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Made in us
Regular Dakkanaut





Good Evening-

I have not played 40k for a few years, but figured I would take a swing at an 8th edition list that uses only models I already own.

I have no clue what was strong at the end of 7th or what the other factions are looking like with 8th.

One Big Mek in each transport. Gitz in the Wagon with SAG. I like the idea of using command point reroll to try for the 6 to gain an extra shooting attack with them and ammo runts sound like they arent only one use anymore and also take no transport space and can soak wounds without morale consequence at git toughness.


Spoiler:
Orks - 2000 --7CP--

*Batallion Detachment* 3CP

HQ - Big Mek -100
  -Shokk Attack Gun

HQ - Big Mek - 55

Troop - Gretchin x10 - 30

Troop - Gretchin x10 - 30

Troop - Gretchin x10 - 30

Heavy- BattleWagon - 192
 - Deffrolla
 - Big Shoota x 2
 
Heavy- Flash Gitz x9 - 310
              -Kaptain x1
              -Ammo Runt x10

Heavy- Morkanaut - 290
 - KFF

*OutRider Detachment* 1CP

HQ - Warboss on Bike - 105
  -Big Choppa
  -Kombi-Skorcha

Fast- Stormboyz x29 - 249
  -Nob x1 - Big Choppa

Fast- Stormboyz x29 - 249
  -Nob x1 - Big Choppa

Fast- Warbikers x 2 - 90
  -Nob x1 - Big Choppa

Fast- Warbikers x 2 - 90
  -Nob x1 - Big Choppa

Fast- Warbikers x 2 - 90
  -Nob x1 - Big Choppa

Fast- Warbikers x 2 - 90
  -Nob x1 - Big Choppa


Please let me know what you think.

This message was edited 9 times. Last update was at 2017/06/09 19:31:01


 
   
Made in gb
Sneaky Kommando






You did not play in 7th but own a morkanaut? Were you just painting away hoping for a better addition?

Morka/gorkanauts are the bizz in 8th I've watched 2 battle reports on you tube with them in they rek face now, they basically bound across the board blasting away before slamming into the enemy potentially getting 16 mele attacks and opening the doors to release super deadly meganobz.
Have a browse of face book they are definitely viable now.

 
   
Made in us
Regular Dakkanaut





I was pretty involved in 6th, but area I play in is very very cut throat.

Was about out of patience when 7th dropped.

Brought the Mork to three games and he never moved or shot in any of them. Exploded turn one.
   
Made in us
Regular Dakkanaut





Almost a whole evening of digging in the garage but located them all.

Gray tide atm but looks alot more substantial than I was picturing. Few wargears to chop off and redo.

[Thumb - 1497012010503224943144.jpg]

   
Made in us
Dakka Veteran





You also didn't pay the points for the morkanauts weapons. It should be 374 after all upgrades if you have the KFF

This message was edited 1 time. Last update was at 2017/06/09 15:54:18


 
   
Made in us
Regular Dakkanaut





@mhalko1 Thanks I have been wondering about this. The war gear adding seems confusing and inconsistent.

The Morkanaut Sheet only lists the KFF in its Wargear section where other entries list all of the weapon choices there.

I have heard some people say there are exceptions to this IE: Kaptain Badrukk entry says may included up to 3 ammo runts. but points cost says wargear included. Do you pay another 12 for these then? And do these eat up transport capacity?

This message was edited 3 times. Last update was at 2017/06/09 17:15:01


 
   
Made in us
Dakka Veteran





Bigdoza wrote:
@mhalko1 Thanks I have been wondering about this. The war gear adding seems confusing and inconsistent.

The Morkanaut Sheet only lists the KFF in its Wargear section where other entries list all of the weapon choices there.

I have heard some people say there are exceptions to this IE: Kaptain Badrukk entry says may included up to 3 ammo runts. but points cost says wargear included. Do you pay another 12 for these then?


thats a little less clear. If it says wargear included you may not need to pay for the ammo runts
   
Made in us
Regular Dakkanaut





Made some adjustments with new found (correct) knowledge of adding wargear and the fact that runts/oilers eat up transport space.

Dropped SAG for Kaptain Badrukk because he has more reliable damage and better synergy with Gitz.

Thank You for all the input.

Spoiler:
Orks - 2000 --7CP--

*Batallion Detachment* 3CP

HQ - Kaptain Badrukk -88
           -Ammo Runt

HQ - Big Mek - 55

Troop - Gretchin x10 - 30

Troop - Gretchin x10 - 30

Troop - Gretchin x10 - 30

Heavy- BattleWagon - 161
 
Heavy- Flash Gitz x8 - 279
              -Kaptain x1
              -Ammo Runt x9
             
Heavy- Morkanaut - 374
              - KFF

*OutRider Detachment* 1CP

HQ - Warboss on Bike - 95
         -Big Choppa
         -Attack Squig

Fast- Stormboyz x 29 - 249
           -Nob x1 - Big Choppa
 
Fast- Stormboyz x 29 - 249
           -Nob x1 - Big Choppa

Fast- Warbikers x 2 - 90
           -Nob x1 - Big Choppa

Fast- Warbikers x 2 - 90
           -Nob x1 - Big Choppa

Fast- Warbikers x 2 - 90
           -Nob x1 - Big Choppa

Fast- Warbikers x 2 - 90
           -Nob x1 - Big Choppa

This message was edited 1 time. Last update was at 2017/06/09 19:31:42


 
   
Made in gb
Fully-charged Electropriest






Varying cities in the North

Badrukk's ability doesn't work whilst inside a vehicle. Neither do the Big Mek's repair rolls. Just in case you didn't know, it may alter your list/tactics. Haven't seen much on bikes this edition, would love to know how they fare.
   
Made in us
Regular Dakkanaut





Sledgio

Badrukk's ability doesn't work whilst inside a vehicle. Neither do the Big Mek's repair rolls. Just in case you didn't know, it may alter your list/tactics. Haven't seen much on bikes this edition, would love to know how they fare.


Yeah I definately would have played that wrong. Still think he is a better choice because he costs less and more reliable shooting.

Does this mean ammo runts do not work while on a transport also?

This message was edited 1 time. Last update was at 2017/06/09 20:55:33


 
   
 
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