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Made in us
Regular Dakkanaut






Getting back into the hobby after a while, and it's been really fun to come up with a list that will work and still maintain that old-school Orky feel while not running the same things everyone else is running. To that end:

Warboss: PK, twin-linked shoota, attack squig, cybork body, bosspole, 'eavy armor - 125

Big Mek: Burna, KFF, 'eavy armor, cybork body - 120

Nob Mob (x6): PK x 3, twin-linked shoota x 3, shoota-rokkit kombi x 2, 'eavy armor x 5, bosspole x 2, Waaagh! Banner x 1, Painboy - 270

Nob Biker Mob (x3): Bikes, PK x 3, 'eavy armor x 3, bosspole - 230

Boyz Mob (x30): Rokkit launcha x2, Nob, big choppa, 'eavy armor x 1, bosspole x1 - 225

Boyz Mob (x21): Nob, big choppa, 'eavy armor x 1, bosspole x1 - 145

Deffkoptaz (x3): twin-linked rokkits, big bomm - 135

Lootas (x9): 135

Grot Mob (x10): Minder - 40

I've played a few games with the majority of this list, and haven't really had much trouble with being a slog army. That's because, so far, the Nob bikers have been CRUSHING IT in the early game. I've had them tear up many kinds of units* while my Boyz advance across the field, because everyone sees them and panics when they notice those PKs. I'm hoping to keep the same kind of idea going by adding the Deffkoptas - three of them in units of one each to keep from retreating. I don't really need any of them to survive a game, but keeping the enemy busy quickly while I roll up my huge boy mobz has been a good (and FUN!) tactic so far. The idea of being able to get to that sooner (and in a more annoying way) seems like the most fun thing in the game.

Screening the main 30-strong mob and Nobz with my cheaper gretchin and smaller Boyz mob seems like a pretty strong, all-purpose tactic, and I can use the smaller units to hold objectives if I need to (the grots did that admirably in the last game I played). Providing cover from the back is the Lootas, of course, who will be able to get some good shots in while the vehicles annoy the front line like a swarm of angry bees or pack of dogs (or dogs that shoot bees from their mouths). Obviously the KFF adds durability, especially if I want to move my Lootas forward slightly with it.

The only real question I have is: what to fill up that last 30pts with for a full 1500? I'm thinking about adding a couple more Lootas or another 9 grots. I don't feel like I could go wrong either way, but I would probably lean towards the grots just to have more meat on the front line.The ones I have now were born to die, so they don't ever get KFF cover. Still, adding more dakka dice with Lootas ups their chances at glancing tanks and taking out Marines, sooooo~

Of course, expanding the list out towards the 2000pt range means adding at least a trukk for the nobs and possibly BWs for smaller Boyz mobs.

Thoughts?

*(every game I've run them in they've gotten First Blood, including a squad of Ultramarines, a Chaos Dreadnaught, and in one game a Necron Wraith before moving forward to take out a squad of Necron Immortals. Yeah, they get a lot of lucky dice rolls but twin-linked big shootas and PKs are just so AWESOME.)

This message was edited 4 times. Last update was at 2013/06/08 04:56:37


 
   
Made in nz
Disguised Speculo





Gonna get the ball rolling here ~ are three PK really necessary on the bikes? I reckon you could do 90% of the same damage with one against most targets, and certainly with two, which could save you some points.
   
Made in us
Ork Boy Hangin' off a Trukk






I like the variation to the norm you have here. I agree with Dakkamite, 3 PKs on the nob bikerz seems excessive. You would most likely be able to do the same damage with two or even one.

I am understanding your KFF is hanging back with your lootas? If this is so, consider advancing him as more cover for your foot sloggers. I bet he can keep a few more alive then without him. If the lootas are positioned well, they will probably have a cover save anyways.


5 successful trades to date! 
   
Made in us
Regular Dakkanaut






Lord Arturius wrote:


I am understanding your KFF is hanging back with your lootas? If this is so, consider advancing him as more cover for your foot sloggers. I bet he can keep a few more alive then without him. If the lootas are positioned well, they will probably have a cover save anyways.


What I do with the KFF is keep him in the back-center of my two Boyz mobs so that the boyz can stretch out across the field like two huge tendrils while keeping their cover. What I was referring to in my OP was the possibility of advancing the Lootas along with the KFF in the rear so they could benefit from the save as well, but that would really only be necessary if the Lootas couldn't get better cover with a less obstructed LOF on their own.

As far as having 3 PKs in the bike mob, having them all has saved their butts on more than one occasion, especially against units of multiple models. So much so that it seems like a strange suggestion to take less than I am capable of. What kind of situation would one PK be able to do as much damage as 3? One of my plans for expanding the army is to add MORE bikes with PK nobs.
   
Made in us
Slashing Veteran Sword Bretheren






Have you had luck with the rokkit launchas on your boys and nobs? I have used them, and they almost always miss. I started using big shootas in my boyz mob and have had much better success. more shots.

I havent used the kombi-shootas though, but I would imagine the same thing might happen. Maybe a kombi-burna on your nobs mob instead of the rokkit or even a kombi-melta if they are going to be in close range

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 se
Fresh-Faced New User




Actually against SMs (or any 3+ armor) a rokkit launcher is slightly more likely to score an unsaved wound than the Big Shootas 3 attacks. A rokkit launcha will wound 5 times out of 18 while a big shoota (assuming you score one hit on an average with BS2) will only wound 4 times out of 18. Then of course rokkit launchas can hit vehicles as well (at least with some difficulty). Though having them in a mob of boys seems like a waste unless you are fighting only SMs since you will probably want to fire the rest of your guns against infantry and not heavy armor and armorsaves.
   
Made in us
Regular Dakkanaut






 Icculus wrote:
Have you had luck with the rokkit launchas on your boys and nobs? I have used them, and they almost always miss. I started using big shootas in my boyz mob and have had much better success. more shots.

I havent used the kombi-shootas though, but I would imagine the same thing might happen. Maybe a kombi-burna on your nobs mob instead of the rokkit or even a kombi-melta if they are going to be in close range


Rokkits have actually been pretty decent so far - I'd say about 75% of the time they hit what they're aimed at. The ones in my main Boyz mob are acting as a bit of anti-tank, because I can switch back and forth between shootas and choppa/sluggas from game to game (counts-as since there's no points difference) which makes big shootas less attractive. Though I could see switching the kombi weapons in my Nob mob to burnas to see how they work, considering they're mainly a CC mob anyway. I just like to be able to fire off a handful of long-range shots in the first turn or two. But now that I've added Lootas to the army maybe that won't be as much of an issue?

Also, since I play most of my games at a GW store, of course my opponents are usually SM.

This message was edited 2 times. Last update was at 2013/05/29 21:10:00


 
   
Made in nz
Disguised Speculo





Its a case of diminishing returns. One PK biker will kill a Rhino no sweat, but three cost three times the price and since it's already dead, they are just wasted damage, and a higher chance of explosion.

The more PK the better, but they are often better mixed into other units. But hey, if it works for you, fantastic.
   
Made in us
Regular Dakkanaut






 Dakkamite wrote:
Its a case of diminishing returns. One PK biker will kill a Rhino no sweat, but three cost three times the price and since it's already dead, they are just wasted damage, and a higher chance of explosion.

The more PK the better, but they are often better mixed into other units. But hey, if it works for you, fantastic.


My footslog Nobs also have a couple PKs thrown in, for sure. The way I think of it is in terms of versatility. I don't have to have ALL my Nobz attacking that one Rhino with PKs, but if I move the unit from that Rhino to a squad of Terminators or Marines, then having as many PK attacks as I can get will definitely be to my advantage (this almost-exact scenario has come up in a game already). With very few exceptions (Lootas/KFF) if a unit of mine only has one use I feel it's not pulling its weight.

Though, since people are making the case for it, I might play my next game with two of the bike PKs counting-as big choppas to see how it works. I'd have to re-jigger the points cost for that game, though, and I still have that 30 points I haven't decided what to do with.
   
Made in nz
Disguised Speculo





I was under the impression every model must attack if it gets to that INT stage?
   
Made in au
Slippery Ultramarine Scout Biker




Put the nobz and the big mekk in the middle of the army, and branch out from there. A 5+ save for orks against bolter fire is appreciated greatly. Also grots are great for providing cover if the KFF can't reach.

You need to make the whole army appear as a huge threat and try to make your opponent panic and think, "Oh No! I've got to shoot all of that down. Better get started right away!" That way the nob bikers can work their magic. On the other hand, you could make the bikers such an annoyance that they must be dealt with quickly, therefore allowing your whole army to surge across the battlefield.

I don't know how you might fit this in, but consider Ghazkhull Mag Uruk Thraka. He is a beast in CC and can do his waaaaagh! (guaranteed 6" fleet)

All in all, I really like this list and think that it is a great all rounded list. Kudos to you. I might change the deffkopters for a flier or some kommandoes. Tanks will fall like sandcastles and they are a big threat that needs to be dealt with quickly, thus allowing your army to surge toward. Imo thats what orks are all about.

 
   
Made in nz
Disguised Speculo





I did a little experiment using various numbers of klaws against a tactical squad.

Yep, you want more than one in that case. One is enough to pop most tanks. Two for something like a land raider, and for killing any troops that vanilla Nobs would have trouble with (MEQ, TEQ) as well as dreads. Still not sold on three, I prefer to have a cheapy dude at the front to eat lead for the others.
   
Made in us
Regular Dakkanaut






Ork Marine wrote:
Put the nobz and the big mekk in the middle of the army, and branch out from there. A 5+ save for orks against bolter fire is appreciated greatly. Also grots are great for providing cover if the KFF can't reach.

You need to make the whole army appear as a huge threat and try to make your opponent panic and think, "Oh No! I've got to shoot all of that down. Better get started right away!" That way the nob bikers can work their magic. On the other hand, you could make the bikers such an annoyance that they must be dealt with quickly, therefore allowing your whole army to surge across the battlefield.


You've basically described my primary strategy!

Deffkoptas are good for being both tankhunters as well as a fast-moving front line annoyance. They might not have the killing power of bike nobz but twin-linked rokkits aren't anything to sneeze at either.

 Dakkamite wrote:
I did a little experiment using various numbers of klaws against a tactical squad.

Yep, you want more than one in that case. One is enough to pop most tanks. Two for something like a land raider, and for killing any troops that vanilla Nobs would have trouble with (MEQ, TEQ) as well as dreads. Still not sold on three, I prefer to have a cheapy dude at the front to eat lead for the others.


One of my bike models is holding a big choppa that I count as a PK, so who knows, maybe I'll try your way out next time to see how it works for me. It wouldn't be bad to have some extra points to throw around and 25 goes a long way in an Ork army.

This message was edited 1 time. Last update was at 2013/05/30 16:02:06


 
   
Made in us
Regular Dakkanaut






So I played the above list in two games this weekend... and failed. Miserably. Both times. One was because my opponent parked all his Tau sloggers in a multifloor building that was in his deployment zone, but whatever. The other was because I was careless and completely at fault. Simply, I forgot the cardinal rule of using slugga mons which is: don't muck about. I had my biggest mob and Nob mob firing Rokkits instead of running every turn, which killed me. So I streamlined things and had enough points to buy a Trukk and more Grots as a shield, and came up with this revised list:

Warboss: power klaw; twin-linked shoota; attack squig; cybork body; bosspole; 'eavy armour. 125
Big Mek: burna; kustom force field; cybork body; 'eavy armour. 120

9 Lootas 135
3 Nobz: 3× power klaw; slugga; 2× shoota/skorcha kombi-weapon; 3× 'eavy armour; bosspole; warbikes. 240

30 Ork Boyz: Nob (big choppa; 'eavy armour; bosspole). 205
Redbull's Rawr Rekrootz (21 Ork Boyz): Nob (big choppa; 'eavy armour; bosspole). 151
5 Big Boss's Nobz: Painboy; 3× power klaw; 2× shoota/skorcha kombi-weapon; 5× 'eavy armour; bosspole; Waaagh! banner. 325
Trukk: red paint job; grot riggers; armour plates; boarding plank; reinforced ram.
19 Gretchin: Runtherd. 67

1 Deffkopta: twin-linked rokkit launcha. 45
1 Deffkopta: twin-linked rokkit launcha. 45
1 Deffkopta: twin-linked rokkit launcha. 45

1,503 points

The Trukk, however is not meant for transport. I learned a great trick from a GW store employee that got me to buy a Trukk, which is: use it as mobile cover for my Lootas. Both games my Loota mob was getting torn up before i could get more than two rounds of shooting off. So: during deployment, set the Lootas up where they'll have the most advantageous LOS and park the Trukk in front of them. During movement, slide the trukk out of the way, let the Lootas shoot, then Flat Out the trukk back into place. I gave it some extras in case I do want to use it as Nob transport. But what it really does is gove the enemy another headache to deal with while my boy mobz run across the field. A movable piece of cover with a big shoots for,free (to take care of any sneaky gitz) isn't bad for the proce.

There are simple subtractions I can make on the fly before a game if I want to switch up my units while still keeping the overall construction of the army. I can get rid of grots and trukk upgrades if I want to give my Deffkoptas buzzsaws, for example.

This message was edited 1 time. Last update was at 2013/06/03 07:24:59


 
   
Made in nz
Disguised Speculo





One was because my opponent parked all his Tau sloggers in a multifloor building that was in his deployment zone, but whatever.

This rubbish is par for the course man, and will be for as long as GW's rules promote it. Just you wait, eventually your going to run into the $200 kit that lets your opponent put an even worse building bristling with missiles and gak wherever they want on the board!

Alot of Ork players see S8 and AP3 and ignore that terrible terrible BS2 and go right ahead and use it (I know I did). Consider that game a right of passage that all Ork players must go through... for anti-tank shooting, go Lootas or go Home.

I'd actually thought of the Loota/trukk thing myself (inspired by stormtrooper from FoW), but have never tried it for a couple of reasons. First, unless your willing to lose a heavy slot, it's dependant on having foot slogging Nobs or a unit of 12 footslogging boyz, neither of which are good IMO. And second, to be close enough to give cover, you've gotta be close enough to be hit by an explosion. Now that Lascannon can kill 3 Lootas in one shot instead of 1.

~new list~

Much better than the old list. And I only ever say 'better' when its more powerful, more fun, and not abusing some OP unit like so many lists do these days. But to be blunt, theres alot you can do to improve it.

I have a few suggestions for your list;

~Bling. Drop the TL Shootas. Each one will do precisely jack all, and costs you 80% of an extra boy. So drop the shootas and take the boyz you git!

~'eavy armour. Cybork is much better value for money on those footslogging Nobs. Get both or just get Cybork (I would just get cybork).

~Deffkoptas. Have a good, hard think about if you want to spend 135 on three deffkoptas. Remember, a TL rokkit aimed at rear armour is still a rokkit. First it has to hit, which it won't. Then it has to pen, which it won't, even against AV 10. Then it has to roll a 6 because it gets no pen table modifiers because it's crap. I would cap it at one, and probably at none ~ with many specialized units you get diminishing return on investment, and these koptas are the same. The first one gives you a highly mobile rokkit and the element of having an irritating outflanker behind your lines. The second, third, fourth... only give the rokkit element, they don't add that initial "pain in the ass" effect of the first one.

~Boyz. You don't have nearly enough boyz for a footslogging 1500 range list. Not even close man, you've got to double these guys at least. People say "boyz before toyz" for a reason, and it couldn't be more true for a footslogging list more than any other.

~Big Choppas. Most people would advice against them, but I reckon your using them to eat challenges and threaten dreads. They're worth it only if you can reliably get those other PK Nobs to the enermy line. So see how that goes, and if you find yourself having trouble with that, ditch the BC and get more PK

~Trukk. If the trukk is for Loota cover, it doesn't need any of those upgrades. For 30 points, doubling the cost of the trukk, I'd say your adding 1 point of value to your list. Also remember, the Lootas have got to be in cover with or without the trukk. It will protect them from the explosion, and protect them when the other guy simply Lascannon's your Trukk out of the way and nails them.

~Burna. Waste of points. The Mek won't be able to flamer things because boys will be in the way. He won't be able to cut up MEQ because he'll get challenged. Don't do it man.

~Warboss. For five points more than PK/TL shoota/'eavy you can get a PK, TL shoota and Mega Armour. If I have to point this out to you, I'm a bit worried tbh. Put your newly 2+ boss in front of your boyz and have him absorb bullets. LoS anything that will bypass his save, and you've got something far better than a KFF save for that unit.

~Nobs. Drop the ones on foot. I know you won't do it, but just keep in mind that some dude on the internet told you to drop them if you find they aren't working for you.

~Moar dakka. You don't have much dakka in your list, and thats a big problem. Get yourself three units of three Big Gun Kannons with triple ammo runts. Deploy these in cover but don't be afraid to put them close and in just area terrain - they're so cheap and so tough that you *want* the other guy to shoot them. Then, ideally, add six lootas and put them in three units of five, and deploy them in conga lines in the heaviest cover they can find that has a good firing arc (edit: forgot you took elites Nobs. Honestly if you do one thing that I suggest, drop 15 points of crap and add one loota, then have two units of five in heavy cover). This will cost similar, but less, than the footslogging Nobs, and I promise you you'll get far more value for the points here.


This message was edited 1 time. Last update was at 2013/06/03 09:07:18


 
   
Made in us
Regular Dakkanaut






The whole point behind taking the Trukk is because in both games I got bad rolls for deployment, meaning I had no good cover for my Lootas. They were taken out after one round of fire in each game because my opponents were either shunting directly up alongside them or the Lootas had to spend a few turns getting to cover without attacking.

Unfortunately, I can't always count on good cover being available for them at the start of the game, so I need to make my own. Do the armor plating and grot rigger upgrades not help keep the Trukk togehter longer? Everything else is WYSIWYG in case I do want to use the trukk to send my nobs up the board in it. I will say, though, that adding another loota and taking my chances breaking them up into two groups doesn't sound like a bad idea. One mob MIGHT have a better chance at getting into cover while the other hides behind the trukk. I can scrimp the points from somewhere else for sure.

Cybork bodies sound like a weird suggestion for my nobs, as the eavy armor lets them save on a 4 versus a 5 for cybork. I only took it on two characters because they'll get targeted with heavier stuff more frequently, and it's a relatively low cost upgrade in small numbers.

I'm not sure if this came across in the list, but the deffkoptas are three units of one koppta each, meaning I can spread them out during deployment and force my opponent to have to deal with them first before they can go after my boyz or lootas - giving the former time to run and the latter turns of being left alone to shoot. They're an early game distraction - I don't think swapping them for another mob of boys would make for a more survivable unit, especially since it would take that boy mob even longer to advance, being stuck behind OTHER mobs that might get terrible run rolls. I feel like spending 135pts on units that can shoot to the enemy and be a nuisance immediately isn't a bad purchase. (Plus I spent money and a week painting them to want to shelf them so soon! I'd rather find a way to make them work.)

The same strategy is for the biker nobz frankly - shooting them forward to get into cc quickly so my foot mobs can get where they need to go. The big reason I did so poorly in my last few games was because I wasn't doing everything I could to get mobs into cc asap.

You've got some good points regarding getting rid of the boss's tl shoota and the burna - I don't want my warboss in anything other than cc or my mek in any combat at all. I didn't take a megaboss because I don't want him absorbing fire - that's what the grots are for. It's too risky to assume I won't fail enough saves and have my boss killed off after the first round of enemy fire, better to ensure he has the best chance possible to get to cc. Plus a megaboss can't run, so it's more difficult to get him up there with the rest of the nobs, and everyone else on foot would be effectively stuck behind him.


Automatically Appended Next Post:
Shifting some points around allows me to give one deffkopta a buzzsaw and add a loota while keeping the same points cost. Making a kopta specifically into a tankhunting unit adds the psychological threat - my opponent will NEED to take that one out asap, and then he'll still have two mad bees buzzing in his face.

The only major change I can see making is swapping out the Nobs for another boyz mob, possibly making them ardboyz. I'd also have to figure out a good way of transporting them to and from games... as well as BUYING them... unfortunately coming up with a winning strategy isn't as simple as allocating points; there's the practical side to it as well. Still, I think my change in tactics so far will help.

This message was edited 2 times. Last update was at 2013/06/03 12:36:44


 
   
Made in nz
Disguised Speculo





I suggest you look up what armour plates and grot riggers actually do. It'll add a tiny bit to the trukk's ability to provide mobile cover, but not even remotely enough to justify upping it's points cost by 40%. And Orks, being a pretty bottom tier list, cannot afford to waste points like that.

Your nobs are gonna draw a ton of fire because with all those klaws they are a ton scarier than your boys in CC. If they reach the enermy lines, which is a big if, they're going to die terribly to the first power weapon equipped dedicated CC unit (ie, all of them) they run in to because they lack that 5++.

The rest, it's not really worth discussing. If you don't wanna take my advice your certainly free to do your own thing.
   
Made in us
Regular Dakkanaut






Maybe this will help me understand why cybork bodies are so good: what exactly IS A ++ save and how does it work? I've seen references to them a bunch of times but it's assumed you're supposed to know what they are, so nobody ever needs to explain how they work. Keep in mind I've only been playing the game for a short while now.
   
Made in nz
Disguised Speculo





I routinely get slugga boys for fifty cents NZ per model. Thats like 40c US.

A 5++ save is an "invulnerable" save. Where a 4+ save can be negated by any number of rapid fire or blast weapons (and is consequently the crappiest save in the game) a 5++ save can only be negated by literally 1% of the stuff in the game, a few super characters that can ignore it. 5++ is so much better than 4+ the two aren't even comparable. At the risk of sounding like an ass, if you don't know what a 5++ is you should probably just smile and nod and do what other Ork players (not necessarily me, you can pick any old Ork player) say is the right thing to do. Just do that for awhile until you have some experience and then you'll be able to make good calls on other ways to run Orks effectively.

Just play a game with 4+ and see how far it gets you. You'll be disappointed I promise.

Also that kopta with the buzzsaw is just going to eat shots from some punkass objective camping troops unit and die. Trust me, they're only S7 on the charge and cost an arm and a leg. They're not scary. You'll get 2 hits on average, for a average 1.3 hits that glance or pen against AV10 on the charge. Ends up with like a total 1/3 chance of killing an AV10 vehicle.

Thats not great for 70 points, especially since it will only come into effect at the earliest on turn three, and requires that the other guy pretty much bend over and present himself for the rear attack in order to work.

This message was edited 1 time. Last update was at 2013/06/03 13:37:41


 
   
Made in us
Regular Dakkanaut






Yeah but... But I *like* deffkoptas I've been reading a lot of discussions on how buzzsaws are really effective against vehicles, so there doesn't seem to be a very solid concensus on them.

So, assuming I'm going to keep them in as nuisance units and leave vehicle killing to nobs (with cybork bodies, ok) and lootas, should I just drop the rokkits and have them be stock 35pt with big shootas? Do you think taking a big bomm would be effective? I've had a bit of luck with bomms, taking out some tau walkers in the first game I used them in (granted I've only used them twice so far). Or should I just stop asking as it seems like you're not going to want to see anyone running them


Automatically Appended Next Post:
That last sentence was also not meant to make me sound like an ass, but while I haven't got much experience with the modern game, I've been doing a lot of research on the units and troops I want to play, and figuring out how to have the most fun with what I've bought so far. With Orks it seems like for every opinion, someone has a passionately-held opinion that's the exact opposite.

This message was edited 1 time. Last update was at 2013/06/03 15:14:13


 
   
Made in nz
Disguised Speculo





while I haven't got much experience with the modern game, I've been doing a lot of research on the units and troops I want to play

You've done what everyone has done, and what I certainly did. And chances are when research meets reality on the table alot of what you thought would be good probably won't be.

But of course, YMMV. No one opinion holds true for all players all of the time. I'm just trying to steer you in the direction of works for most people most of the time, kind of like the point of replying to a army list thread if you know what I mean.

If you've killed Tau walkers with that bomm, great, but I also thought it would be a blast and found it underwhelming as hell, as did most others that I talk to.

And trust me this isn't a passionate opinion or whatever. It doesn't affect me at all whether you take one kopta, no koptas, or a double force org with allies that takes 40 of the things (hint, that would only cost 1400 points, you know you want to do it). Seriously, feel free to use whatever you want, and especially if your avoiding the tournament circuit (which looks terrible in countries like the states) run what you think is cool or fun over whats meant to be strong.

This message was edited 2 times. Last update was at 2013/06/03 21:49:33


 
   
Made in us
Regular Dakkanaut






Cool, cool. Despite disagreements, I legit straight up do appreciate your input, because you've given me a bunch of things to think about, and have implemented a good bunch of your suggestions to my list since I posted the revision.

Like I said upthread, a lot of the reasons I lost so badly this weekend was just simple bad tactics with what I had. The Tau game was a Relic mission, and I did in fact get to the Relic first. Which in and of itself is kind of a miracle, as I was stopping every turn to try and hit the Tau in the building with Rokkits - dumb, rookie mistake, which is why I took them out of my mobs entirely.

Thinking back on the game, I could have easily won - I started out the game by moving my 20-ork mob behind and into a ruined building on my side of the table, and had them pour out of the front door in such a way that half my mob was still in the building and half was extended out like a big amoeba.

I got the relic first, like I said, but didn't move my mob properly - I was trying to hand the relic down the line like a bucket chain, but you can only move the relic from one model to the next once per turn. If I was playing well, I would have had my larger mob run in front of the retreating mob with the relic to cover them while they got back inside the ruins, which would have had the Tau trying to dig their way past about 40 orks in heavy cover (then in CC) to get the relic in the three or so turns remaining in the game.

I also sent my bikers around the far side of the table to get into close combat with his Riptide and keep it tied up because it kept darting into and out of cover. What I should have done was sent them up the front of the table to try the same thing with their HQ after I took out his two companions with bigbomms, if only to set up a wall between HQ and the boys advancing towards the relic (who, again, I should have had running every turn). I spent too much time worrying about the large number of Tau in the ruins on the other side of the table, but they never would have been able to even make it over to my side before the game was over, and getting it away from me in CC would have been a total clown show.

Thinking back on that particular game it's kind of a testament to my bad decision-making that I didn't win, but you live and learn. I definitely had the resources but simply used them badly.

This message was edited 2 times. Last update was at 2013/06/03 23:07:37


 
   
Made in au
Fresh-Faced New User




 Dakkamite wrote:
I suggest you look up what armour plates and grot riggers actually do. It'll add a tiny bit to the trukk's ability to provide mobile cover, but not even remotely enough to justify upping it's points cost by 40%. And Orks, being a pretty bottom tier list, cannot afford to waste points like that.

Your nobs are gonna draw a ton of fire because with all those klaws they are a ton scarier than your boys in CC. If they reach the enermy lines, which is a big if, they're going to die terribly to the first power weapon equipped dedicated CC unit (ie, all of them) they run in to because they lack that 5++.

The rest, it's not really worth discussing. If you don't wanna take my advice your certainly free to do your own thing.


I like you said "pretty bottom tier list" but thoughtfully there the worst codex in 6th ed (sky hammer 1st ed). Orks have always been very poor at shooting and made up for that in melee but now assault is a joke, Orks are an unplayable army even in friendly games. So until GW fixes 6th ed or release 7th ed. If we use the 6th ed codexes as a reference Berserkers losing 1 attack and not have power weapons and everything in the Eldar codex being BS 4, it looks like Orks will have there BS 2 changed back BS 3, this would be horrible as the only Orks with BS 3 are feral boyz and they have WS 3 and a single attack

I''m off topic what ever you do don't play Ork in 6th ed there that bad! use them as Allies in a better army namely every other Codex, since Lootas are not terrible not GOOD just not terrible
   
Made in no
Battlefortress Driver with Krusha Wheel




Norway (Oslo)

notyorkskargrinironhide wrote:
 Dakkamite wrote:
I suggest you look up what armour plates and grot riggers actually do. It'll add a tiny bit to the trukk's ability to provide mobile cover, but not even remotely enough to justify upping it's points cost by 40%. And Orks, being a pretty bottom tier list, cannot afford to waste points like that.

Your nobs are gonna draw a ton of fire because with all those klaws they are a ton scarier than your boys in CC. If they reach the enermy lines, which is a big if, they're going to die terribly to the first power weapon equipped dedicated CC unit (ie, all of them) they run in to because they lack that 5++.

The rest, it's not really worth discussing. If you don't wanna take my advice your certainly free to do your own thing.


I like you said "pretty bottom tier list" but thoughtfully there the worst codex in 6th ed (sky hammer 1st ed). Orks have always been very poor at shooting and made up for that in melee but now assault is a joke, Orks are an unplayable army even in friendly games. So until GW fixes 6th ed or release 7th ed. If we use the 6th ed codexes as a reference Berserkers losing 1 attack and not have power weapons and everything in the Eldar codex being BS 4, it looks like Orks will have there BS 2 changed back BS 3, this would be horrible as the only Orks with BS 3 are feral boyz and they have WS 3 and a single attack

I''m off topic what ever you do don't play Ork in 6th ed there that bad! use them as Allies in a better army namely every other Codex, since Lootas are not terrible not GOOD just not terrible



shoo you no worthy ork we had you be gone once and ready fer it again, one does not simply play orks for their competivity but their awesome WAAAGH!!! and if yehkeep whining about using the current codex get your hands on the40k approved imperial armor: 8 stuff.

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 nz
Disguised Speculo





Wah wah I suck at Orks so nobody should play them and I literally have zero posts on this forum that aren't some variation of the above


Yeah yeah heard it before mate, go take your Ork bashing someplace else.
   
Made in us
Regular Dakkanaut






Orks are totally playable. You just need to be clever and a little bit lucky! They aren't EASY to win with, which is why they're fun that said, I wouldn't be complaining if the new codex upped their skills at all!

This message was edited 1 time. Last update was at 2013/06/04 15:16:23


 
   
Made in au
Fresh-Faced New User




phatonic wrote:
notyorkskargrinironhide wrote:
 Dakkamite wrote:
I suggest you look up what armour plates and grot riggers actually do. It'll add a tiny bit to the trukk's ability to provide mobile cover, but not even remotely enough to justify upping it's points cost by 40%. And Orks, being a pretty bottom tier list, cannot afford to waste points like that.

Your nobs are gonna draw a ton of fire because with all those klaws they are a ton scarier than your boys in CC. If they reach the enermy lines, which is a big if, they're going to die terribly to the first power weapon equipped dedicated CC unit (ie, all of them) they run in to because they lack that 5++.

The rest, it's not really worth discussing. If you don't wanna take my advice your certainly free to do your own thing.


I like you said "pretty bottom tier list" but thoughtfully there the worst codex in 6th ed (sky hammer 1st ed). Orks have always been very poor at shooting and made up for that in melee but now assault is a joke, Orks are an unplayable army even in friendly games. So until GW fixes 6th ed or release 7th ed. If we use the 6th ed codexes as a reference Berserkers losing 1 attack and not have power weapons and everything in the Eldar codex being BS 4, it looks like Orks will have there BS 2 changed back BS 3, this would be horrible as the only Orks with BS 3 are feral boyz and they have WS 3 and a single attack

I''m off topic what ever you do don't play Ork in 6th ed there that bad! use them as Allies in a better army namely every other Codex, since Lootas are not terrible not GOOD just not terrible



shoo you no worthy ork we had you be gone once and ready fer it again, one does not simply play orks for their competivity but their awesome WAAAGH!!! and if yehkeep whining about using the current codex get your hands on the40k approved imperial armor: 8 stuff.


LOOK in the FAQ the WAAAAAAGH!!! got neft down to AGH... fail to assault a unit in the open 3" away Again Wow that took so much skill on opponent part
I still have no idea how he came up with that tactic shoot in your opponents turn, maybe I should try assaulting in my opponents movement phase
   
Made in no
Battlefortress Driver with Krusha Wheel




Norway (Oslo)

notyorkskargrinironhide wrote:
phatonic wrote:
notyorkskargrinironhide wrote:
 Dakkamite wrote:
I suggest you look up what armour plates and grot riggers actually do. It'll add a tiny bit to the trukk's ability to provide mobile cover, but not even remotely enough to justify upping it's points cost by 40%. And Orks, being a pretty bottom tier list, cannot afford to waste points like that.

Your nobs are gonna draw a ton of fire because with all those klaws they are a ton scarier than your boys in CC. If they reach the enermy lines, which is a big if, they're going to die terribly to the first power weapon equipped dedicated CC unit (ie, all of them) they run in to because they lack that 5++.

The rest, it's not really worth discussing. If you don't wanna take my advice your certainly free to do your own thing.


I like you said "pretty bottom tier list" but thoughtfully there the worst codex in 6th ed (sky hammer 1st ed). Orks have always been very poor at shooting and made up for that in melee but now assault is a joke, Orks are an unplayable army even in friendly games. So until GW fixes 6th ed or release 7th ed. If we use the 6th ed codexes as a reference Berserkers losing 1 attack and not have power weapons and everything in the Eldar codex being BS 4, it looks like Orks will have there BS 2 changed back BS 3, this would be horrible as the only Orks with BS 3 are feral boyz and they have WS 3 and a single attack

I''m off topic what ever you do don't play Ork in 6th ed there that bad! use them as Allies in a better army namely every other Codex, since Lootas are not terrible not GOOD just not terrible



shoo you no worthy ork we had you be gone once and ready fer it again, one does not simply play orks for their competivity but their awesome WAAAGH!!! and if yehkeep whining about using the current codex get your hands on the40k approved imperial armor: 8 stuff.


LOOK in the FAQ the WAAAAAAGH!!! got neft down to AGH... fail to assault a unit in the open 3" away Again Wow that took so much skill on opponent part
I still have no idea how he came up with that tactic shoot in your opponents turn, maybe I should try assaulting in my opponents movement phase



Ohh you tossed a double one, then you should know the waagh would help you as Waagh grants Fleet special rule wich you can reroll either or both of the dice to your liking when assaulting or runing.

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
Regular Dakkanaut






So I've been tinkering with lists for the past week (I got Quartermaster on my iPad ) and have come up with a few variants on my 1500pt list as well as using everything I can muster together to play around with 1750pt lists.

1500

Warboss: power klaw; slugga; attack squig; cybork body; bosspole; 'eavy armour. 120
Big Mek: kustom force field; cybork body; 'eavy armour. 100

5 Lootas 75
3 Nobz: 3× power klaw; bosspole; warbikes. 215
5 Lootas 75

30 Ork Boyz: Nob (power klaw; 'eavy armour; bosspole). 225
Redbull's Rawr Rekrootz (21 Ork Boyz): Nob (big choppa; 'eavy armour; bosspole). 151
5 Big Boss's Nobz: Painboy; 3× power klaw; 3× shoota; 2× shoota/skorcha kombi-weapon; Waaagh! banner; cybork bodies. 295
Trukk: reinforced ram.
18 Gretchin: Runtherd. 64

1 Deffkopta: twin-linked rokkit launcha; big bomm. 60
1 Deffkopta: twin-linked rokkit launcha; big bomm. 60
1 Deffkopta: twin-linked rokkit launcha; big bomm. 60

1,500 points

1500 w/o Deffkoptas

Warboss: power klaw; slugga; attack squig; cybork body; bosspole; 'eavy armour. 120
Big Mek: kustom force field; cybork body; 'eavy armour. 100

5 Lootas 75
3 Nobz: 3× power klaw; bosspole; warbikes. 215
5 Lootas 75

30 Ork Boyz: Nob (power klaw; 'eavy armour; bosspole). 225
Redbull's Rawr Rekrootz (21 Ork Boyz): Nob (big choppa; 'eavy armour; bosspole). 151
5 Big Boss's Nobz: Painboy; 3× power klaw; 3× shoota; 2× shoota/skorcha kombi-weapon; 5× 'eavy armour; Waaagh! banner; cybork bodies. 325
Trukk: grot riggers; reinforced ram.
18 Gretchin: Runtherd. 64
18 Ork Boyz: Nob (power klaw; 'eavy armour; bosspole). 153

1,503 points

I switched the roles of some units in these: rather than using a Trukk to screen my Lootas, I can use my Grot mob, and have all my vehicles act as a screen for my Boyz mobs and also get my Nobz mob into CC as fast as possible.

1750pt

Warboss: power klaw; slugga; attack squig; cybork body; bosspole; 'eavy armour. 120
Big Mek: burna; kustom force field; cybork body; 'eavy armour. 120

5 Lootas 75
3 Nobz: 3× power klaw; bosspole; warbikes. 215
5 Lootas 75

30 Ork Boyz: Nob (power klaw; 'eavy armour; bosspole). 225
Redbull's Rawr Rekrootz (21 Ork Boyz): Nob (big choppa; 'eavy armour; bosspole). 151
6 Big Boss's Nobz: Painboy; 4× power klaw; 4× shoota; 2× shoota/skorcha kombi-weapon; 4× 'eavy armour; Waaagh! banner; cybork bodies. 370
Trukk: grot riggers; reinforced ram.
19 Gretchin: Runtherd. 67
18 Ork Boyz: Nob (power klaw; 'eavy armour; bosspole). 153

1 Deffkopta: twin-linked rokkit launcha; big bomm. 60
1 Deffkopta: twin-linked rokkit launcha; big bomm. 60
1 Deffkopta: twin-linked rokkit launcha; big bomm. 60

1,751 points

1750 'Ard Boy Army

Warboss: power klaw; slugga; attack squig; cybork body; bosspole; 'eavy armour. 120
Big Mek: burna; kustom force field; cybork body; 'eavy armour. 120

5 Lootas 75
3 Nobz: 3× power klaw; bosspole; warbikes. 215
5 Lootas 75

Redbull's Rawr Rekrootz (21 Ork Boyz): Nob (big choppa; 'eavy armour; bosspole). 151
5 Big Boss's Nobz: Painboy; 3× power klaw; 3× twin-linked shoota; 2× shoota/skorcha kombi-weapon; 3× 'eavy armour; Waaagh! banner; cybork bodies. 330
Trukk: grot riggers; reinforced ram.
19 Gretchin: Runtherd. 67
18 Ork Boyz: Nob (power klaw; 'eavy armour; bosspole). 153
30 'Ard Boyz: Nob (power klaw; bosspole). 340

1 Deffkopta 35
1 Deffkopta 35
1 Deffkopta 35

1,751 points

These two are simply throwing every model I own at the enemy and assuming there's enough of a green tide mixed with some decent heavy weapon and fast support to let them do their job. Plus, I always wanted to run a 30-strong 'Ard Boy mob, but that's an expensive proposition. As I expand my army out I can buy some more Trukks (they're cheap points-wise, not in money dollars) and possibly some heavy artillery, which can all be swapped around between lists.

This message was edited 3 times. Last update was at 2013/06/08 05:13:17


 
   
 
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