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Made in gb
Grovelin' Grot Rigger




Hi all,

I wanted your comments and useful opinions on my current list. Only been playing 6 months, I generally fight IG, chaos marines and blood angels. I love Orks, but I am finding some frustrations with them, namely:
1. A lot of units seem to have one trick and then die (e.g. kommandos, stormboyz), they just appear, then get shredded - this may well be me not playing them properly!
2. you can't upgrade the hordey units (big numbers is the point isn't it?) and a small unit drags around that 6+armour save.
3. I am finding that my units are not getting into the battle before being popped by something, it's very frustrating, for example, my burnaboyz have not fired a shot in anger yet,,, again, me probably..

So anyway, here's my list, please note I have 50 points spare in this list too, not sure what to do with it..

HQ
Warboss, da finkin cap, lukky stikk, mega armour, power klaw - my warlord
big mek, shokk attack gun, mega armour with tellyporta blasta
Wierdboy, upgraded to psyker

Troops
18 boyz+1 boss, eavy armour, 1 mek - in a battlewagon with 4 big shootas and a zzap gun
10 boyz+1 boss, eavy armour, 1 mek - in a trukk
10 boyz with the warboss, eavy armour - with the warboss
10 gretchin - with the wierdboy for the extra warp point

elites
10 tankbustas, with the big mek - in a battlewagon with four big shootas and a zzap gun
5 burna boyz - in a trukk
3 meganobz, 1 boss - currently they start off in the Gorkanaut (see below)

heavy
gorkanaut, as is (note - every time I play this guy I just get pinged and imobilised, then engaged from the rear and destroyed, really annoying - was thinking of putting a mek in him, but not sure how..

Some extra info...
I have a unit of mek gunz, but with the bad bs we have, I find that snapshots work just as well,
I was toying with shuffling around and putting Gaz in... what do you think?
Is it me, or are the planes crap? I've tried them all, and they all die first turn, armour 10 and 3 hp means most things can snap them out of the air, never mind my mates flying stuff...

Anyway, I am new, so any obvious mistakes I've made please let me know!

Waaagh!
   
Made in us
Slaanesh Chosen Marine Riding a Fiend



Maine

Well, I can help you free up some points right away :p

A model can't take more than one Relic, so with your Warboss you either have to choose the Finkin Cap or the Lucky Stikk, you unfortunately cannot have both equipped.

You also cannot give the Big Mek a Shokk Attack Gun AND Mega Armor. This is because giving him Mega Armor forces him to relinquish his Slugga and Choppa, meaning he cannot swap his Slugga for the Shokk Attack Gun as he has already exchanged it.

Now, as for the rest of the list:

The Bustas in a Trukk isn't a bad idea, keeping them mobile so they can try their best to pop Marines or their transports by glancing to death.

Burnas, I'd ditch. They tend to be dead points in most games and need to be taken in bigger numbers and in a Battle Wagon to keep them alive long enough to burn stuff up.

Mega Nobs, do NOT put them in the Gorkanaught. The reason is because the thing isn't an assault vehicle, and is SLOW. You'd be better putting them in a Trukk to give them a huge movement boost. While the Trukk is of course weaker, having the ability to Flat Out 12 inches in addition to a 12 inch normal move is too valuable to pass up for only 30 points. (35 if you give it the ram, which you should, just to ensure difficult terrain doesn't immobilize it right away).

If you're bringing the Weirdboy, don't put him with Gretchen. He will get majority toughness of 2, and be easily pasted. Keep him with Boyz for bubble wrapping if you plan on uisng him for his Witchfires, though as much as I love the models, they do best in pairs.

The Naughts in general are considered iffy models. I love my Morkanaught for the 5+ invul it can give my dudes, and generally diverts a lot of gunfire, a lot of which doesn't do much to it. It can die quick if it gets focused fire, and they should since they can rip most anything apart. They get a bad rap I think. They are not terrible. People just tend to target the big scarey looking stuff, and the naughts fit that description.

Our Planes are frail. Most all Ork vehicles are. Planes do better in pairs. Pretty much ALL Ork units are like that. The Dakka Jet is still decent, puts out a lot of shots and can mow down infantry pretty good. The Blitza is amazing. Those Boom Bombs are horrifying to most ANY army. Hence why taking two Blitzas can be a scary sight. Burna Bommers are OK, but I'd prefer Blitzas over all the other planes.

Mek Gunz are GOOD. They fire at BS3, since Grots are manning the guns. They are also DIRT CHEAP points wise. Lobbas are excellent due to being 18 points, being Barrage, and being able to take up to 5 in a single squad is amazing. Kustom Mega Kannons are S8 AP2, and only cost 25 points per gun. Trakktors are stupid good anti air, arguably the best in the game. Kannons serve as potential anti armor or anti infantry with their dual ammo options. These are GOOD. But make sure to bring the right gun for the right enemies.

As for the Boyz you're bringing, I'm not sure how much Eavy Armor I'd give them. If their transports pop, I tend to find 4+ armor doesn't help much. It will IF they get into CC. You're milage may vary, so I'd try it out a few times and have you judge for yourself if the points are worth it. I personally only give Trukk Boyz armor to ensure the small squad doesn't die off to the inevitable explosion so they can keep kicking and hold objectives or get into charge range.

I'd run the Wagon with less weapons. It really won't be shooting much and should focus on speeding the Boyz inside up the field asap.

You also seem to be having the Warboss run on foot with only 10 Boyz. This spells doom. With Mega Armor, he can't run, meaning his squad can't run, and he and his krew are sitting ducks. Give him a Trukk at the very least to ensure he can get some movement in. Or, I'd put him in the Wagon with the larger Boy squad for more bubble wrap.
   
Made in gb
Grovelin' Grot Rigger




Wow,

Thanks Melevolence, this post has rocked my world

didn't know about the relic think, that's a kick in the knickers
I didn't notice that about the warboss/boyz unit, but you are right...and the wierdboy... I forgot about the majority rule.
maybe I've dismissed the plane and gunz too quickly then...hmmm

Well, not for the last time... back to the drawing board (but I love juggling the list so all good)..

Thanks again mate, very helpful, and exactly why I posted this..

What were your thoughts on Gazghkull? Is he worth it? I was thinking if I had him I'd team him with the meganobz..


Automatically Appended Next Post:
oh, another question.. why planes in pairs? is it so that only one of them gets targeted?

This message was edited 1 time. Last update was at 2014/12/26 10:45:34


 
   
Made in us
Tough-as-Nails Ork Boy





San Diego

I think you should run the formation from the codex. Bring 6 units of boys a unit of grethcin a mek and a warboss and you get to Waaaghhh every turn after the first turn. I play orks too and when I play the teams you mention above the best thing you can have are fast moving boys on the field. Space marines or IG, usually with SM allys will deepstrike and blow up your vehicals/walkers turn one, unless you get lucky and they miss. The best thing Im seeing right know is green tide, but in a friendly game I think the formation I mentioned above is usually funner, dosent take too long models, and requires playing skill.

If you want to run Gaz throw him in with you Mega Nobs, he gives them relentless during his Waaaahhh and can soak up a toooon of wounds with that 2++, and feel no pain if you put in pain boy, hmmmm such sweetness. Throw in Mad Dok and you get a fearless death star with rampage killing anything you charge. Only down side is you wont get to waaagh every turn.

This message was edited 1 time. Last update was at 2014/12/26 10:54:06


 
   
Made in gb
Grovelin' Grot Rigger




hmm, ok... do you mean the warband in the back of the book?
   
Made in us
Tough-as-Nails Ork Boy





San Diego

Yes, its a fun formation to play, throw in a dakka jet and role a 1 for warlord traits and you get army wide fearless, and extra shoting every turn after the second.

This message was edited 1 time. Last update was at 2014/12/26 10:57:23


 
   
Made in us
Slaanesh Chosen Marine Riding a Fiend



Maine

perlot wrote:
Wow,

Thanks Melevolence, this post has rocked my world

didn't know about the relic think, that's a kick in the knickers
I didn't notice that about the warboss/boyz unit, but you are right...and the wierdboy... I forgot about the majority rule.
maybe I've dismissed the plane and gunz too quickly then...hmmm

Well, not for the last time... back to the drawing board (but I love juggling the list so all good)..

Thanks again mate, very helpful, and exactly why I posted this..

What were your thoughts on Gazghkull? Is he worth it? I was thinking if I had him I'd team him with the meganobz..


Automatically Appended Next Post:
oh, another question.. why planes in pairs? is it so that only one of them gets targeted?


The goal with Orks is target saturation. A goal for most armies really, but with Orks it's really important since our stuff dies so easily. Running the planes in pairs, like you said, makes it harder to take the threat completely off the board, since it gives them targets. Do they focus their fire on the two planes about to open up on their forces, or do they split fire on the planes AND the land bound units? Plus, if they focus on one plane, you still have the other to do its job.

As for Ghaz, ehhhhh...i don't personally like him anymore after the changes they made to him with virtually no compensation for it. He can tag along with the Mega Nobz, but you'd be better just using a normal Mega Armored Warboss and get the same effect, if not MORE due to the points you save.
   
Made in us
Tough-as-Nails Ork Boy





San Diego

Melevolence wrote:
perlot wrote:
Wow,

Thanks Melevolence, this post has rocked my world

didn't know about the relic think, that's a kick in the knickers
I didn't notice that about the warboss/boyz unit, but you are right...and the wierdboy... I forgot about the majority rule.
maybe I've dismissed the plane and gunz too quickly then...hmmm

Well, not for the last time... back to the drawing board (but I love juggling the list so all good)..

Thanks again mate, very helpful, and exactly why I posted this..

What were your thoughts on Gazghkull? Is he worth it? I was thinking if I had him I'd team him with the meganobz..




Automatically Appended Next Post:
oh, another question.. why planes in pairs? is it so that only one of them gets targeted?


The goal with Orks is target saturation. A goal for most armies really, but with Orks it's really important since our stuff dies so easily. Running the planes in pairs, like you said, makes it harder to take the threat completely off the board, since it gives them targets. Do they focus their fire on the two planes about to open up on their forces, or do they split fire on the planes AND the land bound units? Plus, if they focus on one plane, you still have the other to do its job.

As for Ghaz, ehhhhh...i don't personally like him anymore after the changes they made to him with virtually no compensation for it. He can tag along with the Mega Nobz, but you'd be better just using a normal Mega Armored Warboss and get the same effect, if not MORE due to the points

you save.






Have you tried Gaz's Council of Waaagh formation, I loooove it . I kinda agree with you, a Warboss on a bike or with Mega armor and a lucky stikk is preferable most of the time. But if you are fight against those few armies that have super melee units, like daemons, its nice to have eternal warrior and a turn of 2++

This message was edited 1 time. Last update was at 2014/12/26 11:07:10


 
   
Made in us
Slaanesh Chosen Marine Riding a Fiend



Maine

 Mojo1jojo wrote:
Melevolence wrote:
perlot wrote:
Wow,

Thanks Melevolence, this post has rocked my world

didn't know about the relic think, that's a kick in the knickers
I didn't notice that about the warboss/boyz unit, but you are right...and the wierdboy... I forgot about the majority rule.
maybe I've dismissed the plane and gunz too quickly then...hmmm

Well, not for the last time... back to the drawing board (but I love juggling the list so all good)..

Thanks again mate, very helpful, and exactly why I posted this..

What were your thoughts on Gazghkull? Is he worth it? I was thinking if I had him I'd team him with the meganobz..




Automatically Appended Next Post:
oh, another question.. why planes in pairs? is it so that only one of them gets targeted?


The goal with Orks is target saturation. A goal for most armies really, but with Orks it's really important since our stuff dies so easily. Running the planes in pairs, like you said, makes it harder to take the threat completely off the board, since it gives them targets. Do they focus their fire on the two planes about to open up on their forces, or do they split fire on the planes AND the land bound units? Plus, if they focus on one plane, you still have the other to do its job.

As for Ghaz, ehhhhh...i don't personally like him anymore after the changes they made to him with virtually no compensation for it. He can tag along with the Mega Nobz, but you'd be better just using a normal Mega Armored Warboss and get the same effect, if not MORE due to the points

you save.






Have you tried Gaz's Council of Waaagh formation, I loooove it . I kinda agree with you, a Warboss on a bike or with Mega armor and a lucky stikk is preferable most of the time. But if you are fight against those few armies that have super melee units, like daemons, its nice to have eternal warrior and a turn of 2++


I haven't yet, though mostly because I currently do not own a Mad Dok Grotsnik :I He's a model I've put off buying because I feel he's also a bit too over costed for what he brings to the table. Especially now that Painboyz are an HQ and are so inexpensive pointswise and super easy to convert. I might end up buying him once I pick up another Bomma or so, as those are my major priorities. XD
   
Made in gb
Grovelin' Grot Rigger




Darn, I can't get the mek gunz in cos you only get 3 heavies, and that's the BWs and the Gork :(
   
Made in us
Tough-as-Nails Ork Boy





San Diego

Personally Mad Dok is my favorit model, He does waaay more the Gaz.

Feel-no-Pain
Fearless
Rampage
Toughness 5
AP 4+
3 wounds
PowerKlaw
Poison

and all at 160pnts. IDK but I think it waaay worth it


Automatically Appended Next Post:
perlot wrote:
Darn, I can't get the mek gunz in cos you only get 3 heavies, and that's the BWs and the Gork :(



I think Mega nobs can take BW as dedicated, or am I wrong? I dont have book in front of me.

This message was edited 1 time. Last update was at 2014/12/26 11:18:56


 
   
Made in gb
Grovelin' Grot Rigger




Hmmm, mad dok... my head is turning... can he be the warlord?

Yes meganobz can take a BW (good memory!) but the other BW is for the 20 boy unit... if I don't have the BW for them, then I have to hoof it with the 20 boyz.. (but maybe that would work?)
   
Made in us
Tough-as-Nails Ork Boy





San Diego

You can take Mad Dok as a war lord.

Im kinda leaning towards hoofing it with big units because almost every time I play I have some deepStriking unit blow up my transports with meltas. This hurts even more if they arnt ard-boyz, had 12 out of 20 die with one explosion by melta last time I played SM

Thats way, if you can, more is deffinantly better, instead of a BW bring three Trukks with boys and Nob with PK. Its allll about target saturation with orks now, just like a previous poster stated.

 
   
Made in gb
Grovelin' Grot Rigger




ouch!

Good point... hmm... ok thanks for that
   
 
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