Switch Theme:

[2000] - orks  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Crazy Marauder Horseman




alabama

been messing around with an ork list. want to see what you folks think.

battalion:

HQ

big mek with kff and pk

ghazgkhull thrakka

TROOPS

29 boys slugga and choppa
nob with pk

29 boys slugga and choppa
nob with pk

29 boys slugga and choppa
nob with pk

ELITE

nob with wagh banner

VANGUARD detachment.

HQ

boss snikrot

ELITE

9 commandos with 2 burnas
1 nob with pk

9 commandos with 2 burnas
1 nob with pk

9 commandos with 2 burnas
1 nob with pk

SUPREME COMMAND DETACHMENT

HQ

3 x wierdboys one with warpath and two with da jump.

LOW

kill tank with bursta cannon and twox rack of rockets.

comes to 1997

basically ghazzy and mek stroll with nob banner and weirdboy and 30 boys. weirdboy has warpath on him. they fight anything and everything and mess some stuff up. kill tank is the big anvil distraction carnifex that I hope they spend the whole first two turns shooting. other boysquads stroll up the field with one weirdboy each with da jump. while this is going on snikrot and his commandos sneak in the backfield and mess some things up. probably use mob up stratagem on them to benefit mob rule. kinda simple and straight forward list but trying to use what the orks are best at currently with just an index army. was thinking about fitting in 10 tankbustas in there with the dakkadakka strat but idk. what you guys think?

"Been m00n-dancing since 1987."
WFB
2500
2500
2500
7500

W40k
8000  
   
Made in nl
Been Around the Block




Is having 2 weirdboys with da jump worth it? I thought a power could only be casted once each turn. Wouldn't it be beter to have the 2 mobs somewhat close to eachother so the weirdboy can jump them both?
The second oddity imho is the powerclaw on the big mek. You actually dont want your big mek in close combat because his kff is somewhat useless there.
If I were to play your army I would drop th pk and one weirdboy and try to squeeze in either an extra heavy support (i think a kmk is a great addition to your list) or a cheap fast unit whose only job is to be somewhere quick ( for example an objective) or get shot at

we woz build to fight, not to lissen to da warlord 
   
Made in au
Flashy Flashgitz






This list is great mate, has all the right elements. Any feedback is just tuning.

I like two Jumps, if one dies you've still got your movement all game. However, I do agree that the PK on the big mek is off, I'd save those points.

The Banner Nob and the Killtank are next on the chopping block for me. I would say the Killtank has lost some favour since its price hike in Chapter Approved, but if you're happy with its current cost then no worries (KMKs are better). And generally, especially since you have Ghaz, once you hit combat you're going to delete what you touch (even without a banner). I would put those points into a painboy or two. Painboys help with perils on your weirdboyz and increase the durability of your army. Your army needs to get in combat, doesn't need more damage when it gets there.
   
 
Forum Index » 40K Army Lists
Go to: