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Made in nl
Grovelin' Grot Rigger




The Netherlands

I've created an 1850 Ork Army that is roughly that many points. It's a rough draft, so non of the boys have armor or extra gear. Here it is:

Hq:
Warboss
power klaw
shoota/skorcha kombi-weapon
war bike
attacking squig

Big Mek
power klaw
kustom force field
'eavy armor
boss pole

Elite:
Lootas (5 boys)
Lootas (5 boys)
Lootas (5 boys)

Troops:
Nob Squad (total of 5 nobs)
x3 big chopas
x3 shota/rokit kombi-weapon
x1 powerklaw
x1 shoota/skorcha kombi-weapon
x1 banner
x1 boss pole
pain boy
x2 grot orderly

Shoota boys (12 boys)
dedicated transport (trukk)

Ork squad (20 boys)

Ork squad (19 boys)

Ork Squad (30 boys)

Ork Squad (30 boys)

Fast Attack:
Deff kopta (2 of them)
x2 twin linked rokkit launcha

Heavy support
Battle Wagon

Battle Wagon


I feel like I'm bringing too many boys and also that the nob bikers are taking too many points. I plan is to have the shoota boys in the trukk, the 20 boy squad on on battle wagon, and the big mek with the other 19 boys in the other. I want the other 60 boys on foot to keep the enemy sort of busy. I don't feel like the deff koptas are going to do any good, specially in that amount. Should I take them out? The warboss will join the nob bikers to bring the pain. To finish it all, the lootas are at the back to provide cover.

I would really appreciate any and all feed back. Thanks!

What button do I press to go FASTA?! 
   
Made in us
Regular Dakkanaut




greensboro,northcarolina

Well lots of lootas,and nobs bikers too and more bikers,and i love the battlewagons you need alot of threats ,with bikers and battlewargons you force them to choose,and loots will provide alot of cover,and agree with alot of boys marching too,because you have to understand alot of things is going to die,of yours stuff till you get there,the dakka jets would help to to kill flyers the deffcopters i donot know if they are worth it.
   
Made in nl
Grovelin' Grot Rigger




The Netherlands

I have taken out the koptas and placed a dakka jet. I am very short of points so I don't know what I should take out to increase their numbers. Maybe one of the orks is too much?

What button do I press to go FASTA?! 
   
Made in us
Dakka Veteran





I actually liked the first list. My only advice/suggestions were gonna be

1. Combine the 3 loota units into two 7 ork units.
2. Split the Deff Koptas into two 1 man units

You wanna keep the koptas. You use koptas to tank hunt (twin-linked rokkits) but REALLY you keep the Kopta to charge a unit you wanna charge with your ork mob. This way the unit you charge has a choice: Overwatch the Kopta and get charged by a big mob or don't overwatch and get charged by a kopta and a big mob. See? Orks iz cunnin'

The trukk boyz can race up to take an objective mid/late game, and your 30 boy mobz can camp objectives. Battlewagons hit some stuff. Double check the force organization chart.




 
   
Made in us
Mekboy Hammerin' Somethin'





Sedona, Arizona

 Phydox wrote:
I actually liked the first list. My only advice/suggestions were gonna be

1. Combine the 3 loota units into two 7 ork units.
2. Split the Deff Koptas into two 1 man units

You wanna keep the koptas. You use koptas to tank hunt (twin-linked rokkits) but REALLY you keep the Kopta to charge a unit you wanna charge with your ork mob. This way the unit you charge has a choice: Overwatch the Kopta and get charged by a big mob or don't overwatch and get charged by a kopta and a big mob. See? Orks iz cunnin'

The trukk boyz can race up to take an objective mid/late game, and your 30 boy mobz can camp objectives. Battlewagons hit some stuff. Double check the force organization chart.


Let's be real here, the trukk boys probably won't be around mid / late game. Trukks tend to get popped in a single turn.

I also don't agree that Koptas are good tank hunters. Imo their best use is to be run bare bones and alone, maybe in squads of 2 if you have a decent amount of them in the list. In that way they can tie up high value shooty units, soak over watch, ect. Basically, if used correctly you'll use them to draw fire for your boyz, and in that sense if they ever soak up a single round of shooting from a unit / tank, even if they die, they've earned back more than their points cost. Even with TL they're just unreliable as tank hunters, and it jacks the point cost up way too much imo.

I'm curious as to why the klaw and armor on the Big Mek, though I guess it's for popping tanks / ard stuff that the boyz charge? In that case I'd drop the armor. It's really only useful for challenges, and you do -not- want your mek in challenges.. Especially when you've given him a klaw.

   
Made in nz
Disguised Speculo





Rokkit Koptas aren't good AT, but they're good *percieved* AT. Have them skulking around behind LoSB terrain and threaten side or rear armour.

Get cybork bodies on that bikerboss. Saved me so many times man

I'd also recommend you mechanize the entire list or none of it! Its best to have all the core elements of your force more or less the same speed.
   
Made in us
Dakka Veteran





morganfreeman wrote:


Let's be real here, the trukk boys probably won't be around mid / late game. Trukks tend to get popped in a single turn.

I also don't agree that Koptas are good tank hunters. Imo their best use is to be run bare bones and alone, maybe in squads of 2 if you have a decent amount of them in the list. In that way they can tie up high value shooty units, soak over watch, ect. Basically, if used correctly you'll use them to draw fire for your boyz, and in that sense if they ever soak up a single round of shooting from a unit / tank, even if they die, they've earned back more than their points cost. Even with TL they're just unreliable as tank hunters, and it jacks the point cost up way too much imo.


I will keep it real and not get into a silly argument about how much terrain someone is going to play with in a game. I play trukk lists, and have trukks left mid to late game.

If you add a tl rokkit for 10 points, you get two uses out of a kopta 1. tank hunt threat, 2. Basically everything else you said overwatch soak, assault shooty units to tie up and protect boyz. I agree koptas aren't good tank hunters but ork shooting isn't great period unless you use quantities. Here, you at least have a fast unit that can re roll its shot, which are odds I'll roll with.





 
   
Made in nl
Grovelin' Grot Rigger




The Netherlands

Ok so finally I have time to update: I have decided to take out the koptas and upgrade my boys. So now they have boss poles and such (don't want to get into too much detail.) should there be any changes or should I go and start painting?

What button do I press to go FASTA?! 
   
 
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