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Made in us
Fresh-Faced New User




So my store is having a 1500 point tournament and I've got a hankering to use the new ork rules. My store has the requisite 1 Mech Eldar Guy, 1 Mech Tau, and the 1 good Tyranid player with the rest being a morass of Marines and their buddies.

I've read as much as I can find on the forums and with what I've found and seen this is what I've come up with:

HQ
Warboss - Bike, Power Klaw, Cybork Body, Attack Squig (150)
Big Mek - Burna, Kustom Force Field, Cybork Body (115)

I've talked with my tournament organizer and, unless FAQ'd, the KFF will work as long as a model in the unit is within 6"

Elites
12x Lootas (180)

Troops
12x Boyz - Nob w/ Power Klaw and Boss Pole (112)
Trukk - Red Paint Job (40)

12x Boyz - Nob w/ Power Klaw and Boss Pole (112)
Trukk - Red Paint Job (40)

20x Boyz - Shootas, 2x Rokkit Launchas, Nob w/ Power Klaw and Boss Pole (180)

20x Boyz - Shootas, 2x Rokkit Launchas, Nob w/ Power Klaw and Boss Pole (180)

Fast Attack
20x Stormboyz - Nob w/Power Klaw and Boss Pole (280)

Heavy Support
2x Killa Kanz - Kustom Mega Blasta (110)

Total Points - 1499
Total Models - 100 (96 infantry & 4 Armored Units)

I think the overall strategy is pretty solid if a bit obvious. The Big Mek rolls with the big shoota boy mobs and escorts them into any available scrap. The Storm Boyz rocket about and hunt down TMCs or anything else that is a high priority target to engage. The Lootas are in the list to blast apart skimmers, transports, dakka fexes, etc. The Kanz are in the list to deal with any terminators I happen to see and possibly to do a little tank busting. The 2 Trukk Boy mobs are for early objective grabbing, quick assaults and other speed needs. The final piece is the boss, who I will make sure to use his status as an IC to keep him safe until its time to launch an assault against large, medium combat capacity units.

Comments, Criticism, Self Esteem Ruining Jokes? Thanks in Advance!
   
Made in us
Fixture of Dakka






.................................... Searching for Iscandar

Big mek does not need a burna...keep your warboss cheap, he'll get killed easy enough by most players.

Are your Trukk boyz shootas or sluggas? If shootas, drop the RPJ and add grot riggers instead.

The Killa Kanz in that config are no good...try a Kannon unit or a small unit of Lootas instead.

You are sorely lacking in anti-tank power. Mech lists will rip you up. Consider Kannons, more Lootas, and Warbuggies with TL Rokkits.

They make all the difference in the world.

   
Made in us
Fresh-Faced New User




The warbike boss, at least according to everything I read on this forum is THE way to run your boss. I'm not sure I see him being that vulnerable honestly. He is t5(6) with a 4+/5+.

I can see dropping the Burna but there is a pretty decent chance that the big mek will make combat and I wanted him to have some combat effectiveness which, without the burna, he has none.

What weapon are you suggesting I use on the Killa Kanz? I honestly hope its not the Grotzooka. Also, why would I take another unit of lootas instead of the kanz? The lootas can't hurt AV 14 where the Kanz can, and the Kanz give me a bit of AP2 busting firepower. If you could give me more reasoning as to why they are no good in the current configuration I'll consider this more.

The Trukk Boyz are sluggas, there is no real point in putting shoota boy mobs in trukks in my opinion.

As far as my anti tank capacity - I don't want to seem rude but only one of the options you presented makes any sense here and thats the buggies with TL Rokkits but you've not suggested anything to drop to get them.

I have 4 Rokkit Launchas, 2 Kustom Mega Blastaz, and 12 Deff Guns in this list for anti-tank fire power not counting the number of PKs. The warboss alone is a credible threat to any tank in the game.
   
Made in ie
Joined the Military for Authentic Experience






Nuremberg

The warboss can kill any tank he hits I reckon. By using him and the trukk mobs and stormboys properly, you shouldn't have a problem taking down even monoliths. But if you can shave off some points somewhere, consider putting rokkits on your trukks (perhaps dropping the bosspoles?). That will give you a bit more antitank goodness.
After playing with the horde type list, I think that 30 strong mobs are the way to go, but unfortunately it will be hard to squeeze them in without dropping the kans, which you probably don't want to do.
This is the first combined arms approach list I've seen. I think it will be harder to make work than a pure horde or pure KOS, but could be satisfying to play.

   
Made in us
Impassive Inquisitorial Interrogator





Hooper

Its true the biker boss is the best way to tool out your boss but i plan on every game to lose him cause im gonna throw him into the toughest target(thats the orky way). So i have toyed with the idea of running two. Mainly just to see the face of another player when i set them down.

Anyways my point is that no matter how cool he his you still have to be smart with him and he wont make it to the end of most games.



This is silly! Buttons are not how one escapes dungeons! I would smash the button and rain beatings liberally down on the wizard for playing such a trick!


 
   
Made in us
Rampaging Carnifex





The mix of trukks and shootaboyz is a bad idea. one or the other, unless you just want one trukk to screw with people.

The Killakanz are just too expensive to have 24" range guns unless you are playing a kanz focused list. For their points you could have 3 buggies with TL rokkits or more lootas, or whatever.

You've got half a walking list (mek + shootaboyz) and half a speedie list (stormboyz/trukkboyz/boss). I would focus. I think it'll be much better especially at 1500.


   
Made in us
Veteran Wolf Guard Squad Leader






Minneapolis

The KFF and Cybork body on the Mek seems slightly redundant to me. I know its only a few points but if you dont plan on sticking that sucker in (i wouldn't) i think the cover save alone would suffice. Correct me if im missing something but thats the only thing that really stuck out.

The Carrion Corsairs - A Dark Eldar P&M Blog

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You are known to him already

* Sermon Primaris, the Ordo Xenos

 
   
Made in us
Fresh-Faced New User




Longshot wrote:The mix of trukks and shootaboyz is a bad idea. one or the other, unless you just want one trukk to screw with people.

The Killakanz are just too expensive to have 24" range guns unless you are playing a kanz focused list. For their points you could have 3 buggies with TL rokkits or more lootas, or whatever.

You've got half a walking list (mek + shootaboyz) and half a speedie list (stormboyz/trukkboyz/boss). I would focus. I think it'll be much better especially at 1500.




Some valid points here. I'm curious why you think Shootas and Trukk Boyz is a bad idea? It seems like a one two punch would be beneficial? I don't disagree with you here but I'd like more explanation.

My issue with the Kanz vs the buggies comes down to BS and AP. Those 3 Buggies only have a 6" extended range vs the Kanz and a lesser Armor Value and AP Value. It really seems like 3 shots and 6" isn't worth a lesser AP, lesser BS, and lesser Survivability. Still I'll take it into consideration.

The Stormboyz and the Biker Boss are, imo, mandatory for an ork list. The Stormboyz are one of the best assault units I've ever taken a look at and the Boss is pretty dead 'ard even if he is going to die most games. Removing one Unit of Trukk Boyz isn't going to do a whole lot for me because I can't get much for dropping one. I wouldn't mind dropping both but I feel like my ability to go for last ditch objectives would become limited.

Maybe I could drop the Cybork Body on the Big Mek, 1 Trukk Boy Mob, and 2 Storm Boyz and get another 20 man Shoota Boy mob. Sound like a better balance?

This message was edited 1 time. Last update was at 2008/01/15 23:31:44


 
   
 
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