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  1. #1
    Member blutac's Avatar
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    1000pt list - new to 5th ed orks

    Hello there,

    I'm getting back into 40k after digging up my old ork models. I used to play orks in the previous edition but stopped cos I realised they sucked. Maybe that's a bad general or sore loser talking but meh..

    It sucks that choppaz are just normal weapons now so ork boyz are no where near as lethal as before (str 3?!!). Also sucks that killa kans don't have power weapons anymore but owel.

    Anyways here's my second and hopefully more successful attempt at orks:

    Warboss, mega armour, attack squig, cybork body - 125pts
    5 meganobz, kombi-skorchaz - 225pts
    Trukk, armour plates, grot riggers, red paint job, rokkit launcha - 60pts

    Big Mek, power klaw, kustom force field, 'eavy armour, attack squig - 130pts

    30 ork boyz, 3 rokkit launchaz, nob, power klaw, 'eavy armour - 250pts

    killa kan, grotzooka - 45pts

    killa kan, grotzooka - 45pts

    killa kan, grotzooka - 45pts


    Total - 925pts

    What should I spend the remaining 75pts on?

    Thanks for the help


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  3. #2
    Member blutac's Avatar
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    Actually, I know what I'll do.

    - attack squig from Big mek
    + 6 lootaz (2 meks)

    =1000pts on the dot

  4. #3
    Torn ACL FTL ==Me=='s Avatar
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    431 (x8)

    Orks make up for the loss of the choppa rule with new Waagh! rules, Furious Charge, and lower base cost. And Kanz have a DCCW so ignore armor saves.

    For for the list, it's very low model for an Ork army.

    The MANs are solid, but are a bit overkill in this army. You could do with just 5, but avoid things like Carnifexes and powerfists, as they will insta-splat your expensive MANs.

    The Trukk is too expensive, it won't be shooting anything and is extremely fragile. I like red paint and a ram, maybe armor if you have the points.

    The Big Mek just needs a KFF, he shouldn't be in combat and those points are better spent elsewhere.

    I prefer big shootas in boyz mobs, as they can add to their anti-infantry firepower (you're wasting a lot of shootas to hit a tank) and are dirt cheap.

    Kanz are nice, use them to screen your boyz for a 4+ cover save. If you want better results against tanks, KMBs or rokkits are nice.

    Ditching a MAN, cheapening the Trukk and Mek, and ditching a Kan can get you 12 Sluggas with a PK Nob in a Trukk. That adds some numbers and gives you another speedy assault unit. Sit the Trukks within the KFF turn 1 for the cover, then run up the board and drop off some very deadly orks. All the while, your shootas and kanz will advance to finish the enemy in assault.

    Hope that helps, good luck
    Check out ==My== blog: www.bnhblog.blogspot.com

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    I like the list I would just get rid of the trukk. I find trukks work best if you have a lot of them just having one is asking for it to get blown up 1st turn and then having to foot slug the whole way.

    Also I would use nobs with out mega armour they just work better make sure they get a pain boy.

    Also the mek needs only the KFF even with all that gear he'll still get owned in combat

  6. #5
    Member blutac's Avatar
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    OK thanks for the helpful replies!

    I'll take the power klaw and 'eavy armour away from the Big Mek but I don't understand why a Nob would get a powerklaw but a Big Mek wouldn't since they both have 3 attacks basic.(??) Maybe I didn't make it clear that the Big Mek's going with the squad of boyz???

    I'll also downgrade the trukk like you said (only red paint job) and I'll take the 3 rokkit launchaz away from the slugga boyz. I've deciced on no shooting so I can run all the way across to the other side.

    I'll post a revised list later

    Thanks again

  7. #6
    Member blutac's Avatar
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    Oh I forgot - what is the slow and purposeful rule?

  8. #7
    Member blutac's Avatar
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    Revised list

    Warboss, mega armour, attack squig, cybork body, bosspole - 130pts
    5 mega nobz, kombi-skorchaz - 225pts
    Trukk, red paint job, grot riggers - 45pts

    Big Mek, power klaw, attack squig, kustom force field - 125pts
    30 slugga boyz, nob, power klaw, bosspole - 220pts

    Killa kan, grotzooka - 45pts

    Killa kan, grotzooka - 45pts

    Killa kan, grotzooka - 45pts

    8 lootaz, 2 mek boyz - 120pts

    Total - 1000pts

    I actually decided to keep the power klaw on the Big Mek so that the slugga boyz mob gets 10 power klaw attacks in combat!!!!

    1) Am I right in thinking that I can move the trukk 19", disembark, call waaagh! and assault all in one turn?

    2) Do the killa kans move 6 or 12" a turn? I'm thinking of maybe screening the boyz with the kans which count as being obscured due to the kustom force field

    Thanks

  9. #8
    Torn ACL FTL ==Me=='s Avatar
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    431 (x8)

    1 Trukk isn't all that survivable, you'll need more or just get rid of it. S&P counts as always moving in difficult terrain, but with run and a cover save it shouldn't be too bad.

    Meks are worthless in Loota mobs, just stick with Deffguns.

    Troops cannot disembark if a Trukk moves Flat Out, so only 13" max. You can still invoke the Waagh! and charge, though.

    Kanz are walkers so they move 6".
    Check out ==My== blog: www.bnhblog.blogspot.com

  10. #9
    Member blutac's Avatar
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    So killa kanz aren't really a good screen for the slugga boyz then...

    Has anyone had any success with a Warphead in a squad of meganobz? I was thinking of maybe ditching the Trukk (which seems to be a popular view) and hoping for a chance to deepstrike. The only problem is the low Ld. I would really like a warboss and warphead as my HQ choices, but then again the Big Mek with KKF is very important.

    Anyone tried this?

    Thanks

  11. #10
    Member blutac's Avatar
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    OK - Final version, I swear

    Warphead - 85pts
    8 meganobz - 320pts

    Big Mek, power klaw, KFF, attack squig - 125pts
    30 slugga boyz, nob, power klaw - 215pts

    killa kan, grotzooka - 45pts

    killa kan, grotzooka - 45pts

    killa kan, grotzooka - 45pts

    8 lootaz, 1 mek boy - 120pts

    TACTICS -

    1) Slugga boyz mob with KFF Big Mek rush forward as fast as possible
    2) Killa kans deployed nearby with warphead+meganobz screened behind - both advance steadily
    3) Lootaz deploy far back and provide support fire
    4) Wait patiently for 'ere we go psychic power and DEEP STRIKE MEGANOBZ!!!!!

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