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We have an old school tournament coming. We play 1850 point armies with basic CAD, no allies, no formations, no D-weapons, no superheavies and no gargantuan creatures. Basicly how it used to be years ago, but with 7th edition rules.
So here's my Ork list. I haven't played lot with Orks so any advice would be welcomed. And I think my Orks will be facing lot of marines and eldar, some tyranids, necron, dark eldar, daemons, chaos and tau. I think every army other than IG will be possible opponent in this tournament, so my list must be some kind of an all-comers list. And yeah, I know that Orks are not any way very competitive, but they're fun! And I just like to have some kind of not auto-lose list to have fun with.
HQ:
-Warboss with bike, klaw, cyborg body and lucky stikk -> goes with bikers
-Mad Dok Grotsnik -> goes with meganobs
Troops:
-25 shoota boyz (including 2 big shootas and Nob with klaw)
-25 shoota boyz (including 2 big shootas and Nob with klaw)
Elite:
-5 meganobz (2 kombi-scorchas + 3 buzz saws + 1 boss pole) + trukk with rokkit, ram and extra armour
-7 tankbustas (2 bomb squigs) + + trukk with rokkit and ram
-7 tankbustas (2 bomb squigs) + + trukk with rokkit and ram
Fast:
-9 warbikers (includes nob with klaw and boss pole)
-1 dethkopta (rokkit)
Heavy:
-7 lootas
-7 lootas
-3 mekk guns (3 x traktor cannon, 3 ammo runts, 4 extra gretchin)
TOTAL: 1850 points
This is quite simple. Boyz walk and shoot what they can, tankbusta trukks boost around to get close to some juicy targets, bikes are gonna be zooming around and shooting stuff, maybe get to close combat also, or maybe just the warboss leaves the squad and goes smashing things in close combat? Lonely kopta is going to be turbo-boosting on objectives. Lootas and traktor-cannons are for anti-air and general fire support. Meganobz with Grotsnik are the ultimate heavy hitter that can deal with almost everything in close combat with fearless, feel no pain and rampage, that's if they ever get there. Their trukk is there only for at least one round of flat out boosting to help with that. Depending on scenario and maybe if I get apporiate warlord trait some of the trukk squads might be left in reserve, we'll see.
So, what do you more experienced Ork players think? Could this list work?
I feel like your shoota boyz are going to get decimated by shooty armies, and just be a waste of points, I'd personally go with trukk boyz. especially with all the diversions you have, they have a semi okay chance of possibly not getting popped early. but obviously its situational with what you're playing against.
Yeah, that might very well be the case. Other hand footslogging boyz can use some cover and at least draw a lot of fire. I think that boyz are gonna die no matter what, but trukk boyz would be cool. Like Mad Max style horde of paper thin trukks full of boyz that are all going to die or run away when the trukk explodes. More trukks would also be a good escort for meganobz, I think. Maybe I have to test play with the trukk version also.
I'll echo the comment about the Shoota Boyz, they're moving at least 6" less than everything else in your army each turn so can be ignored by your opponent in favour of dealing with your faster and more threatening units. I also really lament paying that extra point per model for a BS2 Assault 2 18" S4 weapon. Personally I would swap them out for 2 units of 11 Slugga Boyz (PK, bosspole Nob included) with a 15 point Mek attached to make sure you get use out of the PKs.
I would think that if you're using Lootas you probably don't need those Traktor Kannons as well, the S8 Skyfire is nice but snapshooting D3 x number of Lootas S7 shots should suffice. I would swap them out for another unit of Lootas and up each unit size to 8 rather than 7 - this is so they need to lose two models before taking a morale test rather than testing after losing one model. If you don't have the extra Lootas I would probably use a unit of 5 Lobbas, could be invaluable against Chaos Cultists or Daemon hordes.
The Mega Nobz don't need that bosspole because they're already Fearless and if you're spending 30 points on Killsaws for the unit you may as well be buying another Nob instead. 10 extra points gets you those additional 3 attacks as well as two more 2+ save wounds for the unit. Adding one set of Killsaws isn't a bad idea though. (Edit: my mistake, this would make the unit exceed the Trukk's capacity, so instead of the extra Mega Nob I change my recommendation to retaining the Killsaws and taking an additional Deffkopta)
We've still got some points to spare so next I would add three more Warbikers to the unit and then one more Bomb Squig to each Tankbustas unit. Takes us back nicely to 1850 I think.
This message was edited 1 time. Last update was at 2016/04/07 17:11:25
I would keep the traktor kannonz. many people do not remember 6th but fliers were very good before there were SHV and GMC. I would expect to see more fliers than normal with the rules you laid out.
I don't think the shootaboyz are wasted, shootaboyz are quite good for their cost. They still have 3 attacks on the charge and 18" range 2 shots is not bad. Especially when they can charge after. You can also use them to screen your lootas at the game start, or bubble wrap them against drop pod nonsense.
The only thing I would consider changing are the meganobz and single deffkopta.
I would drop them to a squad of 3, with 1 buzzsaw no bosspole, no skorchas.
I would use the saved points to give the shoota boyz nobz bosspoles. And add more lootas to the loota squads, and more tankbustas. (IIRC you would save 140pts here, 2 bosspoles is 10, and that gives you 105 pts. Which should be pretty close to take both loota squads to 9 models, and both tank busta squads to 9 models - which makes the Morale test range for 25% casualties 2 models as opposed to 1 at starting unit size....)
You could probably keep the deffkopta if you want, I just dislike the lone deffkopta because yes it gets ignored, unless your opponent goes first and if its on the table its an easy firstblood VP often.
You are more likely to get rampage off with 3 MAnz + Grotsnik versus 5 Manz+grotsnik. The MANz missile really is best used to bully units, not charge large deathstars or anything.
Thank you both for your tips. I think I will keep the Traktor Kannons in the list. I expect pretty much flyers and flying monsters. One great thing with traktor kannons is that they cause auto immobilized to lyers if they do damage and if I remember right -3 to the grounding check for monsters? And if lootas don't have to shoot to the sky they will surely have good ground targets every turn also.
Your right, I should make both tankbusta and loota units at least 8 strong! Bigger chance that they won't run away from first casualties. Hmmm... Maybe I should take one or two meganobz of the unit to get the points. I forgot to write it in the list but shoota nobz have boss poles, never without them!
I think that lone deffkoptas are great so I won't get rid of that. They are easy to hide and are super fast, so I don't really worry about first blood. With the boyz I think usually you should have plenty or none att all, so I'm not sure of only like two units of 11 boyz, they're wasted right away even with truks. And 50 boyz foot slogging are way cheaper than 50 boyz on trukks.
We have an old school tournament coming. We play 1850 point armies with basic CAD, no allies, no formations, no D-weapons, no superheavies and no gargantuan creatures. Basicly how it used to be years ago, but with 7th edition rules.
So here's my Ork list. I haven't played lot with Orks so any advice would be welcomed. And I think my Orks will be facing lot of marines and eldar, some tyranids, necron, dark eldar, daemons, chaos and tau. I think every army other than IG will be possible opponent in this tournament, so my list must be some kind of an all-comers list. And yeah, I know that Orks are not any way very competitive, but they're fun! And I just like to have some kind of not auto-lose list to have fun with.
HQ:
-Warboss with bike, klaw, cyborg body and lucky stikk -> goes with bikers -Mad Dok Grotsnik -> goes with meganobs
Troops:
-25 shoota boyz (including 2 big shootas and Nob with klaw) -25 shoota boyz (including 2 big shootas and Nob with klaw)
Elite:
-5 meganobz (2 kombi-scorchas + 3 buzz saws + 1 boss pole) + trukk with rokkit, ram and extra armour -7 tankbustas (2 bomb squigs) + + trukk with rokkit and ram -7 tankbustas (2 bomb squigs) + + trukk with rokkit and ram
Fast:
-9 warbikers (includes nob with klaw and boss pole) -1 dethkopta (rokkit)
Heavy:
-7 lootas -7 lootas -3 mekk guns (3 x traktor cannon, 3 ammo runts, 4 extra gretchin)
TOTAL: 1850 points
This is quite simple. Boyz walk and shoot what they can, tankbusta trukks boost around to get close to some juicy targets, bikes are gonna be zooming around and shooting stuff, maybe get to close combat also, or maybe just the warboss leaves the squad and goes smashing things in close combat? Lonely kopta is going to be turbo-boosting on objectives. Lootas and traktor-cannons are for anti-air and general fire support. Meganobz with Grotsnik are the ultimate heavy hitter that can deal with almost everything in close combat with fearless, feel no pain and rampage, that's if they ever get there. Their trukk is there only for at least one round of flat out boosting to help with that. Depending on scenario and maybe if I get apporiate warlord trait some of the trukk squads might be left in reserve, we'll see.
So, what do you more experienced Ork players think? Could this list work?
Grotsnick is overpriced for what he does. (Rampage) For comparasion, giving all of them killsaws gave them a comparable number of extra attacks for a fraction of the price, but in reality they're overpriced too. Extra nobs is the best way to add more attacks to the unit. (1 mad doc = 3.5 nobz) Of course you're limited by the trukk capacity. So here's how I would construct your list, it's quicker to show it than explain it.
HQ: 40
-Warboss Zhardsnick -Painboy w/ bike -Painboy
Troops: 440 (-cost of warbikes)
-9 warbikers (includes nob with klaw and boss pole)
Elite: 70
-5 meganobz (2 kombi-scorchas + 1 boss pole) -7 tankbustas (2 bomb squigs) + + trukk with rokkit and ram -7 tankbustas (2 bomb squigs) + + trukk with rokkit and ram
Fast: (+cost of warbikes)
-1 dethkopta (rokkit)
Heavy: 108
-7 lootas -7 lootas
This leaves you with 658 points by taking out severly underpower units or redundant units. (>30% of your list) You can take another squad of lootas, which will more than suffice for the traktor kannons (The immbolized bonus is nice but in reality they're about just as good at taking out flying units as the lootas.) With Zhardsnick you can't take the gunz anyway, but you can fill your troop slots with warbikes instead of shootas, which are faster, have more dakka, and get a good jink save. Getting rid of the dead weight, you can take a battlewagon for the meganobz and take more of them, or more warbikes,more Deffkoptas, or more lootas. A lot more. (658 points worth.)
Ork biker lists have been around since 3rd/4th ed. so it's still classic, just less prone to turning into swiss cheese than the footslogged mechanized hybrid you have which will get focus fired into pieces in order of fastest to slowest.
This message was edited 1 time. Last update was at 2016/04/07 19:17:18
We have an old school tournament coming. We play 1850 point armies with basic CAD, no allies, no formations, no D-weapons, no superheavies and no gargantuan creatures. Basicly how it used to be years ago, but with 7th edition rules.
So here's my Ork list. I haven't played lot with Orks so any advice would be welcomed. And I think my Orks will be facing lot of marines and eldar, some tyranids, necron, dark eldar, daemons, chaos and tau. I think every army other than IG will be possible opponent in this tournament, so my list must be some kind of an all-comers list. And yeah, I know that Orks are not any way very competitive, but they're fun! And I just like to have some kind of not auto-lose list to have fun with.
HQ:
-Warboss with bike, klaw, cyborg body and lucky stikk -> goes with bikers
-Mad Dok Grotsnik -> goes with meganobs
Troops:
-25 shoota boyz (including 2 big shootas and Nob with klaw)
-25 shoota boyz (including 2 big shootas and Nob with klaw)
Elite:
-5 meganobz (2 kombi-scorchas + 3 buzz saws + 1 boss pole) + trukk with rokkit, ram and extra armour
-7 tankbustas (2 bomb squigs) + + trukk with rokkit and ram
-7 tankbustas (2 bomb squigs) + + trukk with rokkit and ram
Fast:
-9 warbikers (includes nob with klaw and boss pole)
-1 dethkopta (rokkit)
Heavy:
-7 lootas
-7 lootas
-3 mekk guns (3 x traktor cannon, 3 ammo runts, 4 extra gretchin)
TOTAL: 1850 points
This is quite simple. Boyz walk and shoot what they can, tankbusta trukks boost around to get close to some juicy targets, bikes are gonna be zooming around and shooting stuff, maybe get to close combat also, or maybe just the warboss leaves the squad and goes smashing things in close combat? Lonely kopta is going to be turbo-boosting on objectives. Lootas and traktor-cannons are for anti-air and general fire support. Meganobz with Grotsnik are the ultimate heavy hitter that can deal with almost everything in close combat with fearless, feel no pain and rampage, that's if they ever get there. Their trukk is there only for at least one round of flat out boosting to help with that. Depending on scenario and maybe if I get apporiate warlord trait some of the trukk squads might be left in reserve, we'll see.
So, what do you more experienced Ork players think? Could this list work?
Grotsnick is overpriced for what he does. (Rampage) For comparasion, giving all of them killsaws gave them a comparable number of extra attacks for a fraction of the price, but in reality they're overpriced too. Extra nobs is the best way to add more attacks to the unit. (1 mad doc = 3.5 nobz) Of course you're limited by the trukk capacity. So here's how I would construct your list, it's quicker to show it than explain it.
HQ: 40
-Warboss Zhardsnick
-Painboy w/ bike
-Painboy
Troops: 440 (-cost of warbikes)
-9 warbikers (includes nob with klaw and boss pole)
Elite: 70
-5 meganobz (2 kombi-scorchas + 1 boss pole)
-7 tankbustas (2 bomb squigs) + + trukk with rokkit and ram
-7 tankbustas (2 bomb squigs) + + trukk with rokkit and ram
Fast: (+cost of warbikes)
-1 dethkopta (rokkit)
Heavy: 108
-7 lootas
-7 lootas
This leaves you with 658 points by taking out severly underpower units or redundant units. (>30% of your list) You can take another squad of lootas, which will more than suffice for the traktor kannons (The immbolized bonus is nice but in reality they're about just as good at taking out flying units as the lootas.) With Zhardsnick you can't take the gunz anyway, but you can fill your troop slots with warbikes instead of shootas, which are faster, have more dakka, and get a good jink save. Getting rid of the dead weight, you can take a battlewagon for the meganobz and take more of them, or more warbikes,more Deffkoptas, or more lootas. A lot more. (658 points worth.)
Ork biker lists have been around since 3rd/4th ed. so it's still classic, just less prone to turning into swiss cheese than the footslogged mechanized hybrid you have which will get focus fired into pieces in order of fastest to slowest.
I think he is forced to use a CAD for the tournament, so can't get 3HQs.
Also they may be limiting it to non FW, so may not be able to get Zhard.
Yes, we are limited by the basic CAD and also no forge world stuff. Just the basics. So biker army isn't very viable here. Also I think Grotsnik is great with meganobs, little pricey of course, but he also gives feel no pain and fearless not only rampage. And all those combined is a great boost to meganobs! I like the idea of mega-armour boss with stikk leading the boyz tanking all the hits! But with only two HQ choises it's hard to choose which one to take out for that, the biker boss, or the grotsnik? Hmm, what do you think helps my boyz the most, mega-armour stikk boss leading boyz, fast biker boss, or grotsnik that makes meganobz super-hard?