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Made in fr
Stinky Spore





France

Hi everyone!

I would like to test a new ork list, after playing a buggy list. So a concept came out of my deranged mekboy brain :


++ Spearhead Detachment -3CP (Orks) [85 PL, 5CP, 1,600pts] ++

Clan Kultur / Specialist Mobs: Evil Sunz

+ HQ +

Warboss on Warbike: Da Killa Klaw

Weirdboy: Evil Sunz: Visions in the Smoke

+ Elites +

Kommandos
. 5x Kommando: 5x Choppa, 5x Slugga, 5x Stikkbombs

Kommandos
. 5x Kommando: 5x Choppa, 5x Slugga, 5x Stikkbombs

+ Heavy Support +

Deff Dread Mob
. 3x Deff Dread: Dread Saw, Dread Saw, Dread Saw, Skorcha
. Kustom Job: Orkymatic Pistons

Gorkanaut: 2x Rokkit Launcha, Skorcha, 2x Twin Big Shoota
. Kustom Job: Slug Gubbin

Gunwagon: Killkannon
. Kustom Job: Da Boomer

Meka-Dread: Dread Rippa Klaw, Killkannon

Morkanaut: Kustom Force Field, Kustom Mega-blasta, 2x Rokkit Launcha, 2x Twin Big Shoota
. Kustom Job: Sparkly Bitz

++ Patrol Detachment 0CP (Orks) [24 PL, , 400pts] ++

Clan Kultur / Specialist Mobs: Grot Mobs

+ HQ +

Big Mek W/ Kustom Force Field: Follow Me, Ladz!, Warlord

+ Troops +

Gretchin
. 10x Gretchin: 10x Grot Blaster

+ Heavy Support +

Killa Kans
. 5x Killa Kan: Buzzsaw, Rokkit Launcha
. Kustom Job: Dirty Gubbinz

++ Total: [109 PL, 5CP, 2,000pts] ++

I have few CP early in the game, but I don't think I really need it.
The idea is simple, take the evil sunz klan to gain mobility and be able to use vision of the smoke on my shooting vehicles (morka or gunwagon)
Le warboss avec les dread pour advance et charge.

What do you think? any ideas to improve the list?
I don't know if it's a winning list, but visually it can be cool
   
Made in it
Waaagh! Ork Warboss




Italy

I'd take a single detachment, burning 2CPs and the 50pts gretchins tax just for giving re-roll of 1s to 5 kanz seems like a waste. The weirdboy is also too unreliable with so few infantry models around.

I suggest ditching the psyker, the grots and the second detachment. Maybe replacing them with 3 meganobz? Or some koptas.

Overall it may struggle against armies with high body count, but it definitely could be fun to play.

 
   
Made in us
Unbalanced Fanatic




Atlanta, Ga

I've always had some rather iffy feelings about more "shooty" ork mobs.

I do like heavy list however, so it does get a pass from me.
You'd probably do better with keeping your WB with your commandos and taking his armor instead of the Bike.

Unless this is the bike that still gives him the Speeedwaaagh rule, correct?

Edit:
I also second losing the Gretchin. Even with their herders, and the +1 rule for their model count. It still isn't going to help them be "That" effective. Not to mention the fact they are probably the only unit in your entire army that is even going to worry about morale.

This message was edited 1 time. Last update was at 2020/12/24 10:16:53


One has to wonder. Do the Tyranids consider drop-assault troops... fast food? 
   
Made in fr
Stinky Spore





France

Unless this is the bike that still gives him the Speeedwaaagh rule, correct?

Exactly,, the bike give the speedwaaagh rule to the warboss.

I'd take a single detachment, burning 2CPs and the 50pts gretchins tax just for giving re-roll of 1s to 5 kanz seems like a waste. The weirdboy is also too unreliable with so few infantry models around.

The patrol is free as I have my warlord in it.

I agree for the gretchins but I did not find any other solution to have a third HQ.
The Weirboy can cast vision on a 6+ and i can target my gunwagon if it not pass on a 9+. 4d6 shoot, reroll to hit can be quite interesting, right?

I'm not really convinced by the meganobz, when I played them, they didn't do much. Koptas why not, with the 125pts unlocked I can take 3 of them and have 20pts left.
   
 
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