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Made in us
Warwick Kinrade




Mesa, Arizona

I've been playing with some lists and testing them over the last week, unfortunately I haven't gotten much feedback here but sometimes it helps to talk things out. And who knows maybe my threads are of interest to someone.

Originally I was pursuing a Green Tide army and a Kan Wall list, however in testing the Kan Wall list it has major issues with Horde armies. While it did win both games that I put it into I think it would struggle with the builds that are going to become popular outside of MEQ so I'm going to shelve it for the time being. Instead I'm taking a look at Mechanized Orks, which I'll start with:

'Da Mechanized Boyz
Warboss on Warbike w/ Big Choppa
Warboss on Warbike w/ Big Choppa
Big Mek on Warbike w/ KFF
Big Mek on Warbike w/ KFF

5 Kommandos w/ 2 Burnas
5 Kommandos w/ 2 Burnas

10 Gretchin
20 Choppa Boyz w/ Big Choppa Nob
20 Choppa Boyz w/ Big Choppa Nob

15 Tankbustas
15 Tankbustas

Battlewagon w/ Deff Rolla
Battlewagon w/ Deff Rolla
Battlewagon w/ 'Ard Case and Deff Rolla
Battlewagon w/ 'Ard Case and Deff Rolla


This army is supposed to put an armored wall up that's very difficult to deal with. Typically the 'Ard Case Battlewagons will lead the charge and try to block LoS while the KFF Meks wedge between and hide out thanks to being Characters. Everything will have a 5++ even if I have to split which will probably be a common tactic against this type of army.

I went with Tankbustas because they do the most work against actual Vehicles and aren't bad against Monsters. Statistically this list can almost kill a Knight in one turn which is what I want to be capable of, Tankbustas are also still Orks so they're pretty good in Combat when the game gets down to it. My other big units are just Choppa Boyz, they're supposed to get stuck in and do the fighting. Typically the Battlewagons will try to absorb Overwatch so I can preserve the +1 Attack special rule on my Boyz.

My support is the obvious KFF Meks and the Warboss. Advancing and Charging is still a really good bonus for this army and the Warboss isn't afraid of Overwatch so he can also help out the Boyz, or just use his speed and go tie something up that my opponent is trying to screen. This is particularly valuable against fall back and shoot armies like Tau and IG. Lastly I have the Kommandos, these are mostly because I had 45pts left over. They're actually great for sneaking out on Turn 3 and getting an Objective but they can also come from behind and tie up a low volume shooting unit.

Overall I think this list is pretty well-rounded. It can get deep into an opponent by Turn 2, it hits hard in melee, and it shoots extremely well against hard targets. It can handle Hordes with the Battlewagons and alpha strike potential and it can handle mechanized armies with all the Rokiits. I also have a lot of durable targets early on which continue to get work done as the game progresses. I bring good numbers for Objective play and the army is capable of splitting well. Weaknesses would be overwhelming anti-tank shooting, which I don't think will be a thing, or extreme Hordes like Conscript spam but honestly nothing in the game beats that so it's not worth worrying about.

Edit: Tankbustas can't be in 20man units, derp. Dropped down to 15 and picked up the Squigs, dumped the points into some Nobz and a Trukk. Seems like a good elite unit to give me more melee presence and their Trukk will be really easy to hide behind four Battlewagons.

Edit 2: Removed the Nobz and picked up Kommandos plus a unit of Gretchin and another Warboss. I really love the Warboss on Bike, I think he's a great Overwatch soaker, he can tie things up easily to prevent shooting, and he hits hard. Kommandos give me more Scenario presence and can tie up those small shooting units that I don't dedicate the Boyz to, and the Gretchin are a fine Objective camper in a list that's going to be pressing forward hard.

Edit 3: Removed Bomb Squigs due to being over points.


Green Tide
Warboss w/ Big Choppa & Shoota
Warboss w/ Big Choppa & Shoota
Big Mek w/ KFF, Grot Oiler, and Kustom-Mega Slugga
8x Weirdboyz

Mad Doc Grotsnik (Was a Painboy)

30 Shoota Boyz and a Big Choppa Nob
5x 30 Choppa Boyz w/ Big Choppa Nob

Trukk w/ Big Shoota


This army is a blunt instrument that's designed to walk across the table and win. I've gone through a lot of builds so let's take it from the top. First off we have the support, Warbosses and the KFF Mek. Originally I planned for 1-2 Meks and 1-2 Warbosses on Bikes, reasoning that the extra durability and speed would help them keep up with the army. However the KFF, at most, can get around four units and they would have to be insanely tight together so I've reasoned that it's only worth having one and only worth putting him with the front lines. This way an opponent can either shoot my front lines and give me the bonus, or shoot the backlines which I don't care about. An on foot KFF Mek is more vulnerable to Snipers but we'll see how that plays out, math shows the usual quantities of them being not very scary and only IG can really spam them. The two Warbosses are so the army can split, which will sometimes be needed. I have one Painboy for the same reason as one KFF Mek, he goes up front and gives me durability to the closest guys. If I have to split he goes with the bigger portion, or I can run him off and split the KFF Mek.

The body of the army comes in a lot of Boyz and a lot of Psykers. Boyz are among the best Infantry in the game and have access to awesome support, so why not take a lot of them? Hordes are shaping up to be a powerful force in the game since there are no weapons which directly counter them, in fact the best guns against Infantry are things like Bolters, Lasguns, and so on because they have volume. The idea with this army is I can't be shot off the table before I get into melee, usually on Turn 2 unless my opponent hard camps the table edge, and I have huge Scenario presence. The list is also taken with adequate LoS Blocking Terrain in mind, using less than four pieces seems to make for a very one-sided game and I expect that correctly setup tables will become the norm. I've taken one unit of Shoota Boyz to be my Da Jump target, they're supposed to deal with screens and get stuck in so I can deliver the remaining units.

Weirdboyz are the anti-tank and anti-elite of the list. Foot Orks have no counters to armor (2+ Save and/or T8) besides Smite Spam, everything else is way too fragile to work out. Smite isn't a perfect solution because of the targeting requirements but it's the best we've got and honestly armies with Knights, Land Raiders, and so on are typically super elite and Smite Spam will wreck them no matter what. Weirdboyz are actually awesome in Combat for their points and even against other Hordes having access to multiple copies of Da Jump and Warpath is a huge advantage. Smite Spam isn't going to be a boogie man in the meta but it's an awesome tool for countering big models like Magnus or pseudo-deathstars and Orks do it the best of any army. We have among the cheapest Psykers, we're durable, we have adjustable bonuses to cast, and our other powers are good into any matchup all in a really good combat body for the cost.

Lastly the Trukk is to make this army not a million deployments since going first is extremely important. Being able to dictate the Turn Order through Deployment seems like an intentional tool against spam armies as it forces you to buy transports or more expensive units and this list really needs to try and go first and only deal with one shooting phase. Once that's done the Trukk is an Overwatch eater, which it does well, and can also protect the Characters for a bit longer depending on Sniper count, Terrain, and opposing anti-armor shooting.

Weaknesses for this list would be poorly setup tables against gunlines, Infantry gunlines, or mechanized armies with screens. Anyone hanging on the board edge could be a problem but on a correctly setup table they'll lose on Scenario every time.

---------------------------------------------------

So those are my lists I have on the docket for testing, I am missing some stuff from the Mechanized list but it's perfectly proxyable. I'd love to get some feedback on these armies as they're both intended for Competitive play in a meta that's super up in the air.

This message was edited 5 times. Last update was at 2017/06/20 19:48:36


 
   
Made in au
Yellin' Yoof




Australia

Would be safe to assume feedback wont be as quick as the new edition was just released. Even with that said most people, myself included will give a personal opinion that may be biased.

Killa Kans List you had was ok, but i do think they need Deff Dreads and Orkanauts to support them. So you might as well run an all Walker list (spearhead Detachment). Thats what im running atm, until Zhadsnarks rules are released.

Tankbustas are only 15 per squad. (starts with 5, can have an additional 5(10 total) OR additional 10(15 total )). So i can understand where you got confused.

I personally like your Mech/BW list. Thats only cause im not a particular fan of mass boyz lists. But having said that, and bias aside, Ork hordes with lots of boyz looks to be like a competitive option again. You could probably run either of the two lists and perform well.

If you are opting for lots of boyz, id add in Ghazghkull and nob with waaagh banner, as well as your already wierdboyz who i assume some will have da jump, others warpath.

Like the way of Sigmar, 8th Edition I believe is suppose to be "balanced" and every model/unit/option viable. That is an ideal scenario. whether it plays out that way, we shall have to see.

Please Note: these are only 1 persons opinions!

Orks 8500 points 
   
Made in us
Warwick Kinrade




Mesa, Arizona

My Kan list did have a Gorkanaut so not sure about that comment. I don't think Deff Dreads are good at anything the army needs but that's a personal opinion.

I have tried a Nob Banner, in my experience they were a trap. They're a tad pricey and it's VERY hard to keep them in range when a unit actually charges, even if you put them just behind the front line of the swarm. Advance Rolls are random and can leave them behind. Of course you can leave a trail to get the bonus, although I'm not sure what the break point on that is. There's certainly a number where losing x models of attacks if worth the benefit on y models. I'm not a MathHammer guy so I felt it was easier to just drop them and get more dudes. Ghaz is in a similar boat, he's so expensive and his buff is harder to get than it looks. 6" of him when they fight? He's slower than the army and again I'd have to know the breakpoint on daisy-chaining. Without that information I don't think I can make an effective decision. Ghaz is a melee beast though, which helps. Is he worth nearly foot foot Warbosses? That I'm leaning towards no on. I do wish he had a little more oomph since I used to run have back in 5th and he kind of made Green Tide work, although it was still a bad list.

Edit: Thanks for the tip on the Tankbustas, missed that. I didn't even look at the sheet, just assumed they could go to 20 for no reason. *sigh* It actually works out since I can now take the free Bomb Squigs and shave some points there. I'm also going to drop the Painboy for Doc Grotsnik since he's a million times better for 9 more points. Have to drop two Big Shootas but....they pretty much suck anyways.

This message was edited 1 time. Last update was at 2017/06/19 04:39:30


 
   
Made in au
Yellin' Yoof




Australia

Deff Dreads are beast now. Lots of wounds and a save, durable with Big Mek repairs and kff 5++. Also charging unit hits first, which means a Deff dread with 4CCW will be striking first with all those Str 10 claws.

You are correct about Mad Dok Grotsnik. Or even painboy on bike so he gets a save and more wounds.

Orks 8500 points 
   
Made in tw
Fresh-Faced New User





You can place your 30 boyz like an arrow. Most of the time your boyz cannot all stay in close combat. If you place a 20 boyz arrowhead and a 10 boyz tail(each distance is 1 inch), They can be easily reach the banner or Thraka 's support range.
Also you can mix some shoota boy in an unit, so they can shoot something after they advance. If you get some casualties, just remove shoota boy first.
   
Made in it
Waaagh! Ork Warboss




Italy

The green tide lists is similar to what is considered more competitive in this edition, I'd only cut a couple of weirdboyz and the trukk to stick some long range shooty units like lootas or KMKs. Alternatively some painboyz/waaagh banner nobz.

The mechanized list is very nice and I've always been a fan of BWs. I also wanted to try the 2x(15 tankbustas + 5 bomb squigs) in the wagons since I have a lot of tankbustas that are not going to see the battlefield otherwise. I'd probably cut the nobz though, in order to give a p.klaw to the warboss and add pks to the nobz that lead the unit of boyz and/or maybe 1-2 waaagh banners/painboys that ride in those transports. A min unit of 5 kommands with 2 free burnas can be very handful with a list that doesn't have many units like this one.

 
   
Made in us
Warwick Kinrade




Mesa, Arizona

Thanks for the feedback guys, responses in order received:

I never said Deff Dreads were bad, they just add nothing that I want to a Kan Wall army. A few more accurate PKs isn't needed, Skorchas don't do nearly enough to thin hordes. At best they take some heat off the Gorkanaut but honestly the list ran so much better with a ton of Lobbas.

You certainly can place Boyz in formations to get the bonuses. However my assumption is they're almost all going to take damage on the way in so leaving guys back WILL cost me models in combat. That's something I have to play with and test before I can make a determination, it's a positioning and table time decision. Also Nob Banners are very vulnerable to Snipers, they can't be buffed except with the blanket army rules.

I have been considering mixing Shootas with Sluggas, it's probably a good idea. I'd need to test into a lot of armies before I'm sure though, Shootas are good against T3 stuff so 'Nids, IG, Eldar. Not so good against better than that, in my experience.

I don't think long-ranged shooting works for foot lists. Too vulnerable to any kind of shooting, too vulnerable to Deep Strike. It works in a Mech army because they go in a BW but the changes to Morale, Cover, and Deep Strike just brutalized foot Lootas, Tankbustas, etc. I've played with Lobbas and I do like them but they're overpriced, plain and simple. Their cost is put into Wounds and Toughness which they don't want, if they were a bit more expensive than IG Mortars they'd be awesome. At over 3x the cost? Not so much. I may try some other Mek Gunz but honestly it's just something for my opponent's Lascannons and all that to do so I'd expect them to die very fast.

I've been super underwhelmed by PKs, they're overpriced. Even Marine Players are saying that and theirs are only 20pts. The Warboss is the best body for one since he hits on 3's but honestly I'd rather keep him cheap and use his aura, then have him absorb Overwatch. PKs are more for Vehicle and Character hunting but d3 Damage is not a good stat for that, if they'd been a flat 3 Damage then I'd be on-board.


Automatically Appended Next Post:
Made some changes to the Mechanized list based on feedback, actually loving that list now. I think the second Warboss is there to stay, the Gretchin and Kommandos need testing. Another option I considered was a Weirdboy + 20ish Boyz for a Turn 1 Da Jump, try to beat down some of those screens and get some more numbers. I think the second Warboss is better though, he can fit through any small gap in a screen unit and tie up all kinds of fun stuff. That'd leave me with 120pts to play with if I dropped the Kommandos and Gretchin. Not sure there's much better in that bracket but there may be.

This message was edited 2 times. Last update was at 2017/06/19 19:14:04


 
   
Made in us
Regular Dakkanaut





Was looking at your revised mech list.

Bomb squigs the unit cost 10 points a piece.

The Squig Bomb wargear they carry is free.

Puts you at 100 points over as is.
   
Made in us
Warwick Kinrade




Mesa, Arizona

Ugh I hate not having a good army builder. I will be dropping all of those then, 10pts per one attack is not worth it to me. Revising!
   
Made in au
Yellin' Yoof




Australia

Battlescribe has been updated to 8th Edition. So it has the units/models with their preset wargear already totaled then you just add or change what you want

Orks 8500 points 
   
Made in us
Warwick Kinrade




Mesa, Arizona

Yeah I just don't really like that one. More of a web guy, and the one I like the layout of the most seems to be doing Orks literally last. It would help if I could just read effectively though.


Automatically Appended Next Post:
Updated Mechanized list.

This message was edited 1 time. Last update was at 2017/06/20 19:47:39


 
   
 
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