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Made in gb
Fresh-Faced New User




Hi everyone
I have been trying to come up with a well rounded 1500 point Orks list that can deal with most threats and im struggling to fill the last few points.

HQ

Warboss -125 points
MegaArmour
Lucky Stikk

Painboy - 50 points

Elites

MegaArmoured Nobz x3 - 160 points (Warboss and Painboy go here)
Trukk
Reinforced Ram
Red Paint Job

Troops

18x slugga boyz - 165 points
1x Big shoota
Nob, PowerKlaw, BossPole

18x slugga boyz - 165 points
1x Big shoota
Nob, PowerKlaw, BossPole

Gretchin x10 - 40 points
RuntHerd, SquigHound

Fast Attack

Blitza Bommer - 135 points

Deffkoptas x3 - 90 points
Twinlinked Rokkets

StormBoyz x9 - 130 points
StormBoy Nob, PowerKlaw, BossPole

Heavy Support

Lootas x10 - 140 points

Flash Gitz x 5 - 110 points

Total - 1465 points
   
Made in us
Nasty Nob





United States

Upgrade the manz transport to wagon that trukk is a turn one target.

I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. 
   
Made in gb
Fresh-Faced New User




I wanted to but the wagon is 75 points more than the truck and that puts me over by 40 points and i cant see anything that i can drop really
   
Made in ca
Bounding Ultramarine Assault Trooper




Montreal, Quebec

Your trukk will obviously be a target priority for your opponent and if you lose initiative, your mega armors will walk up the table and probably arrive on time to do something on turn 4. You should reduce the temptation for your opponent and remove the Warboss and painboy from this unit. What you could also do is upgrade your trukk to a BW and remove the pain boy and the gretchins to achieve this, in this case, you can leave the warboss with them.

A painboy should always join a unit where his FNP will be used a lot otherwise you are wasting his force multiplier effect. And that is a 15 models biker unit or a 30 models boyz mob. You do want to use those FNPs and where better than in a big unit. Not on a small Mega Armored models with 6 wounds total, which will also succeed on a lot of 2+ saves. With that in mind, make one of your boyz unit 30 which will be joined by the pain boy. The other unit could be between 10 and 12 with a Nob/Bigchoppa/Bosspole. Give a trukk to the 10-12 boyz and use those in covers as a roamer to score objectives. Your trukk also gains objective secured so you could split your trukk and boyz and reduce the temptation to shoot the trukk.

You only have 2 HQs so you can get rid of the Gretchin tax. You don't need to waste points on those.

From my point of view 9 storm boyz is not enough, they will never reach the other side of the table. I would go 30 models or none at all.

* I have to say that NewGW impresses me a lot... 
   
Made in ca
Ork Boy Hangin' off a Trukk








That truck will get wrecked turn one if your opponent has any sense.

And on the contrary, I don't think this is a well rounded list. I think it's a list where you took everything that seemed appealing in a vacuum without considering how they synergize on the tabletop. I think that by trying to cover all the bases, this list effectively covers none because it is spread so thin, and each unit can be isolated and dealt with.

Turn one, he wrecks the truck and the stormboyz. Your lootas get to shoot, and everyone else moves up. If your deffkoptas start on the field, I'd try to force morale on them because deffkoptas are unable to benefit from mob rule because they can't meet the character or numbers parameter, and wont be in combat turn one. Turn one your army has been effectively neutered. The meganobz will go nowhere fast (it'll take them 4 turns just to cross the 24" no mans land assuming they move their full 6" straight forward every turn), the Flash Gitz won't have range if your opponent deploys smart.

The scariest thing in this list is the wall of boyz, but they won't be a threat if your opponent wipes the rest of your threats off the field. If he's playing an army with strong mobility, he'll kite your blobs and kill all your long range threats, before going back to whittling down your blobs. If hes playing an army without much mobility, he's likely playing an artillery based list and you'll be even worse off because he'll be able to decimate your blobs because they aren't big enough or survivable enough.

Normally, I'd rewrite your list to something I think is more focussed and effective, but this list is pulling in every direction, so I don't really even know what you want to achieve with the list. Find a theme and build around that. It works for orks better than you'd think.

2016 Score: 7W; 0D; 2L 
   
Made in ru
!!Goffik Rocker!!








My lists have 1 truck missile and it's doing good so far. I guess, it depends on how you use them and who's your opponent.
   
Made in gb
Waaagh! Warbiker




Moray, Scotland

There are a few things.
1. Stormboys and Flashgits suck, especially when fielded at such small numbers. They're in dire state of being destroyed by the Mob Rule. Drop them.
2. Keep the Trukk and the Meganobs, but move the Painboy and WB somewhere else. Remove the RedPJ and add a boarding plank, it's MUCH more effective. You can have both if you really want but is 5 points for an extra inch really worth it?
3. What are your boys doing? 20 boys aren't strong enough to foot slog it. There's a rule of:
-- 30 by foot
-- 20 by Battlewagon
-- 12 by Trukk
Try this loadout:
-- Battlewagon, Boarding Plank, Ram, 2/3 Rokits
-- Mega Armored Warboss, Bosspole, Luckystikk
-- Painboy (naked)
-- Mek (naked)
-- 16 Slugga Boys (naked) + a Nob, PK, BP if required.

This will generate a second target for your opponents. 2 key threats are better than one. Both turbo-boost asap straight towards the front. Possibly make your Storm Boys a bigger group and follow up the rear.

But 5 Flashgits aren't in range of anyone to do anything. They're a point sink. You can get a Kustom Mega Kannon less points and a LOT more effectiveness. Otherwise, the Flashgits want a way to get close asap so they can stand still. Personally, I would call them Lootas and field a group of 15 of them. Much more effective.

   
Made in us
Mekboy Hammerin' Somethin'





Sedona, Arizona

Doesn't your list have a big biker blob though Koo?

   
Made in gb
Guard Heavy Weapon Crewman





Drop the koptas and trukk straight off. Then choose either flash gitz or lootas or stormboyz, bringing all 3 units just costs too many points and your units end up being too small. And with the points you save you can get more boyz, squads of 30 I suggest.

   
Made in ru
!!Goffik Rocker!!






 morganfreeman wrote:
Doesn't your list have a big biker blob though Koo?


No, i acknowledge the extreme usefullness of bikes but i've chosen footsloggas cause just can't help playing meet-wall armies. I mostly play around 1250 lately and my current list is:

Warboss, Painboss, 30 choppaboyz + mek, 2*20 shootaboyz, 'ard boyz + mek in a truck, grots, lobbas, kmk and 2*5 rokkit kommandoes.

That's for 1250. Cause recently i'm playing around this. When i go lower, than no rokkit kommandoes and some shifts to shootaboyz numbers. But 'ard boyz in a truck are finding a way every time. Kommandoes are there for fluff mostly but are still fine for maelstorm with infiltrate, stealth and 2 rokkits (60 pts per squad though). I play blood axes cause like to use less straightforward tactix than plain roll forward - kill everything. That's why kommandoes. When/if i model buggies, they'll take place of 1 kommando squad. i guess. I have 2 batreps with this army theme at 1250 and 1000 - still at the 1-st page of batrep sub-forum. No pictures. However, they contain some might-be interesting tactical moves that any ork player could utilise for good results and pure fun.

If i feel truckboyz won't have any good use turn 1-2, i just hide them behind blos or reserve. It's not obligatory to throw them at the enemy emidiately.

Wana try meganobz missile instead of 'ard boyz in next few games. They're a bit cheaper than 'ard boyz and won't need a mek in there so that he'll go to shootaboyz or lobbas depending on the matchup.

Btw, so far my mvp have been grots. They're so bad - it's good. Really. People hesitate to shoot 3 pts t2 guyz and when the time comes, can't charge their deathstars at my boyz cause there are a bunch of gobbos blocking the path.

This message was edited 9 times. Last update was at 2014/10/09 08:08:47


 
   
 
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