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[2000] - Orks? What can I build with this stuff?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Nurgle Chosen Marine on a Palanquin





Livermore, Ca

I just picked up an Ork Army from a friend, whats the most competitive list I can build and what am I missing to be more competitive?

HQ
2 Warboss with Attack Squig
1 Big Mek in Mega Armor
1 metal Weirdboy
1 Boss Snikrot
1 Mozrog Skragbad
2 Warboss in Mega Armor

Troops
50 Ork Boyz
10 Gretchin with Runtherd
10 Beast Snagga Boyz

Elites
10 Nobz
10 Kommndos
10 Octuras Kommando
3 Mega Nobz

Heavy Support
5 Flash Gitz
4 Lootaz and 1 Spanner
2 Deff Dreads
2 Mek Gunz
1 Battlewagon

Fast Attack
6 Squighog Boyz
2 Nob on Smasha Squigs
6 Deffkoptas
   
Made in hr
Fresh-Faced New User





++ Patrol Detachment -2CP (Orks) [57 PL, -4CP, 925pts] ++

+ Configuration [-2CP] +

Clan Kultur: No Clan / Specialist Mob

Detachment Command Cost [-2CP]

+ HQ [13 PL, -2CP, 230pts] +

Beastboss on Squigosaur [9 PL, -2CP, 160pts]: 4. Brutal but Kunnin, Beastchoppa, Headwoppa's Killchoppa, Slugga, Squigosaur's Jaws, Stratagem: Big Boss [-1CP], Stratagem: Extra Gubbinz [-1CP]

Weirdboy [4 PL, 70pts]: 2. Warpath, 3. Da Jump, Weirdboy Staff

+ Troops [7 PL, 140pts] +

Beast Snagga Boyz [5 PL, 100pts]
. 9x Beast Snagga Boy [90pts]: 9x Choppa, 9x Slugga
. Beast Snagga Nob [10pts]: Power Snappa, Slugga

Gretchin [2 PL, 40pts]
. 10x Gretchin [40pts]: 10x Grot Blaster

+ Elites [12 PL, 150pts] +

Meganobz [12 PL, 150pts]
. Boss Meganob [30pts]: Kustom Shoota, Power Klaw, Stikkbombs
. Meganob [30pts]: Kustom Shoota, Power Klaw, Stikkbombs
. Meganob [30pts]: Kustom Shoota, Power Klaw, Stikkbombs
. Meganob [30pts]: Kustom Shoota, Power Klaw, Stikkbombs
. Meganob [30pts]: Kustom Shoota, Power Klaw, Stikkbombs

+ Fast Attack [16 PL, 250pts] +

DeffKoptas [16 PL, 250pts]: Boom Boyz
. DeffKopta [50pts]: Kopta Rokkits, Slugga, Spinnin' Blades, Stikkbombs
. DeffKopta [50pts]: Kopta Rokkits, Slugga, Spinnin' Blades, Stikkbombs
. DeffKopta [50pts]: Kopta Rokkits, Slugga, Spinnin' Blades, Stikkbombs
. DeffKopta [50pts]: Kopta Rokkits, Slugga, Spinnin' Blades, Stikkbombs
. DeffKopta [50pts]: Kopta Rokkits, Slugga, Spinnin' Blades, Stikkbombs

+ Heavy Support [9 PL, 155pts] +

Battlewagon [9 PL, 155pts]: 'ard Case [15pts], Deff Rolla [15pts], Fortress on Wheels [1 PL, 20pts]

++ Patrol Detachment 0CP (Orks) [63 PL, 5CP, 1,075pts] ++

+ Configuration [6CP] +

Battle Size [6CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [6CP]

Clan Kultur: Snakebites

Detachment Command Cost

Gametype: 4. Chapter Approved: War Zone Nephilim

+ No Force Org Slot [8 PL, 130pts] +

Nob on Smasha Squig [4 PL, 65pts]: Big Choppa, Slugga, Smasha Squig Jaws

Nob on Smasha Squig [4 PL, 65pts]: Big Choppa, Slugga, Smasha Squig Jaws

+ HQ [10 PL, -1CP, 185pts] +

Mozrog Skragbad [10 PL, -1CP, 185pts]: Big Chompa's Jaws, Gutrippa, Stratagem: Warlord Trait [-1CP], Surly as a Squiggoth (Snakebites), Thump Gun, Warlord

+ Troops [10 PL, 180pts] +

Boyz [5 PL, 90pts]
. Boss Nob [18pts]: Power Klaw [10pts], Slugga, Stikkbombs
. 9x Ork Boy w/ Slugga & Choppa [72pts]: 9x Choppa, 9x Slugga, 9x Stikkbombs

Boyz [5 PL, 90pts]
. Boss Nob [18pts]: Choppa, Power Klaw [10pts], Stikkbombs
. 9x Ork Boy w/ Slugga & Choppa [72pts]: 9x Choppa, 9x Slugga, 9x Stikkbombs

+ Elites [16 PL, 230pts] +

Kommandos [8 PL, 115pts]
. Boss Nob [16pts]: Power Klaw [5pts], Slugga, Stikkbombs
. 9x Kommando [99pts]: 9x Choppa, 9x Slugga, 9x Stikkbombs

Kommandos [8 PL, 115pts]
. Boss Nob [16pts]: Power Klaw [5pts], Slugga, Stikkbombs
. 9x Kommando [99pts]: 9x Choppa, 9x Slugga, 9x Stikkbombs

+ Fast Attack [8 PL, 160pts] +

Squighog Boyz [4 PL, 80pts]: Bomb Squig [5pts]
. 3x Squighog Boy [75pts]: 3x Saddlegit Weapons, 3x Squighog Jaws, 3x Stikka

Squighog Boyz [4 PL, 80pts]: Bomb Squig [5pts]
. 3x Squighog Boy [75pts]: 3x Saddlegit Weapons, 3x Squighog Jaws, 3x Stikka

+ Heavy Support [11 PL, 190pts] +

Kill Rig [11 PL, 190pts]: 'Eavy Lobba, 2. Frazzle, 6. Squiggly Curse, Butcha Boyz, Savage Horns and Hooves, Saw Blades, Stikka Kannon, Wurrtower

++ Total: [120 PL, 1CP, 2,000pts] ++

You can try this it should word ok with models that you have at hand. Proxy 2 meganoz with warboss in mega armor, you can jump around 2 squard of boyz were you need them , komandos can be deployed more aggressively. But i would still recommend getting 1 kill ring for BSB.

If you really want to invest in orks I would recommend playing GOFFS , getting Ghazz ( his must have at least for me), 2x warbom blastajets ( they are doing wonders for me and winning the games ) together with above mentioned kill rig. I really wouldn't recommend doing heavy investment in the orks, they aren't in the best spot right now ( they are doing ok-ish after whaagh buffs ) , but for me they are still fun as hell to play ( also i am only playing orks , so i am trying to make them work ) best of luck !!!!
   
Made in us
Nurgle Chosen Marine on a Palanquin





Livermore, Ca

Wow, looks like a decent list. Thank you.

What if I were to use the Battlewagon as a Kill Rig proxy and use something else in place of the Battlewagon? What would you do?

I think I want to play the army with what I have (and proxy as needed) before I go "hog wild"
   
Made in hr
Fresh-Faced New User




Sure think go for it proxy some stuff and see who it works our, you can get the models or make conversions later on if you like the army and it play style !!!
   
Made in us
Nurgle Chosen Marine on a Palanquin





Livermore, Ca

I just took a quick read through the codex. How do warbosses in mega armor teleport anyone? And What is the BSB on the kill rig?
   
Made in cz
Fresh-Faced New User




 Sazzlefrats wrote:
I just took a quick read through the codex. How do warbosses in mega armor teleport anyone? And What is the BSB on the kill rig?


MA Warbosses can teleport using the Tellyporta stratagem. No idea what the BSB on the Kill Rig is supposed to be, though.


Automatically Appended Next Post:
Ork_Da_MORK wrote:


If you really want to invest in orks I would recommend playing GOFFS , getting Ghazz ( his must have at least for me)...


OK so as a fellow Orks player, slowly returning to the hobby, I'm having a hard time understanding what's so great about Ghaz. For 300 points, he's a slow lump with not that many attacks (and no anti-horde mode) with an aura to reroll hits, some moderate tanky-ness (I've played him a few times, never made it past round 3) and the ability to call up both Waaagh and Speedwaaagh - where, frankly, I don't see that much value.

Am I weird for rather spending those points on 2 Squigosaur Beastbosses (granted, they're like 20-30 pts more in total, but still...)? Am I missing something?

This message was edited 1 time. Last update was at 2022/08/02 11:42:58


 
   
Made in us
Nurgle Chosen Marine on a Palanquin





Livermore, Ca


From what I can see.. the teleporta stratagem doesn't require a Mega Arnor Warboss. And its 2cp. When you only start with 6cp max, this seems really really expensive.

Better off using Da Jump from a weird boy?


If Ghaz gets transported or even starts in a transport then you just solved his movement issue. I don't think Orks need an anti-horde mode, he gives rerolls to hit

This message was edited 1 time. Last update was at 2022/08/02 16:15:18


 
   
Made in cz
Fresh-Faced New User




 Sazzlefrats wrote:

From what I can see.. the teleporta stratagem doesn't require a Mega Arnor Warboss. And its 2cp. When you only start with 6cp max, this seems really really expensive.

Better off using Da Jump from a weird boy?


If Ghaz gets transported or even starts in a transport then you just solved his movement issue. I don't think Orks need an anti-horde mode, he gives rerolls to hit


Well Ghaz needs a whole Battlewagon for that, meaning at the very least 105pts more. And the lack of anti-horde mode is only na issue because he takes up so many, many points and you won't have that many other units. Plus, everyone else has it on their LoWs

As for the MA Warboss, he is definitely not a requirement for the tellyporta but the question was about tellyporting him so... yeah, it is possible for 2 CP. Not the best course of action, I agree, when you can just put him in a transport. You cannot Da Jump him, he's not CORE.
   
Made in us
Nurgle Chosen Marine on a Palanquin





Livermore, Ca

Well I got my first game in.

Played against Chaos

Dark Apostle
Sorcerer (Nurgle)
Lord Discordant

3 x 10 cultists

10 Terminators
10 Chosen (in Rhino)

3 Bikers
1 Helbrute, Lascannon&Missile Launcher

5 Raptors
5 Havocs with Missile Launchers



I got turn 1, and I chose Raise Banners, Da Best, and No Prisoners.

I decided to set my deffkoptas in deepstrike (but I guess I could have stayed on the board, there was a safe spot)

Kommandos pulled a turn 1 charge on the havocs (and got beaten down, net effect the havocs never got to shoot my vehicles so I guess its a win).

All my psychic stuff failed, battlewagon didn't have a target. (stupid diagonal board)

In return, my kill rig got unlucky... terminators landed a few shots, but the helbrute did 11 damage with its 3 shots and I failed all my save, and even failed a reroll save.

Turns 2 and 3, The rhino popped a -1 to be hit strat and I didn't have enough firepower to scratch the paint. My characters killed the Rhino and I got lucky 4 chosen couldn't find an escape hatch and died. My battlewagon charged the havocs and killed 3...leaving 2. I used my beast snaggas to screen my characters saving them from being charged by termiantors, but still being charged by chosen and sadly obliterators, my beast boss died. No more Da Best. His lord discordant bounced off my battlewagon and my turn 3, I killed it. Also killled all the chosen, and learned that megaarmored nobs with claws do not do much against oblits, also learned that kustom shootas are useless. And discovered that while deff koptas as good at shoot termaintors, they are terrible in combat.

Turn 4, if we had played. The helbrute would have shot up my battlewagon, making he next turn questionable if the wagon could roll down a dread (unlikely is the answer). The termiantors would have finished off the koptas but wouldnt really be able to get to any important spots and I had several screens to keep them occupied until end of game. His cultists were safe, I'd never get to them.

I was a little bit behind on secondaries but I was able stay equally ahead on primaries. We decided that he was slightly ahead overall, but probably at game end I might have pulled max primary and won. Maybe.

Being my first game with Orks... I was shocked they are terrible against armor of contempt paired with terminators and oblits, and regular 3+ saves were hard to overcome.

I did not have enough access to -3ap weapons doing flat 3. Or enough firepower to clear a smoking rhino.

I went through the book, I probably would not use snake bites against, but how do I play matched play and run Mozrog Skragbad and otherwise have goffs (good in combat) or freebooters (maybe), but I think bad moons might be good with the deff koptas).

Thoughts? Armor of contempt was a lot to deal with.


   
 
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