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Made in us
Fresh-Faced New User





A couple weeks back at a combat patrol tournament that i played at me and one of the boyz that work there got into a conversation about what could build the best 500pt combat patrol list. Well after much discussion we decided that hands down a killa kan heavy ork list would just rip everyone to shreads. After about 2 weeks of thinking this over, since there is another tournament on the 23rd, i think I may feild this list if I can manage to scratch build 6 Killa Kans in 2 weeks. Anyways here is the list and yes i know it is cheesey but alot of people want to see how it does if i get it done in time.

HQ 60pts
Big Mek with Kustom force field, a more Dakka slugga, Mek's Tools and 2 grot oilers

Troops 170pts
14 slugga boyz with 3 burnas
Nob with iron gob

Heavy support 90pts each 270pts total
3 squads with 2 killa kans each with a big shoota

total 500pts

The plan is to line the kans up in front of the boys and mek and march to them with the mek fixing the kans to keep them moveing along should one get damaged. If my oppnent focases on the kans my boyz will slaughter them and if my boys fall the kans will rip them apart. All C&C welcome just remember that i am not the only one at the store that wants to see this list in action.

   
Made in us
[ADMIN]
President of the Mat Ward Fan Club






Los Angeles, CA


You should do rather well indeed. However taking 3 Burnas in the Slugga boyz unit is just silly. Stick with 3 Rokkits. They're cheaper and you'll find much more versatility with them in the unit. They are great for killing MEQs and will also help you deal with any vehicles you may run into even at 500 points.

If you think you might indeed be facing any vehicles (especially skimmers) then you may want to also switch one mob of Kans over to Rokkits as well (but that's more of a real choice to mull over).

Lastly, you should really take that third grot oiler since the theme of your list is the Kans and the ability to fix them on a 3+ is rather helpful towards this goal. Losing the more dakka slugga is a small price to pay to fix a Kan on a 3+ instead of a 4+.

So in short, replace the Burnas with Rokkits (saves you 3 points) and drop the more Dakka off your Big Mek (another 4 points) and take a third grot oiler instead (costs 6 points leaving you with 1 extra point. . .probably best to go with frag stikkbombz for the Nob).


Besides those minor gripes I think you're golden, and you probably will do some serious damage with this list.


I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
Waaagh Dakka: click the banner to learn more! 
   
Made in us
Fresh-Faced New User





Ok after reviewing the list with some boyz at my shop I realized that i was 4 points over with my list, the cap for the tournament is 500. So with that in mind i redid my list based on you suggestions and want feed back.

HQ 66pts
Big Mek with Kustom force field, slugga, Mek's Tools and 3 grot oilers

Troops 164pts
13 slugga boyz with 3 rokkit launchas
     Nob with iron gob, choppa with more dakka and shootier slugga

Heavy support 90pts
2 killa kans each with a big shoota

Heavy support 90pts
2 killa kans each with a big shoota

Heavy support 90pts
2 killa kans each with a big shoota

total 500pts

BTW there is a tau player that will be running one pathfinder squad with devilfish and 4 firewarrior squads so i want opinions on how this list will stack up to it as the rest will me MEQ armies, including 1-2 necron armys.

   
Made in us
[ADMIN]
President of the Mat Ward Fan Club






Los Angeles, CA


If there is only one non-MEQ army you'll be playing then I thin k you definitely want to swtich at least one mob of Kans over to Rokkits instead of Big Shootas. Rokkits statistically cause more wounds vs MEQs. Also, Rokkits are MUCH better against Necrons since they can't WBB from a Rokkit wound unless they are in range of a res orb.

Necrons will actually be an army that can take you down since all of their units can destroy your Kans with their shooting, and your shooting will barely scratch them. It's just going to come down to how many Kans you can get into combat?

From your description of the Tau, you should have a fairly easy time. Your boyz may get wiped out quickly, but they're going to have to get really luckily to take out very many of your Kans even with their S5 guns.


Something just occured to me. I haven't looked at the combat patrol rules in a long time, but don't you still have to have 2 Troops choices?


I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
Waaagh Dakka: click the banner to learn more! 
   
Made in us
Automated Rubric Marine of Tzeentch






Just the one troops choice is mandatory, he doesn't even have to have an HQ.

   
 
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