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Made in us
Yellin' Yoof




Texas

I'm playing in my first tournament as well as being fairly new to 8th.

Brigade 1999pt +9cp

Hq
Warboss on a bike 93pts
•Power Klaw
Weirdboy 62pts
•Da Jump
Weirdboy 62pts
•Da Jump

Troops
Slugga Boyz x 30 193pts
•Power Klaw
Slugga Boyz x 30 193pts
•Power Klaw
Slugga Boyz x 30 193pts
•Power Klaw
Shoota Boyz x 30 193pts
•Power Klaw
Shoota Boyz x 10 73 pts
•Power Klaw
Shoota Boyz x 10 73pts
•Power Klaw

Elites
Painboy on a bike 105pts
•Killsaw
Tankbustaz x 9 153pts
Kommandoz x 5 58pts
•Power Klaw 2 x burnas
Kommandoz x 5 52pts
•Big Choppa 2 x burnas

Fast Attack
Stormboyz x 21 181pts
•Power Klaw
Warbuggy 43pts
•Twin big shoota
Warbuggy 43pts
•Twin big shoota

Heavy Support
Kannon 27pts
Kannon 27pts
Kannon 27pts

Flyer
Dakkajet 148pts
•6 x Supa Shoota

The plan is advance/da jump up for some first turn assaults, mob up for larger blobs, use gretchin and kommandoz for objectives, and maybe suicide jump the tankbustaz.
I've played this list only once before against Dark Angels Ravenwing. I lost petty hard. He had Darkshroud (I think), many bikes, Sammael on a bike, a few biker characters, two flyers, and a land speeder. I failed almost every charge after jumping and had a mob and more destroyed every turn.
Any help would be appreciated.
I only have a handful more boyz, another handful of big shootaz, one trukk, 1 battle wagon, another buggy with rokkitz, another dakkajet, a few more grotz, 3 manz, two foot bosses, two painboyz, 2 kff mekz, Thrakka, 8 nob bikers, 11 burnas, banner nob, eight deffkoptas, a dread, 4 kanz w/ 3 rokkits and 1 skorcha, and 18 lootaz.

This message was edited 2 times. Last update was at 2018/01/17 01:58:41


 
   
Made in us
Regular Dakkanaut





How do you get Kannons for 12pts?
   
Made in us
Yellin' Yoof




Texas

Am I adding those wrong?
Big gun is 8 plus 4 for the grotz?


Automatically Appended Next Post:
*list corrected
Thank you. I wasn't adding in the points for the actual gun.
I cheated luckily I still lost.

This message was edited 1 time. Last update was at 2018/01/17 02:02:15


 
   
Made in it
Waaagh! Ork Warboss




Italy

I think you can save points just bringing a footslogging painboy and remove the bustas, without a vehicle they're useless.

That should let you add a second flyer or more kommandos. A waaagh banner could be nice as well with all those boyz. I'd also try to include the skorcha buggy instead of one with twin big shootas.

 
   
Made in gb
Been Around the Block




I count 181 models in your list. In an ITC tournament setting, where the game limit is usually set at 2.5 hours, it will be very hard - if not impossible - to be effective with so many models on the board. When you spend so long every turn trying to do simple movement, unless you are a genius, it's very hard to focus on primaries, secondaries, auras, buffs, strategems, terrain, etc.

My 2k ITC Ork list is at around ~120 models, of which 30 don't move (5 Mek Gunz and 25 Grot Gunners) and even that is hard to pull off effectively. Mind you, I am a noob.

This message was edited 1 time. Last update was at 2018/01/17 12:15:51


 
   
Made in us
Lone Wolf Sentinel Pilot






Texas

Pepin wrote:
I count 181 models in your list. In an ITC tournament setting, where the game limit is usually set at 2.5 hours, it will be very hard - if not impossible - to be effective with so many models on the board. When you spend so long every turn trying to do simple movement, unless you are a genius, it's very hard to focus on primaries, secondaries, auras, buffs, strategems, terrain, etc.

My 2k ITC Ork list is at around ~120 models, of which 30 don't move (5 Mek Gunz and 25 Grot Gunners) and even that is hard to pull off effectively. Mind you, I am a noob.


This. I play nids and have issues with swarms. Movement trays are a must for ITC environment or you will simply get beat by the clock.

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Made in us
Yellin' Yoof




Texas

Pepin wrote:
I count 181 models in your list. In an ITC tournament setting, where the game limit is usually set at 2.5 hours, it will be very hard - if not impossible - to be effective with so many models on the board. When you spend so long every turn trying to do simple movement, unless you are a genius, it's very hard to focus on primaries, secondaries, auras, buffs, strategems, terrain, etc. 

My 2k ITC Ork list is at around ~120 models, of which 30 don't move (5 Mek Gunz and 25 Grot Gunners) and even that is hard to pull off effectively. Mind you, I am a noob.




This. I play nids and have issues with swarms. Movement trays are a must for ITC environment or you will simply get beat by the clock.

I was going to add washers to the bottom of all the models so I can just shove them around, but a tray will work better.
I could also drop the 30 shootas down to another ten, but I'm worried about the lack of boyz.

I think you can save points just bringing a footslogging painboy and remove the bustas, without a vehicle they're useless. 

That should let you add a second flyer or more kommandos. A waaagh banner could be nice as well with all those boyz. I'd also try to include the skorcha buggy instead of one with twin big shootas


I was planing to suicide jump the bustaz in front of a vehicle. Are they usually a target priority?


This message was edited 1 time. Last update was at 2018/01/17 18:03:29


 
   
Made in it
Waaagh! Ork Warboss




Italy

In a list with only boyz and characters tankbustas die turn 1. And 9 of them are not going to wreck a vehicle/monster in a single turn anyway.

About the number of models, if you want to go footsloggers you need tons of orks. With 90 infantries you won't win a single game. With some practise you should be able to arrive at 3rd turn in 2.5 hours, which is the average for tournaments and orks are more competitive in 3 turns games than regular ones because is very hard to kill a lot of them in only 3 turns and orks real strenght in based on having alive models that score objectives rather than kill stuff. Keep the horde

 
   
Made in fr
Tough-as-Nails Ork Boy






why take 2x da jump ? you can cast it only 1 time per turn and with the number of boyz you have, if you miss your cast, you are doing something wrong.

maybe a warpath could be interesting.
You mob up 30 + 10 boyz, warpath then jump and you go asking the around tables to borrow their dices ^^

For your charges problems, remember that "Here we go" is optionnal. If you have at least a 4+ die on your first roll (but 5+ is better), it is more interesting to spend a CP to rereoll the other die.

This message was edited 1 time. Last update was at 2018/01/18 11:07:15


 
   
Made in ca
Regular Dakkanaut





Dropping bike from painboy, and dropping the bustas with give you points for some more kommandos to throw on objectives or to pop up with your turn 1 jump boyz to hit gunline lists. I highly recommend getting a big mek on foot with force field to make your boyz harder to kill turn 1, he can get on a bike to keep shielding the blob turn 2 if you have the points, otherwise be can hang back with the kannons.

Also guys your warboss have attack squig? it's also free.
   
Made in gb
Growlin' Guntrukk Driver with Killacannon




wolverhampton

Never tried a powerklaw on a min squad of kommandos, may be better to run them with no upgrades for 45pts just do drop on objectives when you need to.
I think 1 max unit of commandos and 1 of 10 with a view to mob up as they drop in is the place for klaws


Automatically Appended Next Post:
free burnas and free barebones nob though obviously

This message was edited 1 time. Last update was at 2018/01/18 16:20:41


mean green fightin machine 
   
Made in us
Yellin' Yoof




Texas

I'm currently glueing washers to all my bases and I'm fixing to make movement trays tomorrow.
I took out the tankbustaz and switched to a footslogging painboy(hesitantly). I added two barebones kommandoz with nob and 2 x burnas and a kff mek on foot. I have thirty points left over what should I use them on?

why take 2x da jump ? you can cast it only 1 time per turn and with the number of boyz you have, if you miss your cast, you are doing something wrong. 

maybe a warpath could be interesting. 
You mob up 30 + 10 boyz, warpath then jump and you go asking the around tables to borrow their dices ^^ 

I was thinking have two for more options and in case one gets killed.

ever tried a powerklaw on a min squad of kommandos, may be better to run them with no upgrades for 45pts just do drop on objectives when you need to. 
I think 1 max unit of commandos and 1 of 10 with a view to mob up as they drop in is the place for klaws

The last two games I played, the kommando klaw and choppa were used for character hunting and filling out points.

This message was edited 1 time. Last update was at 2018/01/19 03:57:18


 
   
Made in us
Regular Dakkanaut






Learning how to move models quickly in horde lists is definitely more an art than a science, but it’s helped hugely i. 8th by the fact that you don’t have to worry about templates. Measure out how far they’re going to go and put one boy down as a marker, then pick up 2 in each hand, it goes fairly quickly. Also, start making your strategy for the next turn while your opponent is taking theirs, so you know EXACTLY where everything needs to be.

Running a horde list is obviously more work than running a marine list, but that’s why you play hordes, right? Because they’re awesome and look amazing on the table and aren’t the same old power armor
   
Made in ca
Regular Dakkanaut





The reason i suggest foot painboy is that bike doubles his price for some reason and he is mostly just to fix weirdboys after they peril.
   
 
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