Switch Theme:

[2000] - Orks - Mixed Clan Patrol / Outrider  [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 ca
Longtime Dakkanaut




This is a bit of a weird one, but I'll explain my thought process.

Plan: I have two major ways to push -- Buggies on 1 side, Ghaz and the wagon on the other. My Big Trakk is there to hold my deployment zone and just to be super annoying. I think it actually won't kill much, but it'll probably shoot 4/5 turns of the game and do enough to make hiding a bit frustrating.

Deff Koptas, Kommandos, and Stormboyz are there to score and screen out deepstrikers. I'm going to do something a bit weird with the Stormboyz -- the trukk is technically for them. I am going to deploy scramblers with them turn 1 and drive the trukk up midboard. On turn 2, I am going to zoom up 12-18" to get inside the trukk for an up to 30" push. I am wondering if I should just find 5 points and swap my kommandos for Stormboyz just to further test this theory out.

Wazbom covers my buggies turn 1 and hopefully moves into a position to give them KFF after it moves.

Ghaz is mostly there because I have recently painted the model and wanna field him. I think this list is *probably* better mono skulls with him dropped. Ideally the Biker Boss, but that'll have to wait a few weeks.

++ Patrol Detachment 0CP (Orks) [41 PL, 795pts, -1CP] ++
+ Configuration +
Clan Kultur / Specialist Mobs: Goffs
Detachment CP

+ HQ +
Ghazghkull Thraka [15 PL, 300pts]: Warlord
+ Troops +
Boyz [4 PL, 85pts]: Tankbusta Bombs
. Boss Nob: Big Choppa, Choppa
. 9x Ork Boy W/ Slugga & Choppa: 9x Choppa, 9x Slugga, 9x Stikkbombs

+ Elites +
Meganobz [6 PL, 120pts]
. Boss Meganob w/ Saws: Killsaws (Pair)
. Meganob w/ Saws: Killsaws (Pair)
. Meganob w/ Saws: Killsaws (Pair)

Painboy [3 PL, 65pts]: Da Killa Klaw, Power Klaw

+ Fast Attack +
DeffKopta [2 PL, 35pts]
. DeffKopta: Twin Big Shoota
DeffKopta [2 PL, 35pts]
. DeffKopta: Twin Big Shoota

+ Heavy Support +
Battlewagon [9 PL, 155pts, -1CP]: 'ard Case, Deff Rolla
. Kustom Job: Forktress

++ Outrider Detachment -3CP (Orks) [63 PL, 1,205pts, 6CP] ++
+ Configuration +
Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)
Clan Kultur / Specialist Mobs: Deathskulls
Detachment CP [-3CP]

+ HQ +
Deffkilla Wartrike [7 PL, 125pts, -1CP]
. Kustom Job: Gork's Roar

+ Elites +
Kommandos [3 PL, 55pts]: Tankbusta Bombs
. Boss Nob: Power Klaw
. 4x Kommando: 4x Choppa, 4x Slugga, 4x Stikkbombs

+ Fast Attack +
Kustom Boosta Blastas [5 PL, 90pts]
. Kustom Boosta Blastas

Megatrakk Scrapjet [10 PL, 220pts, -1CP]
. Kustom Job: Korkscrew
. Megatrakk Scrapjet: 2x Twin Big Shoota
. Megatrakk Scrapjet: 2x Twin Big Shoota

Shokkjump Dragstas [10 PL, 220pts, -1CP]
. Kustom Job: Gyroscopic Whirligig
. Shokkjump Dragstas: Rokkit Launcha
. Shokkjump Dragstas: Rokkit Launcha

Stormboyz [3 PL, 65pts]
. Boss Nob: Big Choppa, Choppa
. 4x Stormboy: 4x Choppa, 4x Slugga, 4x Stikkbombs

+ Heavy Support +
Big Trakk [11 PL, 185pts]: Big Lobba, Grot Riggers

+ Flyer +
Wazbom Blastajet [10 PL, 180pts]: 2x Wazbom Mega-Kannons, Kustom Force Field, Smasha Gun

+ Dedicated Transport +
Trukk [4 PL, 65pts]: Big Shoota

++ Total: [104 PL, 2,000pts, 5CP] ++
Created with BattleScribe
   
Made in gb
Longtime Dakkanaut






For Flexibility I might be inclined to reposition the stormboys & their trukk into the Goffs detachment. This means that:

1: The stormboys can embark on the battlewagon if needs be
2: The meganobs can jump in the trukk if the wagon explodes
3: The stormboys get a bit more offensive output, though they would lose objective secured for it...
4: The deffkoptas gain deffskulls rerolls, which is more useful to them than the goff traits.

I would also look at whether you can drop the PK nob from kommandos and the big choppa on the stormboys (who both won't be likely to survive long enough to use it) in favour of kopta rokkits on one of the deffkoptas. If you can reposition them to the deffskulls detachment they will do more than the PK and BC would have.

As for the taktiks, it's unconventional, and as a result I love it. Orks rock this sort of abstract approach to the game of seeing if you can do this or that with this unit or that one, it seems to favour our army muchly.

This message was edited 1 time. Last update was at 2020/09/15 14:33:22


12,300 points of Orks
9th W/D/L with Orks, 3/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog! 
   
Made in ca
Longtime Dakkanaut




 some bloke wrote:
For Flexibility I might be inclined to reposition the stormboys & their trukk into the Goffs detachment. This means that:

1: The stormboys can embark on the battlewagon if needs be
2: The meganobs can jump in the trukk if the wagon explodes
3: The stormboys get a bit more offensive output, though they would lose objective secured for it...
4: The deffkoptas gain deffskulls rerolls, which is more useful to them than the goff traits.

I would also look at whether you can drop the PK nob from kommandos and the big choppa on the stormboys (who both won't be likely to survive long enough to use it) in favour of kopta rokkits on one of the deffkoptas. If you can reposition them to the deffskulls detachment they will do more than the PK and BC would have.

As for the taktiks, it's unconventional, and as a result I love it. Orks rock this sort of abstract approach to the game of seeing if you can do this or that with this unit or that one, it seems to favour our army muchly.


Yeah I think your advice screams this is better mono faction -- I should really drop Ghaz and the painboy in the list. If the biker boss was back, I'd have 240 points or so to spend. I'd look at a Burna Bomber, 2 more buggies, another unit of Stormboyz, a gunwagon, whatever.

I think I want to keep the stormboyz as Deathskulls though specifically because they'll have Obsec. I could move the stormboyz 1.1" away from the enemy just so I can contest an objective if their holding with non-Obsec, or less models. Heck, depending where the objective is, I could do this WHILE deploying scramblers.

If I had some spare points I'd upgrade the deff koptas to rockets, especially if they were Deathskulls. But overall they are just throwaway units -- I might just be advancing them anyway, so they'd be hitting on 6s.
   
Made in it
Stormin' Stompa




Italy

Why are Deffkoptas part of the Goffs detachment? You have 2 spared FA slots in the deathskullz outrider. They'd gain 6++ and some re-rolls, better than exploding 6s.

Stormboyz absolutely with deathskullz, they won't kill anything in such small squads, exploding 6s is not gonna help them while Obj Sec could let them score points or deny some to the opponent. I'd also remove the big choppa from them, and the PK on kommandos. 15 points are exactly what you need for a pair of rokkits on a kopta!

Orks 7000
Space Wolves 4000
 
   
Made in gb
Longtime Dakkanaut






 Blackie wrote:
Why are Deffkoptas part of the Goffs detachment? You have 2 spared FA slots in the deathskullz outrider. They'd gain 6++ and some re-rolls, better than exploding 6s.

Stormboyz absolutely with deathskullz, they won't kill anything in such small squads, exploding 6s is not gonna help them while Obj Sec could let them score points or deny some to the opponent. I'd also remove the big choppa from them, and the PK on kommandos. 15 points are exactly what you need for a pair of rokkits on a kopta!


In a vacuum, yes stormboys are better in the deffskulls detachment for objective secured, but for list synergy you're better off having all your transports share a klan, and for that they would be better in the goff detachment to give the meganobs a backup ride.

100% on the koptas moving over to the deffskulls detachment, they are much more effective with the 6++ and the rerolls!

This message was edited 1 time. Last update was at 2020/09/16 09:47:12


12,300 points of Orks
9th W/D/L with Orks, 3/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog! 
   
Made in gb
Waaagh! Ork Warboss on Warbike






Hum. I understand what you are trying to do, but I somehow feel like you are trying to do too many things at once with your list.

Then again, this is basically an ork "good stuff" list, so maybe it can ride on just having so many good units in it. I think it's really hard to guess how it performs without actually playing it.

Earth is not flat
Vaccines work
We've been to the moon
Climate change is real
Chemtrails aren't a thing
Evolution is a fact
Orks are not a melee army
Stand up for science!
 
   
Made in ca
Longtime Dakkanaut




 Blackie wrote:
Why are Deffkoptas part of the Goffs detachment? You have 2 spared FA slots in the deathskullz outrider. They'd gain 6++ and some re-rolls, better than exploding 6s.

Stormboyz absolutely with deathskullz, they won't kill anything in such small squads, exploding 6s is not gonna help them while Obj Sec could let them score points or deny some to the opponent. I'd also remove the big choppa from them, and the PK on kommandos. 15 points are exactly what you need for a pair of rokkits on a kopta!


You know, for some reason I thought I had 5 FA slots used in my DS. Yeah, I can just swap them over. I just didn't wanna have mixed deff kopta clans for sanities sake.

Jidmah wrote:
Hum. I understand what you are trying to do, but I somehow feel like you are trying to do too many things at once with your list.

Then again, this is basically an ork "good stuff" list, so maybe it can ride on just having so many good units in it. I think it's really hard to guess how it performs without actually playing it.


It's the start of an idea. I want a heavy mech list that can contest primary / perform actions easily, but still has a couple hammers like Ghaz.

Mech is more fun to play, plus I think it could be really strong at winning the primary. If I can keep up in secondaries too regardless of matchup...
   
Made in de
Waaagh! Ork Warboss on Warbike






Sure, this wasn't meant in a bad way. "good stuff" refers to a kind of deck building in MtG where you basically forgo synergy between cards in favor of just putting as much raw power into your deck as you can. This is a perfectly valid way to do things.

You have Thrakka, MANz, a Forktress, scrapjets, SJD, the big lobba and a wazzbom, which is lots of raw power that doesn't die easily.
You also tick all the mandatory boxes for a successful ork army - target saturation, objective scoring and mobility.
The only thing left to do is play the list and find out whether the dual clan gamble pays off.

Earth is not flat
Vaccines work
We've been to the moon
Climate change is real
Chemtrails aren't a thing
Evolution is a fact
Orks are not a melee army
Stand up for science!
 
   
 
Forum Index » 40K Army Lists
Go to: