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Made in nz
Fresh-Faced New User




Hey guys,

I am brand new to the Warhammer 40k scene, and have just been picking up some models and boxes on discount from marketplaces. I was just wondering how my current army list is looking, just for games at the local, and I will love any advice on which ways to go to build up to 1k-1.5k army points. I did pick up a cheap Wazbom Blastajet, and was thinking of getting Ghaz which I guess takes a solid points between the two

Clan culture: Goffs

HQ slot:
- Warboss (Warlord) (90pts)

Troops slot:
- Boys (90 pt)
- Bos Nob with PK + Slugga
- 9x Ork Boy with slugga & choppa

- Boys (90 pt)
- Bos Nob with PK + Slugga
- 9x Ork Boy with slugga & choppa

Fast attack slot:
- 2x Deffkopta (100pts)
-1x Deffkopta with KMB+Big bomb (55pts)

Heavy Support
Killa Kans (90pts)
   
Made in au
Brooding Night Goblin





I know it's over a month old but just in case.

For a game at 500, I like it.

Couple small tweaks I'd make:

The Deffkoptas work best if they are just left standard. The big bomb and KMB sounds good for 5 points but they'll do more damage with the extra Rokkits. I've spent ages trying to use the BB and it has never really done anything but push me to make bad movement decisions. The KMB is just a bad weapon on this unit.

I'd take the Power Klaw off of one of the Nobz and put it on the warboss instead. He is tougher, has more attacks and hits on a 3+ with a higher strength as well. I don't know what point you are at with relics but this also let's you take the relic Power Klaw "Da Killa Klaw" which would allow him to do more damage still because he would hit at his native 2+

I think the Kans are solid at this point level. You're putting enough toughness and wounds on the table for a cheap enough points investment that you can reasonably expect other 500pt armies to get a little overwhelmed.

On the flips side the boyz are going to die. There's nothing in the army providing a durability boost for them and they are a pretty frail unit. There's not really a good fix for that at 500pts. Just try to keep them in cover or on an objective and don't expect them to do to much heavy lifting.


For expanding the army to 1500, Orks do really well when they are up in the opponents face and forcing them to deal with multiple threats at once. Any unit that is decent in melee and has good mobility pairs really well with Goffs to get a lot of damage across the table really quickly.

Spoiler:
Ghaz is an awesome model and really fun to play with, a great way to jump up to 1500 for cheap. That being said, I've always done best with more and cheaper units and Ghaz is a big chunk of the army for a single model.

Stormboyz are a solid pick, they more than double the standard boyz movement and will comfortably bully any light infantry like Guard, Elves or Bugs and you can even punch up decently against heavier infantry like Marines.

MEK GUNZ! Take at least two. The Kustom Mega-Kannon is the most reliable for damage output and they *can* threaten heavier targets but that's not really why you take them. I give them the Bubblechukkas myself and the reason is because regardless of loadout they mess with your opponent. Anyone who has experience playing against Orks will almost certainly have had a game where an unassuming unit of Mek Gunz has rolled well and inflicted horrendous damage. My friends all hate these even knowing that on average they won't actually do much. It forces them to either ignore them and risk taking a big hit or waste time trying to kill them. Orkz is psychological. Mork would be proud.

You can lean into the walkers and take Deff Dreads, they work wonders as Goffs but they usually don't last long. I like to Tellyport them onto the field, delete an enemy unit and then they either die immediately or they hang around for a turn or two to inflict some hurt.

Taking a trukk lets you make use of trukk boyz. They don't get to be Goffs anymore but they can get up in the enemies face faster so they can move up with Stormboyz and deepstriking units.

Kommandos let you infiltrate which is good for early objective grabbing and pushing up into the enemies face.

Squighog Boyz are fast and phenomenal damage dealers for their points. Goffs makes them better. I have tabled someone on turn 2 with a Squig heavy list. They are brutal.

I'd take at least 20 more boyz, really if you are taking boyz you need to go all in and aim for 60+ on the table. Beastboyz vs Vanilla is kind of a matter of preference. Personally I haven't ever really noticed a huge difference between the two in terms of on table performance. They both do the same thing but Beast boyz are marginally more "elite". Go with whatever model you prefer.

Mega armoured nobz are fantastic. Easily my favourite Ork unit. They just slap so very hard. You have to find some way to get them close the enemy like a transport or deepstrike. You cannot run them on foot. I made that mistake when I started playing and endured more than one game where they literally didn't get to do anything at all. Once in combat though they are basically boyz that hit harder and are harder to kill. Which is great.

A secondary HQ with a Forcefield or an elite option like a Painboy to provide a little support for the boyz would go a decent way to keeping them in the fight.

Killa kanz work well with several units but they don't get your clan bonus which is a bit of a waste. In the new addition it looks like that won't matter much but just for the time being something to keep in mind.
   
 
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