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My 1,000 point Orks list! C&C welcome [Semi-competitive]  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Stinky Spore



California, USA

I have been converted to orks in the last few months from the Space Marines, and am just getting around to actually starting my army here! Initially, I wanted to start with a 500 point list, but it was too small of a point value for anyone to want to play at my local game store... So here it is!

1,000 point orks list

=HQ=

*Warboss (warlord) - 114pts
-Power Klaw
-'Eavy Armor
-Da Lucky Stikk

Big Mek - 120pts
-Kustom Force Field
-Mega armor

Mek x2 - 30pts


=TROOPS=

*Ork boyz w/trukk x11 - 180pts
-Big Shoota
-Boss Nob w/ power klaw
-All with 'Eavy armor

*Ork boyz w/trukk x11 - 180pts
-Big Shoota
-Boss Nob w/ power klaw
-All with 'Eavy armor

Gretchin - 35pts


=HEAVY=

Killa Kans x3 - 150pts

Deff Dread - 100pts
-Skorchas x2
-Grot riggers

Mek Gun x3 - 90pts
-Kustom Kill Kannon x3

* - Unit I want to keep [Please don't drop this from the list! Editing upgrades, etc is ok though.]


Here is my plan of attack! Trukk boyz charge enemy line, hop out and hopefully get hammer of wrath on their charges. Warboss will be linked up with one of the boyz squads with lucky stikk to help on that with some re-rolls.
'Eavy armor on the trukk units will help their durability if the trukk gets blasted from out from underneath them. After the boyz are dropped off, the trukks are going to drive into the enemy line, get melee attacked,
and hopefully the subsequent blast will do some damage. Kans, big mek, and dredd push another objective, or hunt down other units with the protection of the Kustom force field, and the mek's
repairs. Deff Dredd's skorchas will help thin out blobs to help avoid the issue of being mobbed. Gretchins move to cap and hold an objective. They are usually forgotten about and can sit objectives pretty well, from what I've seen in recent games.
Mek Gunz give ranged support to the other units, thinning crowds and possibly dropping vehicles with the Kustom Kannon.

Possible changes I have thought of so far:
-Switch out the kans/mek unit with... something else, not sure. Last list I ran, the kans didn't do so hot... maybe I'm not using them correctly? Anyways, yeah. They didn't do so well.
-Trading out one of the trukks for a looted wagon for that cheap killkannon
-Trading out Mek Gunz for Lootas

Thanks to anyone that comments or critiques! May the dice be on your side!

This message was edited 2 times. Last update was at 2014/07/23 00:48:34


 
   
Made in us
Smokin' Skorcha Driver






Is there a particular reason you don't want mega-armor on your boss?

Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings. 
   
Made in us
Stinky Spore



California, USA

flaming tadpole wrote:
Is there a particular reason you don't want mega-armor on your boss?


On my big mek? So that he can have enough survivability to keep up with the kans and dredd.
   
Made in us
Smokin' Skorcha Driver






Sorry, I meant warboss

Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings. 
   
Made in us
Stinky Spore



California, USA

But yeah, just to make him more durable than without it, 'cause if he goes down, the Kustom Force Field goes down, too, leaving the Kans vulnerable to shooty stuff.

Why? Do you think the points could be better applied elsewhere?

This message was edited 1 time. Last update was at 2014/07/23 02:21:32


 
   
Made in us
Waaagh! Warbiker






Killa Kanz tend to not like being in smaller squads, and for the same amount of points you can get around the same amount of firepower with a better save and movement capability with deffkoptas I believe.

150 points is 5 Deffkoptas which is 10 wounds at toughness five with the ability to jink etc etc.

The mek gunz are very easy to convert from a single trukk for around half the real life cost by the way if you lean that direction.

You can get 4 guns from 1 gun sprue and 1 trukk sprue.

If you are interested I can link you the conversion so you can look at it explained etc etc.

The thing about eavy armour is it is still negated by a lot of weaponry and is quite expensive.

If you use the Ork Horde detachment you can fit in a third HQ choice painboy for feel no pain to have 5+ FNP.

Also power klaws in small squads tend to have problems for orkz because they are likely to fail in close combat because of the new mob rule causing them to run often under ten models.

I suggest losing the klaws as well as eavy armour on the two 11 man squads.

This is roughly 140 points which is enough for an entire third unit AND a trukk to put them in. giving you even more mobility and making more targets for your opponent.

Keep AV12+ vehicles in mind as well.

You have no lootas in the list and not very many rokkit launchas.

A single land raider or monolith will be a very large problem for you.

Hopefully this is a good start to some advice haha

1000+
1850+
1850+
4000+

DS:90-S++G++MB++IPw40k11++D+A++/sWD-R+T(D)DM+

01001101 01100001 01100100 01100101 00100000 01011001 01101111 01110101 00100000 01001100 01101111 01101111 01101011
 
   
 
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