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Made in us
Fresh-Faced New User




So, I've decided to get back into the gaming side of the hobby after a five edition hiatus. I had a topic up in the tactics forum about Orks and how to play them and got some pretty solid advice. I made a final draft of my list and decided to put it up here for greater review. C&C please!

Battalion Detachment:


HQ:


Warboss - 80 Pts
Power Klaw, Attack Squig

Weirdboy - 62 Pts

Boss Snikrot - 69 pts


Elites:


12 Kommandos - 133 pts
Boss Nob w Power Klaw, Sluggas, Choppas, 2x Burna

12 Kommandos - 133 pts
Boss Nob w Power Klaw, Sluggas, Choppas, 2x Burna


Troops:

30 Boyz - 189 Pts
Nob w Big Choppa, Sluggas, Choppas

30 boyz - 189 Pts
Nob w Big Choppa, Sluggas, Choppas

30 boyz - 189 Pts
Nob w Big Choppa, Sluggas, Choppas


Dedicated Transport:

Chinork Warkopta - 187
2x Rattler Cannon, Big Shoota, 2x Bigbomm


Fast Attack:

1 Deffkopta - 83 pts
Kopta Rokkits, Bigbomm

1 Deffkopta - 83 pts
Kopta Rokkits, Bigbomm

1 Deffkopta - 83 pts
Kopta Rokkits, Bigbomm



Total: 1499

The biggest weakness to this list I can see is taking Snikrot as opposed to another boss to keep all my boyz in his bubble. I just think he looks real snazz and is a fluffy choice for Blood Axes, plus he could be useful for tearing up back line support units like devastators. I feel like this list has a lot of utility and the ability to put pressure where I need it. With the ability to drop six units wherever I need them on the map, I can address threats by priority as I need to. Snikrot, the Kommandoz and Koptas/Chinork all have late game objective grabbing potential too. Especially the Chinork, as it can transport any boyz I have left over by turn 5. I tried to balance anti tank and anti infantry capabilities as best as I could. C&C please!

This message was edited 1 time. Last update was at 2017/10/16 21:07:55


 
   
Made in us
Fresh-Faced New User




118 views and no replies? Please help you guys! Sorry for bumping, but I'd really like to get some final input on this before I make any purchases. This is definitely an investment.
   
Made in hr
Been Around the Block




I'd considered waiting for the codex before buying anything.
   
Made in au
Yellin' Yoof




Australia

You’ll be waiting awhile then at this rate lol

Orks 8500 points 
   
Made in it
Waaagh! Ork Warboss




Italy

Hi! warboss, weirdboy, snikrot, kommandos and boyz are all solid units. I can't say anything about the chinork since it's forgeworld, no one plays FW stuff here and I've seen its profile. The koptas however are a liability since in this edition they are way overcosted.

I'd split the kommandos is smaller units, in order to have more burnas and nobz, but also to be more versatile. Try 4-5 units of 5-6 kommandos each. You can also include a vanguard detachment gaining 1 CP without adding new stuff this way.

With the koptas' and the chinork's points I'd take lootas, a painboy and/or more boyz. Maybe just keep one kopta if you really like that unit, but multiple kommandos squads should serve the same role better.

This message was edited 1 time. Last update was at 2017/10/17 10:56:28


 
   
Made in us
Dakka Veteran





For the price of the deffkoptas you could pick up a decent sized stormboyz unit. 28 strong with a nob w/ PK. They always perform pretty well for me. Plus they can advance and charge without the warboss in range in exchange for a few mortal wounds. Place the unit on the outside out of warboss range and then cheer as your opponent forgets/didn't know they could charge without the warboss.

Also not too keen on the chinork, don't have experience with it but from other posts it's overpriced for its utility.

This message was edited 2 times. Last update was at 2017/10/17 15:06:17


 
   
Made in gb
Guard Heavy Weapon Crewman





I agree that the koptas are your biggest liability. I'd say stick in some lootas so you don't have to worry about units that would otherwise be out of reach for a couple of turns. Two units of ten would be a solid line of supporting fire while your boyz advance. Other than that a solid list.

However I have yet to play orks in 8th so don't listen to me!
   
Made in us
Regular Dakkanaut





Here is my advice from somebody who is now 0-7 with 8th edition Orks so take it for what it is worth. Even with the every turn Waaagh and hoard buffs, they are still outgunned and under armored. If you don't get into combat you will get shredded.

Thus, I would say that you need a kustom force field or a painboy for the boys or they will get demolished with just t-shirt saves. If you don't get the first turn, chances are your Weirdboy will only get one da jump off before being killed. Or you have to hide in the back of the table. I think the money play (and I will be trying this next game) is to jump nobz w/ big choppas. For the points of a 30 boy hoard, you can take 8 nobz which after a jump and subsequent charge is 32 S7 AP-1 D2 swings hitting on 3's (e.g. statistically 16 hits) and at least some sort of armor save.

I ran two units of Deff Koptas last game and wasn't impressed. Sure they scout ahead but they also get blown up pretty easily and never get to deploy their boom bombs.

I really like Trukks and planes in this edition. Trukks are no longer time bombs on wheels, get your troops down the table, and can even tie up units in combat (take the 3 point wrecking ball). Dakkajets with 6 supa shootas are as effective and harder to hit than lootas and their crappy t-shirt armor for the same basic number of shots and points. Ghaz is really good this version too. If you can get him and some meganobs or nobs w/ big choppas or stronger into combat, you will kill a lot of dudes.
   
Made in ca
Ancient Venerable Black Templar Dreadnought





Canada

I would suggest the various Koptas being are bit of a points sink and could be avoided.

Boyz are a good choice the 3 units will work well.

A Mek or more appropriately: Big Mek with the force field will help the boyz.

Two full units of Kommandos, make sure you deep strike them in next to each other for some leadership support.

I have had a few lively discussions of what is good or "useless" for Orks but I keep having my friend utterly destroy vehicles of mine with his Tankbustas in a Battlewagon (which was irritating to try to kill).

Anyway, good luck.

A revolution is an idea which has found its bayonets.
Napoleon Bonaparte 
   
Made in nl
Crazed Spirit of the Defiler




Azhday wrote:
I'd considered waiting for the codex before buying anything.


True I suppose but not for everything. I can't see GW changing the Weirdboy + Boyz combo for example. It's powerful and very Orky (big Green Tide and high risk/ high reward), so I'd say the 90 Boyz + Weirdboy are a safe investment regardless of whether the codex is here already.
   
Made in it
Waaagh! Ork Warboss




Italy

Waiting for the codex actually means waiting 4-6 months if not more. For some perspectives it may be a lot of time, I guess buying basic units should still be safe. 90-100 boyz are pretty much standard buyings, and even if boyz get nerfed you could always convert them into lootas, tankbustas, kommandos or even stormboyz with a little extra effort.

 
   
 
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