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Made in nz
Disguised Speculo





Tried to make them as strong as I could without abusing stupid stuff (repair stompa etc). Was made using Zaghammer Orks errata so a few price changes - Bikers up, mek guns up, kommandos down, mainly just increased the cost of my stuff but its a small price to pay to remove that mob rule nonsense.

Game plan is to shoot things. If I want a more tactical plan than that then I fair I'm playing the wrong game. I'm way past "over" trying to make Ork melee any good, so I'll just tie him up with all sorts of speedy annoying guys and fire away. Typically can only fit one unit of kannons into a piece of terrrain in a useful spot, would love to run more but others end up in the open or too far away for 36" guns, so the rest of the heavy choices are longer ranged lootas and hidden lobbas.

Bikerboss [135]
Bike, Klaw, Cybork, K-Skorcha, Bosspole, Thinkin Kap

Warphead [70]
Level 2 Ork Psyker woohoo

Shoota Boyz [140]
x20

Shoota Boyz [140]
x120

Lootas [70]
x5 Lootas

Lootas [70]
x5 Lootas

Mek Gunz [84]
3x Lobbas, 3x Ammo Runts

Gretchin [35]
x10

Gretchin [35]
x10

Lootas [70]
x5 Lootas

Mek Gunz [84]
3x Lobbas, 3x Ammo Runts

Mek Gunz [109]
5x Kannon, 5x Ammo Runt, 4x Extra Krew

Kommandos [45]
x5 Kommandos

Tankbustas [110]
x5 Tankbustas
x3 Bomb Squig
Trukk, Ram, Rocket

Stormboyz [89]
5x Stormboyz
Nob Upgrade, Power Klaw, Bosspole, Eavy Armour

Deffkopta [30]

Deffkopta [30]

Warbikers [140]
5x Warbikers
Nob Upgrade, Power Klaw, Bosspole

1498

This message was edited 1 time. Last update was at 2015/07/08 21:18:06


 
   
Made in us
Violent Space Marine Dedicated to Khorne




With so much static, have you considered a Void Shield Generator? It would give a wide area some much needed protection and would make you less dependent on actual terrain. Or perhaps an ADL?
   
Made in ca
Ghastly Grave Guard





Canada

I don't think your units are big enough, definitely the Storm Boyz. What's the purpose of the two Grot units? You have your Troops filled out with shoota Boyz.
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Looks like a double CAD to me hence the grot tax..Not bad overall looking over Zagmans errata myself ..better than what we had come up with locally so far ..will try it this weekend or next I think for my own list...I see the Warbikers and Stormboyz are nothing more than PK delivery ...out standing ...

'\' ~9000pts
'' ~1500
"" ~3000
"" ~2500
 
   
Made in nz
Disguised Speculo





Tried the list today against some Space Wolves. Went poorly because outflanked bikers did not come in on time, and that during that turn, despite my best efforts and promises to the contrary I ended up attempting melee with several units and they all died. A Deffkopta (to eat overwatch), 10 stormboyz inc. 2 Nobz, 20 shoota boyz vs most of a squad of space wolf marines. Boys failed charge by 1. Marines killed Orks at I4. One Nob got challenged and died. Other nob rolled 3 ones and ended up killing 1 dude while the rest killed 1 dude too. Good stuff right there

Up until then, grot guns and lootas in terrain traded very effectively with more expensive enemy firepower. Need more ways to prevent my limp wristed feeble Orks from being assaulted or foolishly putting away their guns and trying to fight people.

paramedicpirate wrote:
With so much static, have you considered a Void Shield Generator? It would give a wide area some much needed protection and would make you less dependent on actual terrain. Or perhaps an ADL?


I think a VSG would just give enemy lascannons etc a target worth shooting at. As it is, the trukks are usually in total cover (we don't use swiss cheese terrain) and everything else are not great targets. VSG is something I'd be more inclined to combine with Trukk boyz if they were somehow viable in any way. However if I incorporate other fortifications they may need shielding to help keep them alive. Also if lootas and co can hide in cover on the actual generators themselves (I don't know what they look like) that would give them placeable cover, good lines of sight, and near immunity to close combat which is pretty good even before you consider the forcefield!

I don't think your units are big enough, definitely the Storm Boyz.


Large units are simply more points dying for less resources from my opponent. More guys being hit by the same flamer. More guys being swept after losing a combat (Orks either kill 100% of the enemy or lose combat, they do not win combat). Guys dying who would not die if they were in a second unit causing the excess wounds to be wasted. More guys dying when a unit takes 25% and flees the table from morale tests after murdering half their mates.

What's the purpose of the two Grot units? You have your Troops filled out with shoota Boyz.
...
Looks like a double CAD to me hence the grot tax..


Yeah, thats about it really. They can also sit on objectives or as we often play it, carry the objectives away. I'm thinking I'll take less boyz in the future, they're just not very good even with the flying rodent gak mob rule table largely removed with Zaghammer

I see the Warbikers and Stormboyz are nothing more than PK delivery ...out standing ...


Thats precisely the role of the Stormboyz and Bikers. At higher points I increase the bikers and they become a mobile shooting unit that can also melee open some tanks. Ork melee should never be more than PK delivery as that is where all our damage comes from, and they should primarily go after tanks and after terminator armour with INT1 weapons. The rest are ablative wounds vs shooting attacks to get the klaw to the vehicle without being gunned down on the way.

Not bad overall looking over Zagmans errata myself ..better than what we had come up with locally so far ..will try it this weekend or next I think for my own list...

Yeah Zaghammer is the only thing keeping me playing - whoever wrote the Ork codex probably was auditioning for the Age of Sigmar ruleset

This message was edited 4 times. Last update was at 2015/07/10 13:20:04


 
   
 
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