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[2000] - Orks - An 'All Comers' List  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Fresh-Faced New User




HQs
Warboss - Da Lucky Stikk, Power Klaw, Warbike - 135 Points
Weirdboy - Mastery Level 2 - 70 Points

Troops
Shoota Boyz - 26 Regular Shoota Boys, 3 Boyz with Big Shootas, Nob w/ PK & BP - 261 Points
Shoota Boyz - 26 Regular Shoota Boys, 3 Boyz with Big Shootas, Nob w/ PK & BP - 261 Points
Gretchin - 17 Gretchin, Runtherd - 56 Points

Elites
Burna Boyz - 11 Burnas, Trukk with Rokkit Launcha, Reinforced Ram & Boarding Plank - 226 Points
Tankbustaz - 7 Tankbustaz, 1 Nob with PK & BP, Trukk with Rokkit Launcha, Reinforced Ram & Boarding Plank - 209 Points

Fast Attack
Warbikers - 8 Warbikers, 1 Warbiker Nob with PK & BP - 202 Points

Heavy Support
Lootas - 10 Lootas - 140 Points
Lootas - 10 Lootas - 140 Points
Morkanaut - Kustom Force Field, Grot Riggers - 300 Points

Any weird numbers of models in a unit is due to limited number of my models owned, as well as point constraints. This totals up to be exactly 2000 Points, and is an 'All Comers' list. In a more casual game models can be swapped to deal with the army in question.

My normal deployment with this list is to drop the Gretchin in some hidden objective, while the 60 Boyz and Morkanaut get in the center of the field. This force is meant to push down the middle, and draw as much fire as they can, while dishing out what punishment they can. People often look at a pile of 60 Boyz and a big walker as something that needs to die, so good luck with those 5+ Invulnerables. The Bikes, Tankbustaz, and Burnas take to the flanks, and speed down the sides of the board. This army works best if they deploy and go second, as not only are you able to deploy these flanking squads to kill what they need to (Tanks for the Tankbustaz, Horded Infantry/MEQ Devstators for the Burnas, and almost anything with the bikers) these squads are also able to get potential turn one charges (Assuming your trukks weren't blown up). As for the Lootas, I usually place a squad on each side of my deployment zone (Bonus points if you have a few objectives to toss them on) and throw S7 Shots at Flyers, Light Vehicles, Super-Special-Snowflake-Units.

All in all, the goal is to either distract or kill the enemy with the center horde, and clean up shop with your speedy flanking units. Normally I stick the Weirdboy with the boyz in the center, but if I get Da Jump and see an opening, deep striking lootas can really ruin some Vehicles rear armor!

Anyways, give me comments, tips, criticisms, tell me I suck, whatever! Let me know what you think of this list!
   
Made in im
Nasty Nob on Warbike with Klaw





Liverpool

SanguineVulture wrote:
People often look at a pile of 60 Boyz and a big walker as something that needs to die, so good luck with those 5+ Invulnerables.
A shame you can't fit many of those Orks inside the 6" bubble.

This army works best if they deploy and go second
That only happens if you sieze the initiative. Most armies do well then but it won't happen much.

Your trukks don't have much in the way of protection or saturation. It's two expensive squads that make great targets. Can't see them getting the first turn charge you mention (planks cap at 12", so if your opponent is even a fraction of an inch behind the deployment line, which they should be, you're out of range).

What type of Detachment are you using?

Not a bad list at all though. Covers a lot of threats, and has plenty of bodies.

That much backfield shooting I'd be tempted to squeeze in an Aegis with Ammo Dump (great for Lootas). Power Klaw on the Tankbusta nob might be a bit exessive. No vehicle will survive the melta bombs, and if they're in combat with something else, then something has gone wrong already!
   
Made in us
Krazed Killa Kan




Homestead, FL

And that my friends is what is so terrible about hte Morkynaut

20 lootas with between 20-60 S7 AP4 shots cost less then a S8 Blast a S8 shot and 2 rokkits and some bullet

I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all

Marine General James Mattis, to Iraqi tribal leaders 
   
Made in us
Waaagh! Warbiker




Alaska

I concur with grendel: the two mounted units are really not ever going to do much. Orks need to move at the same-ish speed. Only having one or two mounted units in a slogging list means that every single big gun is gonna shoot at them. Unless you go first, or roll some fantastic saves, those units will never do anything if you dont go first.

Perhaps consider taking a unit of burna boys with 3 mek swaps, and put them in the belly of your morkanaut. Increas those repair rolls, and if need be they can jusp out and torch somebody who gets too close/acts as an anti-assault screen.

   
Made in us
Fresh-Faced New User




A shame you can't fit many of those Orks inside the 6" bubble. Stick the Boyz who wont fit in the rear of the bubble, the wounds go on the closest model, so problem solved.

This army works best if they deploy and go second. What I meant by this is, if you win the roll-off then choose to go second. Whoever goes first on turn one cannot charge, but if your enemy moves their 6 to 12 inches forwards, then the bikes and trukk sqauds can get a charge or two off.

Your trukks don't have much in the way of protection or saturation Drop them in some cover. My local gaming store has a plethora of the GW Ruins kit, and with the changes to 7th edition, you can drive vehicles through ruins. With the ram re-rolling failed dangerous terrain tests my Trukks can usually hide, before barreling out. However on a board without a lot of this cover yeah they would be easy targets.

What type of Detachment are you using? I personally use the Combined Arms detachment. I enjoy those moments whenever Objective Secured scores me enough VPs to tie/win the game. Considering how I have only two squads that will be charging often with 10+ models the Ork Horde detachment doesn't seem that valuable.

That much backfield shooting I'd be tempted to squeeze in an Aegis with Ammo Dump (great for Lootas). Power Klaw on the Tankbusta nob might be a bit exessive. Depending on the opponent you could drop the Tankbusta Nob's PK and the Grot Squad for the Aegis Line with Ammo Dump, leaving 6 points in the air to toss on something *shrug*. Rerolling 1's on an Ork shooting unit could be great, or useless, however if I lack deployment zone objectives and terrain then the grots become useless, so I suppose its a gamble. I'll try a few games with the Aegis Line, and see how it turns out, so thanks for the suggestion!

the two mounted units are really not ever going to do much As I stated above dropping them in cover goes a long way. Furthermore I can't stress enough at how much of an attention grabber 60 boyz and a Naut are. While I've only played a handful with this list so far the only time I've lost a trukk on turn 1 was due to an accidental scatter from a Tyranid blast weapon, and a lucky roll.
   
Made in us
Waaagh! Warbiker




Alaska

Fair enough, play what works for you. I've found in the years I've been running orks that trukks by themselves dont rock out as much as I'd like, but every place has their own meta, and every player likes their own twists on tactics.

I think we realize how attention hungry a mob like that can be (many of us play orks), its more of the "would I rather shoot my one big gun and kill a boy, or kill the car as it was designed to do." But again, to each their own. Pos a bat rep link here and let us know how it works out!
   
 
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