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Made in gb
Fully-charged Electropriest






I'm looking to expand my list and I'm hoping for some advice on which units to add to complete a competitive list

What I'm thinking so far:
Spoiler:
Blitz Brigade:

Battlewagon - Reinforced ram, rokkit launcha x 2 (x5)

Combined Arms Detachment:

Warboss - Mega armour, bosspole, da lucky stikk
Mek
Slugga boyz x 17 - Boss Nob, power klaw

Mek
Shoota boyz x 19 - Boss Nob, bosspole, power klaw

Flash Gitz x 10 or Lootas x 15

Mega Nobz x 4 - bosspole, killsaw (upgrades on a normal MAN, not on the Boss Nob)

Tankbustas x 12 - Boss Nob, bosspole


This totals up at about 1661.

There's two slotless Mek's in the list because I will add a second HQ but I'm not sure what. A Painboy for the Flash Gitz, or a Mega Armoured Big Mek for Lootas perhaps?

Which other units would synergize well with this list?
I'm torn between adding a couple of Blitza-bommer's or three lone Deffkoptas. Maybe add some extra vehicles, two Killkannon Looted Wagons or maybe even a Morkanaught for armour saturation? My other option would be two units of Mek Gunz, one battery of Kustom Mega-Kannons and one of Lobbas

This message was edited 2 times. Last update was at 2015/01/21 23:29:08


 
   
Made in us
Waaagh! Warbiker




Alaska

With both mega nobz and flash gitz or lootas, tankbustas would be kinda redundant, and costly. Instead, maybe use those same points for Deffkoptas. They can scout, they come with twin linked rokkits or KMB, and they can give your Wagons a cover save.

The Big Mek with lootas is a potent combo, as they can move and still fire at full BS. It's not great, but it helps a lot.

   
Made in gb
Fully-charged Electropriest






Thanks for the comments. I was thinking Tankbustas to help deal with any AV13 that the Lootas and BW Rokkits can't easily cope with and also for MC's.
I think you're right about the Deffkoptas and I would fill any spare Fast Attack slots with the TL Rokkit versions.

Can anyone offer some advice about what would be a wise use of my Heavy Support slots?

This message was edited 1 time. Last update was at 2015/01/22 19:47:29


 
   
Made in us
Nasty Nob






xlDuke wrote:
Thanks for the comments. I was thinking Tankbustas to help deal with any AV13 that the Lootas and BW Rokkits can't easily cope with and also for MC's.
I think you're right about the Deffkoptas and I would fill any spare Fast Attack slots with the TL Rokkit versions.

Can anyone offer some advice about what would be a wise use of my Heavy Support slots?


Mek Gunz. I prefer Lobbas, others might say KMK's, etc.


My P&M blog: Cleatus, the Scratch-building Mekboy
Successful Swap Trades: 6 
   
Made in us
Waaagh! Warbiker




Alaska

MCs and AV 14 is always gonna be tough for orks. Tankbustas aren't bad, I just recommended taking them out since you also had lootas in there. MCS are going to kill everything you have, all the time. The best way to deal with them is swamp with bodies, and sneak the powerklaws in afterwards. Remember, orks are phenomenally bad shots. Don't get lured in by attractive guns: those are cool, but the ork codex is really about delivering power klaws into unsuspecting bums. If you're really worried, or you know that it's gonna be a problem, take basic meks with killsaws. You'll be able to afford three, and still have points left over. In addition, you could give them rokkits (if you feel the need) and they can fix their rides up.


Automatically Appended Next Post:
Lobbas are amazing, btw. 90 for five of them super annoying. Sure, they can't kill most vehicles. But they'll wound MCS, and they can avoid exposing themselves to fire and asaults

This message was edited 1 time. Last update was at 2015/01/22 21:43:57


 
   
Made in us
Lead-Footed Trukkboy Driver






MT

I think tankbustas are a good addition to any list, they tend to be dedicated anti tank. They also have melta bombs so they are a great answer for AV 13-14, if you can get them into position. Mega Nobz and Lootas can fill both roles, but don't do anti tank as well and the tankbustas. Flash Gitz are anti infantry period. Flash Gitz are also nobz so they give some CC options, especially when they are backed up by a Character with a klaw.

I would consider Mad Dok to fill empty HQ slot. I like to run him with 3 Mega Nobz so I can take advantage of Rampage.

I would lean towards Mega Kannons or deffkoptas to fill out the rest.

orks 10000+ points
"SHHH. My common sense is tingling."--Deadpoool
Daemon-Archon Ren wrote: ...it doesn't matter how many times I make a false statement, it will still be false.

 
   
Made in us
Tough-as-Nails Ork Boy





San Diego

DO NOT GET FLASH GITZ, they are only good against 2+ SV infantry, bad BS, Str 5, random AP, point cost, and super fragility, make them almost worthless. Of course unless you are tayloring your list againts a foot-slogging Dark Angle list.

 
   
Made in us
Flashy Flashgitz





Personally I disagree with the flashgit hate. I loved them in our last codex and though they aren't armor 4 anymore, their bs3(most of the time) reduced cost, and included fun upgrades has made them worth it.

Very few opponents expect ork shooting to to be so devastating. Not to mention they can charge after with 3 attacks each on the charge at str5.

They are fragile, so I generally put them in a dakka wagon. A BW kitted out with as many guns as I have spare points for. Paints a big target on your av 14 vehicle. Pull forward your full 12" and turn one your bs2 will fool players into thinking they can be ignored. Turn 2, they are in position (so bs3) to destroy their target unit. If the AP roll is good, you'll use your ammo runts to make sure you wipe a unit off the board.

Keep in mind if you're painting a target on them, have other targets to confuse target priority. Like 3 mega nobs in a wagon with mad doc, maybe another wagon with 3 more and a warboss in mega armor with da lucky stick. Or 30 stormboys leading your army jumping forward. They can move 24 inches turn one, (can) and they give a 5+ cover to your entire army behind them if you do a solid line of them across the board.

Lootas and mek guns are awesome too for heavy support. And killa Kans with grotzookas are fun, if not good. Lootas don't need to move if you place them correctly, preferably in ruins, but take 14, with 1mek incase they kill some so you can't fail moral. Lobbas trick, take ammo runts, always for the one with the runt first. That way shots are nearly on target every time. And those grotzookas on the kans are small blast heavy 2... It's fun. Not competitive, but you get to cackle maniacally when 12 small blasts are pounding on your opponents.

Warboss Troil
"Less chat, more splat!" 
   
Made in ie
Horrific Howling Banshee




 Mojo1jojo wrote:
DO NOT GET FLASH GITZ, they are only good against 2+ SV infantry, bad BS, Str 5, random AP, point cost, and super fragility, make them almost worthless. Of course unless you are tayloring your list againts a foot-slogging Dark Angle list.


Flash gitz are okay, usable but not the most efficient. Their main problem is they are competing for the Heavy Support slots in which you can get BWs, Mek gunz, Lotas etc, which IMO better uses of your points. Still, in a friendly game Flash gitz are fun, just not something you take in every list.

 
   
Made in us
Nasty Nob





United States

Nobz and Flash Gitz get the same bad name. It's hard to put value to a unit that seems like crap compared to a better gun at further range like that the Loota wields.

One thing is for certain, if it's turn five and you need an infantry unit snagging linebreaker, contesting an objective, or turn six support, lootas and Mek Gunz will be in your deployment zone, standing on your own objective with two squads of grots. Flash Gitz, by design, can be there if your forward units are going to fall and you need more bodies.

Of course, if you get tabled or are conceeding by turn five then your flash gitz aren't really helping.

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
Fully-charged Electropriest






I'll be using my Gitz for their dedicated battlewagon until I get my fifth wagon for the blitz brigade, and then I'm hoping that the scout move will be quite effective with their gitfindas anyway BS3 Orks are a surprise as FratHammer says. Sort of using them as a replacement for some Shoota boyz because the models are awesome!
Thanks everyone for the replies, seems like I might be sinking some money into Kustom mega kannon Mek Gunz to go with the Lobbas I already have. Hoping to take this list (or something much like it) to my LGS soon once I've got the rest bought and painted up.
   
Made in us
Waaagh! Warbiker




Alaska

Man. Buy? You gotta get into orky spirit. Make your own! Looks better. Plus, paying $45 fir a single 18 - 30 point model? That's fir umies. Think like an ork.
   
Made in gb
Waaagh! Warbiker




Moray, Scotland

 Hoyt wrote:
 Mojo1jojo wrote:
DO NOT GET FLASH GITZ, they are only good against 2+ SV infantry, bad BS, Str 5, random AP, point cost, and super fragility, make them almost worthless. Of course unless you are tayloring your list againts a foot-slogging Dark Angel list.
Flash gitz are okay, usable but not the most efficient. Their main problem is they are competing for the Heavy Support slots in which you can get BWs, Mek gunz, Lotas etc, which IMO better uses of your points. Still, in a friendly game Flash gitz are fun, just not something you take in every list.
I'm in agreement with Mojo. I love the models, but Flash Gits are too expensive for too little damage output. Typically, competitively, the BB has been known to struggle. And don't talor your list. Because your opponent might change it at last moment, which isn't good for anyone.

I might try something like this:
Spoiler:
1st BW: Battlewagon + 2 Rokkits + Ram + Boarding Plank
Warboss + MA + DLS + BP
Mini Mek
16 Slugga Boys + Nob + PK

2nd BW: Battlewagon + 2 Rokkits + Ram
19 Slugga Boys + Nob + PK + BP

3rd BW: Battlewagon + 2 Rokkits + Ram
6 or 7 Tankbusters inc Nob + BP + 3 Bomb Squigs

4th BW: Battlewagon + 2 Rokkits + Ram
6 or 7 Tankbusters inc Nob + BP + 3 Bomb Squigs

5th BW: Battlewagon + 2 Rokkits + Ram + Boarding Plank
Mega Nobz x 4 - bosspole, killsaw (upgrades on a normal MAN, not on the Boss Nob)

5 Deffkoptas + Rokkits
Big Mek + Bike + KFF + BP + Da Finkin Kap (joins the Deffkoptas to scout and protect the battlewagons)
The boarding planks on the Battlwagons with Mega Armored units helps their charge range, since they can't run.

The Big Mek is expensive, but makes the 5 Deffkoptas very sturdy. Typically the Koptastar works better with a Painboy on a Bike, but the KFF is required to protect the battlewagons. Not completely required, but does massively help. Making the Big Mek be your Warlord makes for outflanking, infultrating, scouting battlewagons, which REALLY causes people to panic, but this is situational, and adds to the Mek's cost.

Tankbusters are awesome. Getting them up close via scout is also awesome. Release the bomb squigs and charge them. They're designed to take out units and die. Bigger units (15 + Mini Mek + Painboy) are really fun, but require more investment. I would prefer to run 15 + a Mek in a Battlwagon (and the same again if you have the points/models) as they are just such fantastic units.

I don't think you need the 4th Meganob, but that might just be me. 3 seems more than enough.

Best thing to help this list. Lobbas. Best anti-flootslogging / anti-infantry gun orks have. And fantastic range. KMKs are good too, but shorter range.

30 Orks by Foot.
17-20 in a Battlewagon.
12 in a Trukk.

I want offical rules for the Super-Ork that the Mad Dok is working on...  
   
 
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