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Opponents are all over the board. Tau, Necron, SM, Blood Angels, Eldar, Chaos Marines, Tyranids...all of us at the same novice skill level.
List 1: Where's all the boyz?
HQ: Big Mek, KFF, BP, PK, Cybork, Avy Armor
Elite: 4x Meganobz with Combi-burna
Dedicated Transport: Battlewagon, RPK, Deff Rolla, Armor Plates, Big Shoota
2x Killa Kan's with BS
2x Killa Kan's with RL
2x Killa Kan's with Grotzooka
2x 11 slugga boyz with nob, PK/BP
2x Trukk's, RPJ, BS
I realize the single BW is a mighty big target, but I'm hoping the KFF will help alleviate that, as well as proving cover for the kan's and trukk's until it's assaulting time!
List #2: Avy n Ard!
HQ: Big Mek with Eavy Armor, BP/Cybork/Burna
3x Killa Kan with BS
3x Killa Kan with RL
BW with RPJ, Deff Rolla, Armor Plates, BS, Kannon
18 Ard boyz, with Ard Nob, with PK (No bosspole, cause Big Mek has one in the same group, both in the BW)
14 Shoota Boyz, with 1 Nob PK/BP
1 Deff Dread, 2x CC, 2x Skorcha, Armor Plates, Grot Riggers
Thanks for looking!
Big shootas on Killa Kans is a waste. They work best with either grotzookas or kmbs. You need grot riggers on the battlewagons and rams on the trukks. Drop the rpjs if you have to.
Both lists really need a small unit of grots, for screening troops and sitting on objectives. 2 troop choices really isn't enough.
I definitely like the first list better than the second, but if you do go with the second list, put the bosspole in the unit of boyz, not on the big mek (so you don't lose it if the big mek is killed early), and don't give the deff dread extra close combat weapons, as they're too expensive.
Thanks for the feedback! Would I still need grot riggers on the battlewagon with the big mek in place? Does that just give you a second roll to repair?
I would, but mainly because it's cheap, and battlewagons can win you games late in the game by ramming transports to pieces (for kill points), or plowing enemy units off of objectives by tank shocking.
Thanks for the replies grax! We ended up playing 2x 750 vs 2x 750 games, so the lists got modified quite a bit.
I'm going to post the battle report in another thread for everyone to look at. The modified list I used from this thread, is in the below game description.
I then later in a game vs the blood angels, used a modified version of the 2nd list. (annihilation, no objectives). Ally on Right was Tau vs Eldar and BS double save jetbikes (fortune)
BW, Ram, Kannon, BS, Grot Riggers, Armor Plates
18 slugga/choppa, with nob PK/BP
Big Mek, KFF
3 Killa Kan's with Grotz
3 Killa Kan's with Megablasta
1 Deff Dread, BS, Skorcha, Armor Plates, Grot Riggers (2nd troop choice)
I know this wasn't a competitive list...but I was tired of moving around giant troops of boyz. Call it a super lazy list.
Blood angels had scouts, snipers, tact squad, razorback, full squad of jump infantry.
Was a cake walk vs the blood angels. The TL las cannon only penetrated the BW once, didn't save with KFF, got a 1. Eventually got into range, kan's eviscerated the jump infantry (wiped out half the squad in one attack). Assaulted the razorback...failed (totally missed with the PK...sigh). Blood angel infantry counter charged the next turn, did massive damage to the ork mob. Worked out though, the deff dread wiped out the remaining troops, including the tact squad (which got out of a destroyed razorback), and the kan's destroyed all the snipers in cover, leaving just a handful of blood angels left on the board, with the BW, 3 kan's, and the deff dread still alive. (The other 3 kan's failed to support the tau player).
Ended up in a draw as the eldar decimated my tau buddy, while I wiped out the blood angels.
Great work! For all purposes, I'd count that one as a personal win. We can't always help what happens to our partners (and Tau are very weak these days, probably the weakest in 40k).
I've said it before and I'll say it again: Orks are VERY good at defeating 'competitive' armies. Competitive armies are designed to beat any normal sort of list, claim objectives well, and have either an enormous shooting or close combat advantage.
Orks are not a normal sort of list, however, and can present a situation (9-11 walkers, 120-180 boyz, nob bikers, etc) that a competitive player doesn't have a prepared strategy for, forcing them to think on their feet, which is where experienced Ork players really shine.
I also started posting my battle reports in another thread.
I'll post the next set soon. (Played about 10 times now I think?). Orks are currently 8-1-1 (if we count blood angels as a draw). The loss was due to the weirdboy deep striking a mob of 26 shoota boyz, 3 big shoota boyz, and a nob pk/bp into a mountain.....