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Hey guys (and gals). New player here picking the hobby back up after a 22 year hiatus and loving every bit of it. I decided to go orkz this time around because it fits my personality. I like the idea of overwhelming the board with bodies and focusing mainly on meelee with some support fire. My local shop does 50PL beginner matches so I did a bunch of research and tried to build my most competitive list with some of what I’ve already bought and other strong units that I will want in my larger armies. So far, I have bought and painted the ork start collecting kit (11 boyz, 5 nobz, 1 deff dread, 1 painboy) and ghazghull himself (+makari). I can add 20 ork boyz to this and have an army, but I’d like to start working towards a more competitive build. I tried to make it work with Ghaz but I’m not sure it’s possible at 50 PL. What do y’all think of these two lists?
realize your selection is limited, but don't see how the 2nd list would deal with vehicles. Elite infantry would be an issue also. The warboss can only be one place at a time.
Goreshrek wrote: realize your selection is limited, but don't see how the 2nd list would deal with vehicles. Elite infantry would be an issue also. The warboss can only be one place at a time.
But at the same time very few enemy lists could deal with 90 boyz at 1000 points/50 PL, greentides rely on that many boyz in games twice that size. It's a very skew list and it's actually competitive. Elite lists will have very few bodies, and what vehicles could he realistically face that he needs to deal with at 1000 points/50 PL? The only issue could be related to mobility as it lacks cheap scoring units like Deffkoptas or Kommandos, maybe even Mek Gunz. I'd drop the Weirdboy for a couple of those. But the list is already competitive, like close to tournament level.
List 1 I don't like. Ghazghkull is a massive investment for a game that size, I'd drop it for more bodies. It'll suffer even more than list 2 in scoring points.
Warboss, Big Mek with KFF, 60 Boyz and 2 Mek Gunz are an extremely solid base for 1000 points/50 PL though. Add Meganobz, Kommandos, Deff Koptas, a few more Mek Gunz, or buggies (Kustom Boosta Blastas, Scrapjets, Dragtas) to complete the list.
This message was edited 1 time. Last update was at 2021/01/14 07:49:59
You should probably find a middle ground between the two. Keep the mek guns, but drop Thrakka for the third unit of boyz.
A goff MA big mek with da kleverest boss and killa klaw can replace a warboss, so you don't have to bring an extra character for the KFF.
7 Ork facts people always get wrong: Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other. A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot. Orks meks have a better understanding of electrics and mechanics than most Tech Priests. Orks do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why. Gharkull Blackfang did not even come close to killing the emperor. Orks can be corrupted by chaos, but few of them have any interest in what chaos offers. Orks do not have the power of believe.
This might be less competitive than your list #2. Since you have five nobz, and then one nob with your boyz from your starter set, you might as well have six squads of gitz. I included the Deff Dread since I know you have it. The Deff Dread is going to go on a shelf as soon as you have better models, so please include him in your early 1k lists, deep strike him down next to some boyz the turn they assault, and use the Loot It! stratagem when he gets destroyed. I think I forgot to take a Psychic power, Da Jump is probably the competitive option, I sometimes also take the CC buff.
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.
Actually dreads aren't bad at all especially in smaller games, they just need some armour redundancy to work. A couple of units between mek gunz, an additional dread 1-2 buggies, a flyer, meganobz and a trukk could already provide that.
Jidmah wrote: You should probably find a middle ground between the two. Keep the mek guns, but drop Thrakka for the third unit of boyz.
A goff MA big mek with da kleverest boss and killa klaw can replace a warboss, so you don't have to bring an extra character for the KFF.
Isn’t the MA big mek only good in a vehicle? I would have to footslog him in this army. How would he keep up with my troops?
Did GW ever release a FAQ regarding the two different KFFs?
Automatically Appended Next Post:
Rismonite wrote: Ghaz is too expensive for 1000 points. I like list two better. I personally ditch the Big Mek with KFF for a painboy.
Because you have the starter set, and until you get more models, I recommend this
This might be less competitive than your list #2. Since you have five nobz, and then one nob with your boyz from your starter set, you might as well have six squads of gitz. I included the Deff Dread since I know you have it. The Deff Dread is going to go on a shelf as soon as you have better models, so please include him in your early 1k lists, deep strike him down next to some boyz the turn they assault, and use the Loot It! stratagem when he gets destroyed. I think I forgot to take a Psychic power, Da Jump is probably the competitive option, I sometimes also take the CC buff.
Do you think a painboy is worth it at 50PL, or even 2000 pts for that matter? I am back and forth on including a painboy in my lists.
This message was edited 1 time. Last update was at 2021/01/14 13:38:38
@Zoltan When I'm moving giant blocks of boyz I hate having to try and measure to get them all under the bubble. I like the painboy for giving my warboss back some wounds, his buff is easier to get on a unit, and he has a powerklaw.
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.
Rismonite wrote: @Zoltan When I'm moving giant blocks of boyz I hate having to try and measure to get them all under the bubble. I like the painboy for giving my warboss back some wounds, his buff is easier to get on a unit, and he has a powerklaw.
That's an interesting perspective. I have wondered how difficult it is to squeeze in squads of 30 under a KFF. It seems like most people running the Big Mek in MA in tournament lists are throwing it in a vehicle anyway so they aren't using them to protect their boyz. I will usually see 1 painboy in those lists as well.
Can anyone help me with the different [bracketed] classifications in Battlescribe? Are there certain ones I should stay away from, like [index] or [legends] if I want to eventually build a tournament legal army?
The Painboy is a legit option when his aura is in range for 60+ boyz and has the chance to heal a Weirdboy or Ghaz. For greentides oriented lists it's a solid unit, although it's far from being a "must have". In other lists' archetypes it's really sub-optimal and I wouldn't bother with it.
Big Mek in Megarmor slows down the boyz a bit, but just with 1'' actually, he's also a legit option. Especially if you combine it with a weirdboy who can cast Da Jump. Both Big Mek in Megarmor + Weirdboy and Warboss + Big Mek with KFF are solid combinations to lead and shield blobs of boyz.
Jidmah wrote: You should probably find a middle ground between the two. Keep the mek guns, but drop Thrakka for the third unit of boyz. A goff MA big mek with da kleverest boss and killa klaw can replace a warboss, so you don't have to bring an extra character for the KFF.
Isn’t the MA big mek only good in a vehicle? I would have to footslog him in this army. How would he keep up with my troops?
A regular big mek will also fail to keep up with your troops if they charge or he fudges and advance roll. When the 1" starts to matter, you will already find yourself in combat anyways. Keep in mind that you no longer have to assume to cross 24" before fighting, but you usually will start charging in turn 2.
Did GW ever release a FAQ regarding the two different KFFs?
They did at the start of 9th.
This message was edited 1 time. Last update was at 2021/01/15 08:48:01
7 Ork facts people always get wrong: Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other. A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot. Orks meks have a better understanding of electrics and mechanics than most Tech Priests. Orks do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why. Gharkull Blackfang did not even come close to killing the emperor. Orks can be corrupted by chaos, but few of them have any interest in what chaos offers. Orks do not have the power of believe.
>>Can anyone help me with the different [bracketed] classifications in Battlescribe? Are there certain ones I should stay away from, like [index] or [legends] if I want to eventually build a tournament legal army?
Stay away from both of these (index and legends) for a tournament legal army. Some tournaments may allow them, but you would have to ask the organizers. Since the Warboss on Bike has moved out of Index and is legal, the only real hole is no mega-armor warboss. The MA big mek can be buffed up as a replacement, but you still need The waaagh to advance and charge if you are using boyz mobs.
Rismonite wrote: @Zoltan When I'm moving giant blocks of boyz I hate having to try and measure to get them all under the bubble. I like the painboy for giving my warboss back some wounds, his buff is easier to get on a unit, and he has a powerklaw.
That's an interesting perspective. I have wondered how difficult it is to squeeze in squads of 30 under a KFF. It seems like most people running the Big Mek in MA in tournament lists are throwing it in a vehicle anyway so they aren't using them to protect their boyz. I will usually see 1 painboy in those lists as well.
Can anyone help me with the different [bracketed] classifications in Battlescribe? Are there certain ones I should stay away from, like [index] or [legends] if I want to eventually build a tournament legal army?
Index options are now illegal for any play unless you house-rule them. Legends is usually banned from events, but generally accepted everywhere else.
7 Ork facts people always get wrong: Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other. A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot. Orks meks have a better understanding of electrics and mechanics than most Tech Priests. Orks do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why. Gharkull Blackfang did not even come close to killing the emperor. Orks can be corrupted by chaos, but few of them have any interest in what chaos offers. Orks do not have the power of believe.
Goreshrek wrote: >>Can anyone help me with the different [bracketed] classifications in Battlescribe? Are there certain ones I should stay away from, like [index] or [legends] if I want to eventually build a tournament legal army?
Stay away from both of these (index and legends) for a tournament legal army. Some tournaments may allow them, but you would have to ask the organizers. Since the Warboss on Bike has moved out of Index and is legal, the only real hole is no mega-armor warboss. The MA big mek can be buffed up as a replacement, but you still need The waaagh to advance and charge if you are using boyz mobs.
Thanks! So that means you can't use 3 dread klaws on a deff dread then, is that correct? So the ideal build for a goff/evil sunz deff dread would be 2 klaws, 1 saw, and 1 skorcha?
Jidmah wrote: You should probably find a middle ground between the two. Keep the mek guns, but drop Thrakka for the third unit of boyz.
A goff MA big mek with da kleverest boss and killa klaw can replace a warboss, so you don't have to bring an extra character for the KFF.
Isn’t the MA big mek only good in a vehicle? I would have to footslog him in this army. How would he keep up with my troops?
A regular big mek will also fail to keep up with your troops if they charge or he fudges and advance roll. When the 1" starts to matter, you will already find yourself in combat anyways. Keep in mind that you no longer have to assume to cross 24" before fighting, but you usually will start charging in turn 2.
Did GW ever release a FAQ regarding the two different KFFs?
They did at the start of 9th.
Thanks for the advice guys. Really appreciate it. This has been a big help.
This message was edited 1 time. Last update was at 2021/01/15 16:38:14
>>Thanks! So that means you can't use 3 dread klaws on a deff dread then, is that correct? So the ideal build for a goff/evil sunz deff dread would be 2 klaws, 1 saw, and 1 skorcha?
I believe the new base cost includes the 2 big shootas. You can sub them out for dread saws/skorchas per the codex, but you have to pay for them. So no 3 klaws. I believe you are correct..