ork 2000 point build need advice!! - Warhammer 40K Fantasy
 

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  1. #1
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    ork 2000 point build need advice!!

    this is potentially my final ork list after working on it for a few weeks... what do you all think? any and all advice appreciated!

    HQ:
    Warboss 130
    -mega armor
    -cybork body
    -attack squig
    -bosspole

    Big Mek-100
    -kustom force field
    -cybork body
    -'eavy armor

    ELITES:
    4 meganobz-300
    2 kombi schorcha
    -battlewagon
    -grot riggers
    -armor plates
    -deff rolla
    -1 big shoota

    TROOPS:
    12 'ard boyz-200
    nob
    -power klaw
    -trukk
    -grot riggers
    -reinforced ram

    10 nobs-605
    'eavy armor
    -6 power klaws
    -painboy
    -cybork bodies
    -waaagh! banner
    -battle wagon
    -grot riggers
    -armour plates
    -deff rolla
    -1 big shoota

    12 slugga boys- 162
    -nob
    -power klaw
    -'eavy armor
    -trukk
    -grot riggers
    -reinforced ram

    12 slugga boys- 162
    -nob
    -power klaw
    -'eavy armor
    -trukk
    -grot riggers
    -reinforced ram

    Deff Dread-100
    -2 big shootas
    -armour plates
    -grot riggers

    Heavy Support:

    Deff Dread-110
    -1 big shootas
    -1 close combat weapon
    -armour plates
    -grot riggers

    killa kan-65
    -rokkit launcha
    -grot riggers
    -armour plates

    killa kan-65
    -rokkit launcha
    -grot riggers
    -armour plates

    TOTAL=1999


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  3. #2
    Back with a vengeance Tarnag's Avatar
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    First of all, take the upgrades (sans weapons) off of the Dreads and Kans, they do next to nothing for them, and aren't even worth their few points. Then combine the two Kans into one squad, if they are separate then they are worth a KP each, and that is easy pickings for a smart opponent.

    With that extra Heavy slot you can move the Dread down and make the Meganobs scoring. Dreads can't capture points, so it's not helping you like that.

    If I were you I would try to fill out that Meganob squad more (either by dropping a Dread or trimming down the Nobs a tad) as that few is not going to have the staying power you want on them.

    It's otherwise a decent list, you just need to adjust your FoC a bit.

  4. #3
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    Alright it sounds like a solid change i will def. try it

  5. #4
    LO Zealot mynameisgrax's Avatar
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    I'm basically seconding most of what Tarnag said, only I think the meganobz squad is fine at 5 (4+warboss), and there are a few upgrades you need/don't need.

    First and foremost, why don't the nobz and boyz in trukks have bosspoles? For next to no cost at all, they statistically raise their leadership by 2. I'd never use nobz or trukkboyz without a bosspole. They only have a 58% chance of passing the check during the shooting phase without one, and next no to chance of passing if they need to make a check during close combat. Use the bosspoles or don't use these units at all.

    I don't bother with grot riggers on trukks. If they're immobilized, then get the passengers out before it explodes. A stalled trukk isn't going to survive long, not when they make such a tempting target.

    That unit of 10 nobz is REALLY going overboard. I'd use 8-9 at most, with 3-4 powerklaws, painboy, cybork, waaaaugh banner, 1-3 combi-scorchas, and a bosspole. The unit will be virtually just as powerful as before, and cost significantly less. Don't bother with 'eavy armor, cybork is more than enough. If you're going to spend that many points on a unit of nobz, then you're better off with nob bikers.

    I don't like deff dreads. If somebody gave me one, then I'd use it as a killa kan. ^_^ You're much better off with killa kans, rokkit buggies, warbikes, or deffkoptas. I also prefer KMBs on Killa Kans, since the Orks have nothing else to deal with 2+ armor during shooting.

    The rest Tarnag's already mentioned. Good luck!
    Last edited by mynameisgrax; April 8th, 2009 at 17:21. Reason: forgot one thing
    "Any job worth doing, is worth doing with a powerklaw."
    http://www.librarium-online.com/foru.../mynameisgrax/

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