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Made in us
Fresh-Faced New User




Ok here is my 1850 orc army list.  I could not decide if i  wanted foot sloggers or speed so i put a little of both. 

HQ

Warboss- Mega armour , powerclaw, shooter, waghh banner, iron gob

Retinue-  7 nobs 5 in mega armour

Mad Dok- tools, 3 grot orderly's, urty syringe

Mek Boy- Kustom force field, burna, 3 grot oilers, tools

Truck- red paint, grot riggers, armour plates

total of 538 pts

Big Mek-  Iron gob, boss pole, kustom force field, heavy armour, choppa, burna.  74 pts total  Big mek goes in battle wagon with the Ard Boyz

Troops

Squad of Slugga Boyz #1, 20 boyz,  Nob, iron gob, boss pole, 2 big shootas, 1 rokkit launcha.  213 pts

Squad of Slugga Boyz #2, 20 boyz,  Nob, iron gob, boss pole, 2 big shootas, 1 rokkit launcha.  213 pts

Tank Bustas Squad #1, 5 boyz, 3 rokkit launchas.  76 pts total

Tank Bustas Squad #2, 5 boyz, 3 rokkit launchas.  76 pts total

Elites

Squad of Ard Boyz- 15 boyz, nob, iron gob, boss pole, 3 Rokkit launchas.  220 pts total

Fast Attack- 

Squad of Truck Boyz-  nob, boss pole, iron gob, big shoota, truck with red paint, grot riggers 161 pts total.

Heavy Support-

Battle Wagon- Zap cannon, red paint, grot riggers, turbo boosta, armour plates 153 pts total.

Squad of Killa kans- 3 Kans 135 pts total.

Ok this is my orc army list.  Any suggestions would be very much appreciated.  I havn't played orcs before only blood angels and Iron Warriors.  These orcs will play against tau, black templars, blood angels, and NECRONS.  Any adive going against necrons would also be good. 

   
Made in us
Regular Dakkanaut




Ok first thing is add some more freakin boyz. You've got what 80 boyz at max? That won't cut it since most are sloggin. Give them all rocket launchers, you won't have as many shots, but whatevers hit won't be gettin back up.

Your HQ is a horrendous amount of points. Now I know how tooled you can make them, but think about trying to make back that many points. Ork nobs aren't worth it as a retinue because gearing them up is just too pricey. I like to stick to a Boss and Mad Doc with claws, a bit of kit and 8 cyborks in a truck. This comes out to a very reasonable 350 odd pts, reasonable for orks anyway. The other reason you should temper the retinue expense is that as orks they'll be up front asap. Mega armour or not they're not likely to survive as long as you want them to. Whats counts is the damage they cause.

The wagon and Big Mek should go. I love battle wagons and scratch built my own, but they're very crappy in game and could likely be your ard boyz' tomb. I don't know if I'd trust the kans either, at 11 armour they aren't likely to survive long. And with 2 attacks and 1 weapon each even losing one seriously depletes their strength.

Sorry to dump over your list, but its just not the sort that will do well against MEQs, I play several MEQ armies (BA, IW, BT) and play almost exclusively MEQs. I'll give you a sample list of mine below and explain some of my choices.

HQ

1 Warboss - mega armour, mega boosta, lucky tatoos, iron gob, waaagh banner, more dakka and shootier 137

1 Mad Dok - power claw, slugga, cybork body, dokz toolz and 3 orderlies 80

8 Cyborks 104

1 Truck - rokkits, armour plates, grot riggers and red paint job 45

Troops

20 Sluggaboyz - 3 rokkits, mek, kustom force field and 3 oilers 233

20 Sluggaboyz - 3 rokkits, mek, kustom force field and 3 oilers 233

20 Sluggaboyz - 3 rokkits, mek, kustom force field and 3 oilers 233

20 Kroot Mercenaries - shaper and 1 evicerator 206

7 Tank Bustas - Nob, 3 rokkits and iron gob 115

Fast

10 Truckers - 1 rokkit, Nob and power claw 131

1 Truck - rokkits, armour plates, grot riggers and red paint job 45

Heavy

1 Looted Basilisk - indirect fire, armour plates and grot riggers 132

1 Looted Leman Russ - 3 heavy bolters, armour plates and grot riggers 162

The total is 1856

My army is a deathskull loota list. The force fields give me sloggers surprising resiliance when marching towards a MEQ firebase while the two trucks fly up and together smash anything too dangerous. While the looted armour lays down an impressive amount of fire. The tank bustas will sneak up largely un noticed and finish any armour da boss misses. By the time your boys get up there your foe should be pretty ragged and be in a prime position to be clobbered. Hope this has been helpful.
   
Made in us
Fresh-Faced New User




Hey WarsmithDave,
I got a question for you how do you get more than one looted vehicle. Just curious because the army list say 1 looted vehicle 51 points or more and up to 3 at 50 pts or less. Just wondering. Also is preliminary bombardment available in 4e rules cant fid it in the new rule book.
   
Made in us
Fresh-Faced New User




I got another question.  Does any one know when the new orcs codex comes out. 
   
Made in ca
Fresh-Faced New User




Mega armor Nobz are crazy powerful once In the thick of things. 

The only thing that I think is an issue with this list is that Warboss and his friends are the only thing that your opponent will really be terrified of, the battle wagon being a far second.

I would suggest adding a looted vindicator.  There is nothing more terrifying than str 10 ap 2 ordnance.  I know it only has 24 range but you will be moving your army forward constantly just move it with it. You have enough other armor value targets to make it so that your opponent will have to makes some tuff dissections.

I would make this possible by maybe removing 2 mega armor Nobz and something else that's not to devastating maybe one Killer Kan.  this will make it so that your Retinue are still 3 mega Nobz and two regular Nobz and Mega armor Warboss.  Still super deadly. especially when transported in a truck like you have done.  if you remove exactly what I said then you should still have enough points to for a power claw on the truck boyz Nob or on the Big Mek.
   
Made in us
Regular Dakkanaut




When using the Deathskull clan list you can take as many looted vehicles as you want, provided none of them are the same vehicle. I don't believe Orks have access to looted Vindies Kaotica, but they do get Russ Demolishers.
   
Made in ca
Fresh-Faced New User




WarsmithDave you seem to be right about the Vindicator, and the Russ Demolisher would make a great replacement for it, even though its a bit more expensive points wise.  I still think that with a bit of trimming to the HQ squad you could get one in there.  and if you want to scare necrons its one of the best ways to go.

WarsmithDave is right about the Cyborks as well.  I converted a bunch of those dudes for one of my friends and a few relatively cheep Strength 4 toughness 5 invulnerable 5+ save units to protect your Warboss Painboss and friends is really an asset. Not to say that Mega Armor Nobz arent way more deadly than Cyborks just that Cyborks are good a units too.
   
Made in us
Master Sergeant





Posted By WarsmithDave on 03/09/2007 11:59 AM
I'll give you a sample list of mine below and explain some of my choices. ... My army is a deathskull loota list.

Sorry, WarmsithDave, but that list is actually illegal. Ork Clan rules clearly state that your compulsory Troops choices must come from your Core clan units, which in a Deathskulls list are Lootas. You don't have a single squad.

 

EDIT: Found the appropriate text. Here you go (emphasis mine):

"The core mobs are the kind of Orks that most typify the clan. Mobs of this type may be chosen as Troops, regardless of which Force Organisation slot they would normally occupy. In addition, they may also be taken from the slot they normally occupy. For example, a Goff clan army may take Skarboyz as both Troops and Elites, meaning the army could take up to nine of these mobs in a Cleanse mission. They also have any restrictions on number removed (ie, 0-1, 0-2). A clan army must fulfil its compulsory Troops choices with core mobs."


Green Blow Fly wrote:Arseholes need to be kept in check. They do exist and play 40k.

Ironically, they do. So do cheats. 
   
 
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