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Made in it
Waaagh! Ork Warboss




Italy

This is an attempt to field a competitive green tide with just some fluff in it, which is granted by the presence of Mad Dok Grotsnik. I usually avoid fielding armies of footsloggers but the Deathskulls kultur is a lot of fun. So, this is what I'll try in the following days:


Death Skulls Brigade

Warboss, kustom shoota, power klaw (Relic: Killa Klaw)
Big Mek with SAG (Relic: the vigilus gun)
Weirdboy (Da Jump)

3x30 Boyz, nob with pk
3x10 Gretchins

2x Mek with KMB
Mad Dok Grotsnik

3x Deffkoptas with KMB

3x3 Smasha Guns

Bad Moons Battallion

Weirdboy (Fists of Gork)
Weirdboy (Warpath)

12 Gretchins
2x10 Gretchins

15 Lootas


Total: 2000 points, 20 CPs.


Tons of CPs available but 2 of them will be invested pre-game in order to get the relic SAG from the vigilus book and the Killa Klaw. I may invest another CP to upgrade a psyker into a warphead as the Weirdboy with Da Jump may die pretty soon but I also don't want to give up the other two powers.

Tactics is simple: Boyz have 6++/6+++ and advance with the Dok, the Warboss and the Weirdboyz while a mob is teleported. Meks (who are obj sec), Koptas, Mek Gunz unleash their firepower from their spots along with the Lootas which get the benefits from Grot Shields, More Dakka and Showing Off. The Big mek can fire twice as well thanks to the vigilus stratagem. I wanted to field a KFF Big Mek for giving some protection to the Mek Gunz but I struggled with points (actually I needed just 5 by cutting a Weirdboy, a kustom shoota and two gretchins but I didn't want to cut also the pk on a Boyz squad or bring a unit of 29 Boyz) and, most importantly, 9 Mek Gunz can be hard to put under the bubble, I prefer spreading them out. A significant number of wounds but also a nice variety of units and some decent firepower on the table, a bit light on close combat but Death Skulls and Bad Moons are both supposed to be more shooty than choppy.

Thoughts?

 
   
Made in be
Been Around the Block




Only 2 things to say
• I would cut in the boyz to at least get a PK and a Kombi-Rokkit on every Nobz for full Death Skulls kultur benefit.
• Use of the index weapon options may be against some tournaments rules.
OTOH it seems like a classic Waaagh.



 
   
Made in it
Waaagh! Ork Warboss




Italy

Hi, thanks for the reply.

Index options are perfectly allowed, no problem here. I've already included a pk on every nob and I was tempted to give the boyz a rokkit. I wanted symmetry on my mek gunz with 3x3 of them instead of 2x3 and 1x2 3 rokkits at BS5+ with 3+3 re-rolls may be better than a smasha gun, even if only the teleported boyz should fire at BS5+, other boyz will likely advance, but I can do that change.

 
   
Made in gb
Ork Boy Hangin' off a Trukk





Only thing id say is investing halfway into lootas seems kind of meh. I would do away with you badmoons batt. Using 5+ CP to protect only 15 lootas is hmmmm... And the 30 grots will be of little use.

A much stronger addition to your list IMO would be some Evilsunz deepstrike and more mekgunz.

Seeing as you'll be stuffed with regards to command points, I would add any of the following and put them in reserve: deffdreads, meganobz. 30boy mobs, kommandos, stormboyz.

To assistt witth this, I would run all your deffskull boy mobs with shootas instead, as they will be tasked principally with chaffclearing duty, as you'll wannt them to clear as much chaff as possible before your turn 2 evil sunz deepstrike bonanza.

Please exxcuse my formatting,, I am on mobile.
   
Made in it
Waaagh! Ork Warboss




Italy

 Sluggaloo wrote:
Only thing id say is investing halfway into lootas seems kind of meh. I would do away with you badmoons batt. Using 5+ CP to protect only 15 lootas is hmmmm... And the 30 grots will be of little use.

A much stronger addition to your list IMO would be some Evilsunz deepstrike and more mekgunz.

Seeing as you'll be stuffed with regards to command points, I would add any of the following and put them in reserve: deffdreads, meganobz. 30boy mobs, kommandos, stormboyz.

To assistt witth this, I would run all your deffskull boy mobs with shootas instead, as they will be tasked principally with chaffclearing duty, as you'll wannt them to clear as much chaff as possible before your turn 2 evil sunz deepstrike bonanza.

Please exxcuse my formatting,, I am on mobile.


Thanks for the reply but no way I'm going to field more than 90 boyz. I can't stand full green tides and this is a compromise The fluff behind this list is about a shooty army, made of death skulls and bad moons. Evil sunz, while extremely good and tipycally the core of my ork lists, don't fit the theme and they'll stay out from the battlefield this time. I can only consider freebootas instead of bad moons to respect the fluff.

15 lootas aren't as killy as the 10+15 combo but there are also 9 mek gunz, the relic SAG and 5 KMB around there, so firepower shouldn't be a problem. 32 Gretchins are ok for 15 lootas, of course if lootas were 25 I would bring 60 at least. 5 CPs for lootas are ok since I have 20 in total.

This is also a full WYSIWYG list so I can't add more mek gunz, I don't have more artillery available

 
   
Made in ca
Regular Dakkanaut





@Sluggaloo Out of curiosity, how many mek gunz would you recommend to replace the lootas?

By bringing 15 it will be easier to keep them behind line of sight blockers turn 1 hopefully. The strat to trigger dakka on 5s will ignore the movement penalty from getting out behind the cover.

That being said, evil sunz boyz are very hard for some opponent's to deal with due to the consistent charge out of da jump or tellyport.

Really liking the list, and I second trying to find room for at least 1 rokkit in the boyz units to take advantage of the kultur--deffskullz have been my favorite ork clan since 5e and I would love to see them do well
   
Made in gb
Ork Boy Hangin' off a Trukk





@Striker Tommy

It's an example, but he could haveany of the following:

30 ES boys, 3*5 commandos, 2 Weirdboyz
3*5 commandos, 9 smasha guns, 1 weirdboy
30 ES boys, 6smasha guns, 1weirdboy

@Blackie, If you're open to considering freebooters instead of deffskulls, and had quite a few flash gits, I would restructure your list around that. I think free booters mono army can turn Orks into a mean shooty army. Thing is, it sounds like you won't be in an Uber competitive setting, more of a fluffy setting, at which point your list seems ok. You have enough threats that mean you can't be castrated turn 1, and should have fun games as you won't blow your enemy off the board t1 either.
   
Made in it
Waaagh! Ork Warboss




Italy

Yeah this is a fluff list for some games that shouldn't be the usual ones, I'm trying to field something different from my tipycal lists. It's meant to be semi-competitive though, as it won't face nasty things like the overpowered aeldari or imperium soups but certainly it will go against well-optimized mono codex lists.

I can definitely consider freebooters, but only as a replace to the bad moons battallion as the hero of this army is Mad Dok Grotsnik, who is a deathskull so the core of the army must be the blue orks I can field Badrukk instead of a weirdboy, a unit of 6-7 gitz, the usual shielding gretchins and I'd shift 6 mek gunz from the deathskull brigade to the freeboota battallion. I calculated the points and this way I could even put the rokkit launchas in the boyz mobs

 
   
 
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