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Made in us
Waaagh! Warbiker






I haven't played in a very long time and I broke the models out today. I decided to organize and try to get a max models list on paper.

I have an Ork army from when I was in an old builders league that I had to stop going to due to personal things.

This is my attempt at an Ork All-Comers revival list. Let me know what you all think, things I will have problems with?


1 Big Mek w/ KFF
1 Painboy w/ Grot Orderly
30 Boyz w/ 3x Big Shoota, 'Eavy Armour

2 Mek w/ KMB
10 Boyz w/ Rokkit Launcha
1 Trukk w/ Boarding Plank, Rokkit Launcha

11 Burna Boyz + 1 Mek w/ KMB
1 Trukk w/ Big Shoota

7 Nobz w/ 2x Power Klaw, 'Eavy Armour
1 Trukk w/ Boarding Plank, Big Shoota

3 Deffkoptas w/ TL Rokkits

6 Warbikers + 1 Boss Nob w/ P-Klaw

10 Flast Gitz
1 Battlewagon w/ 4x Big Shootas

12 Lootas

Point Cost - 1800


Edit** I think I need more anti-tank.

This message was edited 3 times. Last update was at 2015/04/21 23:30:50


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Made in my
Veteran Knight Baron in a Crusader






At my desk

For your anti-tank problem, you can do something so simple as replacing your Battlewagon Big-Shootas with Rokkit Launchas - More Str 8 never hurt anyone (at least, anyone who counts )

And I personally don't really like Flash-Gitz, they're too expensive and really random to boot, but if you like them then go ahead, maybe just take the Battlewagon as Heavy Support and get some Tank Bustas?

3000pts Blood Angels (4th Company) - 2000pts Skitarii (Voss Prime) - 2500pts Imperial Knights (Unnamed House) - 1000pts Imperial Guard (Household Retainers)

2000pts Free Peoples (Edlynd Fusiliers) - 2000pts Kharadron Overlords (Barak Zilfin) - 500pts Ironweld Arsenal (Edlynd Ironwork Federation) - 1000pts Duardin (Grongrok Powderheads)

Wargaming's no fun when you have a plan! 
   
Made in us
Waaagh! Warbiker






TheManWithNoPlan wrote:
For your anti-tank problem, you can do something so simple as replacing your Battlewagon Big-Shootas with Rokkit Launchas - More Str 8 never hurt anyone (at least, anyone who counts )

And I personally don't really like Flash-Gitz, they're too expensive and really random to boot, but if you like them then go ahead, maybe just take the Battlewagon as Heavy Support and get some Tank Bustas?


The simple swap on the battlewagon seems like the easiest idea for sure, I may try that. Are the Mek Gunz worth a damn? I can probably make a few from 1 Trukk and some scrap parts or something.

I really LIKE the randomness of the Gitz, it makes them very Orky to play, If i had enough models I would run 2 large units of them without thinking haha

This message was edited 1 time. Last update was at 2015/04/22 00:56:47


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Made in us
Flashy Flashgitz





Flashgitz are amazing. I feel they are our most reliable shooting personally and the models are the best in our army hands down. 30 s5 shots at bs3 that cuts space marine armor 50% of the time then assaults with 40 s5 attacks at 4 points more than a nob, meaning their gun costs -6 points per model... Yep, super unreliable. Do people even play test anything? Or do they just listen to the opinions of people who don't like units and claim them as facts?

Warboss Troil
"Less chat, more splat!" 
   
Made in gb
Waaagh! Warbiker




Moray, Scotland

FratHammer wrote:
Flashgitz are amazing. I feel they are our most reliable shooting personally and the models are the best in our army hands down. 30 s5 shots at bs3 that cuts space marine armor 50% of the time then assaults with 40 s5 attacks at 4 points more than a nob, meaning their gun costs -6 points per model... Yep, super unreliable. Do people even play test anything? Or do they just listen to the opinions of people who don't like units and claim them as facts?
I'm sorry but I don't agree with this. They are NOT the most reliable and, thus, are not amazing. There was a huge article about this earlier and they compared them to Lootas. (summarized below)
Spoiler:
Flash Gits have to spend their first turn moving up the board to get in range. That typically requires a transport, otherwise their strength 4 (which is easily insta killed by the number of strength 8 weapons out there) will be walking. Which won't work for them as they'll never get close enough to do good damage. On top of that, any points calculation you do means that you have to also include either a Trukk or Battlewagon. To which will quite commonly explode and your models ONLY have a 6+ armour save, which isn't very good even with your 2 wounds.

Lootas, from turn 1, can kill stuff. Right there they top what the Flash Gits need to do. People say that Lootas are fragile, but they're the the same defences (minus a wound each) as the Flash Gits. Any worry about the mob rule can be removed via a HQ. Heck a Mega Armored Warboss means the lootas can move and shoot.
-- Lootas will always deal strength 7, AP4 wounds. The number is variable. But Orks NEED strength 7 attacks at range. You're able to take out fliers and light vehicles around the field.

Lobbas, Kustom Mega Kannons, Lootas, battlewagons and Warbikes are all superior. And that's the issue. You only get 3 Heavy Support slots unless you dual CAD.
-- Lobbas are ALWAYS going to reach 48" away and are brilliant at sniping HQ/Characters, good anti-infantry and can even glance armour 10 of any vehicles in your opponents back field.
-- KMKs have 36" range, and always have strength 8 AP2, re-rolling (like the lobbas) with BS3. Again, they don't need to move and they'll be able to hit most things from a distance.
-- Lootas are strength 7, ap4. They're great for taking out fliers, light vehicles and can reach far distances since they have 48".

Yes, these are all just stats. But I wouldn't suggest wasting your points on Flash Gits because you NEED a battlewagon or Trukk to use them effectively. Even then, Tankbusters are SO MUCH BETTER since they have strength 8 ap3 rokkits. They down vehicles and monstrous creatures to the likes of which the Flash Gits can only dream about.

And people do play test these things. The codex came out quite a while ago and many, many, many ork players have tested them out. That's why most people use the green tide competitively and why they don't use Flash Gitz.


Automatically Appended Next Post:
Going back to Awfeel. If you want an all commer's list, then you do have a few issues:
-- The Big Mek with KFF doesn't do anything significant these days, he's quite a waste in this army.
-- 30 boys walking in eavy armour is just asking for an AP1,2,3 pie plate to destroy them. 30 boys don't need eavy armour, they need more boys to help overwhelm your opponent.
-- The grot orderly only gets you one re-rollable 5+ armour save, which is pants.
-- Trukks and Battlewagons should always have a Ram on them. And a Rokkit. Rokkits are key to orks these days as you have better chance of inflicting damage with a AP3 weapon rather than a big shoota.
-- Each Boys squad needs to have a nob with BP, the extra PK does help but necessary.
-- For an all commer's list, you have to remember that most armies have better armour than you, so Burnas aren't going to be able to do much damage and are completely useless against fliers.
-- Nobz and Flash Gitz are too costly these days for their use. Nobz aren't fearless so have to pick their fights carefully. Despite both having 2 wounds, neither get FnP or invulnerable saves easily, so they die really easily due to Strength 8 or higher attacks, which is really common these days.
-- -- Meganobz are much better in CC compared with Nobz.
-- If you loose 1 of 3 deffkoptas, then the squad will be forced to run away since the mob rule requires them to have a character in their squad. Would be best to have as 2 seperate units of 1 and of 2.
-- Warbikers are awesome. The nob needs a BP. More warbikes is always a good thing.
-- Tankbusters (and Meganobz) solve any anti-tank issues you might be having. Tankbusters are a must in most ork lists these days.

-- Not many people really play at 1800, but at 1850 or 1500. Is that a typo?

This message was edited 2 times. Last update was at 2015/04/22 10:44:50


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...  
   
Made in us
Waaagh! Warbiker






Sketchyfk wrote:
FratHammer wrote:
Flashgitz are amazing. I feel they are our most reliable shooting personally and the models are the best in our army hands down. 30 s5 shots at bs3 that cuts space marine armor 50% of the time then assaults with 40 s5 attacks at 4 points more than a nob, meaning their gun costs -6 points per model... Yep, super unreliable. Do people even play test anything? Or do they just listen to the opinions of people who don't like units and claim them as facts?
I'm sorry but I don't agree with this. They are NOT the most reliable and, thus, are not amazing. There was a huge article about this earlier and they compared them to Lootas. (summarized below)
Spoiler:
Flash Gits have to spend their first turn moving up the board to get in range. That typically requires a transport, otherwise their strength 4 (which is easily insta killed by the number of strength 8 weapons out there) will be walking. Which won't work for them as they'll never get close enough to do good damage. On top of that, any points calculation you do means that you have to also include either a Trukk or Battlewagon. To which will quite commonly explode and your models ONLY have a 6+ armour save, which isn't very good even with your 2 wounds.

Lootas, from turn 1, can kill stuff. Right there they top what the Flash Gits need to do. People say that Lootas are fragile, but they're the the same defences (minus a wound each) as the Flash Gits. Any worry about the mob rule can be removed via a HQ. Heck a Mega Armored Warboss means the lootas can move and shoot.
-- Lootas will always deal strength 7, AP4 wounds. The number is variable. But Orks NEED strength 7 attacks at range. You're able to take out fliers and light vehicles around the field.

Lobbas, Kustom Mega Kannons, Lootas, battlewagons and Warbikes are all superior. And that's the issue. You only get 3 Heavy Support slots unless you dual CAD.
-- Lobbas are ALWAYS going to reach 48" away and are brilliant at sniping HQ/Characters, good anti-infantry and can even glance armour 10 of any vehicles in your opponents back field.
-- KMKs have 36" range, and always have strength 8 AP2, re-rolling (like the lobbas) with BS3. Again, they don't need to move and they'll be able to hit most things from a distance.
-- Lootas are strength 7, ap4. They're great for taking out fliers, light vehicles and can reach far distances since they have 48".

Yes, these are all just stats. But I wouldn't suggest wasting your points on Flash Gits because you NEED a battlewagon or Trukk to use them effectively. Even then, Tankbusters are SO MUCH BETTER since they have strength 8 ap3 rokkits. They down vehicles and monstrous creatures to the likes of which the Flash Gits can only dream about.

And people do play test these things. The codex came out quite a while ago and many, many, many ork players have tested them out. That's why most people use the green tide competitively and why they don't use Flash Gitz.


Automatically Appended Next Post:
Going back to Awfeel. If you want an all commer's list, then you do have a few issues:
<<Stuff>>

-- Not many people really play at 1800, but at 1850 or 1500. Is that a typo?


Nah the list is just 1800 even, I usually play at 1850 and leave some wiggle room for a few boss poles that are modeled, but I don't always use them wysiwyg.

I think a lot of the problem I have with trukks having any mods is they usually die before I even take a turn. Generally speaking the local players here play a lot of anti-tank becuase 2-3 of them play gaurd, so the other players compensate for it.
I hear you about the 'eavy armour on the 30 mob though, I just assumed 4+ on a mob was better than nothing, but considering previous statement.. yeah haha

I am generally a Space Marine player (Ultra / Sally) so when it comes to things like pie plates, I am usually not as worried since I run things like Terminators and Drop Pod Sternguard for anti-tank.

I wonder if I could remodel some of my nobz with some plasticard and make meganobs with them.

Do you think promethium relay pipes would be worth getting if I did keep the burnas? I am not farmiliar with them.

I am upset that Gitz are so underwhelming :( I really like the concept of the snazzgun.

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Made in us
Nasty Nob





United States

One of the tough points for making an all comers list is that there are three major game types right now. Eternal War, Maelstrom, and the various competitive things developed in tournaments. So you will get mixed opinions on any TAC lists.

If you wanted to have Flash Gitz you need to consider the five Battlewagon formation from W!G suppliment. With this you could run two Wagonz of troops, two of Tankbustas, and then one with Flash Gitz. The few points you have left will Eek in a powerklaw HQ to ride with flash gitz and get painboy for tankbustas. You may also just consider the Killsaw mek for flash gitz since painboy is so nice for tankbustas.

This sort of list could provide all the anti tank you need and give you room for the Flash Gitz you want, and still have HS slots for a needed Traktor kannon battery.

Don't put more than five Burna Boyz in a trukk. You don't really need them unless you have Dedicated horde spam armies in your meta, usually people don't want to move that many models.

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
Waaagh! Warbiker




Moray, Scotland

 Awfeel wrote:
I think a lot of the problem I have with trukks having any mods is they usually die before I even take a turn. Generally speaking the local players here play a lot of anti-tank becuase 2-3 of them play gaurd, so the other players compensate for it.

I wonder if I could remodel some of my nobz with some plasticard and make meganobs with them.

Do you think promethium relay pipes would be worth getting if I did keep the burnas? I am not farmiliar with them.

I am upset that Gitz are so underwhelming :( I really like the concept of the snazzgun.
Trukks relay on target saturation, you need to have multiple threats to divert your opponents gaze. A ram is a mandatory upgrade as typically trukks are going to be going all the way forward in the first turn, and the ability to re-roll terrain tests is vital. On top of that, your increased armour for tankshocking is really useful for such a low cost model (35pts). The boarding plank isn't a must, but can help. Though most people prefer it on Wartrukks because Forge World has the upgrade for only 5 points.

I've seen people say that promethium pipes are really good. The downside is that you can't put deploy them outside of your zone, so you're forcing a decent chunk of points to remain at home, hoping that someone will be stupid enough to come near you. Contrast to lootas who don't care about staying home as they can still shoot everyone from across the field. Burnas really need to be mobile IMO.

I'm also upset that Gitz are underwhelming. But, fluff wise, the rules for them is also pathetic. They're meant to have the fanciest guns in the ork army? SWEET! But there are no extra upgrades avaible for the orks to personalise the gunz? That doesn't make sense. No extra range? No twin-linked? No sky-fire? No combiskorcha or combi-rokkit like the nobs? No rapid fire?

They COULD have been brilliant models. They could have been given Eavy Amour. GW could really have gone to town on these guys as since these guys are supposed to just be nobs with a LOT of teef. Unfortunately we were left with really brilliant models with pathetic rules. It's the key ploy of GW. They knew people would want to buy new stuff, but they didn't want to make them any good.

Much like the Gorkanaught and the Morkanaught. Both look cool, but as neither are superheavies they'll never see competitive play. They're just too easy to explode compared to the knights or monstrous creatures out there :(

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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