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Made in us
Irked Necron Immortal



Colorado

1998 points

Vanguard detachment:


-Weirdboy (weirdboy staff, Da Jump)

-12 Boyz (Shootas, Nob w/ big choppa, shoota)

-Mad Dok Grotsnik
-Mek (grot oiler)
-5 Meganobz (kustom shootas, power klaws)

-8 Flash Gitz (snazzguns)
-Battlewagon (kannon, rokkit launcha)


Spearhead detachment:

-Warboss (power klaw, shoota, attack squig)

-30 Boyz (sluggas & choppas, Nob w/ big choppa, shoota)

-3 Deffkoptas (spinnin' blades, twin big shootas, bigbomms)

-Morkanaut (KFF, KMK, KMB, 2 rokkit launchas, 2 twin big shootas)
-Deff Dread (4 dread klaws)
-Mek Gun (smasha gun, 5 grot gunners)
-Mek Gun (smasha gun, 5 grot gunners)

The idea here is lots of support elements combine to make the army more synergistic e.g. the Mek stays with the Deff Dread and Morkanaut all of which gain KFF support. The Flash Gitz and Shoota Boyz stay embarked in the BW for mid-field control. Thoughts?


   
Made in us
Smokin' Skorcha Driver






Utah

I think this list would do fine in a casual game with non optimized opponent lists, and is varied enough to make a fun game for both players. I love mixing up my lists like this, and in casual games it works pretty well and lets you flex a good portion of our dex's variety. if your opponent is optimizing there is a lot you will be giving up for the multifaceted nature of this list and it is pretty easy for your opponent to easily shut down whatever things threaten them one at a time.

I've tried using MANZ as the wierdboyz jump target, but I've found boyz to be better at getting there and either soaking enough fire that the rest of the army is mostly unharmed or surviving and getting some work done. MANZ even if they make the charge have often just peeled off a couple wounds off a tank(if one was left unguarded) and then die. seems like such a waste for so many points. Also if you have them, I've heard a lot fo people having good success with regular nob units both with big choppas and with power stabbas. I think point for point they would have more impact on your opponent. which is too bad cuz MANZ look great and its sad to leave them at home.

I also don't think deffkoptas do enough for their huge price tag, but others have reported getting good mileage out of them. So thats something to test for yoruself and see how they work for you and your playstyle.

I've used mek gunz a lot in the last two months, and I've found they mostly only work when taken in decent numbers(4+ gunz, and I prefer 6-9 as my own sweet spot for cost/reward). I prefer KMKs for the multiple shots/rolls to hit, but have had ok success with basic kannons as well. 2 smasha guns is one hit on average and thats not stopping much of anything.

Flash gits have been real let downs, the only opponent I've had them do any heavy lifting against was an eldar jetbike list (the persons 7th edition scat bike spam right out of the 8th edition gate) where splitting their fire was able to pick off several stragglers from squads that were hit by other ork shooting. In any other matchup they have missed to much when the battlewagon moved, been out of range, or had hard targets that they just couldn't get past, even with the decent save modifier on the gunz. They do better when you have room in their ride to buy them the ammo runts though, that at least helps mitigate the missing, and gives them some extra wounds.

If I had to suggest one change to keep most of your list intact but bring its threat level up a little, I'd say dropping the flashers for more Gunz, and using that space to put the manz in the wagon with the boyz would let you jump the 30 boyz in your opponetns face, while marching up midfield with dread/morka/battwagon MANZ/boyz, while supported by the now higher number of whichever gunz you choose to run.

Good luck with your games!

This message was edited 1 time. Last update was at 2017/08/04 20:21:24


   
Made in us
Irked Necron Immortal



Colorado

Revised the list. I kept most of it intact but I put in the Dakkajet, upgraded one Mek Gun to a KMK, and gave the Flash Gitz ammo runts for more reliable shooting.

Spearhead Detachment:
-Warboss (power klaw, attack squig, kustom shoota) 84

-30 Ork Boyz (sluggas & choppas, Nob w/big choppa, shoota) 189

-Dakkajet (6 supa shootas) 148

-8 Flash Gitz (snazzguns, 8 ammo runts) 248
-Battlewagon (kannon, rokkit launcha) 188
-1 Mek Gun (smasha gun, 5 grot gunners) 41
-1 Mek Gun (kustom mega-kannon, 5 grot gunners) 48


                  Vanguard Detachment:
-Weirdboy (weirdboy staff, Da Jump) 62

-15 Ork Boyz (shootas, Nob w/ big choppa, shoota) 99

-Mad Dok Grotsnik 74
-5 Meganobz (power klaws & kustom shootas) 270
-Mek (grot oiler) 26

-Morkanaut (kustom force field, kustom mega-kannon, kustom mega-blasta, 2 rokkit launchas, 2 twin big shootas, klaw of mork) 374
-Deff Dread (4 dread klaws) 149

This message was edited 1 time. Last update was at 2017/08/09 15:30:13


 
   
Made in gb
Regular Dakkanaut





I'd lose the dakkajet. Their shooting is just so unreliable and there's much more that you can spend the points on.

A unit of stormboys would be good. Especially as they can charge opponents flyers. The look of panic on your opponents face when flying orks mob their planes is well worth it.

Hate to say it. I agree with the first poster. Lose the meganobz. They don't do enough or have enough survivability for their points. A unit of nobs with big choppas will last much longer.

Again, Mek guns need to be a big bunch to get any sort of reliability out of them.

Flash gitz are just wasted points. You're better off with a squad of tank busters vehicle hunting.

I think more blobs of orks are needed...
   
 
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