Warhammer Fantasy Battle Reporter Forum

(a Warhammer forum for Fantasy Battle & Games Workshop products. Sponsored by battlereporter.blogspot.com)
It is currently Sat Dec 19, 2009 7:54 am





Post new topic Reply to topic  [ 5 posts ] 
Author Message
 Post subject: Orks 1750
PostPosted: Fri Oct 10, 2008 8:30 am 
Offline
Sergeant
Sergeant
User avatar

Joined: Wed Feb 27, 2008 9:54 am
Posts: 394
Reputation: 0


Location: Sprinting in and out of Middenland forrests
For my first venture into 40k I've been studying the rulebook and the Ork codex, cause Orks are the bestest of course of course, and came up with this list. I feel it's a fair list but should still be pretty competitive. That Nob Biker unit with the Warboss and a painboy are really going to kick some serious ass. Might try and fit a couple more Power Klaws in there though....

The Shokk Attack Big Mek will go with the gretchin for some extra resilliance then hide somewhere with a good shot. Loota will be somewhat nearby, but not too close, also in terrain taking out unit by unit. 10-30 S7 AP4 shots per turn, yes please!

The smaller units of boyz will go in the trucks of course which the wagon is just there to blow something up

I decided to add stormboyz cause i think jump troops are sick

Orks

HQ

Warboss on Bike, power klaw, cybork body, boss pole, attack squig = 155

Big Mek with Shokk Attack Gun, Cybork Body, boss pole = 110

Elite

5 Nob Bikerz, 1 power klaws, 4 Big choppas, boss pole, Painboy = 280

10 Loota Boyz = 150

Troop

20 shoota Boyz w/Big Shoota, Nob, Bosspole = 150

11 Boyz, Nob, Big Choppa, Bosspole = 97

11 Boyz, Nob, Big Choppa, Bosspole = 97

20 Boyz, Nob, Big Choppa, Bosspole = 155

10 Gretchin = 30

Trukk Red Paint Job, Armour Plates = 45

Trukk Red Paint Job, Armour Plates = 45

Fast Attack

10 Stormboyz, Nob w/Power Klaw, 'eavy Armour, Boss Pole = 165

2 Deff Koptas w/twin linked rokkit launcha = 90

Heavy Support

Battle Wagon, killkannon, 'ard case, red paint job, grot riggers = 175


Top
 Profile  
 
 Post subject:
PostPosted: Fri Oct 10, 2008 12:35 pm 
Offline
Captain
Captain
User avatar

Joined: Wed Sep 24, 2008 12:05 pm
Posts: 579
Reputation: 5

Nobz bikers are sick, even with big choppas they will duff over vehicles quite easily. However, anything with an armour save will give you pause, even with the 1 PK off the Boss and one extra in the squad. I have terrible luck with my bikers and they have since been cut from the list.

What do you normally fight against? The Trukks will go down fast and potentially pin your Boyz and 11 will disappear very quickly. I have found with my own orks that numbers are what works, I like how you are spreading things out for multiple targets so the enemy will have to destroy stuff before moving on and you have enough targets to ensure that something gets to the other side but for a 1750pts list you only have 60 regular Boyz. I have 80 in my 1000pts list as you're going to want them for taking objectives. Deffkoptas will fulfill a similar role to your bikers too.

Also you really want your Boyz nobz to be fitted with PKs, yes they are expensive but I guarantee you that the best way to take out ANYTHING in the game is a Nob with a Klaw delivered by a unit of ablative boyz. He'll duff vehicles (except Monoliths and Land Raiders) and anything that's a monstrous creature. My regular Nid opponent hates them as he can lose his Carnifexes and Hive Tyrants in one round of combat with a unit of 20 Boyz quite easily and my 1500pts list has 5 such units.

I didn't originally plan on having so many boyz but after playing the army I have come to the realisation that its what you need. You will take massive casualties walking across the board and the trukks will be the first thing to go. Once your boyz get into combat they will mince anything but they need to get their first. It is a bit Omaha beach but seriously chuck a wall of boyz at an opponent and they won't like it. Even 5 boyz making it into combat can see off a larger squad by virtue of the amount of attacks they put out. 20 Boyz with sluggas, 2 big shoots and a PK nob comes in at 170pts, thats 78 attacks with 4 of them at str 9 and power weapons. It is a thing of beauty.

I like the SAG and Lootas, I have them myself and will be trying them out soon so I can't comment on them yet with any authority. I know lots of people that love Battlewagons but for me, that's another unit of Boyz that can take objectives and you missed the Runtherd off your Gretchin mob hehe.

Hope that helps.


Top
 Profile  
 
 Post subject:
PostPosted: Fri Oct 10, 2008 2:22 pm 
Offline
Sergeant
Sergeant

Joined: Sat Aug 23, 2008 2:54 pm
Posts: 333
Reputation: 4

I don't like your gretchin mob. Its too small. 10 Grots around your Big Mek will turn him into the Grot's toughness quickly. Its one of the issues I have with Chaplain Cassius from my Ultra Marines. Check out the Majority Toughness Rule combined with the assigning wounds. I get to roll to wound your grots, and if I get enough, you have to assign them to your big mek.

I have seen very effective mechanized ork lists, so its really a go big or go home choice. Either almost everything has to be mounted, or almost nothing should be.


Top
 Profile  
 
 Post subject:
PostPosted: Fri Oct 10, 2008 6:38 pm 
Offline
Major
Major

Joined: Wed Mar 26, 2008 5:16 pm
Posts: 642
Reputation: 0

I actually like your list a bit, and I've played against many Ork players. However, here are some suggestions for them.

Rule 1. Nobs with Ork Boyz ALWAYS have power claws. Your Orks with the WAGGHH! and furious charge will get enough regular attacks in, you need the Nob to guarantee kills. Power claws guarantee kills.

Rule 2. I think your trukks will be ok. With the new trukk rules you must remember that any Ork unit over 10 is basically fearless (your mob reroll makes your leadership that of how many models you have. 12 models in a unit means your ld 12...) You must take full advantage of the cover provided to you and hide those trukks well, and don't forget that with trukks you've got a long reach.


Biggest thing with mech-Ork (all mobile) is that you can't ever go in unsupported. 1 unit of ork boyz bythemselves will die in a heartbeat because you don't have the numbers to back yourself up.


I think your list can work for you, just keep in mind those options. I would drop the big choopas off the bikers, add another powerclaw and then upgrade the powerclaws in the boyz's units. This way your hitting with 3 powerclaws and your other guys will still be striking at S4 or S5 to hit (giving you wounds to absorb to not remove those powerclaws right away).

Hope that helps!


Top
 Profile  
 
 Post subject:
PostPosted: Fri Oct 10, 2008 7:09 pm 
Offline
Sergeant
Sergeant
User avatar

Joined: Wed Feb 27, 2008 9:54 am
Posts: 394
Reputation: 0


Location: Sprinting in and out of Middenland forrests
Wow! I didn't expect to get so many responses so quickly! It's wonderful.

To be honest with everyone, I haven't even played a game with Orks, I'm not even close to having them all and am just enjoying painting them at the moment.

Everyones suggestions seem pretty solid and I've definitely got a little tweaking to do as I slowly buy more Orks to make a complete army.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 5 posts ] 


Who is online

Users browsing this forum: No registered users and 0 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to: