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Made in us
Regular Dakkanaut





Note: I'm constantly editing this list so be sure to check back up if you are commenting. Thank you!

[155]1 Biker Warboss PK CBody Attack Squig Kombi-Skorcha

Troops
[355]5 Biker Nobs 2xPKs Pole Banner Painboy Orderly Cybork Bodies
[157]12 Slugga Boys Nob PK Pole Trukk Ram Rokkit Launcha OR boarding planks
[157]12 Slugga Boys Nob PK Pole Trukk Ram Rokkit Launcha OR boarding planks
[157]12 Slugga Boys Nob PK Pole Trukk Ram Rokkit Launcha OR boarding planks
[157]12 Slugga Boys Nob PK Pole Trukk Ram Rokkit Launcha OR boarding planks
[157]12 Slugga Boys Nob PK Pole Trukk Ram Rokkit Launcha OR boarding planks

Fast
[120]3 Skorcha Trakks
[220]15 Stormboys Nob PK Pole
[220]15 Stormboys Nob PK Pole

Total: 1850

OR (I'm actually favoring this lower one)

[155]1 Biker Warboss PK CBody Attack Squig Kombi Skorcha

Troops
[350]5 Biker Nobs 2xPKs Pole Banner Painboy Cybork Bodies
[172]12 Slugga Boys Nob PK Pole Trukk Ram Rokkit Launcha Wreckin Ball Boarding Plank
[172]12 Slugga Boys Nob PK Pole Trukk Ram Rokkit Launcha Wreckin Ball Boarding Plank
[172]12 Slugga Boys Nob PK Pole Trukk Ram Rokkit Launcha Wreckin Ball Boarding Plank
[172]12 Slugga Boys Nob PK Pole Trukk Ram Rokkit Launcha Wreckin Ball Boarding Plank
[172]12 Slugga Boys Nob PK Pole Trukk Ram Rokkit Launcha Wreckin Ball Boarding Plank

Fast
[120]3 Skorcha Trakks
[120]3 Skorcha Trakks
[244]17 Stormboys Nob PK Pole

Total: 1849

The trukk boys hide behind terrain or skorcha buggies and against infantry heavy armies, they slam into the lines full force with the rest of my boys and rape. If against a vehicle heavy army, they stay safely in their trukks for as long as possible and use the boarding-planks/wreckin balls and rokkits for a demolition derby while my "rokkit-propelled PKs" use their force as well. Boarding planks can be good, I predict, as they allow the 5 s9 pk attacks from within the safety of the ramshackled trukk. They can't be blown up from a destroyed vehicle, and it will take 2 sound bursts of varied weaponry fire to put each squad to rest.

The boss is simple. I threw in the kombi-skorcha for two reasons. One, the two combat weapon attack bonus is supposedly going to be lost in 5th edition. Second, it's only "x" points and can reliably sweep a lightly armored squad on it's ass, or at least kill a marine or two before the boss charges. Points well spent in my opinion, as it makes the boss even more versatile.

The nobs act as a slightly beefier boss essentially, but can take on larger/tougher squads soundly by themselves. The boss is more support/vehicle hunter while the nobs act as a superior combat squad to help my combat.

The skorcha traks help with my horde support, and like listed above, act as a screen for my trukks when need by.

The storm boys were chosen, essentially, to fit another combat squad (and another PK) to support the trukks. They will probably lumber a turn behind, but with their superior mobility and ability to transverse nearly all terrain, they should be able to get to the fights that need the help most.



This list is mean to be fun to play but still be able to compete at tournaments and uber lists with proper tactics and such. What do you think about it? Thanks!

This message was edited 15 times. Last update was at 2008/05/13 21:21:14


 
   
Made in us
Regular Dakkanaut





Anyone? I never seem to get any replies. Does this mean that the list is solid haha?
   
Made in us
Cultist of Nurgle with Open Sores




Chicago, IL

Nope. It just means your list is boring. It looks like an attempt to build a win at all costs list by someone who doesn't really understand what makes a solid list.

You have no description of tactics, you have no combined synergies.


One standard fighty ork character on a bike. *yawn*
One Mek with a SAG - no note of where he is going. I assume the Lootas, but don't know.
There are 3 small units of the most effective unit for its points in the list.
1 small unit of Biker nobs - cause 'dey is da bomb diggity.
5 units of trukk boys.
3x2 skorcha trukks.

Okay, so the skorchas are a neat idea. Different at least, but three of them?

1850 point list and you have 4 different types of units. FOUR? And you want comments? Basically, if I suggest any change at this point, I would be completely remaking your army - and I can't even figure out what kind of army it is... It looks fast, but you have the 3 loota units with nothing to ride. It fails the fluff test, it fails the tactically sensible test, and it fails the effort reward test.

That is why you have no comments - there is nothing to comment on.


There is no description of how you are going to use the various units or how they synergystically combine to enhance the performance of the various battlefield operating systems.

Everytime you use the word fluff, a kitten dies
-Gav Thorpe

The only cheesy army is one that beats me because I am the greatest 40k player - ever. 
   
Made in us
Happy Imperial Citizen




United States of America

Smoov, please disregard what PapaNurgle has said, he has obviously has had a bad day and has decided to vent on you. However, he is right in the point that perhaps a little text on how you plan to use your army would help people assist you in adjustments to it. My 2 cents would be that the lootas seem to be pretty fragile in six man squads, perhaps combining them into 2 in a 12 man, just so they don't break as fast.
   
Made in us
Fresh-Faced New User




One Row Up From The Black Hole

I agree with Hable De Gee about the Lootas. I would put them into one mob of 12 or more with maybe the Mek with a bosspole. Unless you're praying for cover in you deployment zone, half of those Lootas will be gone and/or running by turn 2. This way you will have a better change of make a leadership check.

Another thing... Even though you have PK's in every mob, you need more anti-tank shots like rokkits with your trukkboyz. When your trukks are blow up and you're
footslogging, you'll need something that can punch a hole in a AV14 tank. I run with two rokkit buggies.


OH NO! WE SUCK AGAIN! javascript:emoticon(':\'(');javascript:emoticon(''); 
   
Made in us
Regular Dakkanaut





Papanurgle: I'll post the description that I used on another forum I go to, maybe this will lighten things up for you:

""" The lootas (aka "mek lakkies") and big mek don't really like combat, so in battle they prefer to fire BIG honkin' guns from cover and bask in the glory of watching their mechanical babies roll forward and cause massive destruction... and THATS why it's fluffy They should easily be able to be plopped in good cover and have good firing lanes to provide cover fire and scare skimmers and vehicles. The SAG is there because it's cool, and I wanted to have a big mek represented on the field, since they built the rest of my army, technically. The SAG is risky, but it's one of those units that if it blows up first turn, it's not a huge loss. All it really has to do is get one shot off on a squad of Beakies or a vehicle and it will probably earn its points back.

I have lots of skorchas because skorchas are the shiz. They can cause MASSIVE damage against light-infantry, still put a hurting and potentially win their points back against MEQs or TEQs, can block LOS for trukks and zoom right up next to the enemy and make 'em sweat. I predict that skorchas will be the MVPs of many games.

5 cheap trukker mobs and a mid sized nob squad for combat. Proper use of cover, skorchas, ramshackleness and moving REALLY fast should get them their safely... most of the time... some of the time...

Nob squad is decked enough to earn it's points back without too much trouble and not so big that all my eggs are in their basket. It seems like a good size and point value. It only really has to destroy two tanks or a couple of infantry squads to earn it's points back. Besides, it should be soaking up a good amount of fire and cuttin the boys some slack. They aren't a necessity in my army, so if they get whacked early on I can still win the day. They are moreso the icing on the cake. Also, I wanted to take advantage of having them be troops so I can have a scoring unit (in 5th ed) that can actually kick some ass and have some staying power.

Last and definitely not least, the biker boss. I have a sick biker boss model that I paid krooza top dollar for, and especially since they are so jacked in the new codex, of course I'm going to use him. His specialty: suicide-soldier / massive destruction causer. """

Also, I don't know what to do to add more diversity in my army whilst keeping with a fast theme that would still be decent. As far as elites go, there is nothing fast besides nob bikers or mega nob trukks. Mega nobs suck, and nob bikers can be good, so I went with them. As far as HQ, all you can get is a biker boss or a boss in a trukk. Troops, trukk boys, that's it. Fast attack, I like skorchas, but what about the other options? Stormboys are too slow and wouldn't be hitting the lines at the same time as the rest of my army. They seem better suited as a support unit in a footslogging unit. Rokkit buggies, I wouldn't want to use just one squadron because it wouldn't really accomplish much, plus they can't really punch holes in av14 either. Even with 3 tl-shots they can only reliably penetrate av12, 13 is pushing it. Warbikes, I don't know a good set-up for the squad. Are they even any good? If they are best used in small groups, i'd rather not use them at all if I was only going to use one.

The anti-tank point that orkland raider presented is pretty valid. I guess that I assume that the pks will be enough, as the nobs and the boss can freeroam and smash vehicles at any point. Lootas would take care of av12 or less and skimmers. What do you guys think about rokkits on trukks and wreckin' balls too? xx points for essentially a guardsmen lascannon shot at pointblank (minus the ap2) seems like a pretty good deal. It gives the trukks something to do, and is also pretty funny fluffwise.

Heavy support is a joke for speed armies. Battlewagons are the only thing that fit, and I don't like them gameplay wise. Trukks are a much better transport. Battlewagons are so expensive, and have to get close to do any damage, which exposes their weak side and rear armor to any mobile anti-tank enemies.

Help a brotha out!

And the fluff comment about the lootas, papanurgle, should at least be partially excused with my explanation. I think it makes sense that the meks and the lootas (which in the codex are often closely tied to the meks--they make their deffguns) being the big mek and his crew that assembled the mechanized hordes rides, and instead of getting sticky with blood would rather sit back with their big $*&#ing guns and blow the enemy away, while watching their machines run wild.

Also, papanurgle, I checked your ork list, which as a total of 6 units, as did my original list, yet you state 4, and your space marine list, which has 5. I don't see the validity of pointing out the scarcity of diversity of units when your lists run off of the same, EFFECTIVE, method of have some repitition. If you look at my list *NOW* as of the last edit of this morning, there are very few things I could add that would also be fast and add something to my army.


What else could I do to diversify my list? Thanks for the comments.

Edited the list a bit too.

This message was edited 4 times. Last update was at 2008/05/13 12:03:35


 
   
Made in sg
Executing Exarch





I only see two problems with the list.

1) The Nobs. Kill one, watch them run. Whee.

2) The Lootas. Min-sized squads are okay, but since you'll need a squad for your BM to hide in in 5th, it makes sense to consolidate them into a max-sized squad so he can join them, as Orkland Raider suggested.

Stormboys are fast enough, I think. At worst, they'll hit combat a turn after the Trukk mobs, which is okay, really. (If they can Run in 5th, they ought to get there at the same time.) For the cost of the Nob squad (and a bit), you could have two 12-strong Stormboy squads with PK Nobs. I daresay they'll usually achieve a lot more.

Wehrkind wrote:Sounds like a lot, but with a little practice I can do ~7-8 girls in 2-3 hours. Probably less if the cat and wife didn't want attention in that time.
 
   
Made in us
Ragin' Ork Dreadnought




Monarchy of TBD

You now have enough points left over to solve your anti tank problem. Give every Trukk a rokkit and RPJ. Toss some more rokkits amongst the squads with the remainder, and you should be able to hold down anything heavy whilst your PKs are closing in for the kill. As an added bonus, this will make your boyz even harder to avoid. Were you going with shoota, or slugga boyz?

Klawz-Ramming is a subset of citrus fruit?
Gwar- "And everyone wants a bigger Spleen!"
Mercurial wrote:
I admire your aplomb and instate you as Baron of the Seas and Lord Marshall of Privateers.
Orkeosaurus wrote:Star Trek also said we'd have X-Wings by now. We all see how that prediction turned out.
Orkeosaurus, on homophobia, the nature of homosexuality, and the greatness of George Takei.
English doesn't borrow from other languages. It follows them down dark alleyways and mugs them for loose grammar.

 
   
Made in us
Regular Dakkanaut





tegeus-Cromis wrote:I only see two problems with the list.

1) The Nobs. Kill one, watch them run. Whee. Well, they need two to run. And with a bosspole and ld7, they will pass their leadership tests over 5/6 of the time. If below half strength, meaning I'd need to lose 3, I'd have slightly less than a 2/3 chance of passing. Those odds mean the nobs aren't quite as flimsy as you make them sound. Perhaps you've never used them, or you've just seen them played with bad rolls?

2) The Lootas. Min-sized squads are okay, but since you'll need a squad for your BM to hide in in 5th, it makes sense to consolidate them into a max-sized squad so he can join them, as Orkland Raider suggested. Fixed that.

Stormboys are fast enough, I think. At worst, they'll hit combat a turn after the Trukk mobs, which is okay, really. (If they can Run in 5th, they ought to get there at the same time.) For the cost of the Nob squad (and a bit), you could have two 12-strong Stormboy squads with PK Nobs. I daresay they'll usually achieve a lot more.

This message was edited 1 time. Last update was at 2008/05/13 12:04:21


 
   
Made in sg
Executing Exarch





Well, they need two to run.


Right, two it is. My bad.

And with a bosspole and ld7, they will pass their leadership tests over 5/6 of the time. If below half strength, meaning I'd need to lose 3, I'd have slightly less than a 2/3 chance of passing. Those odds mean the nobs are quite as flimsy as you make them sound. Perhaps you've never used them, or you've just seen them played with bad rolls?


I checked your math and was surprised to find that you're absolutely right. I think my impression comes from facing a biker army, where I could simply pop a couple of Nobs/boys in each mob and be more or less guaranteed that I could make a couple run every turn.

I still think 24 Stormboys with 2 PK Nobs > 5 Nob bikers any day.

This message was edited 2 times. Last update was at 2008/05/13 11:18:17


Wehrkind wrote:Sounds like a lot, but with a little practice I can do ~7-8 girls in 2-3 hours. Probably less if the cat and wife didn't want attention in that time.
 
   
Made in us
Regular Dakkanaut





tegeus-Cromis wrote:
Well, they need two to run.


Right, two it is. My bad.

And with a bosspole and ld7, they will pass their leadership tests over 5/6 of the time. If below half strength, meaning I'd need to lose 3, I'd have slightly less than a 2/3 chance of passing. Those odds mean the nobs are quite as flimsy as you make them sound. Perhaps you've never used them, or you've just seen them played with bad rolls?


I checked your math and was surprised to find that you're absolutely right. I think my impression comes from facing a biker army, where I could simply pop a couple of Nobs/boys in each mob and be more or less guaranteed that I could make a couple run every turn.

I still think 24 Stormboys with 2 PK Nobs > 5 Nob bikers any day.


Check out the second potential list I posted. That runs off of your idea a little bit. Nob bikers are definitely a lot less flimsy than you'd expect, but you still may be right about stormboys being more effective in two seperate groups. However, I decided to change my list so I can have my cake and eat it too . I like where this is going. Thanks guys.

Also, slightly related question-- In official tournaments, are you allowed to go slightly over the point limit? Probably not but I figure maybe with a penalty to your victory points or whatever?

This message was edited 3 times. Last update was at 2008/05/13 11:44:01


 
   
 
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