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Made in us
Squishy Squig





Hey I just want to ask if any one can give me a few tips on choosing a good ork list. I'm just starting and I'm in the middle of painting a battle force box and some lootas/burnas. Also i have a warboss. Any help is greatly appreciated.
   
Made in us
Slashing Veteran Sword Bretheren






You started where I started! ork battleforce and lootas!

I have done well with the PK on the warboss, and PKs or big choppas on the nobs.

Also I have been using my bikes as nobs and running them as troops. Nob bikers are tough as hell and will take out those pesky terminators.

I havent used burnas, but I would suggest making them all lootas. the lootas will supplement your cc bikers by firing from 48" with tons of shots. put them in cover

DR:80+S++G++MB--IPw40k12#+D++++A++/fWD013R++T(T)DM+

"War is the greatest act of worship, and I perform it gladly for my Lord.... Praise Be"
-Invictus Potens, Black Templar Dreadnought 
   
Made in us
Squishy Squig





Ok thanks I'll have to try that. I was also wanting a 2000pt. list as well. As I get the models painted I'm buying others to.
   
Made in us
Wicked Canoptek Wraith





The main goal of almost all ork armies is to bring your boys into assault with the enemy. The tricky part is keeping them alive until you get into assault range, because orks tend to die in the shooting phase. There are 3 way main ways to get to the enemy.

1. Include biker nobs, which harass and distract the enemy until the boys are in range.
2. Put the boys in battlewagons to get them there faster.
3. Have so many boys that they can't all be killed before getting in range.

If you like strategy 1, get 15 biker nobz and about 60 boys
If you like strategy 2, get 3 battle wagons and 60 boys.
If you like strategy 3. Get 40 gretchin and 90 boys.

You should also get 10-20 lootas. Lootas are awesome and can kill anything. I have 30, but you should see how much you like them first. Also a big mek with a kff is really helpful for keeping your boys alive, you should get one of those too.

The key to strategy is not to choose a path to victory, but to choose so that all paths lead to a victory.

War is beautiful because it establishes man’s dominion over the subjugated machinery by means of gas masks, terrifying megaphones, flame throwers, and small tanks. War is beautiful because it initiates the dreamt-of metalization of the human body. War is beautiful because it enriches a flowering meadow with the fiery orchids of machine guns. War is beautiful because it combines the gunfire, the cannonades, the cease-fire, the scents, and the stench of putrefaction into a symphony.
-Filippo Tommaso Marinetti 
   
Made in no
Battlefortress Driver with Krusha Wheel




Norway (Oslo)

^ What he said really, first figgure what kind of list you would go for orks got many ways, the most competive ones tend to be speed and greentide.

Waagh like a bawz

-
Kaptin Goldteef's waagh! 16250 points 45/18/3 (W/L/D) 7th Ed

6250 points 9/3/1 (W/L/D) sixth-ed
Dark elves: 2350points 3/0/0 (W/L/D)
3400 points 19/6/0 (W/L/D) 8' armybook
Wood Elves 2600 points, 6/4/0 (W/L/D)

 
   
Made in us
Squishy Squig





Thanks guys you all have been very helpful. Will give it some thought and get a list made up.
   
Made in nz
Disguised Speculo





Ally in the Painboss from Dread Mob, put him on your front unit of boys. It's like having a second KFF to roll on after failing the first!
   
Made in us
Maniacal Gibbering Madboy





Burnas are a good unit but only when in large groups or formed the Burma wagon with a KFF Mek with a burna. A good recommendation IMO is a KFF Big Mek; he can give your troops cover saves, and somtimes saves your vehicles he's embarked on. Another unit that can help would be stormboyz: their potential 18 inch movement can get them to grips with the enemy and buy your Boyz time, just be prepared for them to run after a round or two of combat.

2000 points
4 Wins/ 5 Draws/ 2 Losses
 
   
Made in us
Wicked Canoptek Wraith





The last couple of posts listed some good strategies, but I feel like they are more like sub strategies. You still need to pick one of the main army compositions I mentioned above, but then you can use the extra points to add in extra units to act as additional distractions or damage sources. Here's a list of some of the sub strategies I've found:

1. The burnawagon- put 10-12 burnaboys in a battlewagon, along with 3 mekboys. The mekboys can repair the wagon, making it almost impossible to kill. If the burnawagon can land a template on a unit, it equals 40-60 hits auto hits, which will kill almost anything. The problem with this trick is, because burnas are template, the wagon can only move 6 inches if the burnas are going to fire. I used to run this, but the lack of maneuverability made me drop it.

2. The MANZ missile- put 6 mega armored nobz in a trukk. A trukk is Fast, so you can move it 25 inches a turn. Drive the manz into the enemy and engage them in assault on turn 2. Odds are the manz will die eventually, but it is a huge distraction. The problem with this is trukks are so fragile they still won't make it to the enemy sometimes, especially if your opponent goes first.

3. The Dakkajet- Not much to say here, bring a dakkajet, activate waaagh, kill stuff. The problem here is, in the end, you're better off just bringing more lootas.

The key to strategy is not to choose a path to victory, but to choose so that all paths lead to a victory.

War is beautiful because it establishes man’s dominion over the subjugated machinery by means of gas masks, terrifying megaphones, flame throwers, and small tanks. War is beautiful because it initiates the dreamt-of metalization of the human body. War is beautiful because it enriches a flowering meadow with the fiery orchids of machine guns. War is beautiful because it combines the gunfire, the cannonades, the cease-fire, the scents, and the stench of putrefaction into a symphony.
-Filippo Tommaso Marinetti 
   
Made in no
Battlefortress Driver with Krusha Wheel




Norway (Oslo)

 NinjaStars wrote:
The last couple of posts listed some good strategies, but I feel like they are more like sub strategies. You still need to pick one of the main army compositions I mentioned above, but then you can use the extra points to add in extra units to act as additional distractions or damage sources. Here's a list of some of the sub strategies I've found:

1. The burnawagon- put 10-12 burnaboys in a battlewagon, along with 3 mekboys. The mekboys can repair the wagon, making it almost impossible to kill. If the burnawagon can land a template on a unit, it equals 40-60 hits auto hits, which will kill almost anything. The problem with this trick is, because burnas are template, the wagon can only move 6 inches if the burnas are going to fire. I used to run this, but the lack of maneuverability made me drop it.


2. The MANZ missile- put 6 mega armored nobz in a trukk. A trukk is Fast, so you can move it 25 inches a turn. Drive the manz into the enemy and engage them in assault on turn 2. Odds are the manz will die eventually, but it is a huge distraction. The problem with this is trukks are so fragile they still won't make it to the enemy sometimes, especially if your opponent goes first.

3. The Dakkajet- Not much to say here, bring a dakkajet, activate waaagh, kill stuff. The problem here is, in the end, you're better off just bringing more lootas.


1: isnt as effective anymore due a FAQ only letting you kill what's in range (of the template)

2: the manz missle is rather fun but best used if you get the first turn. if not.. you can expect atleast one of the missles to be shot down.

3: the dakkajet is a good unit and best taken in numbers along with a weirdboy on the field to grant you more waagh's 1/6 chanse of it rerollable. (with warphead)

Waagh like a bawz

-
Kaptin Goldteef's waagh! 16250 points 45/18/3 (W/L/D) 7th Ed

6250 points 9/3/1 (W/L/D) sixth-ed
Dark elves: 2350points 3/0/0 (W/L/D)
3400 points 19/6/0 (W/L/D) 8' armybook
Wood Elves 2600 points, 6/4/0 (W/L/D)

 
   
Made in us
Wicked Canoptek Wraith





phatonic wrote:
 NinjaStars wrote:
The last couple of posts listed some good strategies, but I feel like they are more like sub strategies. You still need to pick one of the main army compositions I mentioned above, but then you can use the extra points to add in extra units to act as additional distractions or damage sources. Here's a list of some of the sub strategies I've found:

1. The burnawagon- put 10-12 burnaboys in a battlewagon, along with 3 mekboys. The mekboys can repair the wagon, making it almost impossible to kill. If the burnawagon can land a template on a unit, it equals 40-60 hits auto hits, which will kill almost anything. The problem with this trick is, because burnas are template, the wagon can only move 6 inches if the burnas are going to fire. I used to run this, but the lack of maneuverability made me drop it.


2. The MANZ missile- put 6 mega armored nobz in a trukk. A trukk is Fast, so you can move it 25 inches a turn. Drive the manz into the enemy and engage them in assault on turn 2. Odds are the manz will die eventually, but it is a huge distraction. The problem with this is trukks are so fragile they still won't make it to the enemy sometimes, especially if your opponent goes first.

3. The Dakkajet- Not much to say here, bring a dakkajet, activate waaagh, kill stuff. The problem here is, in the end, you're better off just bringing more lootas.


1: isnt as effective anymore due a FAQ only letting you kill what's in range (of the template)

2: the manz missle is rather fun but best used if you get the first turn. if not.. you can expect atleast one of the missles to be shot down.

3: the dakkajet is a good unit and best taken in numbers along with a weirdboy on the field to grant you more waagh's 1/6 chanse of it rerollable. (with warphead)


I totally agree with everything you posted. In fact I tried to list the problems you had with burnawagons and Manz missils in my post, I'm sorry I wasn't clear. That's what makes these sub strategies rather than main strategies, they aren't enough to win the game by themselves, but they add flavor and variety to your army and are a lot of fun to try.

The key to strategy is not to choose a path to victory, but to choose so that all paths lead to a victory.

War is beautiful because it establishes man’s dominion over the subjugated machinery by means of gas masks, terrifying megaphones, flame throwers, and small tanks. War is beautiful because it initiates the dreamt-of metalization of the human body. War is beautiful because it enriches a flowering meadow with the fiery orchids of machine guns. War is beautiful because it combines the gunfire, the cannonades, the cease-fire, the scents, and the stench of putrefaction into a symphony.
-Filippo Tommaso Marinetti 
   
Made in us
Ork Boy Hangin' off a Trukk





USA

One key thing I've learned in my time is this: Either pick armor or hoard. If you're bringing boys, being a TON of them. Walking boys, storm boys, slugga nobs, the works. ALWAYS bring at least one KFF with this style army. Give your opponent too many models to kill in 7 turns.
If you're going armor, go all out. Biker nobs with painboys, meganobs, 'ard boys, battle wagons w/deff rollas, lootas behind an ADL. Hit them hard and fast.
Dakka jets fit in almost any army, just remember that they're really only good (great, even) for one turn.
If you're playing with friends, it really doesn't matter what you bring. Try some stuff out and see where they take you. If you're in competition, Warbosses and Ghazghkull are the way to go. They are the most formidable HQs in the list. Protect your KFF if you take one. Two wounds are an easy target, and they're too valuable to lose early on.

We waz made ta fight an' win

"Space Marines are less of an army and more of an event. They are something that happens to you." ~Anon

WAAAGH! Nazfang 10000+ and growing!

Iron Hands 2000
 
   
Made in us
Squishy Squig





Thanks for all the info everybody has given. I've learned a lot since making this post. Will try several different variances before I make a complete decision. Either way I'll have some awesome models built and can always do a huge war with friends.
   
 
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