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Made in gb
Nasty Nob





UK

Our local club is restarting our campaign and moving away from using Pow as it was giving significant advantage to some lists, and restricting others. This works for me with my orks as I can work to keep buffs.
I'm really torn between 2 lists to restart the campaign with. We start with 600 points, and grow each month, so I must use this as a base to leap off from.

List 1.
599pts
Battalion Det +3cp

Warboss, HWCC, MiR, Kustom Shoota, Tenacious survivor - Warlord
Weirdboy, Da jump

Nob BC & 24x Slugga & choppa
Nob BC & 24x Slugga & choppa
Nob BC & 24x Slugga & choppa

List 2.
600 pts

Patrol Det +0 cp

Weirdboy, Da jump, tenacious survivor, MiR - Warlord

Nob PK, 29x Slugga & choppa boyz

Nob Pk, 14x Kommando

Nob PK, 22x Stormboyz

I feel the second list gives me flexibility, I can be pretty much anywhere with a huge bunch of Boyz turn 1, but the first list has numbers and those all important cp's.
I'm up against Tau, 2 flavours of Chaos, Death guard and DA Ravenwing.

It's not a straight slug fest, we'll be playing a mix of narrative and objective grabbing missions so I need to be able to do more than just footslog across the table. I'm leaning towards list 2 if I'm honest. Any thoughts?

This message was edited 1 time. Last update was at 2018/03/05 23:47:48


"All their ferocity was turned outwards, against enemies of the State, foreigners, traitors, saboteurs, thought-criminals" - Orwell, 1984 
   
Made in us
Yellin' Yoof




Texas

I like the first as it is more tough. Plus, you can da jump anywhere you need to be.
You can't take both might is right and tenacious survivor though.
   
Made in gb
Storm Trooper with Maglight





Leicester

I think you'll have more fun playing with list 2.

though list 1 for a one off lunchtime game looks horrifying xD

Just my thoughts,
GamerGuy
   
Made in gb
Mekboy on Kustom Deth Kopta






It depends what you want to get out of your games.

Is winning the most important thing to you? I think the first list is the stronger of the 2 in this regard.

Do you want to play a more flexible and fun list? The second list is undoubtedly more interesting, though weaker.
   
Made in gb
Nasty Nob





UK

Because there's a mix of narrative games and tactical objective games planned, and the fact the list will grow next month by 280 points I wanted to see if it's possible to have a reasonably capable and flexible list that plays to the strengths of orks.

The club games are not terribly competitive, and it is a narrative campaign, but every game I lose means I lose control of a tile, and I only have 9 tiles to begin with. It'd be nice to still be in the campaign in 2 months time and not just huddled around my last remaining tile.

So in essence, yes I want to have fun, but not get beaten to death and not be a reasonable challenge formy opponents.

Tbf, I took on 3 buffed up dreadnoughts, including a redemptor, the other day with a wazbom blasta jet, some kommandos and some buggy's and I still managed to win through sheer sneakyness.

"All their ferocity was turned outwards, against enemies of the State, foreigners, traitors, saboteurs, thought-criminals" - Orwell, 1984 
   
Made in us
Neophyte undergoing Ritual of Detestation





I wouod go with list one only based on the fact that pk has really failed to impress me.
   
Made in gb
Nasty Nob





UK

I opened the campaign last night with a slightly modified list 1 against a well built tau list. I added 2 Kmk Mek guns and dropped the third unit of Boyz to 10 in order to mob up, or utilise as objective grabbers.

599pts
Battalion Det +3cp

Warboss, HWCC, MiR, Kustom Shoota, Tenacious survivor - Warlord
Weirdboy, Da jump

Nob PK & 24x Slugga & choppa
Nob BC & 24x Slugga & choppa
Nob BC & 9x Slugga & choppa

KMK Mek Gun 5 grot gunners
KMK Mek Gun 5 grot gunners

It was a close run thing and despite suffering some heavy losses, but continuing to play to the objectives, I managed to achieve several of them, and only narrowly lost 11-9. Having not played against Tau before, I learned some valuable lessons about his list which is tailor made to combat our campaign meta.

I feel that my list is fine as it is for the minute, but I'm looking forward to next month's increase of 280pts.

"All their ferocity was turned outwards, against enemies of the State, foreigners, traitors, saboteurs, thought-criminals" - Orwell, 1984 
   
Made in gb
Longtime Dakkanaut




U.k

Hope you keep posting additions to your list. Be cool to see how it goes.

   
Made in us
Neophyte undergoing Ritual of Detestation





Nice, keep us up to date!
   
Made in us
Yellin' Yoof




Texas

You still can't take two warlord traits though.
   
Made in au
Grovelin' Grot Rigger






It depends what you want to do with the list - the first list is my “meta”, but the second list is more fun-looking. I would split those Kommandos into two groups though, as you only get two Burnas whether you’re 5 Boyz strong or 15. Also gives more Nobz, so more attacks, for the same price.

 
   
Made in gb
Nasty Nob





UK

Meanmurph wrote:
You still can't take two warlord traits though.


No need to shout. I only use tenacious survivor.

"All their ferocity was turned outwards, against enemies of the State, foreigners, traitors, saboteurs, thought-criminals" - Orwell, 1984 
   
Made in us
Neophyte undergoing Ritual of Detestation





 r_squared wrote:
Meanmurph wrote:
You still can't take two warlord traits though.


No need to shout. I only use tenacious survivor.


I will probably be shunned for this but so be it . Why can’t I take might is right and tenacious survivor on a warboss? I tried to submit a bug to battlescribe(shunned part) about this and they responded with some bull about icons and what not but I didnt understand it. I realize on page 186 of the brb it states that A warlord trait but that’s the only place I see where it says how many.

I know this probably isn’t the place to ask by why would battlescribe think that I can? Is it just wishful thinking on my part or are they onto something?
   
Made in gb
Nasty Nob





UK

 RiderOrk wrote:
 r_squared wrote:
Meanmurph wrote:
You still can't take two warlord traits though.


No need to shout. I only use tenacious survivor.


I will probably be shunned for this but so be it . Why can’t I take might is right and tenacious survivor on a warboss? I tried to submit a bug to battlescribe(shunned part) about this and they responded with some bull about icons and what not but I didnt understand it. I realize on page 186 of the brb it states that A warlord trait but that’s the only place I see where it says how many.

I know this probably isn’t the place to ask by why would battlescribe think that I can? Is it just wishful thinking on my part or are they onto something?


Tbf, battlescribe alowed it I just didn't question it. I think I read somewhere that we could take might is right automatically, but I can't remember where that was, it may have been a rumour prior to the release of the faq or chapter approved. Needless to say I couldn't find anything to say that we could take both.

As I mentioned before I certainly get more mileage out of tenacious survivor. Without any format of invulnerable save, it's an almost auto-include for me.


Automatically Appended Next Post:
Another couple of games under my belt and another close loss, but also a win. Losing to a highly mobile and tough ravenwing army wasn't too bad. My opponent is a skilled player, and has selected a strong list with plenty of buffs and a fearsome amount of firepower. Again playing to the objectives I only lost by 1 vp and it was a great game.
My second match up was against death guard, and this was much more straightforward. I managed a comfortable win but tbf my opponent has only recently started with this army and he's still getting used to it. Very tough, but easy to outmanoeuvre, even for orks!

I'm considering my upgrades for next month's 280 point increase and based on what I've seen so far, I'm tempted to try out this;

Battalion Det +3cp
671pts

Warboss TS, HWKC, Attack Squig, Shoota - Warlord
Weirdboy DJ

Boss Nob BC, 26x Boyz choppa & slugga
Boss Nob BC, 25x Boyz choppa & slugga
Boss Nob BC, 9x Boyz choppa & slugga

Dakkajet 6x supa shoota

Spearhead Det +1cp
206pts

Weirdboy DJ

Big Gunz Lobba
Big Gunz Lobba
Mek Gunz KMK
Mek Gunz KMK

Total 877pts

I've not increased the boyz mobz by much, as they're actually pretty effective as is, however the extra firepower of the dakkajet and Big Gunz means I'm not forced to rush across the table and I'm putting pressure on my OP to move out to where I can leap on them more effectively.
I'd like to see the lobbas against the Tau list specifically, they're well out of range of their threats, and I can whittle down the squads of firewarriors with impunity before I charge in. Most of the DG and ravenwing are t5, so having some s5 and t6 backfield shooting also helps take those lists on.
I also like a second DJ weirdboy for flexibility and redundancy.
Thoughts?

This message was edited 1 time. Last update was at 2018/03/14 23:28:23


"All their ferocity was turned outwards, against enemies of the State, foreigners, traitors, saboteurs, thought-criminals" - Orwell, 1984 
   
Made in gb
Nasty Nob





UK

So I played my first game against Tau again but at the new points levels. He Brough more firewarriors, some extra pathfinders and a unit of stealth suits. It didn't matter as I beat him very comfortably indeed on points, eventually 11-5 up to the orks including first blood.

However, it was a very boring game, and I didn't move much, I pulled cards that gave me VPs for objectives in my deployment, I scored an easy first blood with the dakka jet vs a lone squad of drones, and then exploded him in the middle of the tau lines with a re-rolled explodes result which effectively removed all his marker light drones in one go.

The KMK were also very effective and forced him to keep his head down. I'd prepared plenty of Los blocking scenery too which really helped even things up. I was so far ahead I only dashed out once to try and grab a final objective near his lines, and he had some fun gunning the Boyz down when they failed the charge. 22 dead in one go, the rest went down to morale.

Basically there was a lot of luck involved, but scenario placement to remove lanes of fire, and fortuitous card draws, combined with some lucky shooting and that explosion really helped out.
Tau shenanigans are pure filth now though, his squads of fire warriors were able to buff their rapid fire rifles out to a 42" range, I may have to adjust my squad back to take more lobbas again to effectively counter that as the KMKs just don't have the range and the tau castle just dominates the board otherwise.

Battalion Det +3cp
669pts

Warboss TS, HWKC, Attack Squig, Shoota - Warlord
Weirdboy DJ

Boss Nob BC, 26x Boyz choppa & slugga
Boss Nob BC, 25x Boyz choppa & slugga
Boss Nob BC, 9x Boyz choppa & slugga

Dakkajet 6x supa shoota

Spearhead Det +1cp
206pts

Big Mek Kff

Mek Gunz KMK
Mek Gunz KMK
Mek Gunz KMK

Total 877pts

I've got a match against Primaris Raven Guard next, I'm actually expecting to do quite well against that.

"All their ferocity was turned outwards, against enemies of the State, foreigners, traitors, saboteurs, thought-criminals" - Orwell, 1984 
   
Made in gb
Nasty Nob





UK

Same list tonight but up against Death guard and this time I won decisively. I tabled him on turn 4 and was up 9 vps to nothing by then anyway.
Tbf he had some pretty poor dice rolls and pulled some terrible objective cards, it actually became painful to watch.

Favourite parts were pulling witch hunter and then placing my dakka jet right behind his sorcerer who was tucked safely (or so he thought) behind his blight crawler and unit of plague marines. I knew the jet would die next round of shooting, but getting first blood, scoring for the witch hunter and removing the buff machine that the sorcerer is was too tempting. I scored 5 wounds on him, and he rolled three 1s and 2 twos for his armour, then failed every disgustingly resilient roll too. I couldn't believe my luck, but I'll take it.

I also pulled the re-roll explodes result to blow up my dakka jet in the face of the blight crawler and plague marines for d3 mortal wound goodness.

The KMKs also did great work blasting his squads and crawlers into scrap. I didn't even get into assault with da Boyz, I just used them to keep grabbing objectives.

I did make a mistake in my deployment. The KMKs were initially placed on top of a building in the centre with a lovely arc of fire and great visibility. Sadly I forgot they were vehicles, so can't sit there, nevertheless I moved them, one to sit on my left flank and one to the base of the building with still a good view into his deployment zone and overlooking most of the objectives.




"All their ferocity was turned outwards, against enemies of the State, foreigners, traitors, saboteurs, thought-criminals" - Orwell, 1984 
   
 
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