1500pts Orks Kill ALL!!!! - Warhammer 40K Fantasy
 

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  1. #1
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    1500pts Orks Kill ALL!!!!

    Hey there a newie to Orks but a veteran to 40k. Heres a 1500pt army I have devised for tournaments...etc.

    Big Mek with KFF, eavy armour, burna, oiler
    Big Mek with KFF, eavy armour


    25 Boyz with Nob with Claw and pole
    25 Boyz with Nob with Claw and pole
    19 Boyz with 1 rokikit and a Nob with Claw and pole
    20 Shoota Boyz with 2 big shootas and a Nob with 'uge choppa and pole
    Deff Dread with 2 rokkits and armour


    Deff Kopta with twin linked rokkits
    Deff Kopta with twin linked rokkits
    Deff Kopta with twin linked rokkits


    looted wagon with boom gun
    looted wagon with boom gun
    Battlewagon with deffrolla, armour, 2 bigshootas, red paint, riggas, wrecking ball, stickbombchucka


    The first Big Mek is my boss, he leads the unit of 19 boyz in the battle wagon, the rokkit boy will shoot while the wagon moves him around. Giving me another (hopeful) rokkit shot a turn.

    The other Big Mek leads one of the units of footslogger slugga boys, followed closely by the Deff Dred to take advantage of the KFF..

    THe shoota boys will stay back and hold any home objective that may be in play. They are more expensive than grots, but are harder, so I can generally rely on them to hold the objective despite sneaky infiltrators or deepstrikers that could easilly decimate a measly unit of 10 grots.

    The koptas will scout ahead and (attempt to..lol) destroy the enemy tanks and more importantly barrage weapons.. To me enemy shooting is the orks NO1 weakspot, hence my inclusion of 2 KFF.

    Lastly but not least my 2 looted wagons.. I love these guys not only does 2 S8 AP3 large template attacks kick @rse. But is the fact that they ALWAYS FIRE, now that blast weapons just scatter instead of missing.. I think my looted wagons have been blessed by Mork as I normally roll a hit for them...lol..

    Anyway this is my army and they are (just some of..lol) my tactics. Feel free to comment.


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  3. #2
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    good list and good tactics, but just 2 things

    1. how much do you want to move with your battlewagon, because you'll have to choose between fast moving and shooting

    2. if you want to use the deff koptas you have to keep them out LOS but most players use them for outflanking. i always outflank, in my 3 games with them they haven always been useful for me

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    Thanks for the comment. Yeah I actually use them to scout, and use that free move to get them behind cover.

    There has been a few changes after I posted this. I have cut out the red paint and the stikk bomb chuckka, and taken a bigshoota in either mob of 25 boyz. (I do have a plan for the loss of the redpaint...Mwhahahaha)

    I plan on running with them, but at least this gives me the option of a bit more firepower if needed.

    Same goes for my battlewagon guys. Depending on the situation I'd either move up heaps or move a little and shoot. The wagon itself doesn't have much in the way of firepower, as such I'd more likely be moving it the full 12' but as I mentioned before, at least I have that option... ;o) Thanks again!

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    I would drop the heavy armour on hte Big Mek's... as you already have a 5+ from the KFF

    Also, drop the burna/ grot oiler, not much use for them, as you shouldn't plan on putting your Big Mek in CC really.

    I would upgrade the 'Uge Choppa to a Power Klaw, they really are the best weapon in the ork's arsenal.

    Other then that, I see it as a good balanced list.

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    Thanks. For your input.

    I plan to keep the burna, (I just like burnas..lol.. but there wasn't much viability for burna boys for me, so this is my compromise). I have the eavy armour for protection...you never know what may happen and I like to be prepared..lol.

    I would like to have a powerclaw for the shoota nob, but I just ran out of points, so I opted for the 'cheaper' version. I don't intend on the shootas seeing much combat but if they do see something scary at least the Nob has something better than a normal choppa. But you are right, it would be better to have a powerclaw. For a drop-poding Ironclad dread with 2 heavy flamers, (can anyone say IRONMAN..lol)/

    Heres the new list. Thanks for the help!!! Let me know if it still needs tweeking.

    Big Mek with KFF, eavy armour, burna
    Big Mek with KFF


    25 Boyz with Nob with Claw and pole
    25 Boyz with Nob with Claw and pole
    19 Boyz with 1 rokikit and a Nob with Claw and pole
    20 Shoota Boyz with 2 big shootas and a Nob with powerclaw and pole
    Deff Dread with 2 rokkits and armour


    Deff Kopta with twin linked rokkits
    Deff Kopta with twin linked rokkits
    Deff Kopta with twin linked rokkits


    looted wagon with boom gun
    looted wagon with boom gun
    Battlewagon with deffrolla, armour, 2 bigshootas, riggas, wrecking ball,
    Last edited by Gilbertus; December 23rd, 2008 at 00:56.

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    You still seem to have a lot of killpoints available for easy with the koptas, however, if you are good at maneuvering them into cover, they should be fine.

    Other than that, it looks like a good list, I recommend you play test it, then post the results.

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    Yeah I was worried about that too. I am quite good at positioning things though. But at our club we have made it official no NEVER play kill point battles, as against some armies (like the IG) its broken. But I will keep it in mind when I go to tourneys etc. Thanks.

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    I'd exploit the deff dread as troops option since you've got 2 Beg Meks- I know they're points heavy, but they are really hard to kill, and impossible once in CC.Another one will also draw more fire from your boyz- and split the enemies fire if you advance them together.

    I might think about getting rid of the 19 boyz squad, and replacing it with 5 extra boyz for each of thw 25 squads, and getting a nobs squad with painboy. This would heavily upgrade your CC. this would give a great spearheading squad for the battlewagon.

    The looted wagons are absolutely awesome! And I appreciate the fluff wise mek army, but having two of them is a lot of points, and you might get a lot of 'don't touch dat' roles. Maybe take out one, and replace it with a couple of killer khans, or another battlewagon with limited upgrades to get your boys there quicker.

    Hope some of this helps.

    Ray.
    SM: W/D/L 12/7/4 CSM: W/D/L 14/0/1
    Guard: W/D/L 10/2/3 Orks: W/D/L 5/0/1
    Nurlge Daemons W/D/L 4/1/0


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    Thaks Ray.

    I would like to fit another Deff dread in. However I just can't find the points. I quite like the way my army looks atm. As everything has a purpose, I may get rid of a deff kopta and fill out the boyz a bit more. As in kill point scenarios they are just easy points for the enemy.

    I like my looted wagons (I was originally going to take 3..lol), I take two so that IF one does roll a one the other (hopefully) hasn't and I can shoot that one. I seem to always roll a "hit" on the scatter dice when using them. I guess Mork is trying to tell me something (or is it Gork???)...lol. Plus I have always found it dauning to face an army with a fair few high S, low AP artillery, so I guess its just my personal taste.

    I will contemplate upon getting rid of the 19 boyz for a nob squad, they will be elites so can't hold objectives...

    Do you think I need any "specialist" troops... ie- burnas, lootas, tank-bustas??



    -been thinking and was thinking of having burnaboys, however I really want a troops choice in the wagon. Since it is the only thing that can transport a unit fast in my army and I may need to get troops to an objective, quick..etc.

    Hence I was thinking of deleting a deff kopta and the rokkit for the 19 boys and turning them into 16 'ard boys.. That way, I'd have a decent unit of troops that can take a bit more punishment than the normal boyz. It's fitting to to have my boss joined by the ONLY "kinda-elite" unit in my army...lol.. Also the armour would help to, if the wagon blows up..

    Anyway they are my choices- keep it the same or go with the 'ard boyz. What do you guys think?

    Thanks!!
    Last edited by Gilbertus; December 24th, 2008 at 09:55.

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    Hmm.. I do like burna boyz, but I find the only purpose for them, is against horde armies, which the orks win against in CC anyway. I have got some burna boyz, only used them once, so not entirely sure of their effectiveness. I think they're a unit best left out for bigger games, when you can afford to take greater risks and diversify your army more.

    With the Ard boyz, I think they are awesome! I'd definately go for them, I take a unit of 12, in a trukk, and they always do me proud. Even if their trukk gets destroyed, they've got the armour to cross the battlefield. I think its a good idea. Just if you do play killpoints and have changed to ard' boyz, keep your dethkoptas safe, as that's an even easier kill points wiht only 2 in the squad.
    SM: W/D/L 12/7/4 CSM: W/D/L 14/0/1
    Guard: W/D/L 10/2/3 Orks: W/D/L 5/0/1
    Nurlge Daemons W/D/L 4/1/0


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