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Made in hu
Fresh-Faced New User





Hi!

I am entering my first tournament of the 8th edition era and having a hard time assembling a competitive list.
Please check my list and help in improving it if you can.

Tournament rules:
- 1500 points
- 1 patrol detachment only

List:

Concept - lots of boyz...

HQ - 277 pts
Ghazghkull - 215pts
Weirdboy - da jump - 62 pts

TROOPS - 519 pts
Boyz x 29 + Nob with Big Choppa - 189 pts
Boyz x 28 + Nob with Big Choppa - 183 pts
Shoota boyz x 18 + big shoota boyz x 2 + Nob with Big Choppa - 147 pts

ELITES - 186 pts
Meganobz x 3
- 1 x kustom shoota - 54 pts
- 1 x Kombi skorcha - 69 pts
- 1 x double killsaws - 63 pts

HEAVY SUPPORT
Battlewagon - 231 pts
- Hard Case (on my last match T7 seemed to be an issue, so trying T8 now)
- 4 x Big Shootas
- Deff rolla
- Killkanon (24", Heavy D6, S7 AP-2 D2) - not sure about that

Lootas x 12 - 204 pts

Trukk (for lootas) + big shoota - 82 pts

Total - 1499 pts

TACTICS AND ISSUES
- press on with mobz of boyz, we have no protection but have numbers and hopefully other units attract most of the fire
- In turn 1 and 2 weirdboy teleports shoota boy mob and meganobz in charge range. I chose shootas as they have the chance to shoot then charge
- Thinking about putting the meganobz in the battlewagon. I don't know... last time my wagon did not last for a turn
- I heard that meganobz are not that good now. But what else then? With 'da jump' they seem to have a chance
- The trukk is only used as a fortress for lootaz as usually these tournaments have very low amount of terrain to be used as cover
- My major problem is that boyz will have no real protection. The patrol detachment limits my army to 2 HQs so I need to choose between a KFF Big Mek or a Weirdboy (I really want to run Ghaz as I never tried him competitively)
- Tried a painboy a couple of times, but I found him to be a waste of points
- Battlewagon will rush forward to charge and hopefully attract a lot of fire.
- Thinking about putting MANz, weirboy + Ghaz in the wagon for deployment. That would mean only 5 drops for deployment that could grant a game starting chance in most cases. They get out turn 1 and run at the middle of the boyz mob.

What can be the weakness of this list? What would you change?

Other models I have:
- trukks
- 10 x stormboyz
- 2 x mek gunz
- some more MANz
- lots of gretchin
- more lootaz
- warbosses on foot, waaagh banner nob, nobz of all types
- 5 x Killa Kans
- 1 x Deff Dread
- some warbikers and deffkoptas
- rokkit boyz

Thanks for all the advice!







This message was edited 1 time. Last update was at 2017/07/13 16:52:26


   
Made in us
Dakka Veteran





okay first off.

Is there a restriction that says you have to take a patrol in this tournament? if yes then okay. if no then automatically change this to a battalion. You already satisfy the 2 HQ and 3 troops limit for it, why not get the extra CP.

I also would not put the lootas in the trukk. If the trukk moves then your lootas now fire at -1 BS. Meganobz are also underwhelming this edition. For similar points drop them and add 20 stormboys. Fast can help target zooming flyers you may encounter and still hit hard. They can also advance and charge without being in ghazghkull's range.

The other thing you could do instead is to drop enough points and pick up a gorkanaut or morkanaut if you have them. I used these in 7th a lot and they sucked and now I have reasons to use them in 8th. They always seem to make their points back and it could transport ghazghkull down the field safely.

This message was edited 1 time. Last update was at 2017/07/13 17:07:29


 
   
Made in hu
Fresh-Faced New User





mhalko1 wrote:
okay first off.

Is there a restriction that says you have to take a patrol in this tournament? if yes then okay. if no then automatically change this to a battalion. You already satisfy the 2 HQ and 3 troops limit for it, why not get the extra CP.

I also would not put the lootas in the trukk. If the trukk moves then your lootas now fire at -1 BS. Meganobz are also underwhelming this edition. For similar points drop them and add 20 stormboys. Fast can help target zooming flyers you may encounter and still hit hard. They can also advance and charge without being in ghazghkull's range.

The other thing you could do instead is to drop enough points and pick up a gorkanaut or morkanaut if you have them. I used these in 7th a lot and they sucked and now I have reasons to use them in 8th. They always seem to make their points back and it could transport ghazghkull down the field safely.


Yes, the tournament restricts army lists to a single patrol detachment.
For lootas I chose the trukk because presumably there will be not much terrain to use as cover for them. I was thinking about one more unit of lootaz instead of the trukk, but there are no more heavy slots in patrol.
Ungortunately I do not have a gorkonaut, it's on my buy list but not for now.

EDIT: I meant unGORKunately

This message was edited 1 time. Last update was at 2017/07/13 17:49:57


   
Made in hu
Fresh-Faced New User





Bumping this up once more as I need to close the list soon.

Thanks for any other input, otherwise I will try this run with this list.

   
Made in hu
Fresh-Faced New User





I thought it might be useful to drop some evaluation about the above list, someone might search for such later on in the forum.

The tournament limited armies for one patrol detachment, so probably that kept opponents bringing the cheesiest to the table.

- I had fears about bringing boyz with no protection at all (no KFF, no painboy), but they were surprisingly efficient. I dominated the melee part of the game against all my opponents (that means a lychguard heavy necron list, IGs with lots of tanks and a rough chaos list including berzerkers, hellbrutes and some other close combat monstrous creatures)

- My chaos opponent charged in with turn 1 (he came second) with quite everything and seemed confident, I lost about 20 boyz in total and killed quite everything in 2 turns of CC. This amount of boyz can be just good enough for larger lists as well. I only missed a bit more shootas (they were often teleported by the weirdboy as they can shoot before charging as well, but I missed the extra attack that comes with 20+ boyz as 1-2 was usually killed by overwatch fire. 4-5 extra could be enough.

- I practically will never leave home without Ghazghkull again. Best 215 points spent, never died (however he survived with 1 would in the last game). If he was left behind in the charge the weirdboy could simply teleport him in the back of the fight or towards an other enemy unit. He even could stand on his own in late game situations, and could almost always exploit his buffs.

- One weirdboy was just good enough. He needs to stay in the back, so smites are quite optional, the teleport trick usually works only twice per game tops, and as everyone rushes forward to charge, he gets killed in the open field around turn 3-4.

- The battlewagon never survived a game, but of course it attracted a lot of fire. Running a single large vehicle was not the best of choices as heavy weapons practically had no other valid targets but just this one. Larger lists definitely require at least one more 10+ wound thingie

- Lootaz in trukk holding an objective and not moving at all seemed a viable strategy. The trukk simply adds 10 more wounds to the unit (although 1-2 could die in the explosion). Kept a warlord demon and a helldrake occupied for 2 turns in fight for an objective giving others time to get back and intervene. Overwatching with them is also fun, my opponent was not really happy about 36 shots.

- Spend command points on loota shots. Really makes a difference.

- T8 on the wagon really mattered, but I was not convinces by any other toys. Maybe we should keep wagons on a minimum cost and just put them in the front as shotbaits.

- the deff rolla was not that awesome. When you get in the fight, you are usually below 50% health degrading melee stats.

- Blob positioning is key. I could neutralize a tank heavy IG army by charging in one tank and then piling in or consolidating into an other one (kept tank flamers out of shooting for at least 2 turns with that). Sometimes keeping a looser formation or wider front row can help in that, but of course that means sacrificing some hits.

- Previously people loved to play against orks, now they will possibly hate us because of the amount of dice rolls. I always had the slowest table.

I finished mid table (close victories and one loss) but still very happy as the general impression of the army was really good. I always felt we are in business.

Good luck for other fellow warbosses!

   
Made in it
Waaagh! Ork Warboss




Italy

I'd suggest to take the BW as a pure transport, just bring it down to the basic 167 points vehicle, take only the mandatory big shoota and of course the 'ard case since it's free. The rolla is nice but if you have a single wagon it's not worth its points, that transport is going to attract all the anti tank in the opponent's list. If you take 2-3 wagons 1-2 deff rollas are nice adds.

With the remaing points you can add a painboy/grotsnik or a nob with a banner. The big shoota in the boyz unit can be ditched if you struggle with points.

The meganobz may be ok if teleported because they don't have a transport and the BW seems wasted to carry only 3 dudes.

 
   
Made in ca
Regular Dakkanaut




Personally....

I'd scrap the kill kannon on the wagon. I'd also give the meganobz just power claw and kustom shoota.

With those points, I'd pump up the shoota boy squad.

Record:

8th edition:
Tyranids: 5-4-3
Orks: 4-2-1

5th edition

Orks:18-5-1
Tyranids: 17-10-4

6th edition

Tyranids: 6-4-1
Orks: 3-1-0 
   
 
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