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Made in ca
Regular Dakkanaut




Right, so the grudge match between my eldar and my mate's crons/DG has fallen through. Despite the irritation of one mate's flakyness another has stepped to the plate. So its 1500 pts orks vs. witch hunters defend the shrine scenario. This guy has only been into 40k for a yr and a half and has played maybe a dozen games. So while my list is mean it isn't the meanest I could think of and hopefully my complete inexperience with the new dex won't mean I stomp him completely. I got him into 40k so I'm doing all I can to encourage and teach him since he's only played me. Though to be fair he smashed my BA in our last game and evben though we split a case of beer an 26er of scotch. I won't be just letting him win, he better earn it if he's gonna get me twice ina row. That said I think its going to be a lot of fun since I've niether played the defend the shrine game or used the new orks. I built this list a couple hours before he choosed the mission. We play in a day and a half.

Warboss

- power claw

- bike

- bosspole

Big Mek

- kustom force field

15 Lootas

15 Lootas

20 Ork boyz

- shootas

- nob

- power claw

- bosspole

20 Ork boyz

- shootas

- nob

- power claw

- bosspole

20 Storm Boyz

- nob

- power claw

- boss pole

5 Bikers

- nob

- power claw

2 Deff Kopters

- 2 bigbomms
- 1 buzzsaw

1510

So the lootas stay in range of the force field and advance until in range. The boss and bikers move up in cover and smash any large sister unit or scary ranged/cc unit they can hit. The boys advance as normal. The storm boys follow the warboss's example sticking to cover before smacking anything meaner or weaker in combat. The kopters turbo in their scout movie and hopefully bomb the sisters on turn one or two before picking on small units or wacking exorcists in the rear. I think the best use of my waaagh would be in turn two to get my infantry closer while avoiding most of the return fire. It should also position my lootas should they still be out of range by turn two.
   
Made in us
Battlefortress Driver with Krusha Wheel






Can you turbo boost on a scout move? I thought it was limited to 6 inches. If not then wow. Your list is similar to my 1850, except I use 5 koptas and no bikes, have 2 units of trukk boyz, 2 grot lobbas, and use zagstuck. he really is worth it even if you dont deepstrike, to use him to make your unit fearless when you fail ld and kill one of your own boyz.

warhammer 40k mmo. If I can drive an ork trukk into the back of a space marine dread and explode in a fireball of epic, I can die happy!

8k points
3k points
3k points
Admech 2.5k points
 
   
Made in ca
Regular Dakkanaut




Well, the rule in the 40k rulebook for scouts simply say that after all units have deployed the said unit can make one move subject to normal unit rules, which would mean that turbo boost is legal. I thought of Zagstruk leading the stormboyz, but he's more than twice the cost of a standard nob. If I don't deepstrike them than he hardly seems better than the stock nob. His claw doesn't last as long, his moral rule only takes effect when half strong and personally when striking the casualties outweigh the majority of the benefits. Since the storm boyz can't run they need the longevity to survive several turns of cc while doing serious damage. I believe my standard storm boy unit can do that well.
   
 
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