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Made in us
Stinky Spore




Got an escalation league starting soon, first mission will be The Scouring. I'll likely face SM or DA in this game. At first I thought about bringing burna boyz for their AP3 CC weapon but I realized I could create a little better threat with some summoned bloodletters. Their hellblades will mulch MEQ so at worst they will be a fire magnet and at best cause some casualties before they get crushed.

Painboy will go with the daemon summoning weirdboy and a mob of 'ard boyz. The other mob of 'ard boyz will have the nob/warlord. The shoota boyz and the two ObSec grot mobs will objective camp as best they can. The tankbustas will use the trukk as moving cover until it inevitably gets shot off the board by some squishie with a heavy weapon. As for the weirdboyz, who knows. With the right rolls the Power of the Waaagh! might be awesome, or awesomely hilarious in failure.

+++ Psychorks (1000pts) +++

++ Orks: Codex (2014) (Ork Horde Detachment) ++

+ HQ +

Weirdboy ML2, Power of the Waaagh!
Weirdboy ML2, Power of the Waaagh!
Weirdboy ML2, Daemonology

+ Troops +

Boyz ['Eavy Armour for Mob] Boss Nob [BP, PK, Warlord]
15x Slugga Boy
Boyz ['Eavy Armour for Mob] Boss Nob [BP, PK]
15x Slugga Boy
Boyz, Boss Nob [BP, PK]
14x Shoota Boy

++ Orks: Codex (2014) (Combined Arms Detachment) ++

+ HQ +

Painboy

+ Elites +

Tankbustas 7x Tankbusta, Trukk [Big Shoota, Reinforced Ram]

+ Troops +

Gretchin
····10x Gretchin [10x Grot Blasta]
····Runtherd [Grabba stik, Slugga, Stikkbombs]

Gretchin
····10x Gretchin [10x Grot Blasta]
····Runtherd [Grabba stik, Slugga, Stikkbombs]

Orks: 2000 points painted!  
   
Made in ca
Focused Fire Warrior





drop the 'eavy armor, and stick all the boyz in trukks, take smaller units to do so.

I might actually go with 2 normal CAD instead of the Ork Horde. The HoW is nice but Objsec is more versatile and more likely to come into play, plus, that 10 or more on charge is pretty unlikely, having your orks survive with 10 or more guys footsloggin across the field to charge is even more unlikely. And if you're facing DA you're gonna get SHREDDED by their BS2 overwatch, that's a really nasty new rule they got.

You could also drop some of the gretchin for more boyz or try and rearrange some points for more tankbustaz, bustaz are really good you're gonna want more of them than 1 unit, or they're just gonna get blasted turn 1. At least 2 units in trukks give you a good chance for a glory hounds kill too.
   
Made in us
Hollerin' Herda with Squighound Pack





Let me tell you about a game I played last night.

I had 2 weird boys both running waaagh powers

Both killed themselves via perils by turn 3.

but not before one scattered "Da Krunch" into his own squad and murdered 8 orks boyz
and the other rolled a 1 on the perils table and was dragged into the warp, taking 4 boyz with him.

If you're running MORE weirdboyz and trying to summon daemons...I can only imagine the damage you'll inflict on yourself
   
Made in us
Flashy Flashgitz





I lol'd

Warboss Troil
"Less chat, more splat!" 
   
Made in us
Beast of Nurgle





I don't think OBS is really worth it if you can just wipe the enemy off of the objective in the first place, so that's why I'm not bothered by it when I take my Bloodhost Detachment. I would definitely suggest giving the Ork Boyz a Trukk since those things can book-it up the board and get your Boyz in combat much sooner.
   
Made in us
Judgemental Grey Knight Justicar




Northern Texas, USA

This list makes me smile
   
Made in us
Tough-as-Nails Ork Boy







If you really want deamons on the table take more than one weirdboy with deamonology. You have a better chance of actually summoning them.

'Nids growing soon
3500 pts. unpainted
Admech 1000 buying & building
If you don't enjoy playing against people with unpainted armies, break into their house when they sleep, paint their figures for them, help yourself to their cheerios and then your problems will be solved.
Well, my opponents usually don't have more than 1-2 Wave Serpents 'cos Serpent spam is very expensive in real life money.
GENERATION 11: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment. 
   
Made in us
Stabbin' Skarboy




Pittsburgh

Personally I would drop the eavy armor and just get more boys. If youre footsloggin it you need more bodies since it isn't hard for most armies to get ap4.

My Armies:
Orks about 15000-16000 mostly unpainted but slowly being worked on
Militarum Tempestus about 2000 points just built
Inquisition about 2000 points unpainted
Officio Assassinorum 570 unpainted
I dont paint quickly 
   
Made in us
Krazed Killa Kan






State of Jefferson

Or: 1002
Horde
- WB lvl2
- WB lvl2
- WB lvl2
- 5 MANz (4xKScorch, 1xKS) truck ram
- Grots
- Grots
CAD
- PB Biker
- Zhardsnark
- Grots
- 5 Bikers (1 PK nob)
- 3x Kannons

This message was edited 1 time. Last update was at 2015/10/01 05:27:07


 
   
Made in gb
Raging Ravener




UK

I think with zhardsnark, you're not allowed killa kanz, deff dreads or big guns in the same detachment. That's not to say you can't have MEK gunz however...

Also tell me how your games go, I love the idea of lots of weirdboys. Although it's not competitive, it sounds like a lot of fun!

This message was edited 2 times. Last update was at 2015/10/01 08:39:48


The armies that I collect:

- Tyranids, 2,000 pts.
- Orks, 1,250 pts.
- Tau, 750 pts.
- Guard (PDF), 750 pts.

(Yes I have a thing for horde armies to some extent) 
   
Made in gb
Smokin' Skorcha Driver




London UK

I've been running a very similar list in casual play and so far its working out well.

I run the same theory of 3 ML2 weirdboyz in a 20 strong ardboyz squad with painboy. I also agree that you should drop the ardboyz from the other squads and run in trukks for two reasons.
1/ it confuses your opponent and they have to prioritise between shooting at the fast moving threats or the weirdboyz
2/ it protects the tankbusta trukk

if you can squeeze kannons in then its also great because your grots can shield the kannon grots for some 5+ cover saves early game then if they survive rush them for objectives. This also adds weight to the idea that you should run 2 CADs to make all troops obsec since you are only running 4 HQ anyway.

For the weirdboyz I always roll on daemonology with all of them because you might get possession because summoning a greater daemon turn 1 causes most opponents to get brown pants but it will definitely cause disruption to their strategy. Then once you have possession switch up to rolling on ork powers. But definitely give all three weirdboyz summoning because you have to accept that you will always perils so you want to summon with different weirdboyz each turn to save their wounds.
   
Made in us
Stinky Spore




Thanks all for the feedback. I tweaked the list a bit, took on a combined Black Templar/Imperial Guard force and won 12-3! Damn game went the full seven turns. Here's the list I ended up fielding:

Psychorks 998 points

CAD

Weirdboy ML2, Power of the Waagh
Weirdboy ML2, Daemonology

Slugga boyz x15
Slugga boyz x15

Lobba w/2 grots

CAD

Painboy
Warboss w/Lucky Stikk, mega armour

Shoota boyz x15
Shoota boyz x15

Tankbustas x10

Battlewagon, kannon, reinforced ram, 4x Rokkits

Opponent got first turn, my roll to seize was a 5. He brought in a drop pod and tried to drop it a few inches off my table edge, but he scattered off the table. Mishap table let my stick it in a far corner, so his dreadnought spent 5 turns footslogging.

Daemon summoning succeeded easily with bloodletters hopping into the game. Rolled a 1 for the auto-peril but made the Ld check. Tankbustas mulched a chimera for first blood and glory hound. Bloodletters killed another chimera on turn 2 and got wiped out. Resummoned them on turn 3, rolled a 1 again for the auto-peril but again made a nice Ld check so only his head exploded to the massed laughter of the nearby shoota boyz.

The other weirdboy didn't do much, every frazzle cast either scattered or failed to damage a chimera. Turn 4 he cast da jump and his mob wrecked the last chimera on 5, then promptly got shot to pieces on 6. Meanwhile Boss Skulkrak and his painboy buddy were taking on a lord commissar and a squad of vets while tankbustas died around them. The Boss emerged with one wound (2+ saves are hard to make even with lucky stikk, who knew?) and spent the next couple of turns strolling over to a leman russ and slicing it into recyclables.

His dreadnought finally got into the game on 5 and carved up a group of slugga boyz. On 7 he needed to grab the 4 point objective to give himself a few more points for overall league score. He needed a 6 for his run move and got a 5 on two dice (crusader USR). I got lucky there as he could have charged my other slugga boyz, killed at least one so I'd have to roll a terrible Ld check and probably fail, and then hope for his consolidate roll to put him in objective range. Instead they made it to the objective to give us the final tally.

The bloodletters did what I hoped they would do - kill something and draw fire away from my boyz in their "Dis is armour" t-shirts.

Orks can get enough dice to make the WC3 summoning without much problem. I'm thinking of grabbing a box of daemonettes for their lovely I5 and Rending. I think the danger of the perils table kind of fits the overall ork craziness. The best part about summoning is no one who's played me before knew I'd be trying them out since I'd never run weirdboyz, ever. "Why yes bloodletters are S5 on the charge with AP3 weapons. Problem, squishie?"

Orks: 2000 points painted!  
   
 
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