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Made in us
Fresh-Faced New User




Hello everyone,

I'm brand new to the game and am just looking for some help with my first army list.
So far I have a patrol detachment.


HQ: WARBOSS:

-legendary fighter
-attack squig
-headwoppas killchoppa
-might is right
-shoota
-stikkbombs
-warlord

TROOPS:

--Boys 13pl, 175 pts.
-Boss Nob (19 pts)
-power klaw
-slugga
-stikkbombs
--x26 boys w/ slugga, choppa, and stick bombs

--Boys 13pl, 169 pts.
-Boss Nobs (19 pts)
-Power klaw
-slugga
-stikkbombs
--x25 boys w/ slugga, choppa, and stick bombs


--FAST ATTACK:

-Stormboyz (5pl, 93 pts)
-Boss Nob
-Power klaw
-Slugga
-Stikkbombs
-x9 Stormboyz w/ choppa, slugga, and stikkbombs (72pts)

According to battlescribe this all comes to 499pts.


I will be playing against 1000 sons with some marines and terminators and tyranids with carnifexes, and a hive tyrant, and warriors. I don't want to be super competitive just be able to have a decent game.
Any help would be great.

Thanks!

This message was edited 1 time. Last update was at 2018/03/13 13:20:39


 
   
Made in gb
Storm Trooper with Maglight





Leicester

Dude I can't even read that....

please add spaces between each unit!
happy to help providing you fix the formatting

GamerGuy
   
Made in us
Fresh-Faced New User




My mistake. I've never posted one of these lists before wasn't sure how to format it. Hopefully these spaces make it more legible.
   
Made in us
Smokin' Skorcha Driver





Central MN

Is there a reason you are going with a PK vs a HC? I personally like the HC better as it is still hitting at str7 -1AP and 2 wounds. it would free up some points that you could then put into more boyz.


Automatically Appended Next Post:
3 attacks with a claw vs 3 attacks with the HC.

HC: 3 attacks hitting on 3s, 2 hits. St 7 wounding on 3s (assuming MEQ) 1.33 wounding hits, call it 1 wounding hit saving 50% of the time. HC always deals 2 wounds.

Klaw: 3 attacks hitting on on 4s, 1.5 hits, Sr 10 wounding on 2s, appx 1.25 wounds (assuming 1.5 hits) we can assume one wound per turn. 6+ save on an MEQ, 1 wounding hit, D3 wounds.

Is it worth the 5 extra points for the claw? Meh I personally dont think so, having the -3 AP is really nice but D3 wounds is variable, personally I like always doing 2 wounds vs having the chance at 3 but maybe only getting 1.

This message was edited 1 time. Last update was at 2018/03/13 15:24:12


SRSFACE wrote: Every Ork player I know is a really, really cool person.
20,000 New and Growing 1000
http://www.dakkadakka.com/dakkaforum/posts/list/592194.page#6769789 
   
Made in us
Fresh-Faced New User




I'm sorry I don't know all the terminology yet, but what is an HC? I thought claws because I thought they might be better against the carnifexes (?).
   
Made in us
Drop Trooper with Demo Charge





Obi_wang wrote:
I'm sorry I don't know all the terminology yet, but what is an HC? I thought claws because I thought they might be better against the carnifexes (?).


Heavy Choppa? (but I think they mean big choppa...). I'll disagree with zammerak on this one if that's what they meant: you have 50+ boys at a 500pt game, so basing the Nobz' weapon choice on MEQs makes very little sense. I think you were right, power klaw is the move in this list; without it you have no anti-tank.

I'd consider a weirdboy instead of the warboss. It'll give you a bit of psyker protection with a deny, and Da Jump! is a fantastic tool to be able to use on those big groups of greenskins, for objectives and getting to the proper targets.

This message was edited 1 time. Last update was at 2018/03/13 15:52:26


The executions will continue until morale improves  
   
Made in us
Fresh-Faced New User




I originally had wierdboy in the list. I just wasn't sure which hq to use. So is this list at least decent? I know I'm probably going to lose most of the time I'm just looking to be able to make a game out of it.
   
Made in us
Grovelin' Grot





Chicago, IL

Obi_wang wrote:
I originally had wierdboy in the list. I just wasn't sure which hq to use. So is this list at least decent? I know I'm probably going to lose most of the time I'm just looking to be able to make a game out of it.


I dig this list. Personally I would swap out the Power Klaws for Big Choppas and add another boy per mob.

As for the warboss v weirdboy, I personally enjoy the warboss more and advancing and charging but you could make the argument for the weirdboy and jump or big mek with his KFF.

As long as you're going into this planning on having a good time you'll be fine. Balance isn't strong in this low point level. We have monthly 450 point tournaments around me and resilient armies (deathguard, custodes) almost always win.
   
Made in us
Smokin' Skorcha Driver





Central MN

Right, i do suppose we are talking a 500 pt game where you do not have the support of KMK to do your Heavy work. And yes Big Choppa, my bad. In my lists I save the points on the PK to add to another boy to the squad. that extra boy hitting on 3s and wounding anything on a 6 can still drown heavier units in dice, although not as effective. Also examine what lists you will be playing against. if you need the heavier hitting weapons, go with a PK. if you are fighting more units with lower toughness, opt for BC and more boys to drown in dice. I agree with the WB. you can da jump your squads around and use smite to dish out the wounds, especially against heavier stronger units.

SRSFACE wrote: Every Ork player I know is a really, really cool person.
20,000 New and Growing 1000
http://www.dakkadakka.com/dakkaforum/posts/list/592194.page#6769789 
   
Made in us
Squishy Oil Squig




Good list. Boyz are one of the few bright spots in our index for now... I would say in this list a warboss will be more important for morale and advancing and charging purposes, but then again I see the use of da jumping a big boyz squad for an objective/potential tank tie up. Honestly can't go too wrong with either.

Maybe consider dropping the storm boyz for a weirdboy so you can have both? One unit da jumping somewhere while the other can advance and still have the potential to charge. As for the big choppa and power klaw debate. I'd say take the big choppa because honestly your boyz will be doing most of the damage just due to shear number of attacks.
   
Made in us
Fresh-Faced New User




I guess dropping the power claws and the entire stormboy unit frees up enough points for the weirdboy and maybe a few more sluggas Boyz in either squad.
   
Made in us
Smokin' Skorcha Driver





Central MN

Perfect, I love running more boyz..all the boyz, when in doubt.. just more boyz! I have yet in a game say "gee i wish i had that PK" however a mad doc with kill saw is pretty epic, that -4 AP is clutch. i doubt you will be unhappy with the Weirdboy, smite is awesome and you cant go wrong with da jump or warpath.

SRSFACE wrote: Every Ork player I know is a really, really cool person.
20,000 New and Growing 1000
http://www.dakkadakka.com/dakkaforum/posts/list/592194.page#6769789 
   
Made in us
Angry Blood Angel Assault marine






In your thread, trolling.

You picked Orks as your first army? Hell yeah! Respect.

One thing you might want to consider, is working in a second HQ and a third troop choice. This will allow you to have a battalion and get +3 Command Points. You'll find that strategems can come in handy quite often.

Another thing to remember when playing 8th edition, a lot of matched play tactics are all about denying your opponent the ability to do whatever they want. Taking 30 Ork boys into their front line, assaulting multiple units? That will easily stop them from accessing objectives for 2 turns. While you send some other units to grab those tactical objective points. You'll be able to rack up points QUICK without being disturbed too much by their overpriced killy stuff.

This message was edited 1 time. Last update was at 2018/03/13 19:40:56


 
   
Made in us
Fresh-Faced New User




Thanks for the input everyone!

So I have updated the list a bit.

I made it as a battalion force.

HQs:

Warboss-warlord
-attack squig
-tenacious survivor
-headwoppa's killchoppa
-shoota
-tenacious survivor

Wierdboy
-wierdboy staff
-da jump

Troops:

Boyz (31 PL 157 pts)
-Boss Nob with BC
x24 Slugga boyz

Boyz (31 PL 157 pts)
-Boss Nob with BC
x24 Slugga Boyz

Boyz (5 PL 60pts)
-Boss Nob with Choppa
x9 Slugga boyz

This gives me +3 command points. I don't know if this list is better or worse, but this is also an option
   
Made in us
Squishy Oil Squig




I personally think its better. I would mob up the small unit of boyz and bigger unit of boyz and then da jump them. Just remember that you don't have much tank killing so try to tie as many things up as you can when charging.
   
Made in it
Waaagh! Ork Warboss




Italy

I'd cut the smallest unit of boyz, one boy from both the other two units and the big choppas as well. With the spared points you could field 2 KMKs which give you some anti tank, a backfield objective holder and way more wounds to your list since each gun has 6W plus 5 gretchins. 22 W instead of 13, and you'll only lose 1CP.

 
   
Made in us
Fresh-Faced New User




I like the idea of the KMKs. I am mostly worried about my friends carnifexes and hive tyrant. Thanks for all the help everyone, it's very daunting to try and figure all of this out.
   
Made in us
Angry Blood Angel Assault marine






In your thread, trolling.

Obi_wang wrote:
Thanks for all the help everyone, it's very daunting to try and figure all of this out.


It will feel that way till your codex comes out. I've been messing around with some Ork lists and the point values from the index just feel like they're too much compared to other armies. Hopefully it gets balanced out.

 
   
 
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