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Made in us
Fresh-Faced New User





Leader

Gretchin [3pts]

Specialists

Kommando Boss Nob Power Klaw [Combat] 16 pts

Boys Boss Nob Kombi Sorcha [Demolitions] 14pts

Burna Boy [Zealot level 1] 12pts

Non-specialists

2 Gretchin 6pts

1 Ork Gunner 7pts big shoota

7 Ork boys 42pts sluggas & choppas

the basic plan is to set up the gunner in a position with a good line of sight, keeping a grot or two nearby for grot shield. and use the rest of the force for cc and objectives

This message was edited 2 times. Last update was at 2019/09/05 02:52:34


 
   
Made in us
Been Around the Block




This is a nice list, good for objective grabbing, and has some good punch. The thing is, you don't really have any good AP at ranged so you'll really suffer against something like Deathwatch. Kill Team is balanced around a Command Roster, not so much lists, so I'd advise starting to think about putting a command roster together, as that is where you'll get your answers for multiple things.

Also, I run a youtube channel focused around Kill Team if you're looking for something along those lines. You can find it at www.youtube.com/OddsofWar

Cheers!
   
Made in us
Committed Chaos Cult Marine





Lootloader wrote:
This is a nice list, good for objective grabbing, and has some good punch. The thing is, you don't really have any good AP at ranged so you'll really suffer against something like Deathwatch. Kill Team is balanced around a Command Roster, not so much lists, so I'd advise starting to think about putting a command roster together, as that is where you'll get your answers for multiple things.

Also, I run a youtube channel focused around Kill Team if you're looking for something along those lines. You can find it at www.youtube.com/OddsofWar

Cheers!


To be fair, Orks don't have good ranged AP except maybe Flash Gits. Even then, poor WS combined with Kill range/cover modifers makes Ork shooting tough. I often play Bad Moons with a shooty roster, and it takes a lot effort to get even just 5+ to shoot someone save with burnas/scorchas. I am taking double rokkit launchas just to blow something, anything up real good. It still hasn't happened after like 3 games.

I get the impression this Ork list is purely core rules. It isn't bad, and is a fairly common core rules Ork list. If you have the ability, I would look into the big choppa for your nobs as an option. I regularly use the power claw, but I find it overkill most of the time when it actually hits. Sure, on paper 4+ sounds easy enough, but remember, there is a lot of ground that nob has to cover to use it. And Orks don't have Transhuman Physiology. There is a very good chance that by the time your boss gets into killin' range he's going to have a flesh wound and even as a Combat specialist 5+ to hit is not fun.

Otherwise, have fun and practice using your boyz. They are probably going to be your meat and potatoes unit every game so figuring out how you are going to get them stuck in might take some effort. Really understand how movement works even when in melee combat as you might need to reposition (Pile In page 34) to help get more boyz into melee.

Also don't feel bad if you don't do so well with Orks since if their dead then it don't matta, and if they lose they just make 'nother go it. I find my Orks fun, but they don't win all that often. I play against a lot of power armor and even with the plethora of choppa attacks getting those kills can be tough with no AP.
   
Made in us
Been Around the Block






To be fair, Orks don't have good ranged AP except maybe Flash Gits. Even then, poor WS combined with Kill range/cover modifers makes Ork shooting tough. I often play Bad Moons with a shooty roster, and it takes a lot effort to get even just 5+ to shoot someone save with burnas/scorchas. I am taking double rokkit launchas just to blow something, anything up real good. It still hasn't happened after like 3 games.

I get the impression this Ork list is purely core rules. It isn't bad, and is a fairly common core rules Ork list. If you have the ability, I would look into the big choppa for your nobs as an option. I regularly use the power claw, but I find it overkill most of the time when it actually hits. Sure, on paper 4+ sounds easy enough, but remember, there is a lot of ground that nob has to cover to use it. And Orks don't have Transhuman Physiology. There is a very good chance that by the time your boss gets into killin' range he's going to have a flesh wound and even as a Combat specialist 5+ to hit is not fun.

Otherwise, have fun and practice using your boyz. They are probably going to be your meat and potatoes unit every game so figuring out how you are going to get them stuck in might take some effort. Really understand how movement works even when in melee combat as you might need to reposition (Pile In page 34) to help get more boyz into melee.

Also don't feel bad if you don't do so well with Orks since if their dead then it don't matta, and if they lose they just make 'nother go it. I find my Orks fun, but they don't win all that often. I play against a lot of power armor and even with the plethora of choppa attacks getting those kills can be tough with no AP.


Well, orks have kustom mega blastas, which when combined with a comms bonus can be downright nasty, as they have 24" range, and are assault, so they become a very dangerous very quickly. Lootas can be good, even only at -1 ap, the 2 damage is nice for taking things out of action easily. You also have rokkits as you say, so they can compete.

I also run a bad moonz shooty style list, and find that I take things out quite frequently at range.
   
Made in us
Committed Chaos Cult Marine





Lootloader wrote:


Well, orks have kustom mega blastas, which when combined with a comms bonus can be downright nasty, as they have 24" range, and are assault, so they become a very dangerous very quickly. Lootas can be good, even only at -1 ap, the 2 damage is nice for taking things out of action easily. You also have rokkits as you say, so they can compete.

I also run a bad moonz shooty style list, and find that I take things out quite frequently at range.


Yeah, but that means you are running two Spanners (or something even more expensive) get a Comms specialist to affect the other one doubling the risk of self nuking (and if I can self nuke my units, I am going to self nuke my units even with re-rolls). Spanners still only have a BS 5+ so they are probably hitting on 5s at best (I always assume my opponent has their units in cover at all time. Custom Mega Blasters are Assault, but Assault 1 so Advancing with them is going to put you back at 6s to hit. So you have as much chance of melting yourself as the enemy unless you want to spend CPs (or are Bad Moons). Plus, after all that work, I don't want d3 damage. I like more static multi-damage numbers so I count on the number of Injury Dice I am rolling.

Me, I am going to probably go with Rokkit launchas which are Heavy 1, at little less AP at -2 and static damage of 3. I can't move them as much as Spanners, but I don't really miss the AP since even MEQ are behind the eight ball on their save with -2. If they do fail it, 3 injury dice is kinda easy to get a roll of 5-6 especially since I am usually willing to spend a CP to roll them all again. The Spanner idea is basically the same idea except it does free up the Ork Boy Gunner slots for Big Shootas which I do find kind of nice. I just find outside of Bad Moons going that route requires more luck than my dice are willing to give me. Maybe I just roll a lot of 1s making it seem like a bad idea.

I think Lootas have a lot of the same issue as Spanners and Rokkit Launcha Boyz. They are just a bit too expensive for the amount they wiff. Again, my experience has been that it is very difficult to catch an opponent out in the open, so I am dealing with -1 cover penalty all game. I just find 12 points (that's a bolter marine right there) for a Loota needing 6s to hit (even with the Bad Moons re-rolling 1s) a bit too steep. I really think I get more mileage out of 2 boyz instead most of the time.

I still lean toward Flash Gits if you want to do shooty Orks. They have a BS 4+ which is worth supporting with a Comms Spanner since they have the dakka and firepower to get some work done. They are a bit on the pricey side of points, but even with the Boyz and/or Kommando Nob(s), you have enough points left over for a handful of boyz to help control the board. Besides if you have to roll 6s to hit for whatever reason, Flash Gits give you that extra attack too. Ultimately, I don't really support shooty Orks in Kill Team though if you are looking for effectiveness. I feel that melee Goffs is probably a much better team.

This message was edited 1 time. Last update was at 2019/09/08 04:45:02


 
   
 
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