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Made in us
Stealthy Space Wolves Scout





Florida

Hello all. I have been lurking since 5th edition but have not been a member until now. Also I haven't played 40k since 5th Ed. I played orks mostly but dabbled in raven guard. My younger brother kind of roped me back into playing so here I am. I created this list as I have started collecting orks again and borrow from him what I don't currently have. Let me know what you think as I'm not sure I quite understand the new detachment stuff. I'm used to the old force org and I though I read somewhere that I can take two combined arms detachments.

1846pts
HQ
CAD#1
War boss 60 pts.
Mega armor 40pts
(Attach to meganobz)
Da lucky stick 25pts - total 125pts

Painboy 50 pts (attach to the boys)

Troops

20x shoots boyz total- 159pts
2x big shoota 10pts
Nob -big choppa 10+5

Gretchin x19 total- 72 pts
Runtherd 10pts

Elites

Tankbustas x12 total-188pts
Nob -big choppa and boss pole 20pts

Meganobz x 3 120pts
Boss pole 5pts
Battle wagon 110pts
-4 big shootas 20pts. Total 255pts

Fast attack

Buggies x4 100 pts
TL rokkits

Deffkoptas x5 150pts
TL rokkits

Heavy support

Mek gunz total-135pts
5 Kannonz
+ 10 grots
5 ammo runts

Lootas x15 210pts

Total CAD#1 1354pts

CAD #2
HQ
Boss zagstruck 65pts (attach to storm boyz)

Painboy 50pts (attach to the boyz)

Troops

20x shoots boyz total -159pts
2x big shoota 10pts
Nob -big choppa 10+ 5

Gretchin x19 total- 72 pts
Runtherd 10pts

Fast attack

Stormboyz x 14 total 146
Nob with boss pole and big choppa 20pts

Total list 1846




I was hoping to outflank with the buggies and scout with the koptas harass and plink at armor with rokkits. The storm boyz were a fun distraction that might get stuck in with some units I don't want coming near my artillery. The boyz are what I'm hoping to do tons of anti infantry fire down range before getting stuck in. The Kannonz are for anti armor or marine equivalents( like the buggies and koptas) so I guess I'm spamming S8 ap3. War boss and meganobz are just because I like them. Lootas also shooting whatever they can reach. The Gretchen are mostly going to sneak their way to objectives and go to ground.









This message was edited 1 time. Last update was at 2016/04/26 01:18:18


 
   
Made in ca
Fighter Ace






Seems more casual than krumpy. You can take two CADs and your list seems legal.

If you want competitive advice, there's two ways to go about it. First thing to know are some key competition concepts like MSU (Multiple small units, good at capturing objectives and more survivable vs enemy fire.), model count, (horde lists) and min/max (Take the bare minimum to get a legal list, then max the amount of point effective units.)

So for orks, the points effective units are tankbustas, MANz, warbikes, deffkoptas, lobbas/KMKs, and lootas. Your min units can be either boyz or grots depending on what you want to do. The two ways to build a competitive ork list are horde or speed. Before I go into either, let me just say I'd recommend cutting the shootas on the boyz, the tankbusta nob, all the big shootas, the MANz's battlewagon, and the stormboyz. Shootas are okay if you're putting 20 in a battlewagon for a mobile gun platform, or if you have a unit or two with them out of 6 boyz units. The main purpose of the boyz is to tarpit an enemy and provide a bullet shield for the Nobz, who should have PKs in almost all cases. It's not that shootas can't be effective in killing enemies, it's just cost ineffective for soething they'd be slighty below average at, at best. Every big shoota taken is a wasted opportunity to take a rokkit launcha, the real backbone of ork dakka. The tankbustas should be MSU'd to better split their fire and reduce incoming causalities. (If an enemy unit causes 15 wounds to a unit of fifteen, that's bad. If that same enemy unit is forced to deal 15 wounds to three different five man units, it's good for you. Nob isn't needed really in this case, they probably won't survive the shooting at all, let alone to make a moral test. Conversely, if you have to blow up 3 rhinos, it's better to have 3 units of five than one unit of 15 so they can mix & match their targets.) Trukks and MANz are a match made in heaven. Blasts the MANz 24" and if the trukk blows up, 2+ save! who cares, they're getting out anyway. Best thing to do is park them 1" from the enemy and dare him to to. (He can't split a units fire between the transport and the boyz forced to disembark it if it dies and the unit still has weapons left. He can try and run but 6"+6"+2d6" > 6"+d6" so he's not going far.) The battlewagon is much, much slower, they'll keep your MANz out of CC for at least twice as long, reducing the effectiveness of the MANz. Stormboyz are just too damn easy to shoot for how expensive they are, warbikes and deffkoptas are far superior choices.

Just an aside, you did HQ well. Wargear for the warboss is premium, painboys are a solid choice. You took tankbustas, MANz, mek gunz, and lootas so you know what's competitive, even if they need to be refined slightly. So good job on those things!

A horde version of your list would take at least 80 orks, mostly regular boyz on foot. The idea is that there's so many boyz the opponent's shooting is ineffective. What's a strength D shot to 100 orks? Nothing. Mix in the above point effective units for flavour (Mek gunz, lootas, and tankbustas especially here), and look into a green tide or waaagh band formation for the ability to declare multiple WAAAGHS, allowing you to run and charge on your turn,even give some weapons additional shots. You could mix this style with a blitz brigade formation which gives you five battlewagons, which would fit 100 boyz inside. CAD is a good formation too though, objective secure on your horde could win you a lot of games without even killing an enemy unit.

A speed unit would see you with either minimum grot squads for troops, a couple boyz squads in trukks (Not really a good combo due to their ineffective size and lack of protection from getting blown up by their own trukk.), or taking a FW special character named Zhadsnark to make warbikes a troop choice(The best choice.). In either case, you want at least one larger warbike unit to attach multiple characters to (mine has 2 warbosses,a nob, and a painboy for example!), forming a "death star". The special character will give that unit scout and a +1 to jink (Up to 2+ jink save in the right conditions!) so definitely worth looking into. You want to max tankbustas, warbikes, and MANz here. Trukks for the MANz and bustas are a must. Bullyboy formation is worth looking into. Grab a lot of bikers for the bikerstar, but the other biker units should be the min 3 bikes, no nob set up. Combined with CAD will give ya objective secured 18" move bikes to snag objectives away from your opponent. Even a three man unit is pretty much as dakka-y as a dakkajet for less than half the cost and a better jink save. Stormboyz are still points inefficient, but if you want to use them it's here. Bikes as troops means they have all the FA slots they need. Still, it would be better to take 3 units of 5 than one of 15 for the reasons I've gotten into earlier.

Basically make sure your army is moving at the same speed. None of this half fast half slow stuff, your opponent will be able to focus fire the most pressing threats at a time. You want to overwhelm their shooting, so go all in on one or the other. Don't let him deal with you in waves.

If you aren't too interested in competition, then ignore all this! And maybe you should ignore the competitive angle while you're starting out. Your list as is has lots of varied units and would be a lot of fun with all the different things going on. Competitive lists are less fun, less varied, more spam. Maybe just go for fun while you're getting back into it and worry about this stuff later. I don't mean this to be dumping on your army list, consider this a freeing moment, don't worry about the competitive constraints when you were making this list, just go for the units you like the look of. But if you were considering this a "competitive list", well, it's better for me to break it to you here than you finding out yourself after dumping a ton of time, effort, and money into it. It's not very "competitive". It can be, if that's what you really want.

E: Oh and here's a database of formations, detachments, and tournament lists to look at if it helps: http://bloodofkittens.com/formation-compendium-2/

This message was edited 13 times. Last update was at 2016/04/26 02:59:57


 
   
Made in us
Stealthy Space Wolves Scout





Florida

Thanks for the advice. I want to have fun so taking a list I feel looks cool as well as lasts past turn 2 would be good. Winning is fun so I'll change some stuff around and removes others. Ultimately the main draw for me to this hobby is converting and painting then using those said conversions I'm a game even if they aren't the most competitive. I still have a lot to learn and as this isn't my main hobby my lists will probably be theory for extended lengths of time until I can play test them
   
Made in ca
Fighter Ace






Cool, good luck man!

I think with a couple changes you'll be plenty effective in pick up games at your FLGS. Mostly the MSU aspect, maybe a couple different squad choices, (Gotta give my boys the tankbustas one more shout out.) and you'll be bullying smurfs, fish 'eads, and elf-earz all over the table. I just wanted to give you an example of how extreme the competitive scene is and question if that was what you really wanted. Just based on the thread title more than anything, especially since you took a more carefree approach in your list. Maybe I got it wrong, I've reviewed a lot of lists where someone wanted to start off at competitive and it's hard to know what to say. Trying to be competitive as a fresh(er) player isn't always the best method. I can see wanting to grow with your army from baby steps to top 8 finals at NOVA, but even this advice wrt being competitive is likely to be outdated beyond use in a year, something being the new norm. (Geo psyker powers now maybe? No one really nows how they're going to affect the meta.) I just didn't want you to get yer chain yanked is all, maybe regretting buying something because it should've been awesome on the board.

Take those competitive concepts like MSU, min/max, horde/speed (Horde is the hard counter to MSU lists, disorganized charges essentially let you charge however many units you want. You can't have any juicy targets in a horde, like a lone battlewagon, because it defeats the purpose of not giving them anything valuble to shoot! (E: If you are going to take battlewagons, take 5! min/max here, overwhelm one aspect of their game.)Also, sometimes you'll read about speed lists as "alpha strike" or "beta strike", just for future reference), deathstars (Multiple ICs+any elite unit really. MANz or bikers are best), and no waves. (Maintain coherency. Even your speed lists will have the numerical advantage, corner the enemy in one net, restrict movement on the board with your sheer size.) Stick with those and you'll be good for all of 7th.

Anyway, consider this the crash course for the gaming side of the hobby. If you've hung on this far, you've got most of the meta game down. Just about all the important strategic concepts are covered here and all "competitive" lists are derivative from that. Fire open any list here and you'll see these concepts span all armies. New competitive builds and models come and go. Buying what you like will never go out of style, just play it right on the board and you'll pull it out in the pick up games. Maybe a tournament one day, after you get a couple dozen games under your belt again.

All the best! Lemme sneak peek your new list when you write it up!

This message was edited 6 times. Last update was at 2016/04/26 09:38:08


 
   
Made in us
Stealthy Space Wolves Scout





Florida

How is this list. Still have 65pts to play with.

HQ
War boss 60 pts.
Mega armor 40pts
(Attach to meganobz)
Da lucky stick 25pts - total 125pts

Painboy 50 pts
(attach to mega nobz)

Troops
Grotz x10 35 pts
Runtherd

Grotzx10 35pts
Runtherd

Elites
MANZ x5 200pts (attach painboy)
Trukk rokkit launcha + ram 35pts
Total- 235pts

MANZ x5 200pts ( attach warboss)
Trukk rokkit launcha +ram 35pts
Total -235pts

Tankbustaz x5 65pts
Trukk rokkit launcha +ram 35pts
total 100pts

Fast attack
Buggies x4 100 pts
TL rokkits

Deffkoptas x5 150pts
TL rokkits

Heavy

Mek gunz total-135pts
5 Kannonz
+ 10 grots
5 ammo runts
Total cad #1- 1200pts

Cad 2

Warboss 60pts
Pk 25 pts
Warbike 25pts (attach to bikers)
Total- 110pts

Painboy 50 pts (attach to the biker boys)
Warbike 25 pts
total - 75pts

Troops
Grotz x10 35 pts
Runtherd

Grotzx10 35pts
Runtherd

Fast attack

War bikers x 5 90pts. (Warboss and painboy attached)
Nob ,pk ,boss pole, 40pts.
Total - 130pts

Elites

Tankbustaz x5 65pts
Trukk rokkit launcha +ram 35pts
total 100pts

Tankbustaz x5 65pts
Trukk rokkit launcha +ram 35pts
total 100pts

585pts cad 2
Total list 1785



This message was edited 3 times. Last update was at 2016/04/27 15:11:05


 
   
Made in ca
Fighter Ace






Now that is a krumpy list, very nice. I'd consider a relic for your second boss, maybe the killchoppa (Great for MCs and high armour multiple wound HQs.) or da finkin kap. (2 strategic traits can be pretty damn awesome. Best traits you can take imo.) I bust out a Void shield generator sometimes but it's kind of a cheeky thing to do. E: Bombs squigs might be a good idea too.

Remember you can Waaagh to run and charge after disembarking and moving so you have a turn two range of 24" from turn one+ 6"(trukk move)+6"(squad move after disembark)+d6 run+2d6(with reroll) for a range of 36+3D6 (average 47"). The furthest a model can be from your lines is 43" with vanguard deployment. This basically means you have guaranteed turn two charges on anything on the board. Also make sure you screen your trukks with grots, buggies, or deffkoptas, shooting past them at your trukks will give them a cover save.

Best of luck!

This message was edited 2 times. Last update was at 2016/04/28 05:18:19


 
   
Made in us
Longtime Dakkanaut





Your second list is far more krumpy.

Thoughts-

Second list: you have 65 pts left. Give the 2nd warboss a relic. Da finkin cap is great. I would grab that, or take the blitzbike which is okay. If you take the +1 BS grot it will give you some occasional interesting options like shooting + charging something, if you kill it in assault then you can opt to not move and shoot something at +1 BS with the plasma shots and may still be in charge range anyways if you are deep into enemy territory...

I would consider splitting the mek gunz up into 2-3 units, and adding more kannonz with any remaining points. 2 units of 3 Kannonz with extra krew and an ammo runt for each kannon.

   
Made in ca
Regular Dakkanaut





You can stick a killsaw on a deffkopta and give the tankbustas some bomb squigs, or even just put 1 more tankbusta in each unit.
   
 
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