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Made in gb
Stinky Spore




Scotland

Disclaimer: This list is still to be play-tested, and I am looking for critique with proposed changes.

This list is for an apocalypse game still to happen (2 weeks time), 4 players aside over 2 days. Teams will be drawn at random.

I have just bought 2 morka/gorkanauts and 4 deff dreads (mostly because they look sweet) and am still to build them.

I do also have a Stompa but for 1k points nearly, I felt more worthwhile spending points elsewhere.


Brigade Detachment +9cp (2409pts)
Spoiler:

HQ
Big Mek w/ kff = 75pts
Warboss w/ bc = 64pts
Weird Boy w/ Warpath= 62pts

Elites
Mad Dok Grotsnik = 74pts
Painboy = 68pts
Painboy = 68pts

Troops
29 Ork Boyz + Boss Nob = 180pts
29 Ork Boyz + Boss Nob = 180pts
10 Gretchin = 30pts
10 Gretchin = 30pts
10 Gretchin = 30pts
10 Gretchin = 30pts

Fast Attack
Warbuggy w/ twin bigshoota = 58pts
Warbuggy w/ twin bigshoota = 58pts
Warbuggy w/ twin bigshoota = 58pts

Heavy Support
Dread Mob (2 x Klaw Deff Dreads) = 298pts
Dread Mob (2 x Klaw Deff Dreads) = 298pts
Morkanaut w/ kff = 374pts
Morkanaut w/ kff = 374pts


Supreme Command Detachment +1cp (339pts)
Spoiler:

HQ
Ghazghkull Thraka = 215pts
Weird Boy w/ Da Jump = 62pts
Weird Boy w/ Warpath = 62pts


Vanguard Detachment +1cp (248pts)
Spoiler:

HQ
Warboss w/ bc = 64pts

Elites
Nob w/ Waaaaaaaagh Banner = 79pts
Nob w/ Waaaaaaaagh Banner = 79pts
Runtherd w/ Grotlash + Grabba Stick = 26pts


Total = +11cp (2996pts)
   
Made in us
Smokin' Skorcha Driver






Utah

coupel things to think about:

with only two units of boyz I think you'd be fine with just one painboy and waagh banner. One of those units is going to get whittled down before they even get there and you can have the two buffers follow whichever is most beneficial, the whittled squad to bring them up to par, or the fulller squad to take them over the top. Also if you Jump a squad of boyz, it will be leaving all the characters behind, and with 12k per side on the borads it might not be too feasable to stretch out the rear rank back to the buffers. Or the ycan give to both squads if they are still close together.

Fast attack in the battallion: the three buggies are way over cost for a 18 big shoota shots with ork BS for 6 hits on average. If you want a little anti infantry shooting from platforms that distract anti tank fire grot tanks do it bettter and cheaper. I scratchbuild mine, but I imagine it would be fairly easy to convert buggy weels to tracks and call them tanks. The grot tanks have an invo save(only 6+ but every bit counts) have bs4+ and are only 36 points with big shootas.Min 4 though so you'd have to convert or come up with a 4th one. and are slightly suseptable to leadership(good ol grot ld 4) but for less than the three buggies you'll get about the same amount of hits, or for about the same cost you can givethem rokkits for a little anti tank, since they hit on 4+. The buggies are slightly better at eating overwatch though, but at an expensive pricetag for that as well. If you don't have or can convert grot tanks, I think those points and the points saved by dropping a painboy and banner could be spent on a more meaningful addition to your list.

Also, you have pretty much zero anti flyer ability aside from smites from the wierdboys. but since you will be on a team that does it better hoepfully they wil lbring enough to handle opponents flyers since orks don't have much thats reliable at dealing with flyers(unless you have a bunch of storm boyz lying around, who are ok at it, but still not great.)

Lastly, not sure if the command points you gain are worth the points in grot units that will just dissapear. if you want cheap objective sitters big gunz or mek guns are better since their rules prevent the crew from being targeted and they can still pump out a tiny bit of shooting. I think you'd be better at objective camping by dropping the brigade to a batallion, and using those points to trade the vanguard for a spearhead(assuming you also decide you don't need multiple painboy/banner) to take those points as single gun units of kannons or zaap guns. which could sit on any backfield objectives and throw sticks at yoru opponets while mostly safely camping those objectives with your "only targeted if they are the closest model" grot crew.

whatever way ou go, good luck!

This message was edited 1 time. Last update was at 2017/07/26 13:43:37


   
Made in gb
Stinky Spore




Scotland

Cheers for the words of advice! Those grot tanks do look very nice... and as for the gretchin units. I have to agree, I will probably remove them. The painboy and waaagh banner spam was a little ott.

What I was also wondering was if putting 6 nobz in the gorkanauts with power stabbas (maybe not kombi skorcha) could be a valid strategy.

I know the people I am playing and they have no flyers so I didn't really feel the need. What do orks use as AA anyway?
   
Made in us
Smokin' Skorcha Driver






Utah

Nobs with stabbs is ok in the gorkanaught I think. you know its heading for the action, and as long as it doesnt get popped on turn one or two they will get to something they want to target.

Ork anti air is mostly: storm boyz(who are ok at it but not great, and its easy for flyers to limit what you can bring to bear with 12" move + charge when they can fly 60" in a turn). but they can do about 6-12 wounds in a turn against most t6 or 7 save 3 or 4+ flyers.
Gunz and Mek Gunz: Normally hnitting on 4's these do ok when reduced to hitting on fives. I like the KMKs for this since they have enough shots they usually get a couplethrough from each battery(I suually run them in three gun batteries and treat them like a unit even though each one is actually seperate). I only start firing one gun at a time when something is almost dead. Kannosn pay off bigger sometimes, but hit less. KMKs are the only semi viable anti air that makes it into most of my lists. If thir planes have long range guns they can fly back and forth out of range but most of the time, they have to come in range, and spend time taking out the guns that are threatening to themrather than important stuff in my army, so its one of the few optios I think are worth it, and has utility against any other elite infantry or vehicles/monsters as well, and make great backfield objective campers since the grots can't be targeted unless they are the closest modl.

Tnakbustas in a wagon or trukk is expensive and fragile, and even with rerolls to hit(and no bomb squigs cuz its a flying target) do ok. a squad of 5 wil lhit roughly 1-2 times with the reroll and thats a third to half of a flyers wounds. a big squad of 10 tankbusts can maybe take it down with some lucky rolls. but thats usually a gamble unless they have nothing better to target that they hit more often and can use the squigs against.

Traktor kannons the supposedly anti air ork gun ... are just expensive kannons that on thae rare chance you hit enough to killl it, it makes the aircraft explode automatically. but they dont' hit enough on average, and don't even ignore the hard to hit penalty. The other supposedly anit air gun is the flakka gun, but it too is limited in shots(only 4) and still hits on 5's normally and 6's against aircraft. I think thats an oversight that wil leventually get fixed to be +1 to hit things in the air, so it will ... stay at 5 + to hit and still not be any good against flyers. Poor orks. They want to give us the it takes a horde to accomplish the task mentality, but then don't give us the # of shots to make it even remotly possible.

Pistosl and shoots can peel a coupel wounds off, so if you get a flyer limping, and the boyz can take some pot shots before charging somethign else its always good to throw those in. they can add up to 3-5 wounds over a coupel turns, which is about half of some flyers wounds ... they jsut are shots of opportunity though since you can't reall ychase flyers with 12" pistols and 18" shootas.
Rattler kannons on a meka dredd might be ok too, since after hard to hit you would still be hitting on 5's and get some decent shooting.

Also surprisingly, both of the Kill Tanks do ok against flyers, but at a huge points investment and there are usually more threatening targets for their guns. With 6d6 Giga shots shots for 1 wound each, or 2d6 high strength 1d6 wounds shots and hits on 5+ after hard to hit plus a couple hits on 5+ rokkits(they can take 4 of them) that can down a flyer or severly cripple it in some cases.

And lastly, this is assuming the flyer only has hard to hit. in rare cases (hemlock Wraith fighter) it can go up to -2 and then its impossible to hit for every 5+ ork, and only gets hit on 6's with 4+ shooting orks and gretchin. :( In those cases its best to hope you have stormboys or jsut gnore it and take whatever it dishes out each turn.



This message was edited 1 time. Last update was at 2017/07/27 15:51:04


   
Made in gb
Stinky Spore




Scotland

Tried the a morkanaut with nobz w/ power stabbas and ghaz being nearby. That absolutely melted a tonne of chaos,

With that 3k point list above- if I remove the gretchin I could take some big gun batteries maybe? Which would it be best to use? I really like the look of lobbas.

Found out the teams for the apocalypse game, and the other players don't actually own any flyers... This should be fun.
   
 
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