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Made in us
Longtime Dakkanaut





The following list is the current updated version. The ones found below the first post are now out dated.
Updated as of 8/13/2015 at 2 in the morning.

Ork army list

Formation: Combined Arms

Formation: Green Tide

Green tide army:

Warboss - (4) Eavy Armor (relic 20) Big Bosspole - Power Claw (25) = 109

10 Squads of Boyz
90 Boyz = 540 (vanilla
10 Nobs = 160 (All Vanilla)
Green tide List points = 809

Combined arms detachment:

HQ - Painboy 50
HQ- Warboss - Eavy armor, PK, Da lucky stick- 114
Troops
Gretchin x 10 1 runetherd - 35
Gretchin x 10 1 runetherd - 35
Boyz (shootas - 16 1 nob/w twin shoota 1 big shoota(boss pole +5) 141

Heavy Support
3 Killa Kanz - 180 (3 grot riggers) (three grotzookas)

Fast Attack:
Dakka jet - 135 (extra gun and fly boss)

Combined ARms Detachment - 690
1499

First army I have ever made for the orks. Took me like 4 hours to make it (in large part due to needing to look up all the rules and learn what detachments are which I did thanks to you awesome folks here at Dakka Dakla! ^_^

So yeah Just a list I made. Never played a single game of 40k, but seen a lot of matches played so I like to think I kind have an idea what I am doing. Any feedback on how to modify it to improve it would be great! Or if its just utter gak let me know that as well and I will try and make a new list.

Tactics: Standard Green Tide lead by Warboss and his nobs. Painboy is put into this squad for FNP for everyone. So thats 101 orks all with FNP, +1 WS and fearless on top of none stop WAAAGHs. I itend to ram them right into the enemy to cause serious damage and attempt to overwhelm their core.

The combined arms guys are for objectives. The two grots squads for holding them or delaying/screening. The 1 shoota squad is there to put down a little bit of fire and focus on objectives. Added a mek to the squad to have another body, but more so because I didnt know what else to do with 15 points. The Killa kanz are there for heavier duty meele support and hopefully I can get some good IWND rolls to keep them in the fight a bit longer.

And last, but not least I have a single Dakka jet for anti air and laying down a ton of fire on the field.


So what do you guys think of this? Ideas? Suggestions? Critique? Scathing insults? All are welcome!

Updates: Updated the list. Opted out of Nobs having PKs as the green tide should be able to take down anything in meele through sheer force of dice rolls. Took out the PKs in favor of getting a deff dread and upgraded 2/3 of the killa kanz to have grotzookas.

My current decision is based on if I want some front line boyz in the tide to have eavy armor (20 boyz having it), or keeping the deff dread or opting for a smaller squad of Nobs or boyz +/- Trukk.
Any opinions?

Still lacking (but in the process of buying) stormboyz and lootas to round up my more "Core" choices of units.

-------------

Update: Traded out Deff dread and 1 mek with kustom mega slugga for a Warboss in the combined arms detachment to bring another powerful hitter into the tide as well as +1 WS to everyone in it.

So right now the tide is very powerful (I think) with high volume of hits + two hard hitters one of which can re-roll. 100% are all fearless + 1 WS and have FNP 6+.

The kanz and shootas stay to provide support and lock down objetives while the gretchin are there to distract, screen and maybe hold an objective if they get lucky.

This message was edited 5 times. Last update was at 2015/08/13 05:59:29


 
   
Made in us
Krazed Killa Kan




Homestead, FL

Ork nobz in a boyz squad can not take a Waaagh banner, you have to bring an IC in your CAD and give it DLS to give +1 WS to your green tide.

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
Longtime Dakkanaut





Alright thank you for spotting that error!

KK remade it

Ork army list

Formation: Combined Arms

Formation: Green Tide

Green tide army:

Warboss - (4) Eavy Armor (relic 20) Big Bosspole - Power Claw (25) = 109

10 Squads of Boyz
90 Boyz = 545 (vanilla w/1 rocket launcher)
10 Nobs = 380 (4 Power Klaw 6 shootas)
Green tide List points = 915

Combined arms detachment:

HQ - Painboy 50
1 mek (mega blata) - 25
Troops
Gretchin x 10 1 runetherd - 35
Gretchin x 10 1 runetherd - 35
Boyz (shootas - 16 1 nob/w shoota 1 big shoota(boss pole +5) 136

Heavy Support
3 Killa Kanz - 165 (3 grot riggers)

Fast Attack:

Dakka jet - 135 (extra gun and fly boss)

Combined ARms Detachment - 585
1500


 
   
Made in ca
Blood-Raging Khorne Berserker





Ottawa, Canada

Just fyi I love playing orks dont get me wrong...I tried a green tide and i wouldnt do it again - moving that many models is seriously tedious, especially if youre not used to playing them.

I go bikers (biker warboss is a beast), truck boyz, a stompa, couple grot units, and usually 1 or 2 big units of boyz, a dakkajet (sometimes), lootas...

basically I find with orks having a wide selection of different units more fun to play and much easier to move around tactically
   
Made in us
Longtime Dakkanaut





Well I am still looking for bikers, lootas and a stompa so those are currently not in my list of possibilities.

Does my list make any sense functionally though?

Def going to get bikers, lootas and battle wagons at some point for sure. ITs all about finding the good deals on ebay.

 
   
Made in us
Flashy Flashgitz





Something to point out, you listed only 6 nobs with Shootas. There should only be 4. To explain, that takes away one of the non pk nobs attacks because he no longer has 2 close combat weapons. It's better to just have the 4 with pks take the Shootas, not that you need them, because they lose that attack for not using 2cc weapons already because a pk is a special weapon.

Dakka jets... Look cool, but I'd use a Blitza-boma in almost every circumstance instead of a Dakka jet. The only time I'd want a Dakka jet is to shoot down other planes, and for that I'd use a traktor kannon or 3.

Killakans I love, but definitely go grotzookas or nothing. And I'd suggest them in 6packs.

Lastly I'd drop those 16 boys for 20 ard boys in your tide. They will soak some hits up front, maybe. If not that some mek guns or a small bike squad to soften some targets.

Our play styles don't sync up, but I wish you luck.

Warboss Troil
"Less chat, more splat!" 
   
Made in us
Longtime Dakkanaut





FratHammer wrote:
Something to point out, you listed only 6 nobs with Shootas. There should only be 4. To explain, that takes away one of the non pk nobs attacks because he no longer has 2 close combat weapons. It's better to just have the 4 with pks take the Shootas, not that you need them, because they lose that attack for not using 2cc weapons already because a pk is a special weapon.

Dakka jets... Look cool, but I'd use a Blitza-boma in almost every circumstance instead of a Dakka jet. The only time I'd want a Dakka jet is to shoot down other planes, and for that I'd use a traktor kannon or 3.

Killakans I love, but definitely go grotzookas or nothing. And I'd suggest them in 6packs.

Lastly I'd drop those 16 boys for 20 ard boys in your tide. They will soak some hits up front, maybe. If not that some mek guns or a small bike squad to soften some targets.

Our play styles don't sync up, but I wish you luck.


Well I currently dont own any lootas (working on it) so I relying on that dakka jet for now.

Why drop the 16 boys squad? I think that having them around would give me another unit to move and act separately which is a good thing as it give some more versatility instead of relying solely on the tide.

On the Nobs and PKs: Ok I am confused. I thought that going for a shoota on a nob does not hinder them in CqC at all because the slugga is just an inferior shoota and the choppa does not add anything to the nob stat wise according to its entry in the 7th codex. Are you telling me that by swapping out the choppa/slugga I lose an attack? Not sure what you are telling me to do to be honest. Are you saying dont take the PKs in the green tide? Dont take the shootas? Have all shootas?

If you could clarify I would appreciate it greatly.

 
   
Made in us
One Canoptek Scarab in a Swarm




 Tibs Ironblood wrote:


On the Nobs and PKs: Ok I am confused. I thought that going for a shoota on a nob does not hinder them in CqC at all because the slugga is just an inferior shoota and the choppa does not add anything to the nob stat wise according to its entry in the 7th codex. Are you telling me that by swapping out the choppa/slugga I lose an attack? Not sure what you are telling me to do to be honest. Are you saying dont take the PKs in the green tide? Dont take the shootas? Have all shootas?


Alright, so you get an extra attack if you have two close combat weapons, which a slugga and choppa are CCWs. You will not get the extra attack with a power klaw due to the "Specialist Weapon" special rule, and the Big Choppa will not get the extra attacks due to its "Two-Handed" special rule, even if you do switch for a shoota, it won't affect your attacks with the big choppa/pk.

However, shootas are not CCWs. That means if you put a shoota on a nob with a choppa, it would not get any bonus attacks for being two CCWs, or two specialist weapons.

Which in turn means it is efficient to put sluggas on choppa nobs and shootas with big choppa/pk nobs.

Here is a chart for the number of attacks:
(First number is not on the charge, second is on the charge)
Slugga/Choppa: 4/5
Shoota/Choppa: 3/4
Slugga/PK or Big Choppa: 3/4
Shoota/PK or Big Choppa: 3/4

I think that should clear it up.

3050
4250
 
   
Made in us
Longtime Dakkanaut





 ZanyZombie wrote:
 Tibs Ironblood wrote:


On the Nobs and PKs: Ok I am confused. I thought that going for a shoota on a nob does not hinder them in CqC at all because the slugga is just an inferior shoota and the choppa does not add anything to the nob stat wise according to its entry in the 7th codex. Are you telling me that by swapping out the choppa/slugga I lose an attack? Not sure what you are telling me to do to be honest. Are you saying dont take the PKs in the green tide? Dont take the shootas? Have all shootas?


Alright, so you get an extra attack if you have two close combat weapons, which a slugga and choppa are CCWs. You will not get the extra attack with a power klaw due to the "Specialist Weapon" special rule, and the Big Choppa will not get the extra attacks due to its "Two-Handed" special rule, even if you do switch for a shoota, it won't affect your attacks with the big choppa/pk.

However, shootas are not CCWs. That means if you put a shoota on a nob with a choppa, it would not get any bonus attacks for being two CCWs, or two specialist weapons.

Which in turn means it is efficient to put sluggas on choppa nobs and shootas with big choppa/pk nobs.

Here is a chart for the number of attacks:
(First number is not on the charge, second is on the charge)
Slugga/Choppa: 4/5
Shoota/Choppa: 3/4
Slugga/PK or Big Choppa: 3/4
Shoota/PK or Big Choppa: 3/4

I think that should clear it up.


Oh I understand now! Thank you very much for that. Still learning the ropes. So glad I decided to finally register here then walk in like a total goof for my first game. Well with that being the case and the green tide working the way it does I think I will just get rid of the Nob PK/s Shooters to free up 100 points to put in for more units to support the tide.


Automatically Appended Next Post:

Updates: Updated the list. Opted out of Nobs having PKs as the green tide should be able to take down anything in meele through sheer force of dice rolls. Took out the PKs in favor of getting a deff dread and upgraded 2/3 of the killa kanz to have grotzookas.

My current decision is based on if I want some front line boyz in the tide to have eavy armor (20 boyz having it), or keeping the deff dread or opting for a smaller squad of Nobs or boyz +/- Trukk.
Any opinions?

This message was edited 1 time. Last update was at 2015/08/12 07:01:19


 
   
Made in us
Flashy Flashgitz





Alright, so without pks you've created a problem. If I walk my Morka/gorka up the field and hit your tide, you lose the game.

Why? Because you have 1 model in your entire army that can hurt him, who is likely so far into the mob he won't be close enough to attack for a couple turns, if even then. 4+ it's a good number of klaws in there.

I say to drop the 16 boys because you had them walking. That doesn't help your situation much at all. Put 11 and a nob w/pk in a trukk, sure, but 16 walking? Naaaaah.

I personally hate Deff Dreads in their current state. More armor or a save or cheaper would be fine, but at 100pts, I would rather have 2 more kans. And cowardly grots is annoying, but they are so much cheaper.


Automatically Appended Next Post:
Ps. My favorite ork unit is Flashgitz. They are a ton of fun to model, paint, and use. I highly recommend 10 in a battlewagon when you can afford them

This message was edited 1 time. Last update was at 2015/08/12 10:21:35


Warboss Troil
"Less chat, more splat!" 
   
Made in no
Tail-spinning Tomb Blade Pilot






I'd say you need a few movement trays for 40k for the tide, furthermore purely llistwise you have to little anti armor. Need more pks and more heavy weapons.

The dakkajet is fine I think, as you dont have much anti-air otherwise.

Let the galaxy burn. 
   
Made in us
Longtime Dakkanaut





Would putting in some rockets in the boyz squads help with the anti armor are is the BS2 just too much of a liability to think of using?

I could take away the deff dred and use that for another Killa Kan w/ Grotzooka. With my current model options I think that could work, but I feel like maybe I could add some more boyz to the shoota squad and get 2 PKs instead in the green tide or go with 3 PKs in the tide... Or I could get a Warboss to replace my Mek in my combined arms detachment and give him the lucky stick + PK + eavy armor for a total of Warboss .114 Stick him in the green tide. This would make the tide much stronger as the two warbosses would hit like trucks + everyone would then have the +1WS, fearless and FNP.


This message was edited 2 times. Last update was at 2015/08/13 05:50:22


 
   
 
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