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Made in ca
Tough-as-Nails Ork Boy





Manitoba

Been close to half a year since I've played but I'm going to give it my best in a local tourney coming up soon.

My list is a spread in a few directions. I'm still pretty new to my area and don't know my Meta very well. I'm more or less trying to cover my objective bases.

I love fast attack though, and I usually use the warbuggies to distract and screen my main force.

I went with a painboy instead of a Big Mek with KFF because I don't want to run into the possibility of anything being outside of the KFF bubble if it's odd terrain.

HQ (240pts)

Painboy (80pts)
Bosspole, Warbike

Warboss (160pts)
Attack Squig, Bosspole, Cybork Body, Gift: Da Lucky Stikk, Power Klaw, Slugga, Warbike, Warlord

Elites (472pts)

Kommandos (130pts)
3x Kommando, Kommando w/ Burna, Kommando w/ Burna
Boss Nob
Bosspole, Power Klaw

Tankbustas (171pts)
3x Bomb Squig, 6x Tankbusta
Boss Nob
Power Klaw
Trukk
Big Shoota

Tankbustas (171pts)
3x Bomb Squig, 6x Tankbusta
Boss Nob
Power Klaw
Trukk
Big Shoota

Troops (612pts)

Boyz (149pts)
11x Boy, Shootas For Mob
Boss Nob
Big Choppa, Bosspole, Shoota
Trukk
Big Shoota, RR

Boyz (149pts)
11x Boy, Shootas For Mob
Boss Nob
Big Choppa, Bosspole, Shoota
Trukk
Big Shoota, RR

Boyz (157pts)
11x Boy
Boss Nob
Bosspole, Power Klaw, Shoota
Trukk
Big Shoota, Boarding Plank

Boyz (157pts)
11x Boy
Boss Nob
Bosspole, Power Klaw, Shoota
Trukk
Big Shoota, Boarding Plank

Fast Attack (442pts)


Dakkajet (145pts)
Flyboss, 3x Twin-linked Supa Shoota

Warbikers (197pts)
9x Warbiker
Warbiker Nob
Power Klaw

Warbuggies (100pts)
Warbuggy w/ Twin-linked Rockit Launcha x 4

Heavy Support (233pts)

Deff Dread (95pts)
Kustom Mega-blasta, Power Klaw

Mek Gunz (66pts)
3x Ammo Runt, 2x Traktor Kannon

Mek Gunz (72pts)
4x Lobba


Should I scrap the shooter boys and just go all slugga boys?

Again I'm not sure of Meta. But I figure with this I can do good damage to even a Marine list.

I didn't want to take anything too heavy though because for Orks it's expensive and most Rine lists will probably have Grav


 
   
Made in ca
Fighter Ace






Overall a good list, some things to consider

-warboss is too pricey. If he has a pain boy with him he doesn't need cybork body, they don't stack unfortunately. Attack squig is not worth 15 points when you have a lucky stikk.

-kommandos with burns are a neat anti infantry trick that'll put the hurt on ig and not much else. I'd drop them. Those 5 very not tanky orks are very expensive!

-tankbustas should stay in their trukk or at least in cover and should be shooting their rockets. You never really want them in cc. You can drop the nobs and the powerklaws.

-definitely dump the shootas. The only time theyre really worth it is footslogging or battle wagons. You want you boyz assaulting out of those trukks, shootas don't synergize with that.

-boarding planks are only really useful for MANz. Trukks need the RR, and exchange the big shootas for rokkits. Rokkits are more tactically flexible.

-the deff dread is going to be left in the dust by the rest of your army. He's gonna be so slow and lonely he's probably gonna cap himself with that blasta. Just sayin'

-traktor kannnons are real bad. Lootas, tankbustas, dakkajet, and gorkanaut are more effective aa.

So now you have some leftover points. My suggestions would be:

-MANz missile: 3-4 MANz with a killsaw and maybe a pain boy. I know your worried about grav, and yeah that's a hard counter, but MANz are possibly the top unit in the dex. 2+, 2w, FNP goes a long way. So does 12-16 power klaw attacks. a killsaw makes them capable of dealing with Titans and av14, which nothing else in your list will do. As for grav, they do have their trukk, which grav isn't particularly great for. If they're in range to immobilize your trukk, you're probably in range to charge them. 15 grav shots on over watch is much less scary, especially with FNP and 2w to soften the blow and then those grav cents are mulch. Concussive knocks em down to I 1, but they're already I 1 so lol. Let the trukk eat their shooting phase and a kopta to eat overwatch. More on that below.

-gorkanaut: if you want a walker in your list, this is the dude. The 3d6 shots is brutally effective against pretty much anything, and is like, nightmare on elm street scary in cc. Won't keep up with the army but has the Dakka to provide covering fire, aa, and hold your deployment zone or an objective with its klaw all game under heavy fire. Don't bother with upgrades.

-lootas: great stand alone unit that can handle light/medium infantry and light vehicles. They put out enough shots to hit fliers and skimmers, and have the s and ap value to scare bikers. Can hold an objective all game for you and have the range to be relevant all game.

-deffkoptas: if you like infiltrators/scouts/outflanks, which I assume explains the kommandos, koptas are the way to go. 30 points gives you a scouting jet bike with tl rokkits. Effective enough solo for zipping around the board sniping characters, hitting rear armour, grabbing line breaker, eating overwatch (grav especially if you take MANz), and contesting objectives.

-weird boy: not really considered a competitive choice but man when he's on he's on, using beams to knock out 3 Razorbacks at once, puking out ap2, giving MANz missiles +1 a, or hell deep striking them changes the game. The force weapon with ID at I is nice too.

-double cad: you have enough troop choice for it. Reorganizing your list into two cads gives your double the hq, elite, fast attack, and heavy support slots for literally no cost. Important if you want to take like 4 x 1 koptas or MSU bikers.

-speaking of which, MSU warbikers are awesome. 54 points, fast, t5, 9 tl s 5 shots, 3 w, 3+ jink, 4+ save, 12 attacks on the charge. Great harassment unit. MSU bike lists are all the rage with space marines and eldar. Ork bikers have the t5 of the marines, the jink of the eldar, and are better in cc than both. They can out shoot the marines but just barely get edged out but the dar. (tl vs higher bs skill) they don't have the wargear option the either have, but their base is pretty good. Their ld is the worst, but the effects of that are negated by MSU play. They're on par with sm for manuverbility but the eldar run away with that category. All this to say, there's no reason ork warbikers MSU can be every bike as effective as the other bike spam winning tournaments right now.

-second warboss: give him a bike and grab some more bikers! Split all you bikers into two and bam, you have two biker stars. Or suit him up in MA and put him with a retinue of MANz. Definitely give him da finkin cap for double strategy warlord rolls to give your army move through cover, stealth, or infiltrate. Very nasty. You can also take a biker boss and deploy with in a unit with a single kopta. Majority t6 and 3+ jink is very survivable, kopta eats wounds with los and can split off and eat overwatch for him. Cheaper than a second biker squad and still extremely effective. (I believe this is koo's strategy.)

This message was edited 7 times. Last update was at 2017/01/07 21:31:27


 
   
Made in nl
Been Around the Block




I've got a question about the second warboss, if you give him da finkin kap, he has to be you warlord, won't a single warboss in cc be to easy to kill and make you lose his warlord traits and basically give a victory point to your opponent?

we woz build to fight, not to lissen to da warlord 
   
Made in it
Waaagh! Ork Warboss




Italy

 slip wrote:
Overall a good list, some things to consider

-warboss is too pricey. If he has a pain boy with him he doesn't need cybork body, they don't stack unfortunately. Attack squig is not worth 15 points when you have a lucky stikk.

-kommandos with burns are a neat anti infantry trick that'll put the hurt on ig and not much else. I'd drop them. Those 5 very not tanky orks are very expensive!

-tankbustas should stay in their trukk or at least in cover and should be shooting their rockets. You never really want them in cc. You can drop the nobs and the powerklaws.

-definitely dump the shootas. The only time theyre really worth it is footslogging or battle wagons. You want you boyz assaulting out of those trukks, shootas don't synergize with that.

-boarding planks are only really useful for MANz. Trukks need the RR, and exchange the big shootas for rokkits. Rokkits are more tactically flexible.

-the deff dread is going to be left in the dust by the rest of your army. He's gonna be so slow and lonely he's probably gonna cap himself with that blasta. Just sayin'

-traktor kannnons are real bad. Lootas, tankbustas, dakkajet, and gorkanaut are more effective aa.


These are all good suggestions, 2000 points are rough games for the orks as their best units can be fielded in 1000-1500 points games while many other armies have some overpowered but pricey units that find a room with this amount of points. So a 2000 orks list should be composed by units that have great synergy, also avoiding some skippable weaknesess. I only disagree about traktor kannons, they're actually very good but extremely meta dependent. If many players in you local area run nasty fliers a couple of traktor kannons is invaluable. For the same points (actually 70 instead of 66) you can field 5 lootas that usually can't really deal with a flyer, more MSU of them are required to do that job. Lootas are more versatile indeed but againts flyers the traktor kannons are much more effective, especially if we're talking about av12 flyers like stormravens or flying monstruous creatures with high toughness. In bigger games than the standard 1850 format i'd always take a couple of traktor kannons if there are high chances to face flyers. I'd rather have 2 s8 weapons that snap shoot the entire game because there are no flyers (but still can fire at skimmers with full BS3) for a low amount of points than snap shoot all my shooty units and probably only cause to jink but not taking down a single flyer.

 
   
Made in ca
Fighter Ace






Fliers aren't that good. They're on the table for less than a couple turns, making them jink makes them much less useful for those couple turns. 70 points can buy you two 4+ s8 shots which you can buy for 5 points elsewhere or potentially 5/10/15 s7 shots on 6+. They both get the same amount of hits if the lootas roll for the lowest possible amount of shots, or the lootas score more 2/3 times but lootas don't have to spend the rest of the game not doing anything. 70 points of tank bustas will average as many hits, but with armourbane. MSU warbikers will score multiple hits with twin link and can take down av10-11 fliers. Basically, with ork ballistic skill, we're often hitting on 5-6 anyway, so twin linked means we're just as accurate against fliers as anything else. Realistically the dakkajet with a flyboy is a much aa as your gonna need, many successful touranment lists basically just ignore fliers all together as the most competitive lists won't have more than 1-2 max.




Automatically Appended Next Post:
Aarsigheid wrote:
I've got a question about the second warboss, if you give him da finkin kap, he has to be you warlord, won't a single warboss in cc be to easy to kill and make you lose his warlord traits and basically give a victory point to your opponent?


In cc? Definitely not. Even if you did, most of the perks of the strategic traits occur before the game, such as infiltrating 3 units of your choice or forcing 3 enemies to get a pinning test.

But the reality is short of chaos and necrons the warboss is the toughest cc you can find in the game. The top three armies, eldar/sm/tau don't have a character that could beat him in cc, short of a sm super friend list which aren't super common anything because they lose on objectives all the time. He will ID everything else.

Competitive meta is all about min/max Msu units and barebones characters. In that context he's pretty much overkill as is. Min squads usually run in unit sizes of 3-5, and he has 5 s10 attacks on the charge! Slay the warlord, in itc format is worth one point towards secondary objectives, and whoever gets the most secondaries gets 4 points. Primary is eight, tertiary is also 4 for. Max score is capped and does not reflect how many bps were earned, regardless of how many killpoints you got, objectives you held, or lines you broke. Slay the warlord is small potatoes, you're guaranteed line breaker anyway, first blood is replaced with the much more ork friendly first strike, and if it did come down to character vs character, short of a handful of guys you don't often see, the warboss would take home stw. He is the one who knocks.

And finally, if you're going to have one boss go solo, like by himself, it should be the lucky stikk boss. But I do it with zhad and t6 and 2+ non rerollable jink and he still can tank multiple rounds of heavy fire by himself, which is a victory all of its own.

This message was edited 4 times. Last update was at 2017/01/08 16:09:24


 
   
Made in it
Waaagh! Ork Warboss




Italy

I understand your points, i mostly agree but i consider traktor kannons quite useful, maybe even a single one because best way to deal with flyers is to make them jink and a single traktor kannon shot is scary as there are high chances to ground the targets, which can be invaluable, think of a hive tryant or some demon that can be assulted. Ork planes are garbage in my opinion and i really dislike the models too, i would never suggest using some of them. Tankbustas have tankhunter, not armourbane and warbikers can't deal with av12 and they do very little againts T6+. With bs2 we usually miss a lot of hits but our best shooty units spam a lot of shots, so hitting on 6s instead of 5s means we lose half the hits and we need them. I don't want to shoot rokkits or dakka gunz against flyers unless there aren't other targets in range. Also if the opponent lacks av10-12 lootas are not that useful, tipycally i don't bring them very often in 1850+ games as they perform better in smaller formats. Anyway the best tactic against flyers for the orks is to ignore them if you don't want that dedicated artillery that can do very little in other games with no flyers involved.

 
   
Made in ca
Fighter Ace






Even fewer fliers are av12. warbikers will absolutely put in wounds on t6-7 and av10-11 through sheer volume. They're probably the most accurate unit in the dex, averaging 5/9 hits against ground targets, better than 50-50, and about 1/3 vs fliers.

I just don't see any fliers worth taking 400 points of anti vehicle and anti fliers gear for. The most common ones I see are av11 2 hp. I agree with ya tho blackie, it's best to ignore them, I just occasionally swat at them to keep them snap firing. In that sense I could see one tracktor kannon. And yeah, the dakkajet isn't the most competitive thing either. But he mentioned liking his fast attack choices, and he should play the list he likes even if it includes dakkajets and, sigh, tracktor kannnons.

I will say this tho: what sm or eldar opponent lacks av10-12? Those two armies make up two thirds of lists.

This message was edited 5 times. Last update was at 2017/01/08 16:56:22


 
   
Made in ca
Feral Wildboy with Simple Club




Montreal

You already received all the valuable advice from my fellow orkses, but here are some more (and some repeats but these are good points that need to be repeated!):

- Double CAD!!! Do it. Now! Most important advice here!

- Take at least 2 single koptas and more if you don't go MSU warbiker as Slip adviced. Bikestar, 4-buggies sqwadron and 4 single koptas seems like a good fast attack setup!

- Replaced BS by rokkits on trukks, remove the boarding planks, change to slugga boyz with a PK nob, etc. I'm just repeating here.

- Consider 'eavy armor for you trukk boyz. Personnaly my trukk boyz never leave home without their armor.

- Remove the deff dread, add MSU lootas (5-man squads).

- If you really want to keep your 5-man kommando squad (or is it 6?) I would give them rokkits instead of burnas and a big choppa instead of the PK. Keep them cheap and put them into cover. But even then, pretty sure they won't get their points back.

- No nob on 5-man tankbusta squads. And rokkits on trukks not big shootas.

- No attack squig and cybork body on warboss.

- Ammo runts on lobbas. Can't have 3 ammo runts for 2 traktor kannons BTW. You could also split your traktors in 2 different squads.

- Maybe a 5th lobba and a mek for Ld7?

Stuff like that. Have fun!

   
Made in it
Waaagh! Ork Warboss




Italy

 slip wrote:


I will say this tho: what sm or eldar opponent lacks av10-12? Those two armies make up two thirds of lists.

It depends on your local meta, i see SM lists with pods, storm talons, stormravens and no other vehicles, eldar mostly without vehicles too, maybe with the exception of a couple of wave serpents, they're usually all bikes, wraithknight, spiders and flyers. Only orks, dark eldars and chaos use av10-12 vehicles every time, also blood angels use lots of dreads but they deep strike and can obliterate every loota the turn they arrive. Lootas are always nice but with tankbustas, warbikers and lobbas i think orks can have an efficient shooting phase even without them.


Automatically Appended Next Post:
Ashkayel wrote:


- If you really want to keep your 5-man kommando squad (or is it 6?) I would give them rokkits instead of burnas and a big choppa instead of the PK. Keep them cheap and put them into cover. But even then, pretty sure they won't get their points back.


This is a good advice, a min squad of kommandos with two rokkits is only 60 points and it can be a decent bullet magnet or, if ignored by the opponent, can do some nice damage with those two infiltrating rokkits. I never tried kommandos without Snikrot because i abuse tankbustas and meganobz units but i think they can worth a try, maybe bringing two of these min squads.

This message was edited 1 time. Last update was at 2017/01/08 17:27:15


 
   
Made in ca
Fighter Ace






Good point on meta. I see some gladius lists where lootas get more mileage. Vs eldar I like to use them on warp spiders or swooping Hawks, which I see a fair few of. But I'm with ya on the tankbustas and the MANz all the way.

As for the rokkit kommandos sans nob, I like it. I will say that is the same price as five tank hunter rokkits and two rokkits won't average a hit per turn but infiltrating and hitting some rear armour or contesting an objective is pretty useful. might be redundant if he does go koptas though.
   
Made in ca
Feral Wildboy with Simple Club




Montreal

 Blackie wrote:

Ashkayel wrote:


- If you really want to keep your 5-man kommando squad (or is it 6?) I would give them rokkits instead of burnas and a big choppa instead of the PK. Keep them cheap and put them into cover. But even then, pretty sure they won't get their points back.


This is a good advice, a min squad of kommandos with two rokkits is only 60 points and it can be a decent bullet magnet or, if ignored by the opponent, can do some nice damage with those two infiltrating rokkits. I never tried kommandos without Snikrot because i abuse tankbustas and meganobz units but i think they can worth a try, maybe bringing two of these min squads.

If they are parked in a nice ruin with lots of targets and no real reason to move (like they are on an objective), don't hesitate to go to ground with them. 2+ cover is pretty nice (but you have to snap shoot tho). Put your rokkits in the back of the squad and hope you don't miss your saves.

I have yet to try this squad, tho. It seems nice on paper, but every time I wanna field it I think, why not 2 single koptas instead?

   
Made in ca
Tough-as-Nails Ork Boy





Manitoba

These are awesome suggestions and I've taken them all in.

Some of my inclusions were just sorta feeling bad for my models. The dakkajet especially since I loved putting the kit together and finally finished painting it after such a long time. So I'll toss that as it is a steep price for some lower tier work.

I took the advice of taking nobs out of the Tankbusta squads and just leaving them bare bones. This actually freed up a lot of points. Also took out the shoota squads and put in slugga boys squads.

I never had two CAD before so this will be interesting.

I would love to take lootas or even a Gorkanaut but unfortunately I don't have those models. Sucks because I've been meaning to pick some up soon.

Removed the dread.

Now my list seems a bit more fluid even if it is smaller groups of troops.

I brought one tractor gun. This is an in-case. It could really hit a flying MC hard or maybe traktor a plane out of my territory. I threw ammo runts on just to raise my odds to hit it.

Really the only thing I'm attached to is my buggies. Only because I custom made these myself using old car kits I bought awhile ago.

Combined Arms Detachment

HQ

Painboy w/ Warbike

Warboss w/ Bosspole, Gift: Da Lucky Stikk, Power Klaw, Slugga, Warbike, Warlord

Elites

5x Tankbusta w/ Bomb Squig and Trukk w/ Rokkit Launcha

5x Tankbusta w/ Bomb Squig and Trukk w/ Rokkit Launcha

5x Tankbusta w/ Trukk Rokkit Launcha


Boyz

11x Boy w/ Nob PK and BP and Trukk w/Reinforced Ram, Rokkit Launcha

11x Boy w/ Nob PK and BP and Trukk w/Reinforced Ram, Rokkit Launcha

Fast Attack

4x Warbiker w/ Warbiker Nob - Power Klaw

4x Warbiker (boss group)

Warbuggies 4 x w/ Twin-linked Rockit Launcha


Heavy Support
Mek Gunz - 4x Lobba

Combined Arms Detachment

HQ

Warboss w/ Mega Armour w/ Power Klaw, Twin-linked Shoota

Weirdboy w/ Power of the Waaagh!, Psyker Mastery Level 2

Elites

Meganobz
1 x Boss Meganob w/ Bosspole, PK & TL-Shoota
2 xMeganob w/PK & TL-Shoota
1 x Meganob w/ Pair of Killsaws

They'll go in a Trukk w/Boarding Plank, Reinforced Ram, Rokkit Launcha

Troops

11x Boy w/ Nob PK and BP and Trukk w/Reinforced Ram, Rokkit Launcha

11x Boy w/ Nob PK and BP and Trukk w/Reinforced Ram, Rokkit Launcha

Fast Attack

1 x Deffkopta w/ Twin-linked Rokkit Launcha

1 x Deffkopta w/ Twin-linked Rokkit Launcha

1 x Deffkopta w/ Twin-linked Rokkit Launcha

Heavy Support

Traktor Kannon w/ Ammo Runt,

I think at this point having so many MSU is going to drive any opponent nuts.

I decided on the Wierdboy basically to see what he could do when I stick him in with the Megaboss and friends. Maybe a couple cool powers to even up the playing field. Would be excellent to get the vomit to cut a swath before the nobs roll in.

Still on the fence about the kommandos vs/ tankbustas. 60 points of a few guys to either soak up fire, move up on an obj early, or even tag a couple tanks from up close sounds great. Also means that they have a threat right in the middle of the board in round 1 if I deploy them there. But another group of tankbustas in a trukk means another rolling tank hunter.


Automatically Appended Next Post:
So the player pack for this tourney just came out and they're marking your comp score down for multiple vehicles squads in the same list. Same as each duplicate unit after the first two in same FOC category

Would it be worth the comp score then to keep the multiple deffkopta squadrons?

Should I toss that one group of tankbustas and try out for the kommandos then?

This message was edited 2 times. Last update was at 2017/01/09 03:09:22


 
   
Made in ca
Fighter Ace






Don't think the koptas count as vehicles but as more than two will hurt your score, knock it down to two solo koptas. Take out the unit of bustas. And the lucky stikk can't be used for FNP rolls anyway, you may get more mileage out of the painboy by putting him in the MANz squad saving you the cost of the bike. Pretty sure you can FNP perils of the warp.

Gives ya 155. Could do two of those rokkit kommandos squads or bring back the dakkajet.

I really like the weirdboy inclusion. I'm sorta waving the banner for those guys now. It's just the ceiling on that guy is so damn high. It can be tough to get rolling but man. I had this game the other day, gonna type up the bat rep, but the weirdboy had a classic weirdboy game. Rolled up da krunch and warpath. Only got three powers off all game. Da krunch on three razorbacks(!) but rolled up s3. Got of warpath before the MANz missile charged a tactical squad. It was nice but not really needed. Then when it was down to him and one MANz stuck in the open staring down a min/maxed grav devestator squad. I used da krunch again, trying to soften them up so they didn't get creamed on overwatch. I ended up doing 15 s10 hits and totally obliterated them. That ended up leaving the MANz and weirdboy totally exposed to get blasted with plasma next turn but wow, made his points back right there, and my day.

This message was edited 3 times. Last update was at 2017/01/09 05:14:46


 
   
Made in ca
Feral Wildboy with Simple Club




Montreal

Gotta give that warbiker nob a bosspole! You need every help you can get for Ld tests.

If you have 20 pts to spare, a mek armed with a rokkit launcha could be nice. If your lobbas are more in the open than you'd like, stick it with them for added Ld. If they are pretty safe, that's an added rokkit for your tankbusta trukks or a challenge eater in your MANz trukk (gotta check to see if there's enough room tho). Gives you flexibility during deployment.

All in all, nice list, it's gonna be fun to play that's for sure!

   
Made in gb
Been Around the Block




A piece of advice on the weirdboy, don't get stuck on the idea that he has too be with the Manz, after rolling for powers, you can decide where he benefits your army the most. That makes him a lot more versatile than people give him credit for and makes it easier to pay his points back

we woz build to fight, not to lissen to da warlord 
   
Made in it
Waaagh! Ork Warboss




Italy

List is very nice, i'd recommend to find points for equipping those tankbustas trukks with rams and to cut down a couple of boyz to stick the megarmor warboss with them. The meganobz are great even without the boss but if they ride all together (in a av10 open topped vehicle) they can be targeted by every ap2 shots or dedicated melee units controlled by the opponent. Warbuggies are nice, i love them too. I'd say cut a couple of boyz and a meganob (three of them are very deadly, just equip them with a boss pole and a pair of killsaws) so you can find a room for the rams you need, a boss pole for the warbiker nob and either a fifth lobba or as many bomb squigs you can stick, they're also very nice. Maybe a mek for boosting the mek gunz LD but if you hide them you can just ignore this. The dakkajet sadly is not viable nowadays but in the future who knows, it can be useful. In smaller games it can find a room even if there are more competitive units.

 
   
Made in ca
Fighter Ace






Dakkajet isn't all bad. More accurate than usual ork shooting, it's worst flaws are ones inherent in all fliers, but they do have a great psychological effect on other players who sometimes will way over commit to destroying them. It's probably better than the wagon at actually tanking damage. Also, it's not very sporting I suppose, but in a gritty game you can use the dakkajet's base to deny enemy unit movement. They can't move on top of its ground base, they can't move past it more than 6" remaining coherent, so they're stuck for a turn and can't charge, next turn your flier zooms away and now you can charge.

Not something to do while playing grandma but can be very effective.

E: as seen here by some nids


This message was edited 1 time. Last update was at 2017/01/09 19:36:56


 
   
Made in ca
Tough-as-Nails Ork Boy





Manitoba

Looking at the list and just taking suggestions in, looking at some of the models on my shelf I was thinking as well:

What about the blitza-bomba? Has the ability to shoot at BS3 and make a big bang when it does a bombing run.

What about stormboyz? I can try and make the comp points by switching it up a bit. Would a small group of stormboyz score some points or are they too point inefficent?

Or I could always strip the second CAD, throw in a big mek with KFF, wierdboy ; two groups of boys with trukks, five killa kans with rokkits and a deffdread?

I'm torn between what I want and how it's going to perform. Also concerned with how much I have to put together and paint.

This message was edited 2 times. Last update was at 2017/01/10 03:33:47


 
   
Made in ca
Feral Wildboy with Simple Club




Montreal

I've tried 5-man stormboyz once and it didn't go well. But I'd like them to be useful. If you play with lots of BLoS terrain, and innan army with Waaagh, they could be interesting. Well hidden, they can assault shooty stuff and do something. They are (a lot) less resilient than a single kopta but have a lot more attacks.

The question is: barebone or with a BP nob? PK, BC or nothing? I don't know yet. A PK nob in a 5-man squad seems too pricey.

   
Made in ca
Fighter Ace






You could do a second MANz missile or more trukk boyz. They ain't penalizing you for multiple troop choices are they? The dakkajet or blitzbomba should be fine. They're not optimal for itc but with the restrictions in your tourney they may be more favorable.

Storm boyz just ain't worth it. Maybe five burna boyz in a trukk? Would give you template hits x5 if it worked but it's risky.

What about a looted wagon? 65 points for a killkannon and decent av. Would take count as another vehicle squadron?

Only other thing I could think of is maybe a battlewagon with x4 rokkits. Pushing it for points but even if you put grots in there av14 obsec would be a pain in the ass.

Of course, I almost forgot grots. What about like 4 units of them? Good for obsec, model count, unit count, and being a pain in the ass.
   
Made in ca
Furious Fire Dragon




Seeing as I am 98% sure I know what tournament your playing in and I will also be there. With the way the tournament is set up you want a bit more redundancy than you have. Every unit of something should be the same as other units of the same type. Grot can be good in this tournament, they get to hide places and are good at doing some of the weirder objectives. You currently have a comp of 17 which is awesome, but redundancy will be key. Also think about tossing in some form of reserve manipulation. If it's the tournament I'm thinking of you get to pick your Trait, the strategic Trait to reroll reserve is super good for that and there are lots of missions with mandatory reserves involved.
   
Made in ca
Tough-as-Nails Ork Boy





Manitoba

If it's the same tourney, then I've only played twice at the shop and it was a tournament that happened when I first arrived here and then again with a friend of mine. Every game I play I tend to play fluffy lists which see me do some good, but I want to see what the most efficient thing I can build this time around. I'm still not even close to sure what the meta in the area is like. I might roll with grots in the list for sure now. I have a bad habit of forgetting about them.

 
   
Made in ca
Furious Fire Dragon




Meta is quite competitive but due to heavy restrictions still friendly. The most competitive thing you can bring to this tournament is lots of speed, lots of bodies, and lots of back up plans. I worry about your ability to fight with a wraith knight or another tough super heavy. I don't know orks well enough to see a way around it but I know the Ork players around here usually get a LOT OF mileage from lootas. With the huge range and relatively large number of shots they can do some work that way. They can usually deal with things AV 13 and under from what I've seen, and concentrated firepower from them will down a wraithknight. (Average 60 shots from 3 units of 10, 20 hits, at least 6-7 wound, 2 go through on average saves, and you should get that at least twice before there's a wraithknight smacking you in combat) and can usually take down a knight without much difficulty (again 60 shots, 20 hits, 3-4 hull, 2-3 go through, rice and repeat)
   
Made in ca
Tough-as-Nails Ork Boy





Manitoba

Lootaz strangely are the only models I don't have lol. I think as far as wraithknights go my best bet is to pit it with Pklaws

 
   
Made in ca
Furious Fire Dragon




Remember that your normal guys are unable to hurt him in combat, and your Shootas or sluggas can't either
   
Made in ca
Fighter Ace






He does have a MANz missile with a killsaw.

Tho a second would be pretty tops.


Automatically Appended Next Post:
 OrkaMorka wrote:
I might roll with grots in the list for sure now. I have a bad habit of forgetting about them.


So does everyone haha

This message was edited 1 time. Last update was at 2017/01/10 05:48:36


 
   
Made in it
Waaagh! Ork Warboss




Italy

danny1995 wrote:
Meta is quite competitive but due to heavy restrictions still friendly. The most competitive thing you can bring to this tournament is lots of speed, lots of bodies, and lots of back up plans. I worry about your ability to fight with a wraith knight or another tough super heavy. I don't know orks well enough to see a way around it but I know the Ork players around here usually get a LOT OF mileage from lootas. With the huge range and relatively large number of shots they can do some work that way. They can usually deal with things AV 13 and under from what I've seen, and concentrated firepower from them will down a wraithknight. (Average 60 shots from 3 units of 10, 20 hits, at least 6-7 wound, 2 go through on average saves, and you should get that at least twice before there's a wraithknight smacking you in combat) and can usually take down a knight without much difficulty (again 60 shots, 20 hits, 3-4 hull, 2-3 go through, rice and repeat)

3 units of 10 lootas are too many, remember those orks have just a t-shirt save and ld7, also they're placed near the board. That means a single turn of shooting can easily obliterate them all, 420 points and 3 heavy support slots gone. And it would be required average shooting to kill them, not even the best shooty units. To deal with a wraitknight there are tankbustas, deffkpotas, warbuggies, every rokkit mounted on the transports, meganobz and maybe the warboss. Lootas are fine but only in min squads as 10 of them are not more resilient than 5. Big units of lootas perform only again a close combat army with a weak shooting phase and not many psychic powers to kill them from distance or with the orkurion with council as they would be fearless, but in that case we would talk about 2500 points at least, so not worth it.

This message was edited 1 time. Last update was at 2017/01/10 08:11:29


 
   
Made in ca
Feral Wildboy with Simple Club




Montreal

 OrkaMorka wrote:
Lootaz strangely are the only models I don't have lol. I think as far as wraithknights go my best bet is to pit it with Pklaws

Lootas are the easiest model to make. Just borrow a few weapons from your friends and put them in shoota boys' hands. I have done all my lootas that way. Heavy bolter, necron gun, tau gun, IG sniper, SM tank guns, etc. No gun is too big. I have a loota holding a gun twice his size. Orky asf. Same thing goes for tankbustas.

Orkses are awesome.

   
Made in it
Waaagh! Ork Warboss




Italy

Ashkayel wrote:

Same thing goes for tankbustas.

Converting tankbustas is mandatory as the GW 5 man box costs twice the lootas/burnas one, and comes with a useless hammer and a nob. Also you need a lot of them but they're monopose so, even if you like the original models and don't care about paying a lot for just some dudes, fielding 15-20 of them would be awful with all models that look the same.

 
   
Made in ca
Tough-as-Nails Ork Boy





Manitoba

Thankfully the standards boys squad comes with a couple rokkits and arms for them. So after accumulating several boxes of boys I found I had many rokkits available. As well as other pieces of Kans, rokkits from other sources, and melta bombs.

It's been an interesting process to try and put this list together.

 
   
 
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