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Hey guys, I'm new to 40k and am starting an ork army. This is what I've managed to throw together with the models that I have. All help / critique is greatly appreciated, so please, pull no punches!
Nobz: (5 nobz with 2 klaws, 1 banner + 1 painboy): 195
Dedicated Transport: Battlewagon (red paint, kannon, 3 big shootas, 'ard case): 140
Kommandos: (10 kommandos + 1 nob with klaw, bosspole, 'eavy armor): 155
Tankbustas: (4 Tankbustas + 1 nob): 85
Boyz: (11 boyz + 1 Nob with klaw, bosspole + Trukk as dedicated transport): 142
Boyz: (29 boyz + 1 Nob with klaw): 215
Boyz: (30 boyz with shootas with 3x big shootas): 190
Deff Dread: (1 Deff Dread with 2 scorchas, grot riggers, armor plates): 100
Basic idea is that Ghazkghull and his nobs ride towards the enemy line flanked by the trukk boyz. This will hopefully give the trukk a better chance at reaching the front intact seeing as the wagon will likely soak up and distract a lot of firepower. Deff Dread would accompany the mob of boyz with the nob and approach from either the left or the right flank while the kommandos hopefully have enough strength to tie up some shooty elites early on. The remaining boyz with the shootas would be used to hold objectives and that sort of thing. I didn't give them a nob because of the mob rule and the fact that I don't plan on them getting into melee too much. Tankbustas seemed like a must as the army has very little anti-armor firepower, so I guess they'd act where needed. Weirdboy would probably be used to speed the advance of the 30 boyz accompanying the Dread.
Again, this is my first try at this, so any help you have to offer is hugely appreciated. Thanks in advance.
I don't have any experience with a few of the units you've selected. But I'll give it a go anyways.
Weirdboy- He's cool, but don't rely upon him to win you any games. I'd grab up some greenstuff and do an Old Zogwort kunvershun, Zoggy is a blast!
Nobz- Good, you've only taken 5. They're super effective, but I don't suggest using more than 5 in less than 2,000 points.
Battlewagon- Drop the kannon, its not worth it on a troop transport as you cannot fire ordinance weapons unless your stationary. Give it a deffrolla instead, as its tank shocking abilities will inflict way way more casualties.
Kommandos- They seem solid, I'd outflank them and charge the turn they come into play. They're even better if you get Snikrot some time down the road, as he confers the ability to ambush the enemy from any table edge!
Tankbustas- I'd drop them from this list. Use the points on Deff Koptas instead. 5 Tankbustas won't be enough for the armour popping you're looking for, as their low BS will get in their way until you're up to about ten. For the same points, if you skim some off the list by dropping the kannon from the battlewagon, you can pick up three deffkoptas with twin linked rokkits, a much more reliable choice in my opinion.
Boyz- I'm iffy about using a single squad of boyz in a trukk. I'm assuming you're adding Ghazghull to their mob though, as they're numbered 11. If you're not, then move a boy from the 29 mob and fill them out. You NEED 12 boyz if you're going to mount them in a trukk. The other two mobs look solid. Just be careful when using the trukk boyz, make sure to coordinate their assaults with the nobz, otherwise you might find yourself short one squad.
Good luck, let us know how they play.
EDIT: Ah, I noticed you don't have a PK nob in your shoota mob. PK nobs are a MUST HAVE in EVERY mob of Ork Boyz, even shootas.
EDIT 2: Also note that Ghazghull allows you to select a Nob squad as a troops choice... this means your nobs can claim objectives!
Last edited by BossGorestompa; January 6th, 2009 at 04:35.
Thanks for getting back so quickly!
So first off, to clarify, I meant to put Ghazghull in the wagon with the nobz; the trukk boyz have a nob with a power klaw with them, bringing their number up to 12. My main hope was that the wagon would obscure and/or divert fire away from the trukk (the two would be close to each other.) I'm deffinitely scratching the kannon, I didn't know about it's inability to fire on the move. Also, concerning orky acuracy, should I scrap the big shootas on the wagon to free up more points? I had also thought about turning the trukk boyz into 'ard trukk boyz for a bit more punch / survivability, what do you think?
Sounds good about the koptas. I honestly hadn't considered the tankbusta's acuracy, though that one model with the tankhammer makes me laugh every time!
Will add a PK nob to the shoota boyz.
I just picked up a Snikrot model yesterday, mostly because I think the guy looks awesome! I was a bit iffy about his point cost for 1500 though, especially with Ghazghull eating up almost 1/6th of my total points.
Zogwart looks like a beast, but the same dilema with Snikrot: point cost. I'm considering kicking the list up to 1750, but I want to try my hand at a smaller scale army first. The conversion sounds like fun though!
Thanks again for the quick reply, I'll try to post the revised list when I'm not at work and have more time haha.
I wouldn't drop more than two big shootas from the battlewagon (bringing it down to one big shoota at a minimum) Even if you never fire them, they add armarments to be destroyed, adding to the survivability of the tank. Its always better to lost a cheap gun than to have the battlewagon be immobilized.
If you drop the tankbustas, you should be able to afford Snikrot. For a cheap trick and good laughs, if you do, you can add Ghazghull to the Kommando squad, and use Snikrots ability to bring them in from any table edge. Nothing is quite as scary as having Ghazghkull pop out inches behind the enemy.
My concern with the trukk boys (which is funny, I've just said the same thing in another thread xD) is that Ork Boyz are all about momentum. You need to hit the enemy hard enough that you'll just roll over them. Bare in mind that you'll be hitting I3 on the charge, so you need to be aware that you'll be taking wounds before you even get your attacks if you're up against SM or Eldar. With only 12 boys, you might lack the number of attacks to obliterate your foe.
If this should seem like it might be a problem I suggest using your vehicals to your advantage. Tank shock any units you think might be a problem for you, especially if you add a defrolla to your battlewagon. Also coordinate your attacks with the Nobz to make sure you absolutely smash your foe.
I didn't know you could use Ghazghull with the ambush, that's insane!
And as for the trukk boyz, would you scratch the trukk and bring that mob up to about 20?
I definitely plan on making use of a deff roller: steamrollering the enemy is just too good to pass up.
And should I keep the weirdboy, or drop him to make room for the kopters?
Thanks for all the help!
Another quick thought: With the trukk taken out, take the shoota boyz squad down to 20 and take both the slugga boyz up to 30. Seems like this would be better suited towards my army as it seems to mostly have a close combate theme.
Sorry for all the questions, just trying to get the hang of things!
If you've already got a Trukk, I'd playtest the list with the trukk in it and see how it fares. I wouldn't remove the trukk unless its being problematic, in which case, drop it until you expand your army large enough to take at least two trukks.
Concerning Trukk Boyz in particular, you need more than one mob of them to support each other. I've only seen people use them to great success if they're in pairs, or supported by a large biker mob, etc.
So in effect, I'm not suggesting that you drop it, just warning you to be careful how you use it. 12 boyz will always fail on their own. It may take a couple of battles to figure out how to use properly, there are a number of things to be concerned of: no sweeping advances means they'll be shot up, low initiative means they might lose their momentum before they get their attacks, they won't be able to regroup once reduced to six models or fewer, and you'll need to use multiple combats to succeed, which may be tricky - if you lose the combat, each mob must test leadership individually. So just smart when you use them. Make sure they get the charge, and when they do, the battlefield conditions are in your favor.
I don't already have the trukk, I just though it would be a good idea to get a bit of extra mobility in the army. I get what you're saying about the low number of boyz...especially since my bro, who will be my main opponent for the most part, plays marines. For this reason I think I'm gonna go with the two mobs of 30 and one mob of 20 shootas. All I need now is to pop a deff-rolla on the battlewagon (still wondering how I'm gonna do that!) and I'll be ready to play!
Thanks a million for all the help man.
Deffrolla: Use an empty toilet paper roll and jab some tacks through it xD
No, actually my idea is to get a thick wooden dowel from Lowes or Home Depot, or whatever hardware store you've got near you, dremmel random divets into it and glue in some BB's. It won't be spikey, but it should still look sick.
I sounds pretty sick...I just got an idea for spikes though! Drill some holes through the diameter of the dowel and fit some nails that are a bit longer than said diameter through the holes, gluing them in place to ensure they stay put. Perhaps mixing that with your BB idea would result in one mean, orky looking steamroller!