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![[Post New]](/s/i/i.gif) 2016/05/03 23:58:31
Subject: [1000] - Orks - Starting out
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Pragmatic Primus Commanding Cult Forces
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Hello Dakka, Today I decided to see how many Ork miniatures I have. When I had gathered everything it came up to the following: 1 Warboss (with Power Klaw) 70 Boyz (50 with slugga, 20 with shoota) 10 Nobz (2 with Klaw, the rest with choppa) 15 Lootas 5 Burnas 5 Deffkoptas It was more than I actually thought I had, and then I thought: "Hey, I might actually have enough for a small army!" And I went looking in the codex and found out I could easily make 1000pts out of it! Yay me! Unfortenately, I don't have any experience with playing Orks, so I really have little idea what makes a good list. Anyways, I came up with the following 1000pts list: HQ Warboss with power klaw, 'eavy armour, bosspole, the lucky stikk. (119pts) Troops 30 Ork Boyz with 'eavy armour, 1 Boy upgraded to Nob with bosspole and power klaw (340pts) 20 Ork Boyz with 'eavy armour, 1 Boy upgraded to Nob with bosspole and power klaw (240pts) Fast Attack Deffkopta with rokkit launcha (30pts) Deffkopta with rokkit launcha (30pts) Deffkopta with rokkit launcha (30pts) Heavy Support 15 Lootas (210pts) For a total of 999pts. So Dakka, how competitive is this list? Would it be good enough for friendly games or is it just total rubbish? If so, what could I get to make my list more competitive? And since there is not much I can do about it with my current collection (I guess I could swap out some koptas or lootas and throw in some shoota boyz?), so that brings me to the next question: what would be a good way to expand on my collection? Orks have so many different units and I kinda like all of them  I love the Deathskulls fluff, so what would be good, fluffy units for them? (apart from lootas and meks, obviously) Really excited to be finally be doing something with Orks, I have always loved their fluff and ramshackle constructions.
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This message was edited 1 time. Last update was at 2016/05/03 23:59:57
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![[Post New]](/s/i/i.gif) 2016/05/04 09:23:55
Subject: [1000] - Orks - Starting out
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Fresh-Faced New User
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As you said it's what you got and should be fun in a friendly game.
Competitive its not much to cheer for of course depending on the meta, missions and general playstyle of your opponents.
I'd like to split the 20 man group into 2x 10 with trukks, switching the lucky stick for finkin kap (rolling twice on strategic? For infiltration mostly.)
I really like the kopptas. They are awesome played not to aggressive.
That's my cents anyways.
Please tell us how the tournament went.
//Ola
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My Warhammer 40k blog
Http://trollapan.blogspot.com |
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![[Post New]](/s/i/i.gif) 2016/05/04 11:15:42
Subject: [1000] - Orks - Starting out
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Longtime Dakkanaut
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I'd split the Lootas in 3x5 for Splitfire esque, also so you're not running off the board with them as they have no character.
Your Boyz look good. I would have prefferred a 2x20 squads of barebone Shootaboyz supporting a 30 man Slugga squad but you don't have enough. Deffkoptas are brilliant.
When you go up in points, Painboyz are super important and Meganobz/Tankbustas/Mek Gunz are super important. Don't worry, they are fluffy Deffskulls, but try not to blow up any vehicles, lol.
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YMDC = nightmare |
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![[Post New]](/s/i/i.gif) 2016/05/04 18:25:48
Subject: [1000] - Orks - Starting out
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Fresh-Faced New User
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In a friendly game, you have a list that will be fun to play against a lot of other list.
But be careful, if you find a competitive list, they may wipe all the boyz off the table without much difficulties.
As I, and other of my orks friends, play the current codex, we use a speed freek approach: trukk, battlewagon and warbiker as the core of our list with lootas and tank busta. to shoot wathever you face.
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This message was edited 1 time. Last update was at 2016/05/04 18:26:40
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![[Post New]](/s/i/i.gif) 2016/05/06 00:58:50
Subject: [1000] - Orks - Starting out
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Pragmatic Primus Commanding Cult Forces
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Okay, thanks for the help everyone, I will split the 15 lootas up into three 5-ork squads.
I will make sure to let you know how everything went in a few weeks.
In the meantime, I think I am getting some more boyz and some trukks next. Any suggestions for other cool stuff I should definitely be getting?
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![[Post New]](/s/i/i.gif) 2016/05/06 01:41:07
Subject: [1000] - Orks - Starting out
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Fighter Ace
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I'd actually skip the boyz. A lot of more competitive ork lists don't even have any base boyz at all, choosing gretchin to fill troops spots. They used to be good when the void shield generator gave all the mobs 3 AV 12 HP from across the board. Shooting is just too good and the boyz are just too easy to shoot and panic very easily.
I'd recommend Mega armoured nobz. They work awesome in trukks, the killsaw makes them the only real anti super heavy unit we have, and the bullyboy formation gives them +1 WS, fear, and fearless.
Warbikes are extremely competitive too. Very survivable, essentially TL big shootas, and fast as hell. Zhadsnark is a FW warboss that lets you take them as troops.
I've been writing up a full analysis of the Ork faction if you're interested, the link is in my signature. The Ork thread in 40k tactics is very helpful as well.
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![[Post New]](/s/i/i.gif) 2016/05/06 02:21:14
Subject: [1000] - Orks - Starting out
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Longtime Dakkanaut
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I have good success with Boyz. But then I'm running 18 ard boyz with Nob, PK,BP and Painboy in a Battlewagon (might change since FAQ).
Do agree on Meganobz though. But if your plasticard and scratch building skills are up to the task, I would get the Nobz box and make your own Meganobz. They'll look cooler too, as well as getting more models for less.
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YMDC = nightmare |
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![[Post New]](/s/i/i.gif) 2016/05/06 09:46:24
Subject: [1000] - Orks - Starting out
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Fighter Ace
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I just don't really see the value there for the boyz + wagon. That's like 360+ points assuming that's a naked wagon or 20% of a 1850 point list. I could get a pretty scary bikerstar, like 7 MSU bike squads, 3x tankbustas and trukks, or a couple good size MANz missiles with killsaws for that. All of which are twice as fast, either way better either in CC or shooting, the bikes could be obsec, and the bikes or MANz are way more survivable. I don't think boyz are competitive but if you went that way instead on the points you could take 60 boyz. It's a CC based cannon fodder troop with a bunch of upgrades in one of the most expensive transports in the game and pretty slow to boot. Battlewagons work best as mobile shooting platforms where their relatively slow speed doesn't inhibit your dakka and protects the unit from return fire, while the best way to protect the CC unit from firepower is getting them in CC faster, which a trukk does better at 1/3 the price. It's not really worth it to pay 80 points to take half that value in extra boyz along.
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This message was edited 3 times. Last update was at 2016/05/06 09:53:41
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![[Post New]](/s/i/i.gif) 2016/05/06 10:18:09
Subject: [1000] - Orks - Starting out
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Longtime Dakkanaut
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You'd be surprised how much faster Scouting Battlewagons are.
But until an errata FAQ'd comes out that makes using Blitz Brigade and CAD troops embarking OK, my list is being retired.
I don't like using Bikes these days. It's probably a meta thing, but my opponents like using Sicarans which flat out kill bikes, Whirlwind Scorpius which also flat out kill bikes as well as Trukks, Typhon which doesn't need explaining and other sources of low AP ignore cover. The Battlewagon doesn't particulary care because it's AV14 front, only really concerned about the Barrage Scorpius, which still needs 4's to glance but more importantly protects the guys inside. Clever positioning can mitigate side armour AV12 and anything that hits the back of the vehicle was 99.9% of the time a Deep Strike unit (or OSC) which you gun down with the backfield units next turn.
Heck, I even use Gorkanauts time to time. AV13 has saved it a bunch of times.
Am I arguing that boyz are better than Warbikers? Or Tankbustas? Or Meganobz? Of course not. But take enough of them (as is the Orky thing to do) and they'll get the job done.
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YMDC = nightmare |
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![[Post New]](/s/i/i.gif) 2016/05/06 10:28:03
Subject: [1000] - Orks - Starting out
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Fighter Ace
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You'd be surprised how much faster Scouting Battlewagons are. 12"? Am I arguing that boyz are better than Warbikers? Or Tankbustas? Or Meganobz? Of course not. But take enough of them (as is the Orky thing to do) and they'll get the job done. True enough. AV 14 and boy spam has it's merits. One just sticks out as a juicy target. Shame about the FAQ. As a last thing I do want to quickly point out that template weapons do hit the boyz inside unless you have 'ard case. I won't touch the gorkanaut. E: Although, if you are having trouble keeping your bikes alive you could try deploying them in reserve and firing a MANz missile at their biggest threat turn one. You might have already thought of that but I just wanted to try to be helpful!
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This message was edited 4 times. Last update was at 2016/05/06 10:36:37
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![[Post New]](/s/i/i.gif) 2016/05/06 13:33:18
Subject: [1000] - Orks - Starting out
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Longtime Dakkanaut
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Never 'ard case. It was also my understanding that flamer templates cause no escape. If its blasts too, oooh boy we've been playing it wrong.
Mogroks and bikerstar works well to be fair. Outflanking them for 51 s5 shots is nasty.
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YMDC = nightmare |
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![[Post New]](/s/i/i.gif) 2016/05/06 15:53:59
Subject: [1000] - Orks - Starting out
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Pragmatic Primus Commanding Cult Forces
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I will go with boyz regardless of competivity. Boyz just belong in an Orky army imo. I mean, an Ork list without boyz is like an IG list without guardsmen. But wait... I actually run my IG lists without guardsmen
Meganobz look really sweet, definitely getting them. Also picking up the FW Ork warbike boss (awesome model!) Are the FW Nob bikers worth getting over the regular Ork bikers?
And what is Mogroks?
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![[Post New]](/s/i/i.gif) 2016/05/06 16:26:10
Subject: [1000] - Orks - Starting out
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Fighter Ace
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Frozocrone wrote:Never 'ard case. It was also my understanding that flamer templates cause no escape. If its blasts too, oooh boy we've been playing it wrong.
Mogroks and bikerstar works well to be fair. Outflanking them for 51 s5 shots is nasty.
I doubled checked and oops, I was wrong. I might have been thinking of some old thing from like 3rd ed about blast weapons being template weapons.
I love the outflanking, I just never know what to do with 3 Big Meks, and the weirdboy is kinda all over the place. Mogroks + Finking Cap is an awesome combo for the potential +d3 infiltrate too.
Iron_Captain wrote:I will go with boyz regardless of competivity. Boyz just belong in an Orky army imo. I mean, an Ork list without boyz is like an IG list without guardsmen. But wait... I actually run my IG lists without guardsmen
Meganobz look really sweet, definitely getting them. Also picking up the FW Ork warbike boss (awesome model!) Are the FW Nob bikers worth getting over the regular Ork bikers?
And what is Mogroks?
If you want boyz you're going to need lots of them, just to give you a fair warning. Enough to flood the board. Keep 'em cheap.
I would go regular bikers over nob bikers. The nob bikers is like 45 points just baseline, that's almost enough for three regular bikers. They have 3x the TL dakkagun shots, 2x the number of attacks base and 3x the number of attacks on the charge, and 50% more wounds for -1 S and -1 I. Their WS, BS, T, LD, and armour are all the same. Warbikes will also have obsec in a CAD with Zhadsnark as your warlord. Plus that leaves your elite slots open for MANz and bustas. Mogroks is a special formation that allows you to take three Big Meks, a weirdboy, and a warboss. You have to make one of the Big Meks your warlord, but you get to outflank with acute senses +d3 units as a reward. That means you get to start that many units in reserve and deploy them on to what ever table edge you like when they come in, which is great when your warbikes have overwhelming firepower at 18" range that you don't want to waste by having to jink if the other guy goes first. It also gives you +1 to sieze the initiative. You can find this formation and more here
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![[Post New]](/s/i/i.gif) 2016/05/06 22:18:23
Subject: [1000] - Orks - Starting out
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Pragmatic Primus Commanding Cult Forces
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slip wrote: Frozocrone wrote:Never 'ard case. It was also my understanding that flamer templates cause no escape. If its blasts too, oooh boy we've been playing it wrong.
Mogroks and bikerstar works well to be fair. Outflanking them for 51 s5 shots is nasty.
I doubled checked and oops, I was wrong. I might have been thinking of some old thing from like 3rd ed about blast weapons being template weapons.
I love the outflanking, I just never know what to do with 3 Big Meks, and the weirdboy is kinda all over the place. Mogroks + Finking Cap is an awesome combo for the potential +d3 infiltrate too.
Iron_Captain wrote:I will go with boyz regardless of competivity. Boyz just belong in an Orky army imo. I mean, an Ork list without boyz is like an IG list without guardsmen. But wait... I actually run my IG lists without guardsmen
Meganobz look really sweet, definitely getting them. Also picking up the FW Ork warbike boss (awesome model!) Are the FW Nob bikers worth getting over the regular Ork bikers?
And what is Mogroks?
If you want boyz you're going to need lots of them, just to give you a fair warning. Enough to flood the board. Keep 'em cheap.
I would go regular bikers over nob bikers. The nob bikers is like 45 points just baseline, that's almost enough for three regular bikers. They have 3x the TL dakkagun shots, 2x the number of attacks base and 3x the number of attacks on the charge, and 50% more wounds for -1 S and -1 I. Their WS, BS, T, LD, and armour are all the same. Warbikes will also have obsec in a CAD with Zhadsnark as your warlord. Plus that leaves your elite slots open for MANz and bustas. Mogroks is a special formation that allows you to take three Big Meks, a weirdboy, and a warboss. You have to make one of the Big Meks your warlord, but you get to outflank with acute senses +d3 units as a reward. That means you get to start that many units in reserve and deploy them on to what ever table edge you like when they come in, which is great when your warbikes have overwhelming firepower at 18" range that you don't want to waste by having to jink if the other guy goes first. It also gives you +1 to sieze the initiative. You can find this formation and more here
Okay, thanks. That sounds awesome!
I now really want to build a mobile Ork list.
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