Switch Theme:

[2,500] - Orks Kultural Appropriation - seeking advice from Ork players  [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 gb
Fresh-Faced New User




Hi all. Novice Ork player here so could really use some pointers for a 2,500 point list that I intend on using as part of an Apocalypse game. Apologies in advance for the long post. 
 
I’m going for two Battalions and a Spearhead Detachment primarily to utilise the Bad Moons (RR 1’s to hit in the shooting phase) and Evil Sunz (+1 [or 2] move; +1 advance/charge and ignore to hit penalties with Assault Weapons after advancing) Kultures. I’m not sure how the Kultures work in practice, so feedback on this, or if you think a single-Kulture Brigade might be better, please let me know.
 
BAD MOONS BATTALION
 
Deffkilla Wartrike
- Super Cybork Body
- Da Best Armour Teef can Buy
 
Big Mek
- Grot Oiler
- KFF
- Kustom Mega Blasta
 
Grots x10
Grots x10
Grots x10

 
Megatrukk Scrapjet
Megatrukk Scrapjet

 
BAD MOONS SPEARHEAD
 
Big Mek
- Grot Oiler
- KFF
- Kustom Mega Blasta
 
Gorkanaut
Lootas x15 + Spanner
Smasha Gun x2

 
Tactics/Queries
 
One Bad Moon Big Mek goes with Lootas and Smasha Guns and are shielded by Grots. I assume the KFF extends to protect the Smasha Guns as well
Is the 1 wound heal from the Spanner worth including him?
I’ve only got 15 Lootas in the list at present. Would it be worth swapping out a Megatrukk Scrapjet and including 10 more to mob up with the first unit instead?
Bad Moon Deffkilla Wartfike goes with the Megatrukk Scrapjets 
Second Bad Moon Big Mek goes with the Gorkanaut in a Tellyporta. I looked at putting 5 dual-choppa Nobz here but couldn’t squeeze them in. Would they be worth doing so? What could be sacrificed? 
If the Bad Moon Big Mek disembarks, would the KFF extend to protect any Evil Sunz units within the 9” bubble, or would it only protect Bad Moon units?
 
EVIL SUNZ BATTALION VERSION 1 (mechanised)
 
Weirdboy (upgraded to Warphead)
- Da Jump
- Warpath
 
Warboss
- Da Killa Klaw
- Attack Squig
- Kustom Shoota
 
Ork Boyz x30
- Slugga and Choppa
- Nob with PK
- 3 Tankbusta Bombs
 
Ork Boyz x10
- Shootas
 
Ork Boyz x10
- Shootas
 
Trukk x2
 
Tankbustas x10

- 4 Bomb Squigs
 
Battlewagon
- Deff Rolla
- Grot Riggers
- 2 Big Shoota
 
EVIL SUNZ BATTALION VERSION 2 (footslogging)
 
Weirdboy (upgraded to Warphead)
- Da Jump
- Warpath
 
Warboss
- Da Killa Klaw
- Attack Squig
- Kustom Shoota
 
Ork Boyz x30
- Slugga and Choppa
- Nob with PK
- 3 Tankbusta Bombs
 
Ork Boyz x30
- Slugga and Choppa
- Nob with PK
- 3 Tankbusta Bombs
 
Ork Boyz x30
- Slugga and Choppa
- Nob with PK
- 3 Tankbusta Bombs
 
Painboy
- Grot Orderly
 
Tankbustas x10
- 4 Bomb Squigs
 
Battlewagon
- Deff Rolla
- Grot Riggers
- 2 Big Shoota
 
Tactics/Queries
 
Weirdboy casts Da Jump on 30 man unit of Choppa Boyz turn 1
Everything else goes in transports in list 1 and footslogs in list 2
I have two lists as survivability is a concern. Would it be worth keeping a 30 man unit of Boyz in a Tellyporta in list 2?
Tankbustas and Squigs go in the Battlewagon, utilising the Evil Sunz ability to advance and still fire normally as their weapons are assault, and RR all hits vs vehicles. Once they have been deposited, the Battlewagon can go mow down some marines
Should I try and include another Evil Sunz Weirdboy to get Fists of Gork? If I did, could I cast that onto the Bad Moons Deffkilla Wartrike, or would it be limited to the Evil Sunz Warboss?
The first Evil Sunz Battalion leaves me another 250 points to play with. What would you add to either Battalion?
If I included 5 dual choppa Nobz to go in the Bad Moon Gorkanaut, would they also have to be Bad Moons, or could they be Evil Sunz?
 
Thanks in advance for your help!

This message was edited 1 time. Last update was at 2019/01/15 18:27:15


 
   
Made in us
Longtime Dakkanaut





Ork vehicles with transport require the transportted unit be of same clan or flahgitz.

So the 5 nobz would have to also be badmoonz.

Fist of Gork targets an Ork character, so could be a different clan.

I would definitely consider dropping 1 scrapjet to get the second loota unit, especially as badmoonz.

I like the footslogging evil sunz list better. You could put the battlewagon in tac reserves with tellyporting, leaving mostly infantry targets on the table turn 1. This minimizes the effect of enemy high strength multi damage weapons. I would strongly consider mixxing some shoota boys into each mob. Maybe 20 Choppa/ 10 shoota. Since you won't suffer to hit penalties for advancing and shooting as evil sunz. Can remove those as casualties first as you close to melee range.
   
Made in gb
Fresh-Faced New User




Thanks Blaktoof, I appreciate the reply.
 
I like the idea of mixing Boyz and not having big targets on the table T1. That being said, after some additional research, I have removed the Battlewagon from the list as I am struggling to find the CP’s to Tellyport it in. I’m also not sure how useful they are aside from being a nearly 140 point transport. If anyone could give some feedback on a Battlewagon with Deffrolla based on experience, I’d really appreciate it.
 
The current list looks like this:
 
BAD MOONS BATTALION
 
Big Mek
- Grot Oiler
- KFF
- Kustom Mega Blasta
 
Weirdboy 
- Warpath or Fists of Gork
 
Grots x10
Grots x10
Grots x10
 
Lootas x10
Lootas x10
Smasha Gun x2

 
EVIL SUNZ BATTALION
 
Weirdboy
- Da Jump
 
Warboss
- Da Killa Klaw
- WL trait: Da Best Armour Teef Can Buy (I think)
- Attack Squig
- Kustom Shoota
 
Ork Boyz x30
- Slugga and Choppa
- Nob with Big Choppa
- 3 Tankbusta Bombs
 
Ork Boyz x30
- Slugga and Choppa (with a few Shoota Boyz mixed in)
- Nob with Big Choppa
- 3 Tankbusta Bombs
 
Ork Boyz x30
- Slugga and Choppa (with a few Shoota Boyz mixed in)
- Nob with Big Choppa
- 3 Tankbusta Bombs
 
Tankbusta x10
- 3 Bomb Squigs
 
Gorkanaut
 
Current tactics are:
 
Loota bomb
Da Jump unit of Boyz T1 and advance the rest
DS Gorkanaut T2
Da Jump Tankbusta’s T2 (and probably just hide them somewhere T1)
 
This leaves me with about 60 points spare, so the options that I have are:
a) Include a spearhead detachment for the extra CP as the Loota bomb is so reliant on them. This means I could put the Gorkanaut back into the Bad Moons Battalion for the RR 1’s when shooting its 18 shot Kannon. The cheapest options seem to be make the Evil Sunz Weirdboy Bad Moons and include an Evil Sunz Big Mek (index) with a KFF to protect the footslogging Boyz; another Weirdboy (for the third psychic power), or a barebones Warboss
b) A Painboy to protect the footslogging Boyz
c) Drop an upgrade somewhere to give the Tankbustas a Trukk to ride in; or drop some upgrades and some Boyz to squeeze in a Battlewagon if the consensus is that they’re worth it
d) Include a Deffkilla Wartrike in place of one of the other HQ’s (I think I’m just trying to justify using the model though as it has little synergy with the list)
e) Abandon the Tankhunters altogether and spend the 200 points on something else
 
Thanks once again for your help!
   
Made in ca
Regular Dakkanaut





The Warboss can't take the 'best armor teef can buy' unless you make him bad moons. If you keep him in evil sunz, consider brutal but kunnin, follow me ladz, or kunnin but brutal.
Also I feel that if you are going to be pumping command points into your lootas you should try to get to 15 in one of the units. I'm not so sure the tankbustas fit here--they are as juicy a target as the lootas and would benefit from tellyport if you are jumping them starting turn 2 anyway. If you drop the tankbustas you can get 5 more lootas and 5 nobz to toss in the naut if you so choose, or a Waaagh banner nob to follow your blobs around.

I run a similar list to this but with kommandos instead of the gorkanaut to save on cp and 2 additional weirdboys.
   
Made in us
Longtime Dakkanaut





Unless you are running multiple vehicles I would try to put the deffkilla in.

I would drop the bomb squigs and put one of the loota mobs to 15 boyz with the 60+30 pts you have left.

If you are doing badmoonz with lootas go all the way for the 15+10 mob up.

This message was edited 1 time. Last update was at 2019/01/29 04:50:38


 
   
 
Forum Index » 40K Army Lists
Go to: