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Made in ca
Hauptmann





Calgary AB, Canada

I'll apologize in advance for my relative cluelessness. Like the title states, I'm finally getting back into 40k after not playing since 6th edition. As such I'm not super clear on the whole detachments / command point thing. What I have managed to figure out is in order to get the 'standard' battalion, I need 2 HQ choices and 3 troops. Beyond that, I'm not sure if it would be wise to take another detachment to get more command points, or just fill out what I have.

+ Configuration +

Battle-forged CP [3CP]

Clan Kultur / Specialist Mobs: Bad Moons

+ HQ +

Big Mek W/ Shokk Attack Gun [4 PL, 84pts]: Da Best Armour Teef Can Buy, Grot Oiler, Shokk Attack Gun, Stikkbombs, Warlord

Weirdboy [3 PL, 62pts]: 3. Da Jump, Weirdboy Staff

+ Troops +

Boyz [11 PL, 230pts]: 3x Tankbusta Bombs
. Boss Nob: Big Choppa, Slugga, Stikkbombs
. Ork Boy W/ 'Eavy Weapon: Big Shoota, Stikkbombs
. Ork Boy W/ 'Eavy Weapon: Big Shoota, Stikkbombs
. Ork Boy W/ 'Eavy Weapon: Big Shoota, Stikkbombs
. 26x Ork Boy W/ Shoota: 26x Shoota, 26x Stikkbombs

Boyz [11 PL, 230pts]: 3x Tankbusta Bombs
. Boss Nob: Big Choppa, Slugga, Stikkbombs
. Ork Boy W/ 'Eavy Weapon: Big Shoota, Stikkbombs
. Ork Boy W/ 'Eavy Weapon: Big Shoota, Stikkbombs
. Ork Boy W/ 'Eavy Weapon: Big Shoota, Stikkbombs
. 26x Ork Boy W/ Shoota: 26x Shoota, 26x Stikkbombs

Gretchin [1 PL, 30pts]
. 10x Gretchin: 10x Grot Blaster

+ Heavy Support +

Killa Kans [7 PL, 126pts]
. Killa Kan: Buzzsaw, Rokkit Launcha
. Killa Kan: Buzzsaw, Rokkit Launcha
. Killa Kan: Buzzsaw, Rokkit Launcha

Lootas [13 PL, 238pts]
. 14x Loota: 14x Deffgun, 14x Stikkbombs

++ Total: [50 PL, 8CP, 1,000pts] ++

Not 100% sure what to spend the last couple points on, or if I should just re-evaluate the entire list.

Any help would be appreciated.

This message was edited 1 time. Last update was at 2020/05/25 00:47:14


Just my 2 cents

 
   
Made in ca
Hauptmann





Calgary AB, Canada

Really not sure if there haven't been any replies since I'm so far off a good list that it's not salvageable, or if there's not really a lot to tweak.

Just my 2 cents

 
   
Made in us
Flashy Flashgitz




North Carolina

If you're just looking to play for learning/fun, really bring whatever you want and focus on learning the core rules and your unit/faction specific rules.

A few observations to improve your list:

1. Big shootas are pretty widely ignored by competitive Ork players. They just don't really do any damage.
2. Battalions, at least right now, are the bread and butter of Ork lists. The grots will be good to help shelter your Lootas/SAG Mek.
3. For the Big Mek, consider shelling out the 1 CP for the Vigilus detachment and grab the relic shokk attack gun. If you're not taking the relic SAG, I'd consider a different HQ choice like a warboss on bike with the Killa Klaw.
4. Kanz aren't considered particularly competitive, but they're not the worst choice.

I think if you lay out which models you have/are willing to buy and what your goals are in playing it'd be easier to give more specific advice. Also just an FYI, 9th edition has been announced from GW. While the current codex and supplements will work with the new edition, any advice on listbuilding right now is kind of up in the air.
   
Made in ca
Hauptmann





Calgary AB, Canada

So that would be the 2 HQ / 3 Troop choice one correct?

I'll definitely find a way to squeeze in the relic SAG, especially after reading it's rules.

The kanz are something that's a throwback to the ork list I played last before I fell out of the hobby. I ran a Kan wall list with a bunch of boyz, 9 kanz, and a big mek with KFF. Always had solid luck with them hence the inclusion here.

I'm not really opposed to purchasing anything. I've got a fair amount headed to me right now model wise, and adding some more to the pile of grey isn't really that much of a big deal. Really the only goal at the end is to run a well performing Bad Moons army (hence taking the shoota's over the regular slugga boyz)

Just my 2 cents

 
   
Made in us
Flashy Flashgitz




North Carolina

A battalion is 2 HQ and 3 troops.

Bad Moonz are kind of a middle/lower tier. Mostly just taken to access the double shoot stratagem. If you want to play shooty orks, Death Skulls and Freebootaz tend to perform better. I would recommend taking a look at the first post in the ork tactics thread here. There is a great summary and ranking of units etc.

In general 8th edition really rewards skew lists as opposed to combined arms. Bringing both infantry and vehicles just gives your opponents anti-infantry and anti-tank weapons something to target. I haven't played 1k in a while, but when I did early on in the edition I had some good success maxing out boyz and support for them (KFF big mek, painboy/mad dok).

I'd say orks have fallen into 3 broad categories of lists for most of 8th:

1. Boyz spam with supporting firepower - 120+ boyz with Lootas/Tank Bustas/Flash Gitz/Mek Gunz to do most of the killing. Boyz really aren't the best at killing these days, so orks have shifted to relying on shooting units to do the heavy lifting. This is kind of the classic competitive ork list of 8th and still can compete.

2. Grot spam with shooting units - 120+ grots, Flash Gitz, SAG Meks, Mek Gunz, and now with Psychic Awakening burna bommaz and dakkajets. Very much a shooting army, but quite competitive.

3. Buggy spam - lots of Death Skull shokkjump dragstas mixed with mek gunz, SAG meks, etc. The least competitive of the archetypes, more of a mid-tier army.

If you really like Kanz, you might consider giving this a read: https://www.theartofwar40k.com/home/psychic-awakening-ork-review. Steve Pampreen is one of the most successful tournament ork players this edition.

   
Made in us
Annoying Groin Biter



Wichita, KS

For 1K points I would bring;

1 X Battalion: Evil Suns

HQ
WeirdBoy: 62
BigMek Kustum Forcefield: 55

*New KFF on Big Mek in psychic awakenings isn't subject to just shooting, so it's quite good in assault. Might get FAQed but would take regardless, helps get boys across the field alive to deliver or alive enough in a pinch to green tide. Evil Suns will help deliver this battalions boys faster. Grots are used to shield and fill out battalion.

Troops:
27 boys: 189
27 boys: 189
10 grots: 30

1 X Battalion: Badmoons


HQ:
Big Mek with SAG, relic SAG: 80
Big Mek with SAG: 80

Troops:
10 grots: 30
10 grots: 30
10 grots: 30

Elites:
13 lootas: 221

What Dendarien said is pretty much correct by the numbers, but at 1K points the strain on you to have the expected math perform will be different, subjectively speaking, as you won't be facing the same quality and volume of threats you might experience at 2K. Badmoons will very likely be deadly enough with this troop style firing base, IMO. Just so you know, how this has tended to manifest for me practically is I'll either roll well early on for 1 or two round (turns 1,2, and/or 3, dumping command points), which, depending on many factors, will usually wind up creating enough of power swing that it's hard for my opponent to come back from OR I'll not roll well early, in which case you're F*cked. Deathskulls suppresses the latter with the SAG, but then wouldn't allow you to maximize your lootaz potential. Up to you, but in the end you'll see what you like more. 1K points games should go decently quick, so you'll probably be able to mess around with both and figure it out.
   
 
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