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Hito here, semi new Ork player wanting some input on a 1850 tournament list. I will be more than likely facing two experienced marine players, two forms of meq armies (chaos or crons), and at least two imperial guard armies. The only opponents I am worried about are the marine players who are fond of dropping a dread behind my lines and are almost impossible to rout from entrenched positions. And so, I'm working on a faster, harder, list that hopefully will be, dead killy.
Specific rules for the tournament: Random mission and deployment for each table/round. Concede a victory point if you do not have an elite, heavy support, or fast attack choice. Transports count as separate unit for victory points (as normal).
HQ: Bigmek 90
19x Sluggas 154
Nob PK BP - in battlewagon, HQ attached
20x Sluggas 160
Nob PK BP - in battlewagon
12x Sluggas 152
Nob PK BP Trukk RR
12x Sluggas 152
Nob PK BP Trukk RR
30x Sluggas 250
Nob PK BP
30x Shootas 250
Nob PK BP
Deff Rolla AP 1xBS
Deff Rolla AP Riggers 1xBS
12x Kommandos 205
12x Stormboyz 184
Nob PK BP
Total Points: 1846 6 troops, 1 elite, 1 fast attack, 2 heavy support, 1 HQ
I am still debating on using the lootas in back (being vulnerable to a drop pod assault) Basic idea is to run the two battle wagons up front moving as fast as possible with the footsloggers behind. Trukks take the flanks, stormboys tie up expensive ranged units (havocs and devestators) and Lootas stay back in cover giving supporting fire to the whole.
Please and thank yous all around.
Last edited by Hito; May 15th, 2009 at 05:31. Reason: Updated
I'm not sure if you own any shootaboyz, but I would be inclined to make the 30 man squads shootas, as if you hit combat with a giant pile those extra attacks will not make a huge difference, but if you're camping an objective the shootas will then at least do something. For the trukk boyz, I do not support the use of those armor plates. They make up almost 25% of the cost of the vehicle.
I'm wary to make many changes since it seems quite obvious you want to go the as many orks as possible route (with some transports though, which I highly approve of). The lootas almost strike me as a waste though, as they will be so exposed.
Personally, I would look to spending the points of the lootas & the points from the trukk armor plates and spend it on a different elite choice. Or, if you want to keep the lootas, just use the armor plates to have an extra loota. In fact, I almost think it would be worth it to strip down what's on the big mek as well and then buy yourself some Kommandos, maybe even squeeze in Snikrot.
As a note, the armor plates are there simply to keep the trukks moving (ork warboss singing 'don't stop me now' by queen over the Vox), because i hate having my fast transports just sitting there, and they are the same amount of point as boarding planks and a red pain job. But thank you.
Thats what I was thinking for the lootas as well, switch um out for Kommandos, the only hang up i have there is lootas almost always can attack from the first turn of the game and have the easiest time picking off light AV.
I'll see about trying to put Snikrot in there somehow. Thank you kindly.
Well personally I want a trukk to have a reinforced ram and that is it. You increase the cost of the vehicle by almost 25%, but let us take a look at how you change the survivability.
Against a glancing hit vs a weapon that is not AP1, there is a 17% chance for a stun to become a shaken. Basically, if your opponent rolls a 3 you are stunned.
Against a penetrating hit vs a weapon that is not AP1, again there is a 17% chance, this time if your opponent rolls a 1.
Against anything AP1 there is a 0% chance your armor plates help at all, as the minimum result on the damage chart will be a weapon destroyed.
Ultimately it comes down to risk. Personally I am okay with taking the risk that my trukk will blow up before it has a chance to be stunned so I go without. If you are afraid of wasting those trukk boyz then take the plates. In your list though I just do not see the validity of them, especially considering how they should be hiding behind the battlewagons during the first turn, and all but assured a 2nd turn charge, after which the plates do not matter at all. This is also why I think armor plates on the Battlewagons is all but necessary, as they keep the conga line moving.
Let me know how this list works out. I am always afraid of not having ranged tankhunting weapons, but I think with the way Orks are it is mostly an exercise in futility to kill anything heavily armored at range.
List has been updated and now will use Snikrot. It will be fun to try him out as most of my opponents are fond of putting their stuff up close to their table edge. I also like the fact that my specialty units ended up with the same amount of models in each, 12. Further suggestions are greatly appreciated and I would also like any suggestions of how to deploy them.
Like Gorfang suggested, running my trukks behind the wagons. But then where to put the 2 units of 30 boys? Where should i start the Stormboyz, back in cover or in reserve? How to handle turrain?
I've had my share of victories, (like the time i outshot a tau army with just a 10 man unit of lootas or took out 18 tactical marines with one pieplate) but i've also had a bunch of crushing defeats. My friend's one whirlwind is the bane of my existance. So any suggestions of who to throw against what for this list is greatly appreciated.
Battle Report: Pre Tourney test game vs Tau
Even Commander Farsight could not hold back my green tide. Deploying my battle wagons in the center away from all the hilly terrain I hid my trukks right next to them for the obscured save as there was no way to prevent the tau from shooting them right out of the get-go. But my bigmek did his job and stopped shot after shot from a hammerhead and three broadsides and let my trukk and wagon boys get a good ways up to his firebase.. Terrain really bogged me down with the 60 foot sloggers as there was no way of keeping them out of difficult terrain. The stormboys did their job fantastically taking out his flanking stealthsuits and hammerhead. Snikrot came in late and stopped the broadsides in their tracks. The only problems i had were his 9 battlesuits equiped with flamers that I couldnt get ahold of.
He outdeployed me and tooled his army beforehand against my orks, but my weight of numbers was too much to handle.
Against those flamers your only real choice are either to assault them out of your vehicles or use the stormboyz' amazing speed. JSJ suits are frustrating, but are expensive, so at least console yourself with the fact that they cost an arm and a leg.
There is not a whole lot to do with your 60 guys on foot. You already have quite a few orks going into their lines, and there will be many a fight where you'll have to hold onto objectives within your own zone where the Orks will just set up for a tea party while everyone with a ride goes off and has fun. I still like them simply due to their intimidation factor, or against serious gunlines they will ease the attrition on your lines as you're racing at your opponent.
By the way, I too enjoy having my specialist squads all of the same # of boyz, something about the symmetry makes me happy. As a fan of "if you take more than 2 of something your army is now 'X Spam'" I choose #s as my manner of OCD redudancy as opposed to FOC repeats.
Just curious - how were you handling tanks? Using the battlewagons, powerklaws, the rokkits? Would it be worthwhile to cut a single slugga boy from the 30 man squad to give each battlewagon a boarding plank (would also give you 1850 on the dot!) so you would not be forced to exit the protection of the wagon in order to klaw something?
Overall though I am very pleased with the look of this list.
The tanks I handle with power klaws mostly, depending on how they deploy I would either go after them with a unit of trukk boys, stormboys, or leave um to Snikrot. For some reason the tau players around here keep forgetting that if a skimmer does not move, it automatically lands and so, instant hits. Since though snikrot did not perform as well in hand to hand with other infantry, I'm thinking of taking both units of wagon boys to 19, taking off heavy armor on the Bigmek and giving the kommandos one burna. I may add a second burna to them by switching one of the units of 30 to 3 big shootas instead of rokkits. (probably the shoota boys)
There is only one thing that I miss in this list. And that is the sheer force and killing power that is a warboss with a powerklaw.
Pretourny Battle vs. Eldar: DEFEAT
Playing the same opponent this week using his eldar army fielded with 2 units of guardians, 2 units of dire avengers, striking scorpions, dark reapers, a wraithlord, a wave serpent, and 3 warwalkers, along with a farseer and the cheapest/cheesiest eldar special character (i forget his name, the one with the 'bale eye' str 6 ap 3 large blast shot once per game). I won first turn but was out deployed again, and was denied my cover for most of my troops. Once again it seems he had tooled his army against mine with frag/krak missles everywhere. making sure to kill off my stormboyz on turn one he bombarded my footsloggers with missles and bladestorming direavengers, killing off my 30 sluggas by the end of turn two.
This makes me want to go back to some other ideas, as no one has as of yet done anything with long ranged weaponry, fielding 10 lootas instead of the 30 footsloggers, and throwing in a boss and power klaw into the wagons with some bording planks as well.
Thoughts and advice are greatly welcomed.
How did those stormboyz die? If they weren't hiding behind the wall of battlewagon you've got set up then they probably deserved their fate. Screen them the first turn or so because they'll be in combat on turn 2.