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Made in ca
Regular Dakkanaut





Hi Dakka,

I'm revising my Ork list for the next locals tournament at my FLGS. Last time I got 3rd with a CAD and Bully Boyz. This time I'm dipping into the Great Waaagh! Detachment for the big bosspole.

CAD:
HQ:
Zadsnark (WL) 150
Painboy, bike 75
Troops:
10 bikers, nob, klaw 215
3 bikers 54
3 bikers 54
3 bikers 54
3 bikers 54
Heavy Support:
Gun Wagon, reinforced ram, boarding plank 70 (MANZ inside)
Gun Wagon, reinforced ram, boarding plank 70 (MANZ inside)

Bully Boyz:
5 MANZ, 1 combi-skorcha 205
5 MANZ, 1 combi-skorcha 205
5 MANZ, 1 combi-skorcha 205

Great Waaagh! Detachment:
HQ:
Warboss, bike, klaw, lucky stikk 135
Warboss, bike, klaw, big bosspole 130
Troop:
10 grots, runtherd 35
3 warbikers 54
Elite:
Mekboy Junka, 'eavy plates, reinforced ram 85 (MANZ inside)

Alternatively I could drop the lucky stikk warboss and mekboy junka to get 10 tankbustas and another gun wagon. Are the bikers worth running as 3-man or should i get them to 5-man with klaw nobz?
   
Made in us
Yellin' Yoof





So just be careful about the great waagh detachment, since the Ghazghkull Supplement was updated, technically there is no detachment anymore and you cannot run the big bosspole unless it's being taken by the core choice etc. I'd double check with your TO to make sure you are good to go but yeah I loved using it when I could.
   
Made in ca
Regular Dakkanaut





In the Ork first draft faq they said Great Waaagh is still usable as well as green tide.
   
Made in us
Waaagh! Warbiker




Alaska

My two cents:
Get the biker squads to 5 somehow (I have some ideas, but there's plenty of room to whittle here or there. At 5, your opponent has to kill two for a leadership.

Drop the Klaw on the nob with Zhadsnark, and give him a big choppy. Use the change to buy more bikes, or big chopped elsewhere.

Sorcha's aren't great on MANZ since they don't get overwatch. Buy a pair of killsaws for one of the nobs in each of those squads. Adding an extra attack, and getting 5 attacks with armorbane is fierce. Definitely helpful versus walkers/Land raiders/knights.
   
Made in ca
Regular Dakkanaut





I get what you mean about the skorchas. I use them to wittle down tar pit units like zombies but my bikes can do the same thing.

I can drop the skorchas, the klaw in the blob and down grade the warbikers in the great waaagh to a second unit of grots. Then I can take the 4 3-bike units in the CAD and make them 3 5-bike units. do the 5-bike units need klaws as well? I can drop a warboss and get 3 nobz with klaws and have some points leftover for 3 killsaws:

CAD:
HQ:
Zadsnark (WL) 150
Painboy, bike 75
Troops:
10 bikers, nob, big choppa 195
5 bikers, nob, klaw 125
5 bikers, nob, klaw 125
5 bikers, nob, klaw 125

Heavy Support:
Gun Wagon, reinforced ram, boarding plank 70 (MANZ inside)
Gun Wagon, reinforced ram, boarding plank 70 (MANZ inside)

Bully Boyz:
5 MANZ, 1 killsaw 210
5 MANZ, 1 killsaw 210
5 MANZ, 1 killsaw 210

Great Waaagh! Detachment:
HQ:
Warboss, bike, klaw, big bosspole 130
Troop:
10 grots, runtherd 35
10 grots, runtherd 35
Elite:
Mekboy Junka, 'eavy plates, reinforced ram 85 (MANZ inside)

Still feels like something is missing though. Should I make the main unit 15 models? The only things I have had trouble fighting in the past are Riptide Wing and Forgeworld Wraithknights.
   
Made in us
Stealthy Space Wolves Scout





Florida

I like the list but as a player who uses an ork biker army myself I have some other suggestions. I have found that especially for Malstrom of wargames lots of Small bikes quads are devastating. With the speed of the orcs their ability to jink for a 4+ Cover save or 3+ cover save with Zhadsnarks unit and T5 they're very hearty. Don't get rid of the STICK BOSS if attached to zhads unit he can tank wounds by refilling failed 3+ cover saves. I put the stick boss at the front of the unit. My meta has a lot of marine armies and they had a lot of trouble not only keeping up but surviving the large amount of strength five twin link shots I threw down range. For the unit mobs I take half my units with klaws and the other units take big choppas. Saves points. I also run the choppa nob units slightly in front of the klaw units to soften up opponent and cause them to and pull shots away from the klaw units. People suggested before my last tournament to take tank bustas. I played some practice games before hand with them and found them to be woefully point wasting at least in my meta. They shoot like gak so I substituted deffkoptas for them. The koptas unit get two TL shots and I found they hit more often or about the same as a 5 man tankbusta squad that was more expensive even without their transport. I took them in units of two because to be honest one or two is not gonna make a huge difference for leadership check if they run what's the difference if two or one run away however two s8 twin linked AP 3 shots that can turbo boost 36 inches Should not be ignored. They can cause quite a bit of damage if ignored and their cover save coupled with 2w and T5 still make them pretty survivable if used appropriately they are not a frontline unit don't assualt with them. Use their mobility to target weak sides of armor and late game objective stealing. Their cost for 2 is about as much as a bare bones tac squad without a rhino and the koptas are far more mobile.

Manz missiles are a definite favorite of mine. They are good as is although I just use trukks to save points for more bikes and Or koptas etc.

Another cool option would be Grot tanks. They have an invul save, and can take kannons on them! I'm going to run a full squad with cannons and for more s8 AP 3 goodness.

I used this 1000 pt army in my last tournament and went undefeated against marines, dark elder and necrons. I know it needs to be painted

This message was edited 4 times. Last update was at 2016/10/10 12:33:15


 
   
 
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