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Made in fi
Regular Dakkanaut




hq

1 big mek, kff - 85p.

Elites

12 Lootas - 180p.

Troops

20 orkboyz, Slugga & choppa - 120p.
(2) Rokkit launcha - 20p.
(1) nob, pk, bosspole - 40p.

20 orkboyz, Slugga & choppa - 120p.
(2) rokkit launcha - 20p.
(1) nob, pk, bosspole - 40p.

20 orkboyz, Slugga & choppa - 120p.
(2) rokkit launcha - 20p.
(1) nob, pk, bosspole - 40p.

heavy support

3 Ork Killa Kan, custon mega-blasta, armor plates - 195p.

1000p.


opponents are tyranids and space wolfs.

Any tactics are welcome to deafeat nids and sw.

what you think?

This message was edited 17 times. Last update was at 2008/01/21 21:15:23


 
   
Made in fi
Regular Dakkanaut




what you peeps think this build?

i hope i can do something to space wolfs and tyranids, i have only played combat patrol with 60 orks, and won all

reply please?

This message was edited 1 time. Last update was at 2008/01/18 15:58:08


 
   
Made in us
Longtime Dakkanaut





It's a lean, mean fighting force. You ought to eat up any enemy infantry based army you run into, with 80 bodies in a 1000 points list. I think you'll thump your Nid/SW enemies.

If you want to expand this to a takes all comers list you'll need to solve the anti-skimmer question, but for what you are doing I think you've got the right answer.

All in all, fact is that Warhammer 40K has never been as balanced as it is now, and codex releases have never been as interesting as they are now (new units and vehicles and tons of new special rules/strategies each release -- not just the same old crap with a few changes in statlines and points costs).

-Therion
_______________________________________

New Codexia's Finest Hour - my fluff about the change between codexes, roughly novel length. 
   
Made in fi
Regular Dakkanaut




can Stormboyz move d6" then 6" and charge 12"

""Ahhh Zaagstruk, what a conundrum of a Character upgrade. He replaces the Nob now, and instead of giving you a 12" charge, he allows your unit to Deepstrike and Charge the turn you arrive!""

its important rule, cos 12" is way more than 6" on charge!

This message was edited 1 time. Last update was at 2008/01/19 07:34:21


 
   
Made in fi
Regular Dakkanaut




just heard in irc channel that Stormboyz can move d6" then 12" and if possible charge 6" so 24"

This message was edited 1 time. Last update was at 2008/01/19 13:32:57


 
   
Made in us
Crazed Witch Elf




Albuquerque, NM

Stormboyz move 12' in the movement phase then roll 1d6. On a roll of 1 one of the Orks dies. On a 2-6 they move that many more inches. Then they can assault 6'. So all that with a WAAAGH they can move 30' in one turn.

Imperial Guard

40k - 6-12-0
City Fight - 0-0-0
Planetstrike - 0-0-1
Apocolypse - 4-2-1  
   
Made in ca
Fresh-Faced New User





My only suggestion would be to make turn those sluggas in for shootas; when it comes to footslogging, you'll get better mileage out of the extra shots on your way in than you will with an extra attack in CC. And yes; spend those last few points for bosspoles and maybe eavy armor on the mek, but poles come first. You're gonna want something to fall back on if the boys start taking casualties, as unreliable as a bosspole is.

Paper attack! What can you do about a PAPER ATTACK! 
   
Made in fi
Regular Dakkanaut




dam, Stormboyz dont got Waagh! Rule :(
   
Made in us
Crazed Witch Elf




Albuquerque, NM

StormboyBoss wrote:dam, Stormboyz dont got Waagh! Rule :(


Yes, Stormboyz DO get the WAAAGH special rule.

Imperial Guard

40k - 6-12-0
City Fight - 0-0-0
Planetstrike - 0-0-1
Apocolypse - 4-2-1  
   
Made in fi
Regular Dakkanaut




okeh, i have only downloaded ork codex 2007(2008), there Stormboyz got no Waagh! but if this is changed its good news
   
Made in us
Crazed Witch Elf




Albuquerque, NM

If you're using the old codex then be prepared for some serious changes if and when you get the new one. I would strongly suggest it as the new codex is infinitly better.

Imperial Guard

40k - 6-12-0
City Fight - 0-0-0
Planetstrike - 0-0-1
Apocolypse - 4-2-1  
   
Made in us
Troubled By Non-Compliant Worlds






stormboyz cant use the waagh rule, they arent infantry, they are jump infantry.
   
Made in us
Crazed Witch Elf




Albuquerque, NM

Look at the Codex. They have Mob Rule, Furious Charge and Waagh!.

Imperial Guard

40k - 6-12-0
City Fight - 0-0-0
Planetstrike - 0-0-1
Apocolypse - 4-2-1  
   
Made in us
Troubled By Non-Compliant Worlds






look at the waaagh rule, it says only infantry can benefit.
   
Made in us
Troubled By Non-Compliant Worlds






and under its army list entry(the one with points)it doesnt even give them the waaagh rule. it seems they made a typo and forgot to take the waagh rule out of the main entry
   
Made in us
Crazed Witch Elf




Albuquerque, NM

Then this is something else that needs to be corrected with an FAQ as even the Gretchin entry has the Waaagh rule.

Imperial Guard

40k - 6-12-0
City Fight - 0-0-0
Planetstrike - 0-0-1
Apocolypse - 4-2-1  
   
Made in us
Troubled By Non-Compliant Worlds






actually i believ its only the runtherd in the gretchin unit, not that they can use it
   
Made in gb
Highlord with a Blackstone Fortress






Adrift within the vortex of my imagination.

Yay, an ork infantry army with no lootas.

You get two thumbs up for effort, hope it works for you.

I would consider dropping some or all of the Stormboyz in return for more sluggas, you could have 40 sluggas/shootas in return for the 40 stormboyz, and 200pts to spare on something else, such as a smaller Stormboy mob, another 20 Sluggas (and a wierdboy) or some cheap rokkit buggies. Kans might be good to boost your close combat attacks.

The trouble with your list is that it arrives in two halves, which gives the opponent time to deal with it. If all the lads arrive together they are more likely to overwhelm the enemy.

Furthermore if thwe stormbiyz are zooming ahead, they cannot benefit from the KFF and will get picked apart by everything the opponent has got.

n'oublie jamais - It appears I now have to highlight this again.

It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. 
   
Made in fi
Regular Dakkanaut




first i made 400p. army then 1000p. and finaly 1500p. i have strict budjet so i have to plan carefully.

i need 70€ to get 1000p. then 100€ to 1500p.

   
Made in us
Impassive Inquisitorial Interrogator





Hooper

Orlanth wrote:Yay, an ork infantry army with no lootas.

You get two thumbs up for effort, hope it works for you.


I dont think an ork army needs lootas to win. Even with 45 shots the bs 2 will kill you maybe if they were twin linked they would be better. But they seem like a point sink to me and i have had no luck with them. Besides, standing still is not the ork way .

I would rather take a big gunz battery or some buggies over lootas any day.



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 fi
Regular Dakkanaut




what you peeps think about lootas, and killa kans?
should i use 16 stormboyz and 1nob, pk. bosspole if no killa kans?

This message was edited 1 time. Last update was at 2008/01/21 19:52:18


 
   
 
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