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Made in nz
Squishy Squig




New Zealand

Hi all,

This will be my first Warhammer 40k army list ever. I've decided to play Orks and I plan on playing at a somewhat competitive level, contrary to advice that Orks may not be the most competitively capable..

Here is my purposed list, with a few questions at the end that I hope to get some feedback on.

Detachment: Ork Horde

1x Big Mek
-Kustom force field
-Slugga, Choppa, Stikkbombs
-Da fixer uppers
(3+ restore HP or fix Weapon destroyed/Immobilzed. Must be in base contact.)
-'Eavy Armour

104 Points

3x Killa Kans
-Rokkit launchers
-Kan klaws
-3x Grot Riggers
(It Will Not Die - At the end of the turn, the model regains a lost HP on a 5+)

165 Points

3x Units of 19 Boyz with 1 Nob each (20 total unit size)
- Sluggas, Choppas, Stikkbombs
- 3x Power Klaws
- 3x Boss Poles

480 Points

Total: 749 Points


Questions:

1) I plan to advance my mobs of Boyz behind my Killer Kans, does that confer them a 5+ cover save from shooting through intervening units?
2) With furious charge, will my Nobz have 10 Str in the subsequent assault phase after charging?
3) As far as I understand, It Will Not Die will only work if the Kan isn't dead already?
4) Is both Grot riggers and Da fixer uppers overkill? With only 2HP on my Kans I may not see many chances to use them anyway.. Right?


Any feedback is welcome, I haven't bought anything yet other than a big lot of Boyz so can invest in other models if more viable.

This message was edited 1 time. Last update was at 2016/06/05 05:32:55


 
   
Made in de
Dakka Veteran




hiding 60 boyz behind only 3 kanz could be a difficult task
also consider their speed... you got slugga boyz so you want to run em every turn, to keep up your kanz have to run too.

also your mek has a KFF... so why do you need the 5+ coversave anyway? also wouldnt normal grots do a better and cheaper job?

nobz have str 9 on the charge (str *2 then apply bonus for furious charge)
and finally yes... IWND only works if the kan is still alive at the end of YOUR turn
   
Made in us
Growlin' Guntrukk Driver with Killacannon





What theme are you going for ..This list does not appear to have one..Kans tend to pop to the most common of weapons.
The KFF wont cover more than the kans ..(The boyz wont be covered at least not all of them.) I would suggest something like this


+ HQ +

Big Mek [Big Choppa, Gift: Da Fixer Upperz, Kustom Force Field, Warlord]

+ Troops +

Boyz
··Boss Nob [Bosspole, Power Klaw, Slugga]
··21x Boy [21x Slugga]

Boyz
··Boss Nob [Bosspole, Power Klaw, Slugga]
··21x Boy [21x Slugga]

+ Heavy Support +

Killa Kans
··Killa Kan [Rokkit Launcha]
··Killa Kan [Rokkit Launcha]
··Killa Kan [Rokkit Launcha]

Killa Kans
··Killa Kan [Rokkit Launcha]
··Killa Kan [Rokkit Launcha]
··Killa Kan [Rokkit Launcha]

Two groups of Kans and Two groups of boyz may have a better chance but regardless the Kan wall is less than optimal for orks..

'\' ~9000pts
'' ~1500
"" ~3000
"" ~2500
 
   
Made in nz
Squishy Squig




New Zealand

Okay, I've had a think about it and decided my initial list kinda sucked. I still want to test out the Killa Kans so I've left those in.

What do you all think of the following instead?

Detachment: Ork Horde

1x Warboss
- PK, BP, Gift: Da Lucky Stikk, 'Eavy Armour

119 Points

2x Pain Boys
- 'Urty Syringe
- Dok's tools
(5+ Feel No Pain to unit)

100 Points

2x Units of 10 Boyz
- Sluggas, Choppas, Stikkbombs
- (One unit with Nob with Pk, BP)

160 Points

2x Trukks
- Rokkit Launchers
- (One with Reinforced Ram)

65 Points

2x Deffkoptas
- Twin Linked Rokkit Launchers

60 Points

3x Warbikers
- Nob with PK, BP

94 Points

3x Killa Kans
-Rokkit launchers
-Kan klaws

150 Points

Total: 748 Points

1) Thinking the Warboss, Painboy and 10 boyz in 1 Trukk. Painboy, Nob, 10 Boyz in the other.
2) Deffkoptas and Warbikes advance quickly to engage vehicles or to secure objectives.
3) Killa Kans advance slowly and lay down some support..

This message was edited 1 time. Last update was at 2016/06/05 05:30:49


 
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Better..see if you can find the points for a ram on the second trukk

This message was edited 1 time. Last update was at 2016/06/05 07:15:30


'\' ~9000pts
'' ~1500
"" ~3000
"" ~2500
 
   
Made in de
Dakka Veteran




just do some basic math and try to find out if its worthwhile to use a 50 point model for the purpose of giving FnP to a unit worth 100 points

my suggestion:
Spoiler:
Warboss
- Megaarmour, Da Lucky Stikk, Bp 130
mek 15

10 Boyz, Nob with Pk, BP, shoota 135
trukk - ram, rokkit
10 Boyz, Nob with Pk, BP, shoota 131
trukk - ram, rokkit

Deffkopta 35
- Twin Linked Rokkit Launchers
Deffkopta 35
- Twin Linked Rokkit Launchers
4x Warbikers 112
- Nob with PK, BP

3x Killa Kans 150

Total: 743 Points


btw... this is also a good starting list to collect orks. all the units are good (well, except the kans ) and can be easily upgraded to a 1000 list simply buy getting couple more boyz, battlewagon and a painboy. then going from there get a couple of bikes and a warboss on bike and you got yourself a 1250 list... etcetcetc

This message was edited 1 time. Last update was at 2016/06/05 12:26:38


 
   
Made in nz
Squishy Squig




New Zealand

Okay, having a third and final 'fink bout it, I believe this is a strong competitive list that will also be fun to play.

Detachment: CAD

HQ
- Painboy
- Painboy
- 2x Mek Mekaniaks

130 Points

Troops
- 30x Slugga Boyz including Nob with PK and BP
- 30x Slugga Boyz including Nob with PK and BP

440 Points

Heavy Support
- 2x Mek Gunz (Kustom Mega-Kannons)
- 2x Ammo Runts

66 Points

Fast Attack
- 2x Deffkoptas with Twin Linked Rokkits
- 3x Warbikers

114 Points

Total: 750 Points

Pros:
1) Mek Mekaniaks are there to eat challenges so my nobz can do some wreckin'.
2) With Painboy, it takes 135 Bolter shots to kill one unit of Boyz (not including Painboy or Boss Nob's extra wound) 135 shots x 2/3 hit x 1/2 wound x 2/3 get past FNP = 30 wounds. (Thanks Ork Boyz Tactica thread! )
3) Ammo runts to make my Kustom Mega Kannons a little more survivable, re-rolling Gets Hot! rolls of 1.

Cons
1) Might get wrecked to flyers. But who brings flyers to a 750 point game anyway??
2) Warbikers are pretty survivable but there's a good chance they'll run if they take damage.
3) No Mek to keep the Grots manning the Mek Gunz in line. Will need Mork's luck for Leadership rolls of 5 or less.. Hopefully they don't get shot at!

What do ya'll think, is this list more or less competitive than the other options listed so far?

Thanks for all your help, DakkaDakka in general has been awesome for saving my money avoiding a sub-par army composition of weak units.

   
Made in de
Dakka Veteran




the general problem with footslugging boyz is, that they're SLOW.

and i dont mean the regular kind of SLOW, cause they (at best) only move 6" and run d6... the real problems are that casulties SLOW them further down, cause you are removing units from the front. each couple of casulties throws you further back a couple of inches...

and since you wanna spread them out (cause of those nasty pieplates) it further further SLOWs them down.


to be fair in a 750 point game they could do suprisingly well and u'll need 60 boyz anyway, so its a good starting point for an army... but eitherway... believe me... its TEEEEEEDIOUS to move 60 orks around... EVERY FRIKKIN TURN


EDIT:
also dont forget:
- you got no warboss... so no whaagh! for you!
- scoring objectives could be difficult
- 3 bikers wont do gak (could get another megakannon and lobba for the points)
- split the mek gunz into two units

This message was edited 1 time. Last update was at 2016/06/07 10:47:20


 
   
Made in us
Commoragh-bound Peer




at <1000 points orks are borderline OP. lots of boyz and a few cannons is enough to give any other opponent too much to shoot at. highly recommended taking shoota boyz as opposed to sluggas as they will be able to do a lot more damage sooner then sluggas. not to mention 3 str 4 attacks per model is still insane. Kannons are ridiculously underpriced and will own anything below armor 13.

+++ New Roster (750pts) +++

++ Orks: Codex (2014) (Ork Horde Detachment) (750pts) ++

+ HQ (79pts) +

Warboss (79pts) ['Eavy Armour, Big Choppa, Gift: Da Finkin' Kap, HQ, Shoota, Stikkbombs, Warlord]

+ Troops (599pts) +

Boyz (223pts)
····Boss Nob [Big Choppa, Bosspole, Shoota, Stikkbombs]
····25x Boy [25x Choppa, 25x Shoota, 25x Stikkbombs]
····2x Boy w/ Big Shoota [2x Big Shoota, 2x Choppa, 2x Stikkbombs]

Boyz (188pts)
····Boss Nob [Big Choppa, Bosspole, Shoota, Stikkbombs]
····20x Boy [20x Choppa, 20x Shoota, 20x Stikkbombs]
····2x Boy w/ Big Shoota [2x Big Shoota, 2x Choppa, 2x Stikkbombs]

Boyz (188pts)
····Boss Nob [Big Choppa, Bosspole, Shoota, Stikkbombs]
····20x Boy [20x Choppa, 20x Shoota, 20x Stikkbombs]
····2x Boy w/ Big Shoota [2x Big Shoota, 2x Choppa, 2x Stikkbombs]

+ Heavy Support (72pts) +

Mek Gunz (72pts) [3x Ammo Runt]
····3x Extra Gretchin [3x Choppa]
····3x Kannon
········6x Gretchin [6x Choppa]

Created with BattleScribe
   
Made in nz
Squishy Squig




New Zealand

Thanks Cafe2Fighter, I really like your suggested list. Only downside is I bought 60 Boyz off Ebay with sluggas and I don't like to proxy..

I've also taken RedNoak's suggestions of 3 Warbikes being relatively useless and the lack of a Warboss being detremental to my Boyz. So I think the following might be an improvement.

Detachment: Ork Horde

HQ
- Warboss with PK, BP
- 2x Painboys
- 1x Mek Mekaniak

205 Points

Troops
- 28x Slugga Boyz
- 28x Slugga Boyz including Nob with PK and BP
- 10x Gretchin with Runtherd

401 Points

Heavy Support
- 2x Mek Gunz (Kustom Mega-Kannons)
- 2x Ammo Runts
- 1x Mek Gunz (Kannon)

84 Points

Fast Attack
- 2x Deffkoptas with Twin Linked Rokkits

60 Points

Total: 750 Points

Thoughts:

1) Still have 2 blobs of 30 including Painboy with Warboss and Painboy with Mek in the secondary. (So my Painboy doesn't die to a challenge.)
2) Downside to this list is I get crappy Gretchin, honestly don't know what to do with them... will probably just sit on a point all game. But they're 35 points so I guess it doesn't matter??
3) Do the benefits of Ork Horde detachment, Warboss for Waagh and an extra Kannon outweigh a Warbike squad, Mek and 4 Boyz? Probably.

Damn realised my troops are 411 points putting this list at 760.. Maybe 4 regular Kannons instead of the Kustom-Mega Kannons saving me 12 points, or I could drop 2 Boyz. Should put this at 748

This message was edited 1 time. Last update was at 2016/06/08 10:12:12


 
   
Made in de
Dakka Veteran




hey gretchin are great
if i have the points they are a great troop filler, capable of holding/grabbing an objective or screening some units frommassaults. they are pretty resistant if you get them a squighound (reroll marale)

you are a bit off with your points its actuall 760. (troops: 28 boyz 168 + 28boyz and nob 208 + gretchin 35 = 411 not 401)

i would suggest:
- drop the kannon
- get an extra crewgrot for the megakannonz (put him in the front for an ablative wound)
- get rid of one boy in each squad to free some points
- get a nob with slugga choppa for the second boymob to soak up challenges
- get a squighound for the gretchin
- put warboss in first mob, mek in second (the one with the pk-nob)

~ maybe ditch another boy for a heavy armor on the warboss

   
Made in us
Commoragh-bound Peer




I don't have the codex in front of me but I think you can only have 3 HQs in ork horde. each pain boy would be a HQ choice and so would the mek if it isn't an upgrade to a unit. I understand the proxy issue. I don't see the need for mega kannons. you're not going to be facing av14 in a 750 point game. if you do, you need to never play with that person again. you don't need that kind of negativity in your life. also, I would recommend switching the deffcoptas to individual units. they pop easily and their poor leadership will send them running if they are together.
   
Made in de
Dakka Veteran




meks are not an HQ choice, you can get one for each HQ choice you take.

megakannonz are really bad for AV14 btw
its great against MEQ units, medium vehicles (and to an extensions hordes) and helps to mitigate the bad BS of an ork army

AV 14 isnt that much of a trouble in small games, imho. if you are facing a landraider in a 750point game... thats a third of its army, and beside probalbly transporting another third of its army, what can it really do?

you are right about the defkoptaz though.... no need to put them in one unit. keep em apart.
   
Made in nz
Squishy Squig




New Zealand

Hmm.. The way I read the codex is that 1 unit of Boyz can only contain one boss Nob?
   
Made in de
Dakka Veteran




oops i meant the first mob

so u'll have
MOB 1: warboss + nob + painboy + 27 boyz
MOB 2: nob with klaw + mek + painboy + 27 boyz
Spoiler:

Detachment: Ork Horde
HQ
- Warboss with PK, BP, eavy armor, shoota
- 2x Painboys
- 1x Mek Mekaniak
209 Points

Troops
- 27x Slugga Boyz, nob
- 27x Slugga Boyz, Nob with PK and BP, shoota
- 10x Gretchin with Runtherd, squig
414 Points

Fast Attack
- Deffkoptas with Twin Linked Rokkits
- Deffkoptas with Twin Linked Rokkits
60 Points

Heavy Support
Mek Gun (Kustom Mega-Kannons)
Ammo Runt

Mek Gun (Kustom Mega-Kannons)
Ammo Runt
66 Points

Total: 749 Points

This message was edited 2 times. Last update was at 2016/06/09 08:40:22


 
   
Made in nz
Squishy Squig




New Zealand

Perfect!

For some silly reason I thought my list already had 2 Nobz, hence my confusion..

Awesome stuff, the list you just posted will be my first 40K army!
   
Made in us
Commoragh-bound Peer




if you're going to take the kannons you need more crew. if yiu only have 3 grots, the first one killed will cause a panic check. grots have incredibly poor leadership so you can guarantee they will flee. I think I have that right, I may be confusing game rules.
   
Made in de
Dakka Veteran




you can always drop one boy for one extra gretchen (one can die without causing a test, normally you want 5, 9, 13... etc gretchin)

however....... that artillery unit has W2, T7 and a 3+ save. put the gretchen behind the guns and they should be relativly save. (wounds lost from the kannons do not count towards LD checks)
   
Made in us
Commoragh-bound Peer




I guess you can think about it like that. I tend to bring a bunch of grots and put the maximum number allowed to be killed before a panic check in front of the cannon. T7 grots will make people lose their minds.
   
 
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