Switch Theme:

[1500] - ORKS ! - First Ork list, current codex  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in fr
Inquisitorial Keeper of the Xenobanks





France

Hi there,
I'm going to do a 2v2 this Friday, and my teammate is an ork player.
However, he isn't really into 40k, and asked me to write his list. I think we will be against Space Marines, with a lot of tanks (my other friend love vindicator, land raider...).

Myself will be playing mechanized Imperial Guard.

Here is the orky list:

Ork Horde Detachement

- warboss ('eavy armor, combi skorcha, headwoppa killchoppa)

- warboss (mega armour, power klaw, the lucky stick)

- big mek (SAG, 2 ammo runts)

- two squad of 11 boyz and 1 nob with power klaw in a truk

- one squad of 10 boyz and 1 nob with power klaw in a truk

- 17 boyz and 1 nob with power klaw in a battlewagon with kannon

- 9 chockboyz and 1 nob with powerklaw

- 3 deffkopta with rokkit launcha

- 3 deffkopta with rokkit launcha

- 10 lootas

- 1deffdread with 2 rokkits launchas

1498.

I took a Ork Horde Detachement in order to have 3 HQ (I really love the power of the warbosses !). The first warboss can instant death any Space Marine character thanks to his S8 in charge, and even after thanks to his weapon (instant death on a 6), moreover, rending helps against artificer armour.
The other warboss is really tough: a 2+ save with reroll, if my friend can get him away of the powerfists, will be near indestructible !

The big mek with SAG isn't my choice.

Almost no weapons on the battlewagon: it is here to protects the big squad and to get them into the imperial lines (and I'm pretty sure they have a drop pod with its name on it...).

Why 2 squad of 3 deffkoptas ? To scout / outlflank and to get the rear / flank of the vindicator !

Any idea/advice ?

   
Made in gb
Fresh-Faced New User



UK

What are chockboyz ? XD


This message was edited 2 times. Last update was at 2016/07/14 05:39:50


 
   
Made in us
Oozing Plague Marine Terminator





Well, since your limiting yourself to only one detachment (you should just use 2 regular CADs instead) I would at least break those Koptaz into 3 units of 2 Koptaz, for more scouting, turbo boosting , objective stealing, and overwatch eating ability. If you take 2 detachments instead, run them as six solo Koptaz, and really fly up the board quick.

Other than that it looks like a fun orky list.

This message was edited 2 times. Last update was at 2016/07/14 06:21:43


 
   
Made in fr
Inquisitorial Keeper of the Xenobanks





France

Lume wrote:
What are chockboyz ? XD




stormboyz in French, ah ah sorry^^
   
Made in ca
Regular Dakkanaut





I agree that 2 combined arms detachments are better than the horde. You still get to reroll warlord trait and objective secured is better than sometimes(rarely) getting s3 hammer of wrath from boyz. Individual deffkoptas can do more work than small squads and force more units to shoot at them as well as waste overwatch fire. I think rams on your vehicles will help as well.
   
Made in us
Mutilatin' Mad Dok





Georgia

One quick error- you can't have both the lukky stikk and the killchoppa. You can only have one relic per army according to the ork rulebook iirc.

If you're putting boyz in trukks, you pretty much have to give them a painboy or heavy armor. Otherwise, roughly half will be wounded when the trukk explodes, which is roughly 6, and only one of those will save, which will prompt a leadership test, which you'll probably fail, and you'll have to roll a 2-3 to pass it.

First off, give those trukks rams. It allows them to ram things (which can pull off clutch crew stunned results) and reroll terrain. Also, give the nobs bosspoles. Rerolling mob rule tests has saved my boyz so often. Both of these upgrades are only 5 points a pop.

As for deffkoptas, run them in either squads of 5 or squads of 1. With squads of 1, they can run around and be generally annoying, and eat overwatch. In squads of 5, they can outflank to get at juicy rear armor.

Finally, drop the stormboyz. I love their models, I really do, but they have never done work for me. Their one good ability causes them to kill themselves, which can then prompt a leadership check. They don't do anything normal boyz in a trukk can't do, and amazingly, boyz in a truck are more survivable.

"The undead ogre believes the sack of pies is your parrot, and proceeds to eat them. The pies explode, and so does his head. The way is clear." - Me, DMing what was supposed to be a serious Pathfinder campaign.

6000 - Death Skulls, Painted
2000 - Admech/Skitarii, Painted 
   
Made in ca
Regular Dakkanaut





The gifts of gork and mork section reads "only one of each of the following may be taken per army" and "a model can take one of the following".I understand it as you can only have 1 of each relic but any single model may only carry a single relic.
   
Made in us
Mutilatin' Mad Dok





Georgia

Holy crap you're right. Doesn't change things for me too much since I really only see the most use out of Da Lukky Stikk.

"The undead ogre believes the sack of pies is your parrot, and proceeds to eat them. The pies explode, and so does his head. The way is clear." - Me, DMing what was supposed to be a serious Pathfinder campaign.

6000 - Death Skulls, Painted
2000 - Admech/Skitarii, Painted 
   
Made in za
Jovial Plaguebearer of Nurgle





South Africa

Yeah unless it is stated specifically an army may use more than one

Facts are chains that bind perception and fetter truth. For a man can remake the world if he has a dream and no facts to cloud his mind. 
   
 
Forum Index » 40K Army Lists
Go to: