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2014/12/22 00:06:44
Subject: [500] - Orks - Casual - Are You Pondering What I'm Pondering?
Hullo dere Ladz! I'm finally moving into 7th edition! My CSM buddy and I are going to be playing a 500 point game next week just to get a feel for the new ruleset. I've read through the new Orks Codex and I've got to say, the changes are a little daunting. In 6th ed, I loved my Big Mek with his KFF, especially for footsloggers. In the new codex, the changes to the KFF have forced me to rethink my builds. The Shoota tax is annoying too. So, I've been playing around with various lists, and I've come up with two that I think are pretty solid. One is very basic, the other I decided to see what a couple of Painboys could do for me. At such a low points level, I'm not expecting to be dealing with Heldrakes, LR spam, or other silliness. Probably CSMMEQ, Oblits, Cultists, Sorcerer/Lord.
# List 1 (basic):
Spoiler:
HQ 1 x Warboss (PK, BP, 'eavy armor, Da Lucky Stikk)
HEAVY SUPPORT
3 Kannons (3 Ammo runt, 1 Extra Krew)
=500 pts
I will run the Kannons as singles, holding objectives and firing from the backfield. I could also give the Nobz some PK's, but I'd have to trim the Boyz squads down. Or drop the kannons. Tough call. Really, the Nobz are there to eat challenges so the Warboss can wreck face.
Grots will be mobile coversave, eat overwatch, grab objectives, etc. Painboyz keep the ladz alive as they march and enter CC. I like the potential here. Again, could add PK's, but would need to cut points somewhere.
What do you think?
This message was edited 1 time. Last update was at 2014/12/22 00:07:07
I like the second list better. But I would drop the gretchin for power klaws and bosspoles on your Nobs. Looks like a very solid list at 500pts, especially if you're not going to be facing silly spamming armies.
2014/12/22 04:59:30
Subject: Re:[500] - Orks - Casual - Are You Pondering What I'm Pondering?
Note that you can't waaagh without a warboss as your warlord. And it's pretty significant.
As for the big gunz, they're amazint. But i'd go for KMK over kannonz. And split them in squads of 1.
PK for nobz. Otherwise you have nothing to deal with armor except for kannonz that are not great at it. And even a single helbrute will be deadly to your squads this way.
Both lists are valid. However, i'd probably mix them up.
1 Boss
1 Painboss
slotless mek/meks to die in challenges
Larger squad of choppas with pk nob
Smaller squad of shootas with rokkits and a bp nob - can go for a pk in some cases but not mandatory
Big gunz
Grots for leftover points.
You stick boss + painboss in a choppa squad and have your nice deathstar slogging across the board. Grots to screen them or get on a point. Shootas to slog alongside them mainly for midboard controle. Big gunz sit on points in the backfield and shoot something or fotslog forward to objectives too.
If the enemy is cc-oriented, it's worth to screen yourself with big gunz. Roll forward with them - t7 3+ is hard to deal with at range. Boyz go behind them for a counter-charge.
This message was edited 6 times. Last update was at 2014/12/22 05:08:28
2014/12/23 04:51:00
Subject: Re:[500] - Orks - Casual - Are You Pondering What I'm Pondering?
koooaei wrote: Note that you can't waaagh without a warboss as your warlord. And it's pretty significant.
As for the big gunz, they're amazint. But i'd go for KMK over kannonz. And split them in squads of 1.
PK for nobz. Otherwise you have nothing to deal with armor except for kannonz that are not great at it. And even a single helbrute will be deadly to your squads this way.
Both lists are valid. However, i'd probably mix them up.
1 Boss
1 Painboss
slotless mek/meks to die in challenges
Larger squad of choppas with pk nob
Smaller squad of shootas with rokkits and a bp nob - can go for a pk in some cases but not mandatory
Big gunz
Grots for leftover points.
You stick boss + painboss in a choppa squad and have your nice deathstar slogging across the board. Grots to screen them or get on a point. Shootas to slog alongside them mainly for midboard controle. Big gunz sit on points in the backfield and shoot something or fotslog forward to objectives too.
If the enemy is cc-oriented, it's worth to screen yourself with big gunz. Roll forward with them - t7 3+ is hard to deal with at range. Boyz go behind them for a counter-charge.
Can forego a PK for a nob in choppa squad as a pk warboss would be in there anywayz.
PKBPDLS boss
Painboss
19 choppaboyz + nob
10-12 shootaboyz + BP nob + 1 rokkit
KMK [ar]
KMK [ar]
Kannon [can take ar if you feel you want it]
< 500 pts
Can go for a cheaper warboss without DLS or play around with big gunz. Maybe a Kannon is not needed. But from my experience KMK usually performs better than just kannons. And KMK are mych scarier for the opponent. So, you can go for 9 shootaboyz + rokkit + nob instead of 12, drop Kannon and take a grot squad instead if you're up for fielding grots. That's a matter of taste.
I haven't played 500 pts for quite some time. Just constantly use Warboss + Painboss + a blob of 30 choppas in larger games. And like the way they perform.
That's just an option for a list. Can go without a painboss or without a boss whatsoever - it's totally up to you. All can work.
This message was edited 4 times. Last update was at 2014/12/23 05:07:20
2014/12/23 14:37:11
Subject: [500] - Orks - Casual - Are You Pondering What I'm Pondering?
After months of play with the new Mek Gunz, I recommend running the basic Kannon. It has the same stopping power and costs way less. The stats run in line with killing MEQ and AV11. KMK have a better chance of hitting but you can field Ammo Runtz if you are worried about hitting.
How to field have less than 25% in front of the guns as a meat shield. That protects your Gunz a bit and also prevents them from running away. LD5 is a deal breaker.
At these points, 2 ICs are a waste of points.
All squads need a Nob with PK, free Shoota and Boss Pole. That is a staple for all Orks lists at any points level.
I propose
WB, PK, free shoota, 'Eavy Armor, BP 21 Sluggas, 2 Rokkits, Nob, PK, Free Shoota, BP 21 Sluggas, 2 Rokkits, Nob, PK, Free Shoota, BP 3 Kannons
Rokkits, an Ork from each Squad and 1 BP are options and can be traded as you see fit.
Normally I don't recommend Armor on a WB but at low lever there is a good chance that his SGTs will not have PW and they have to challenge. Nom, Nom, Nom...
FASTA, DAKKA, WAAAGH, KRUMP, ORKS WIN AGAIN!!!
2014/12/23 16:07:30
Subject: [500] - Orks - Casual - Are You Pondering What I'm Pondering?
It is ture that If the adversary is cc-oriented, it's really worth in order to screen your self together with large gunz. Rotate forward with them - t7 3+ is hard to cope with with range. Boyz proceed in it for any counter-charge.
2014/12/23 16:07:46
Subject: Re:[500] - Orks - Casual - Are You Pondering What I'm Pondering?
I would say instead of the kannons go for Lobbas. Longer range and ordinance, with ammo runts for re rolls.
'Nids growing soon
3500 pts. unpainted
Admech 1000 buying & building
If you don't enjoy playing against people with unpainted armies, break into their house when they sleep, paint their figures for them, help yourself to their cheerios and then your problems will be solved.
Well, my opponents usually don't have more than 1-2 Wave Serpents 'cos Serpent spam is very expensive in real life money.
GENERATION 11: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
2014/12/23 18:37:10
Subject: [500] - Orks - Casual - Are You Pondering What I'm Pondering?
HEAVY SUPPORT
Kannon
Kannon
Kannon (+ 1 ammo runt)
=499 pts
Basically what Sick Bag recommended, and pretty close to the 500 list I ran in 6th ed. Thanks to the cheaper kannons and rokkits in the new Ork codex, I was able to bring more dakka for the same points that I used to bring in 6th which is awesome!
For those who might be interested, I won the game yesterday! WAAAGH DA ORKS!
He brought a bare-bones HQ, 1 unit of Cultists, 1 unit of CSM with an autocannon, and 3 Oblits (singles). He deployed his CSM unit in a 5-story building, giving him an excellent view of most of the battlefield, and allowing him to capture an objective on turn 1. I deployed my boys behind some buildings and used the kannons as mobile cover as I marched towards the cultists and Oblits since those were my only real targets, then parked the kannons on objectives after turn 2. I assaulted the cultists + HQ unit midfield, destroying them for First Blood and Slay the Warlord! I then multi-charged 2 of the Oblits that were parked on the far left objective and destroyed them too, taking the objective. I lost 1 unit of Boyz midfield to CSM shooting and the remaining Oblit's TL flamer. I holed up my remaining Boyz + HQ unit in a building next to the far left objective for 1 turn. He proceeded to destroy 1 of my objective-holding kannons and capture it with his remaining Oblit, but that was OK with me as it kept fire off my Boyz. I detached my HQ from the Boyz unit and made a run for Linebreaker, using buildings as blos. I parked 1 of my kannons on the far left objective, and then poured fire into the CSM squad, forcing a Ld check; they failed, but then rallied next turn, capturing the objective again. The CSM squad destroyed my objective-holding kannon. In turn 6, my Boyz unit assaulted the remaining Oblit holding the mid-field objective and took it. Final score: Orks 6, CSM: 3.
Sick Bag wrote: After months of play with the new Mek Gunz, I recommend running the basic Kannon. It has the same stopping power and costs way less. The stats run in line with killing MEQ and AV11. KMK have a better chance of hitting but you can field Ammo Runtz if you are worried about hitting.
Anywayz, it's better to try them all. I've found KMK to be highly effective for such low pts while Kannons are the middle of the road and are used mostly as fillers for leftover points. But that's a matter of preference, so trying out everything (by proxying) is a good way to find out what suits you.
Another thing with kannons is that they don't scale too well. Orks have access to tons of cheap ranged s8 ap3. While KMK is our best source of ranged ap2 that hits more or less reliably. And it's super useful to help you deal with vehicles due to +1 on damage table, and monsters like dreadknights - as you won't have much time to finish them off in mellee due to t6 2+, 5++/4++ and dreadknights are characters, so you won't have your pk after the 1-st round of combat.
KMK also frightens off 2+/3+ deepstrikers. Furthermore, a blast is not worse at hitting a larger base than a solid shot.
Other than KMK for ranged ap2 we have SAG and Tellyporta which are very specific, kmk that are not great and zzap/gits/bubblechukkas all of which are quite random and unreliable.
And Lobbas are so amazing they always find a way for me. So, i've tried different stuff and ended up with lobbas + kmk.
A good way to use a kannon is to stick it in a squad of trakktors to add a wound shield on the front as trakktors are gona be focused down if the opponent has any important flyers.
This message was edited 2 times. Last update was at 2014/12/29 09:53:11