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Waz'up Meh fella orkz!?!? I has got myselfz some boyz to fight wit I do! I iz plannin on makin' Meh Waaaagh wit deez boys! Dis Big Mek is Makin me some Stompies he is!! I haz only some boyz so far, so what I'ms gonna do is crush some 'Umie skullz in and then get me some more boyz!!!!!
(Translation: Hey guys, how's it going? I'm thinking of starting an ork army soon and am in the process of planning on how I'm going to spend my money. There is a 500 pt. combat patrol tournament coming up in about a month and I would like to get enough orks and Kans together by then. After-wards I would want to expand into 1000 pts (all foot slogging BTW). So here is my lists:
Thank you ahead of time!)
(500 pt. tournament universal roster is combat patrol with these differences: 0-1 HQ, 0-1 Elite, 1+ Troop, 0-1 FA, 0-1 HS. Armor cannot exceed past a combined 32 points worth. to figure this out add the front, side and rear armor values and that is your total. so for example, a rhino (11, 11, 10 ) = 32 exactly and is legal, while a dreadnaught (12, 12, 10 ) is 34 and therefore is illegal.)
Big Mek: 115 pts.
-KFF, PK, 'EA.
30 Ork Boyz: 220 pts.
- PK, BP.
Heavy Support: 165 pts.
3 Killa Kans: 165 pts.
-3x Rokkit Launchas, 3x Grot Riggers
Total: 500 pts.
Strategy:... It's Orks!!!! I'm just gonna leg it across the board til I get there and bash some skullz in! I'll use the Killa Kans to screen the ork mob while the Big Mek's KFF obscures them and gives the boyz a cover save.
This strategy doesn't change for my 1000 pt. list either. This is because... its pretty much the same really... just with MORE BOOOOYYZZZ!!!!
Big Mek: 120 pts.
-KFF, PK, CB.
3 x 30 Ork Boyz: 220 pts.
- PK, BP.
Heavy Support: 165 pts.
2 x 2 Killa Kans: 220 pts.
-2 x 2 Rokkit Launchas, 2 x 2 Grot Riggers
Total: 1000 pts.
Well, Whad'ya think of Meh Boyz?!?
Comments and Criticism are openly welcome
Last edited by bubby456; November 30th, 2010 at 07:07.
Wow if your only allowed armour no greater than a transport then I say your in good standing. I wish my tournaments were like that. We usually put no caps on tournaments its usually the biggest cheese list one can build out of the points available. Anyways your list looks pretty good for your points and those kans should be devistating. Specially since no enemy dreads will be on the board or anything stronger than a rhino. Only thing I could see is one troop choice chasing different units, but at that points there wont be to many troops on the board.
Ultramarines 12W/7L/2D 4000points Waaagh! Whut 9W/5L/1D 18000points
Blood Angels Razorspam 2W/1L 2500points Vampire Counts Never played No idea lol!
Take off the Grot Riggers and read the rules for squadrons of Walkers! With walkers a result of stunned or shaken is ignored, immoblized is actually wrecked. So with 3 in one unit the Riggers won't do a thing.
But for your lists
At 500pts you are looking good but with the lack of armor you are facing I would go with a burna on the mech. You are bound to see more troops than tanks, and when fighting marines just make it a power weapon.
At 1000pts Again good, Though make the unit of 2 units of Kanz into one unit of 3 and add another mek with KFF, Its is very difficult to cover 90 boys with only one, and then you risk bunching them up. At 500pts it may not be that big but at 1000pts you might face some terminators, so try getting Kustom-mega blasters for that important AP2
Repainting Orks not sure how many points yet
Warriors of Chaos shelved until further notice
On 500 point list...
drop the grot riggers. Consider doing one of the following.
1) Change the slugga boyz to shoota boyz. Now they'll be able to assist the kan's! Use the extra points to add big shoota's to the boyz (from the grot riggers). Now you'll be hitting at 36", and the whole mob will start shooting at 18!
2) Possibly add cybork to the big mek and/or (with those extra grot rigger points), upgrade some of the rockit's to Megablasters for 2+ nullifying.
On the 1000 point list.
Though I'm a fan of boyz, it seems like you'd want to stick with your kan wall setup. You need more kans! I'd go with at least 6, with 9 preferred.. They're very inexpensive (by comparison with pretty much everything else in the 40k universe both in points and cost!), so take as many as you can fit. You should still be able to fit 2x30 boyz in there, or even 3x20 shoota boyz (I find groups of 30 way too unwieldy, but 20-25 tends to be more manageable). It will be difficult to shield 3x30 boyz with just two groups of 2.
With 6-9 kan's, I'd also run at least one squadron with grotzooka's. If you are only dealing with AV11, even a grotzooka is a threat to a transport! And they make utter mincemeat (almost to the point of opponents complaining once they find out each one shoots twice!) out of pretty much all infantry in the game. (Cept for heavy wound nids). When I run 3x3 kan's, I usually run 1 rockkit group, 1 megablaster group, and 1 grotzooka group. I tend to face nids, SM, BA, Tau, Eldar, and Necron.
Once again, I recommend the majority of boyz be shoota boyz. The fundamental problem with a Kan wall and slugga boyz, is that the kan's tend to NOT run, and the slugga boyz NEED to run. By comparison, the shoota boyz will keep pace with the kan's, as they actually have assault 2 and range 18 (range 36 if you are carrying some big shoota's, or 24 if rokkit's). The shoota boyz become an asset to the kan wall, while the slugga boyz are held back by it.
Last edited by greggles; December 7th, 2010 at 13:26.