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Made in us
Fresh-Faced New User




New player, looking to try balance combat and shooting. I figure 84 orks (boyz & lootas) will give me enough mass to soak fire (or end up in combat). Im guessing Mega Boss & Nobz and Biker Nobz will draw fire, and own in the assault phase while being able to move up quickly and draw fire. I'm guessing mega armor and pain boy help with survivability a lot.

Any suggestions and tweaks are welcome.

Heres the list:

HQ Warboss 60
Mega Armor 40
Cyborg Body 10
Boss Pole 5
Shoota/Skorcha Kombi-Weapon 5
Atack Squiq 15
Total 135

Elites 12 Lootas 180
Total 180

Elites 12 Lootas 180
Total 180

Elites 3 Mega Nobz 120
3x Shoota/Skorcha Kombi-Weapon 15
Trukk 35
Ram 5
Stikkbomb Chukka 5
Total 180

Troops 30(29) Shoota Boyz 180
3 Big Shootas 15
1 Nob 10
Power Claw 25
Boss Pole 5
Total 235

Troops 30(29) Shoota Boyz 180
3 Big Shootas 15
1 Nob 10
Power Claw 25
Boss Pole 5
Total 235

Troops 5 Biker Nobz 225
Pain Boy 30
2x Power Claw 50
Boss Pole 5
Waagh Banner 15
Cyborg Bodies 25
Stikkbombz 5
Total 355

TOTAL 1500

This message was edited 1 time. Last update was at 2013/12/24 08:21:49


 
   
Made in au
Khorne Rhino Driver with Destroyer




Byron Bay, Australia

If you come up against a vindie or Land Raider you're boned.
   
Made in im
Nasty Nob on Warbike with Klaw





Liverpool

Torek wrote:
Any suggestions and tweaks are welcome.
You have one lone trukk. The only vehicle in your force. So your oppent is going to shoot it, well because there's not much else to fire those lascannons at! You're practically giving away "First Blood"

Lootas are better in squads of 10. This is so they are not Fearless, and can Go to Ground when shot at to improve their cover save. going from 5+ to hit to 6+ isn't as much of a big deal for Orks as other armies, and is worth it to save the squad.

 ManSandwich wrote:
If you come up against a vindie or Land Raider you're boned.
Rubbish.
Lootas are capable of taking out a Vindicator.
Best way for Orks to kill a Landraider is to fit it with a power klaw, there's enough of those.
   
Made in gb
Nasty Nob






Trukk for mega-nobs is kind of pointless. It will not survive past turn 1 on it's own. Park them on something important and force your opponent to come to them instead.

Consider if you really need the nobs in the shoota boy squads. They let you threaten vehicles and monstrous creatures, but they won't achieve much in close combat (usually they will die in challenges before they have a chance to strike) and by the time you are using those bosspole re-rolls, your unit has been shredded anyway.

Biker nobs are nice for cracking hard targets, but see if there are cheaper ways to achieve similar results. Two or three minimum-size biker mobs, each with a single power-klaw nob will give you more flexibility at the cost of some survivability, for example.

Consider getting a big mek with a kustom force field. A cover save which automatically applies to everyone in a unit is much better than relying on terrain to protect you.

   
Made in nz
Disguised Speculo





The KFF has long stopped being all that useful, with all the ignores cover being handed out in the latest codexes
   
Made in us
Roarin' Runtherd





Amityville, NY

I agree with decreasing the lootaz. I usually take squads of 9. If you remove 3 from each squad that's 90 points which = a battlewagon.

We're da Orks, and we was made ta fight and win - Ghazghkull Thraka 
   
Made in us
Longtime Dakkanaut




Wichita, KS

I disagree with the other comments. This looks like a pretty decent list.

The key is deployment. You have to keep your Trukk out of line of sight on the first turn, then just run it flat out at the enemy. 2nd turn it is dead, but it did its job, and turned the MANZ into a huge threat that the enemy will dedicate all of its firepower, and they will soak it up. You've got to keep your Bikes hidden as much as possible too, but the Trukk + MANZ makes them more survivable. You would rather have them shooting at your 160 pts Trukk + MANZ (2+) than your 355 pts Bikers (4+) or your 360 pts Lootas (4+ in ruins).

This guy runs a similar list a lot: http://www.youtube.com/user/MiniGamePainter/videos

I think Biker Nobz are too expensive, but YMMV.

As far as downsizing the Lootas, the main reason you would do that is so they can go to ground. Because of the fast components of your army, I'm not sure they will get a ton of fire their way, so I'm thinking squads of 12 are just fine.
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

Perfect Organism wrote:
Consider if you really need the nobs in the shoota boy squads. They let you threaten vehicles and monstrous creatures, but they won't achieve much in close combat (usually they will die in challenges before they have a chance to strike) and by the time you are using those bosspole re-rolls, your unit has been shredded anyway.


You are you kidding right. If your not running Nobz in your Boyz Squads your not running your Boyz Squads right. A squad of Boyz no matter how big should always be assaulting a squad supported by a Second Squad of Boyz. 1 can accept or decline the challenge (Depending on if you want to wipe out the squad or keep them tied up) and the other can do the killing.

Just remember how cheep your boyz are throwing 2 squads of Trukk Boyz at 1 Meq squad will be roughly 320pts of Boyz (Including there Transports). You will most likely lose more Boyz than Marines but you should also kill more points worth of Marines as well. 2 squads vs 1 squad always.
   
Made in us
Ork Boy Hangin' off a Trukk






Welcome to Dakka and Orks!

Just an FYI, keep an eye on the forum posting rules. You aren't allowed to list the point values for individual upgrades for your units. But you CAN list the upgrades and the point total for the unit.

You have:
HQ Warboss 60
Mega Armor 40
Cyborg Body 10
Boss Pole 5
Shoota/Skorcha Kombi-Weapon 5
Atack Squiq 15
Total 135

Do something like this:
Warboss - 135
Mega Armor, Cybork Body, Boss Pole, Shoota/Skorcha Kombi-weapon, Attack Squig.

As stated, the lone trukk is kind of pointless. It'll just get blasted off the table turn 1 and give away first blood. If you run trukks you want to run many trukks, same idea with battlewagons. Otherwise your list plays pretty well to the current ork strengths: lots of boyz, lootas, nobz bikers.

If you want a transport for the warboss and MANZ, drop the trukk, reduce those loota squads by 2-3 each and you'll have enough for a bare bones BW that will have a much better chance of lasting more then a turn.


5 successful trades to date! 
   
Made in us
Ork Boy Hangin' off a Trukk





USA

I'm an in concurrence with most of the others, drop the lootas down to 10, drop the trukk, pick up a battle wagon, and a krumpin' we will go! Your biker nobs look fine, I wouldn't adjust them at all. Consider putting the warboss on a bike with them instead of mega armored. Not essential, but I've found it to be more effective, especially with the painboy's FNP.
One crucial thing to remember in this game, and especially with Orks, is One Is None. If you bring one of something cool, ie a trukk for your MANS, its gonna die, and fast. Bring two, or don't bring any.
Welcome to the green, and happy WAAAGHing!

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 gb
Fully-charged Electropriest






As said above I would decrease the unit size of Lootas to 10 so they can GTG when they get a lot of fire shot their way, and perhaps remove the Trukk too and get a Battlewagon instead. You also don't need the Stikkbomb chukka on the Trukk as MANz have stikkbombz already IIRC and you could probably save more points by not paying for stikkbombz on the Biker Nobz as well.
I'm not as experienced as most other players on here but so far I've not had much luck with Power Klaws in Boyz squads and prefer to use MANz missiles and Warboss' as a cheaper way of getting a lot of power klaw attacks on something more survivable.
   
 
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