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I also posted this on DAKKA DAKKA, dont know if there's a rule against cross posting or not... we'll see?
Brand new to 40k, brand new to orks. Below is what I'm thinking for my first list, followed by a brief description of how I *think* it will work. Allow me to caveat, if I've made an obvious blunder it's (probably) not because I'm an idiot, but because I dont know the rules very well. Also, what's below represents what i could field right now, aka the models I have acquired already. I have a few other models, but suggestions on what to buy next would be appreciated. (At the moment my next major purchase will be battle wagon(s).)
Big Mek w/SAG, Cyborg Body, 105
Weirdboy w/ warphead upgrade 85
Slugga Boys, 30 3 big shootas, nob, power klaw, boss pole 235
Slugga Boys, 30 3 big shootas, nob, power klaw, boss pole 235
Shoota Boys, 20 Nob, Power Klaw, boss pole 170
(The weirdboy goes with this unit in the trukk)
Nobz, 10, BP TRUKK Ram, Armor 250
Lootas, 13, Mek x 3, Big shoota x 2 195
5 Deffkoptas w/ TL rokkit launchers 225
(I have enough models for 2 units like this.. if anyone thinks its good to have 10 deffkoptas)
Big Gunz (lobbas) x2 w/ runtherd and gprod 65
Big Gunz (zappa) x2 w/ runtherd and gprod 75
Thats 1640 points, adding the 2nd unit of deffkoptas makes it 1865
Ok, so, here's my rationale.....
There's a debate on the SAG re: its reliability, and its a debate I can't provide a very informed opinion on.. But my goal is to combine a quickness + a shooty list, to control the fire lanes until the boys can get into assault and the nobz can neutralize their firebase and/or eliets (aided by the wierdboy, who should be able to get off some shots from inside the truck right?) The trukk becomes a battering ram after the nobz disembark.
The lootas, SAG, and Zzap guns will either a. keep their units confined to cover or b. take shots at anything in their LOS while the Koptas, Boys and Nobz get in position.
Granted, the SAG may/may not 'pay for itself' if the rolls don't go well, but odds are the darn thing will at least intimidate the opponent. Maybe my point is this, the SAG is disruptive, but the orks are prepared to work despite that disruption. Many other lists aren't??
Again, i'm brand new, and my strategic calculations may seem shallow to anyone who knows the game better than I do. Your honest criticism is welcome. Also, keep in mind that I'm trying to come up with a good list to start playing with, so if you see a 1000 or 1500 point list using the models above, please post links and/or suggestions. Beyond the models mentioned for the list above, I also have a warboss and 3 choppas, but I didn't know if i should include a unit of bikers only 3 strong?? Mayhaps I'll buy more of them.
It's a very nice start, but there are a few changes I'd make:
1. 2 units of 9 lootas (using meks to get the model count up to 9, if necessary) would be a lot more effective than one unit of 13.
2. The nobz in the trukk also need 2-3 powerklaws, a painboy, cybork bodies, waaaaugh banner, and 1-3 combi-scorchas, or they aren't going to be that much more effective than normal boyz. 10 is overkill. 6-8 is fine. I wouldn't bother with armor on their trukk, either.
3. Personally, I wouldn't use the nobz at all. A regular group of slugga boyz w/nob, powerklaw, and bosspole in a trukk with a ram would be a lot more cost effective, and you could even make them 'ard boyz if you like. A unit of 9-13 kommandos, with 2 burnas and Snikkrot, would also be a lot more effective.
4. I'd consider adding a small unit of grots, for sitting on objectives, so you don't have to hold one of your units of boyz back for the entire game.
Otherwise the list looks fine. Good luck!
thanks for the reply grax. I've played a couple of games now, and I'm trying to add points to the list for a tournament next month, 1850.
I have grots now (40) and I am considering running them as two units of 20 + runtherds, i think 2 units might screen better, although one would cap an objective without any problems. thoughts?
I like the SAG and the weirdboy, and i want to run both, but running both means no warboss, and i dont know if its *worth* it. The SAG is cool + a warboss, the weirdboy is cool + a warboss.. but... if both means foregoing one of the strongest melee fighters in the codex...?
my thought on the larger unit of lootas was mob rule, if i lose a couple of figs out of the unit i'll be fine probably until its down to 9 or less, although two units = two targets... 13 x D3 shots is a lot to put on one target, but in games I've played so far even rolling 30+ dice to hit only glanced arm 14
My hope with unit of nobz in the truk is anti-tank, and the armor is there to keep the darn trukk moving.
I'll consider the painboy, and I've taken your advice on the waaagh banner.
I have another trukk on the way in the mail, and i was going to put 'ard boys in it... my question is how do people model 'ard boys for WYSIWYG? I see an armor upgrade for 10 bucks on the GW website... is that necessary?
ALSO, why do units of sluggas get big shootas? what is the point? I run them during the shooting phase to close into combat... so i dont think i ever took a shot with those guns. THey seem standard in many lists, what do people do with them?
Also, if anyone has any suggestions, i need to streamline this list and make it 1850. Your thoughts would be appreciated.
I generally always use two units of 12-16 grots, with 1 runtherder each. These guys are great for claiming objectives, and can stand in front of your boyz or lootas, to give them a cover save. Last time I checked, grots have won me more games then any other Ork unit. ^_^
Unless you're dead set on using nobz, I wouldn't worry about using a warboss. They actually aren't that effective, since they can be singled out and picked on by enemy units. I only use them when using nobz, and I usually add them to either meganobz, regular warbikers, or slugga boyz in trukks, which are the units that benefit the most from him.
Lootas are too easily picked on and destroyed if they're all in one place. Separating them not only allows you to shoot at two different targets, but it also forces your opponent to either spread his shooting around, or only fire upon one of them. Trust me, after you lose that group of lootas on turn 1 for the first time, you'll spread them out into two units.
I never saw the point of big shootas in groups of sluggas, then again, I'm not a fan of sluggas on foot in any case. I mean, if sluggas are what you have, then go for it, but you're right, you'll be running most turns, so you don't need the big shootas in the unit. Big shootas are great, however, in large units of shoota boyz, since you'll be shooting a lot, instead of running.
No, you don't need the extra armor upgrade from GW (and you won't believe what they charge for shipping). Either glue on a few extra bits, or do what I do: don't give them extra armor. Honestly, it's a waste of points, considering how easy trukks are to destroy. I've never, not in all the games I've played, been in a position where armor plates would have made a difference for a trukk. Just give them rams (a must have, for getting through terrain), and if you like, red paint and/or stikkbomb chukkas.
When going up to 1850, I'd try and add a fast troop unit or two, like slugga boyz in trukks, so you can claim distant objectives.
thanks for all of the advice.
I meant WYSIWYG for 'ard boys. how do you show they're different from regular boys, or do you need to?
And, the more i think about the armor on trukks the more i agree with you.. trouble is, in my zeal to put together a cool looking model, i've already glued the boarding planks and extra armor on... is there any way to remove that pvc glue....
I'd like my army to be as fair as possible by way of wysiwyg
also, i think i'm going to add a unit of bikers... what is good by way of composition / outfitting?