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.
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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.