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![[Post New]](/s/i/i.gif) 2017/02/07 21:53:36
Subject: [1550] - Orks - Orks fluffy list
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Squishy Squig
Gloucester
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Using the Horde formation to build
HQ
-Painboy
-Warboss, boss pole, da lucky stick, PK
-Weirdboy, mastery 2
Troops
-Boys x 19, Nob with PK
-Boys x 19, Nob with PK
-Boys x 19, Nob with PK
Elites
Burna Boys x 9, Mek with Kustom Blasta, Trukk
Tankbustas x 9, Nob, Trukk
Fast Attack
-Deffkopta, Rocket
-Deffkopta, Rocket
Heavy support
-Flash gitz x 5, Trukk
-Killa Kans x 3, with Rockets
-Lootas x 9, Mek with Kustom Blasta
points total 1545, could get below 1500 by removing the weirdboy
Really do not mind about winning or loosing or even being competitive, this list is purely what i think would be fun to run across a board. Anyone is welcome to offer advise on what they think could add some random fun factor.
My aim is to charge the boys straight across the board with all the HQ's attatched, screaming WAAAGHHH, and fly the heavy gunline up in their trukks shooting rockets at anything that moves with armour
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8000
4000
only painted models count |
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![[Post New]](/s/i/i.gif) 2017/02/07 22:02:28
Subject: Re:[1550] - Orks - Orks fluffy list
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Regular Dakkanaut
Edgewood, Washington state
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I haven't played an offical game yet but I'm assembling Orkz. This list looks a lot of fun, I'm not an expert but for just casual play I don't see anything wrong. Maybe replace the Weirdboy with a Mekboy that has a Kustom Force Field Generator?
But I do love the Weirdboy, I want one so bad just to see what he can do.
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![[Post New]](/s/i/i.gif) 2017/02/07 22:13:23
Subject: [1550] - Orks - Orks fluffy list
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Squishy Squig
Gloucester
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I had thought about using a KFF, i have also considered a Shock Attack Gun in with the Lootas, I might play a few games using each to see.
I really want to see what the random Ork psychic powers can offer too. specifically the teleport with a mob of boys!
Too much choice, too few fights for the boys!
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8000
4000
only painted models count |
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![[Post New]](/s/i/i.gif) 2017/02/07 22:24:48
Subject: [1550] - Orks - Orks fluffy list
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Regular Dakkanaut
Edgewood, Washington state
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LittleK wrote:I had thought about using a KFF, i have also considered a Shock Attack Gun in with the Lootas, I might play a few games using each to see.
I really want to see what the random Ork psychic powers can offer too. specifically the teleport with a mob of boys!
Too much choice, too few fights for the boys!
There is a lot of good choices to try. I agree, the Weirdboy teleport ability was what caught my eye. Let us know the outcome after playing a few games!
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![[Post New]](/s/i/i.gif) 2017/02/08 08:09:26
Subject: [1550] - Orks - Orks fluffy list
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Waaagh! Ork Warboss
Italy
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I'd take trukk boyz instead of mobs of 20. I'd also drop the nob in the tankbustas unit and the meks that are attached to burnas and lootas.
With these changes you should be able to take 4 units of 10 trukk boyz, all including nobz with bp and pk. Maybe a big choppa in the unit joined by the warboss if you need to save points.
Killa Kans are much better equipped with grotzookas, 6 blasts at S6 are really nice.
Da Jump is a random power, if you don't roll for it you can't use it, so I wouldn't rely on it.
Shokk attack gun is nice but it doesn't have synergy with lootas, its strenght is the ap2 so its favourite targets are heavy infantries. Lootas instead are very good against light vehicles. So the SAG should be attached to units like KMKs or maybe lobbas, or maybe running solo joined by a unit of gretchin to give the big mek some ablative wounds.
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![[Post New]](/s/i/i.gif) 2017/02/08 08:46:36
Subject: [1550] - Orks - Orks fluffy list
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Fully-charged Electropriest
Varying cities in the North
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Burnas, Killa Kans and Flash Gitz are not good. However, if you want to use them, go for it, have fun!
In terms of making what's in your list better, Tankbustas are better in 2 units of 5, both in Trukks. Lootas also in 2 units of 5. Personally I like the Boyz in 10s in a Trukk, but that's up to you tbh. Get rid of the KMBs on the Meks (and probably the Meks themselves), and I don't think the Weirdboy adds much. You've got the right idea about single Deffkoptas, they're good.
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![[Post New]](/s/i/i.gif) 2017/02/08 10:45:48
Subject: [1550] - Orks - Orks fluffy list
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Squishy Squig
Gloucester
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Blackie wrote:I'd take trukk boyz instead of mobs of 20. I'd also drop the nob in the tankbustas unit and the meks that are attached to burnas and lootas.
With these changes you should be able to take 4 units of 10 trukk boyz, all including nobz with bp and pk. Maybe a big choppa in the unit joined by the warboss if you need to save points.
Killa Kans are much better equipped with grotzookas, 6 blasts at S6 are really nice.
Da Jump is a random power, if you don't roll for it you can't use it, so I wouldn't rely on it.
Shokk attack gun is nice but it doesn't have synergy with lootas, its strenght is the ap2 so its favourite targets are heavy infantries. Lootas instead are very good against light vehicles. So the SAG should be attached to units like KMKs or maybe lobbas, or maybe running solo joined by a unit of gretchin to give the big mek some ablative wounds.
I liked the idea of a ton of boyz sprinting across the board though, i feel adding them all into trukks will take that away from the fluffyness.
I will drop the Meks and Nob though and equip the Kans with grotzookas though, and yeah i didn't bank on rolling Da Jump, and knowing my rolling i never will, just really wanna see a mob of boyz appear in the midst of them.
Ill see point wise too though cause i know a SAG is rather points heavy in replacement of a weirdboy anyway! Automatically Appended Next Post: Sledgio wrote:Burnas, Killa Kans and Flash Gitz are not good. However, if you want to use them, go for it, have fun!
In terms of making what's in your list better, Tankbustas are better in 2 units of 5, both in Trukks. Lootas also in 2 units of 5. Personally I like the Boyz in 10s in a Trukk, but that's up to you tbh. Get rid of the KMBs on the Meks (and probably the Meks themselves), and I don't think the Weirdboy adds much. You've got the right idea about single Deffkoptas, they're good.
Im quite happy in them not being good units in general, ive included them because they look fun and fluffy, just running across the boarding with lots of dakka
I think adding the Meks stemmed from my Imperial fist days where everything must have a squad leader haha. i will remove them now.
Tbh im not banking on the Weirdboy doing much, its his unpredictability i have included him for! to try and make the enemy unsure of what to shoot as they don't know what could happen!
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This message was edited 1 time. Last update was at 2017/02/08 10:51:58
8000
4000
only painted models count |
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![[Post New]](/s/i/i.gif) 2017/02/08 21:48:04
Subject: Re:[1550] - Orks - Orks fluffy list
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Tough-as-Nails Ork Boy
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I know how you feel I love flash gitz and tankbustas too. One thing I've found to really make them good is sticking them in FW gunwagons. 60 points buys you an open topped non fast 13/12/10 tank with a twinlinked big shoota and capaticy for 10 Orks. Mine are looted rhinos with an open back with orky plates and paint job.
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![[Post New]](/s/i/i.gif) 2017/02/09 01:42:57
Subject: [1550] - Orks - Orks fluffy list
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Annoying Groin Biter
Wichita, KS
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IF you're going footslog I'd advise taking max models per unit.
What I'd do is make two 30 man boyz units. 3 if you have the models/points.
Scrap the weird boy, get a SAG with 10 grots for wounds. These rock in small games. At the very least, get another pain boy or KFF to help your footsloggers instead.
Split your lootas into 2 groups of 5, no meks. Scrap the Kanz. Keep the Gitz if you want, and I'm assuming you do. These two changes (lootaz and SAG) alone should improve your backline and allow greater flexibility.
Next, Split your tank busts into 2, 5 man groups in trucks. Keep your burnaz if you want. Might as well fill out your force org. Again, this allows more flexibility and target saturation.
The largest hangup for me is the Kanz. If you can scrap them fill out the gap, if any, with Bikers. You have the force org slots.
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This message was edited 2 times. Last update was at 2017/02/09 01:50:48
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![[Post New]](/s/i/i.gif) 2017/02/10 22:27:40
Subject: [1550] - Orks - Orks fluffy list
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Fighter Ace
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I'd actually advise going against max unit sizes, even for footsloggers. It allows your opponent to concetrate firepower and you will lose more orks to mob rule and failed leadership tests. Smaller units of boyz usually get overkilled if they do get shot at, wasting an enemy units potential. While 15 dead orks in a unit of 30 is a disaster, 15 dead orks in a unit of 10 with two more units of 10 is actually a net benefit for you. Plus you will be at a lesser risk of tarpitting or debuffs and it allows you to engage more enenmy units at once, reducing your incoming fire. In any case, consider this: HQ 295 -Warboss, DLS, Cybork Body, PK -Big Mek, KFF, Big Choppa -Big Mek, KFF, Big Choppa Troops 700 -Boys x 9, Nob with PK, BP -Boys x 9, Nob with PK, BP -Boys x 9, Nob with PK, BP -Boys x 9, Nob with PK, BP -Boys x 9, Nob with PK, BP -Boys x 9, Nob with PK, BP -Boys x 9, Nob with PK, BP Elites 280 -Burna Boys x 5, Trukk, RR -Tankbustas x 5, Trukk, RR -Tankbustas x 5, Trukk, RR Fast Attack 60 -Deffkopta, Rokkits -Deffkopta, Rokkits Heavy support 215 -Flash gitz x 4, Kaptain, Trukk, RR -Lootas x 5 -1550 I swapped out the most egrious choice, the killa kans, but left the gitz, meks, and burnas and all that good stuff. You mentioned tossing the weirdboy, and the painboy doesn't work as well in this kind of list. This version is much more resistant to shooting, has many more powerklaws, and has way more tactical maneuverability w/r/t objectives. The kans will fall way behind in your games and don't have great shooting so they can basically just be ignored, and their point cost makes them expensive objective campers, plus as a vehicle squadron they make an easy target. e:I guess you're okay losing the meks? I've updated the list with that in mind. Forgot to add the flash gitz trukk in too.
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This message was edited 5 times. Last update was at 2017/02/11 00:35:39
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