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Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

This list plays off one of ork's greatest strength of the index the ability to add to the attack characteristics of units. This list has the potential to get up to 6 attacks per boy in a squad.

List: 2k

Battalion
Hq: Big mek on bike with kff
Hq: Weyrdboy with warpath (Critical that he has that power)

Troops:
3x 12 man boy squad with nob equipped with a pk
3x 10 man boy squad with nob equipped with a pk

Elite:
7 nobz 5 with big chopas and 2 power klaws
Nob with banner
Painboy with power klaw

Heavy support
Battlewagon with killcannon and deffrolla

Dedicated transports
6 trukks with big shoota

High Command:
Ghazaghkull (warlord with legendary fighter, 7 attacks on the charge for him)
Warboss with power klaw
Warboss with killchopa

The plan is to put ghaz, warbosses, painboy and the nobz in the battlewagon. 2 trukks will form a single force (12 boy mob + 10 boy mob) This makes 3 forward advancing forces with a elite force either center or off center. The plan is to focus on that sweet assault phase. Once in charge range with one of the forward forces. Plan is to disembark, mob up for CP, and then use the trukks as overwatch shields to get the mobs into combat. With ghaza being involved in the assault this will push the boyz attack characteristics to 5. (base 2, +1 for chopa, +1 for green tide, + 1 for ghaza = 5 attacks.) We can push this farther with the weyrdboy cast warpath on the boyz for 6 attacks for clear other horde units. If fighting a more elite force, I'd probably put it on the nob squad to get the extra attacks with nobz equipped with pk and big chopas.


Armies:
The Iron Waagh: 10,000+ 8th Edition Tournament Record: 4-7-1
Salamanders: 5,000 8th Edition Tournament Record: 4-2
Ultramarines: 4,000
Armored Battle Company (DKoK): 4000
Elysians: 500
Khorne Daemons: 2500
 
   
Made in gb
Growlin' Guntrukk Driver with Killacannon




wolverhampton

I think you can only mob up once per turn

mean green fightin machine 
   
Made in us
Regular Dakkanaut





Why spend 240 pts on three trukks to get 30 boyz down range when another Weirdboy can do it for 60 points? Mob those boys up to start. Fill up the open troop slot with cheapo grots to sit on objectives. My two cents.
   
Made in ca
Regular Dakkanaut





Buffing a small unit (or medium from mob up) with warpath isn't quite as potent as having a full 30 man boyz unit buffed, then second weirdboy using da jump on it.

Trukks are too expensive for what they provide right now--with warboss allowing advance and charge you are better off footslogging it.
   
Made in it
Waaagh! Ork Warboss




Italy

I like ork lists with several vehicles, even if green tides are superior, because they're very fun to play. But you definitely have too many characters, no firepower and not that many bodies.

I think you have too many warbosses. 1-2 are usually enough, but if you bring ghaz, who is very expensive, you should probably just keep the single legendary warboss. Not sold on the banner and the painboy either, which are nice when you field tons of bodies but they don't add that much when you have 60-70 boyz and 7 nobz in total spread out across the table.

I'd cut 1-2 warbosses, painboy and the banner for some KMKs since you have no shooting and the artillery matches very well with lists with vehicles. Maybe 1-2 single skorchas can be nice as well. Give max ammo runts to the nobz squad.

I'd also try to fit a second wagon instead of a trukk since that single one would be priority target. A second wagon with 18 boyz can give a lift to ghaz if its transport is wrecked too early.

This message was edited 1 time. Last update was at 2018/04/04 06:48:41


 
   
 
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