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Made in nl
Been Around the Block




Hi there, I'm a bit late to the 8th edition of army building with warhammer 40k. This it's my second list in this edition and I'm hoping to get some advice. I've tried to build a list that doesn't suck and also doesn't spam the same 3 units over and over again. I hope to get some advice on what I'm missing or what I should be altering. For example, should I split the deffkoptas or are they better as one unit, out do they suck completely in this edition/setup?


Boss Zagstruk

Warboss on Warbike
Attack Squig, Headwoppa's Killchoppa, Might is Right, Warlord


9x Loota

Boyz
. Boss Nob: Power Klaw, Slugga
. 11x Ork Boy W/ Slugga & Choppa

Boyz
. Boss Nob: Power Klaw, Slugga
. 11x Ork Boy W/ Slugga & Choppa

Gretchin 10x Gretchin


Trukk Big Shoota

Trukk Big Shoota

Trukk Big Shoota


Runtherd Grabba Stikk

Tankbustas 2x Bomb Squig
. Boss Nob: Rokkit Launcha
. 9x Tankbusta: 9x Rokkit Launcha


Deff Kopta
. DeffKopta: Bigbomm, Kustom Mega-blasta
. DeffKopta: Bigbomm, Kustom Mega-blasta
. DeffKopta: Bigbomm, Kopta Rokkits

Stormboyz
. Boss Nob: Big Choppa
. 14x Stormboy

Warbikers
. Boss Nob: Big Choppa
. 5x Warbiker

++ Total: [96 PL, 1499pts] ++

we woz build to fight, not to lissen to da warlord 
   
Made in us
Squishy Oil Squig




My advise would be to take more boyz. A unit of 12 die pretty fast in this new edition, especially without any support (Big Mek with KFF and Painboy). Take at least units of 20. I'd say take two of the trukks out and add as many boyz as you can. Warbikers also have the same problem of dying wayy too fast. Lootas are only worth taking inside a trukk. Maybe try to fill a spot for Big Mek with KFF. He's absolutely necessary to give your boyz a fighting chance. Tankbustas are amazing especially using Dakka Dakka stratagem on them (works for those bomb squigs too fyi). I also have not had much luck with dekkoptas, they honestly don't do enough damage with how much they cost. If you do end up running another HQ (Big Mek with KFF preferably) try running an outrider detachment (1 HQ/3 fast attack minimum) for that extra CP. You can decide what 3 fast attacks to keep. Stormboyz I hear are good, but don't have any experience with them. Hope that helps!
   
Made in nl
Been Around the Block




Thanks for your comment. I can se that the deffkoptas don't get their pointsworth dmg wise. But I'm hoping that they'll make up for it with their speed. However, i have dropped 2 kopta's to make room for 10 more boyz (got 2 units of 20 now). Dropped one truck and kept one for the lootas who now fill the entire trukk.
However. I do have a question about the big mek option.
I can't see the big mek filling any roll in this list. To make him worth his points, he needs to save a truckload of boys. (excluding the truck). I don't see myself roling that many 5++. The lootas and tankbustas already get a trukk to protect them. It seems a bit silly to make a unit twice as expensive for protection that doesn't make the unit twice as usefull... Imho
Wouldn't I be better of with a weirdboy to jump my unit towards something krumpable?

we woz build to fight, not to lissen to da warlord 
   
Made in us
Squishy Oil Squig




I have found the Big Mek useful in most of my lists, however you do have less boyz than I usually run, but thats also cause I usually play 1750 at least. I agree that Weirdboy is a good option for them, but you are underestimating how useful getting a 5++ save is. If kept near all of the trukks that means a 5++ on them and the boyz footslogging. I've played multiple games where they shot a melta or las cannon at the trukk then I either passed the save with the KFF or the ramshackle rule. Its a game changer rather than just relying on one 6+ save. The trukks are key to keeping your best shooting units alive.
   
Made in us
Yellin' Yoof




Texas

I like to bring two kff meks and two painboyz. Park them amidst my boyz. The 5++ and feel no pain help mitigate the first turn alpha strike. You could also throw him on a bike and protect/heal your trukk.
   
 
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