

Warboss, mega armour, lucky stick
17 slugga boyz, nob, power klaw, boss pole
Mek boy
Battlewagon, ram, boarding plank, 2 rokkitts, grottriggers


Pain boy
Mek boy
30 shoota boyz, nob, power klaw, boss pole, 3 rokkits


Deff dread, grott riggers
5 killa kans, 5 rokkitts


10 nobz, 4 power klaws, 6 big choppas, eavy armour on all 10, boss pole, waaaagh banner
Battle wagon, ram, boarding plank, rokkitt, grott riggers




Blitza bommer


1847 points what do you think ?


Whats that about a super ork ? I havent heard anything about it.

   
Made in us
Huge Hierodule





land of 10k taxes

I like the Burna bomber over the blitza

was censored by the ministry of truth 
   
Made in us
Stinky Spore




indiana

@feindusmaximus why s that ? I havent played any 7th ed games yet.

i was going to take out 2 pks on the nob squad and replace them with big choppas, add another rokkitt on their battlewagon, and add a 10 man squad of gretchin with a runthed. Run them infront of the shoota boyz or the walkers
   
 
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