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Space Wolves/Grey Knights vs Orks 1850 - Tournament Lists Prep  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Regular Dakkanaut





Thinking of collecting Orks so wanted to try out a list I could take to a tournament vs a very competiive list.

Ork List:

Warboss - Da Lucky Stikk, PK, Warbike

19x Boyz - Nob, PK, BP
19x Boyz - Nob, PK, BP

18x Stormboyz - Nob, PK, BP
18x Stormboyz - Nob, PK, BP
8x Bikes - Nob, PK, BP

Battlewagon - Rokkit Launcha, Reinforced Ram
Battlewagon - Rokkit Launcha, Reinforced Ram
3x Mek Guns - 3x Gretchin, 3x Ammo, Lobbas
(2nd CAD)
Painboy - Warbike

19x Boyz - Nob, PK, BP
10x Gretchin

Dakkajet - 3x TL Supa Shootas

Battlewagon - Rokkit Launcha, Reinforced Ram

Space Wolves/Grey Knights (Don't have exact just close)

Wolf Lord - Thunderwolf, PF, Helm of Durfast, Runic Armour, Stormshield

7x Grey Hunters - Melta, Combi Melta, Drop Pod
7x Grey Hunters - Melta, Combi Melta, Drop Pod

Drop Pod

4x Thunderwolves - PF, 2x Stormshield
4x Thunderwolves - WC, 2x Stormshield

GK (Nemesis Strike Force)

Grand Master - Psycannon, DH, Curiass of Sacrifice

5x Terminators - DH, Psycannon,

Dreadknight - Personal Teleporter, Greatsword, Incinerator
Dreadknight - Personal Teleporter, Greatsword, Incinerator

We will be playing this tomorrow (tuesday 9/23) We will be using proxies as I am testing Orks before I buy, but if you would like pictures along with the batrep pls tell me and I can take some.

Thanks.

This message was edited 1 time. Last update was at 2014/09/22 17:52:35


 
   
Made in us
Regular Dakkanaut





It will be tough because he can melta your battle wagons then burn the orks inside, or if you try to bubble wrap the battlewagons he can burn the orks then melta the battlewagons. The Thundercav will be really tough for the orks to kill

13000
12000
:daemon 14000
:darkeldar 5000 
   
Made in us
Regular Dakkanaut





Updated SW list.
   
Made in us
Cackling Daemonic Dreadnought of Tzeentch




Ellenton, Florida

I know that many will disagree with me on this, but I don't even bother with Battlewagons anymore.
Perhaps those points could be better spent elsewhere.
Put boyz in trukks.
More units, even though smaller, will present a more difficult choice of targets for your opponent. If you can get your opponent confused about what to do, you can more easily manipulate them into making mistakes.
You also will have more options when it comes to playing the objective game.
I think that the main things that you need to target will be the dread knights and the TWC. Limit his mobility and the game is yours. Once those terminators and drop pods land, they will be easily circumvented.
Hope this helps.

Armies:  
   
Made in us
Regular Dakkanaut





It's interesting that you say that Chaos, I have been looking at my list and thought I have 360pts in vehicles that will die to drop pod melta just as easily as a truck. Also I feel with orks I can lose a 20 man squad very easily if it breaks.

I think going forward I will run them as trucks, plus that makes them objective secured.

SW player took this list to a tourney couple weeks ago charged a 20 man termagaunt squad and wiped it out in one turn, with just one squad and the hq. It is insanely potent and he would have won the tournament if the nid player didn't slow play and the game end on turn 2.

Should be a bloodbath .
   
Made in us
Cackling Daemonic Dreadnought of Tzeentch




Ellenton, Florida

Trukks have a number of great uses, besides getting your boyz around and acting as fast-moving objective secured vehicles.

Against an army with expensive assault units, for example, I will disembark the boyz and use the trukks as rolling roadblocks. This can seriously hinder your opponent's movement. They are forced to either attack the trukks, or go around (in which case, of course, you just make another roadblock on your next turn.)

If you dominate the movement phase, you dominate the game. This makes trukks, in my opinion, the superior choice.

Plus, they are just so much fun the build and convert.


Armies:  
   
Made in us
Smokin' Skorcha Driver






Agreed, when you take into account that your opponent will basically always be shooting at the bw's side armor in addition to +1 for being open topped, they really aren't worth the points imo. They were kinda hard to justify last codex being 90pts, but now their 20pts more expensive and have gained nothing other than a nerfed deff rolla.

Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings. 
   
Made in us
Regular Dakkanaut





So that wasn't pretty.

Turn 1 Orks

I played Waaaagh wrong and called it turn 1, I know now I can't. But when I thought I could my idea was I felt if I could alpha strike his dknights and keep him from over whelming one side and flaming me I would have a huge advantage. So again I cheated but i moved my stormboyz 12 up then ran one squad 9 and one 11, then charged failing by 1 inch with one squad and making the other. (3 stormboyz died from dang terrain on failed squad and 4 on other squad.) Everything else moved up to support shooting wounded 6 times on twolves but he tanked with his lord.

Close combat saw me cause 1 reg wound and 2 pk wounds, he saves them all. Ouch. I fail ld roll a 5 reroll to a 5 and bc i only have 9 models i flee, he runs me down.

Turn 1 SW

Everything comes on but empty drop pod. Termies deepstrike in backfield and kill 2 bikes with shooting. Dknight flames 6 stormboyz, then assaults and kills makes them flee. Both SW pods drop in and kill a bwagon, killing 7 and 12 respectively from the resulting explosions. He then flames the last bwagon catching 6 boyz in it. (with other dknight). Wolves charge boyz squad and wipes out. His 4 wolf squad with out the char charge my bikes barely making it. Bikes are suprisingly tough and only take 2 wounds doing 3 in return.

So to recap, I have lost 18 stormboyz, 13 stormboyz, 18 boyz, 19 boyz, 7 boyz, 3 bikes, 3 battlewagons. Ouch.

We play it out even though there was no point.

My thoughts on the ork units:

Boyz - 20 models seemed meh, str 3 when charged is horrible and I really need to make sure I get the assault.
Battlewagons - Waste of 360.
Stormboyz - Not near as potent as I had hoped, 36 atks and 4 nob atks did 0 wounds. (Granted vs T6, 2+) Love their mobility. For their points Id try them again.
Bikes - Was amazed at resiliency but most of that came from the Warboss, still really liked them with a Painboy.
Dakkajet - Meh (shot 9 shots 3 times did 1 wound every time vs t5) (saved everytime)
Lobbas - Did ok, only did a total of 2 unsaved wounds, love it for a backfield obj grabber.

Overall this army needs tweaking to deal with a hardcore list like that and mabey I should have played semi defensively and overwhelmed when units came close. But I was worried about him blowing up the battlewagons and flaming them when they are so tightly packed.

Guess i'll live and learn, unlike my orks.
   
Made in us
Cackling Daemonic Dreadnought of Tzeentch




Ellenton, Florida

Playing defensively still would not have helped.
His mobility and ability to deep strike turn one means that he will choose exactly where and when the fight will take place. He will always pick fights that he can overwhelmingly win.
In my opinion, follow the previous advice on trukks vs Battlewagons.
Regarding stormboys, I know that some people really like them, but bikes are much better.
I realize that bikes cost twice as much, but you get-
-higher toughness
-much better mobility
-4+ armor save
-twin-linked s5 guns
-jink

Hope this helps.

Armies:  
   
Made in us
Smokin' Skorcha Driver




Tucson, Arizona

I'm going to have to agree with everything that Chaos is saying. I'm a long time Ork player and it was hard to adjust in not bringing large mobs of Boyz in Battlewagons/Trukks like I was used to doing. The Trukks losing Ramshackle is devastating since now you're more than likely going to lose half your squads whenever a vehicle blows up. You're very likely to fail morale and therefore start punching yourself in the face thus losing more Boyz. You need units that limit the damage the Ork Mob Rule does and are tough enough to survive vehicle explosions. Meganobz are great at surviving, Ork Bikes are very tough with a Painboy and I run two squads of 10 Boyz in a Trukk without a Nob just for Objective Secured units. If you really wish to do Battlewagons then you need to spam redundancy by running the Battlewagon formation since they gain Scout.

-5000 Pts. of Orks
-1750 Pts. of Ravenwing 
   
 
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