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Hey all. I usually run mech orks because I have to compete with my local players who are either full mechanized or at least have enough armor to give my footslugging ork armys quite a bit of trouble. I really don't think footslogging orks work so well anymore outside of friendly games, but I thought it couldn't hurt to hear some opinions. I usually don't run footslugging above 1000 points, so I'm not too sure on what to do. Anyway, here's two verisons of non-mech lists at 1500, that could use some pointers.
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List #1: Killa Kan List
HQ: Big Mek = 85
+ KFF

Troop: Shoota Boys x30 = 235
+ big shoota x3
+ upgrade: Nob; powerklaw, bosspole

Troop: Shoota Boys x30 = 235
+ big shoota x3
+ upgrade: Nob; powerklaw, bosspole

Troop: Shoota Boys x30 = 235
+ big shoota x3
+ upgrade: Nob; powerklaw, bosspole

Troop: Gretchins x19 + Runtherd = 67

Fast: Warbuggies x3 = 105
+ TL rokkits x3

Fast: Warbuggies x3 = 105
+ TL rokkits x3

Fast: Deffkopta x1 = 70
+ TL rokkit
+ buzzsaw

Heavy: Killa Kans x3 = 120
+ big shoota x3

Heavy: Killa Kans x3 = 120
+ big shoota x3

Heavy: Killa Kans x3 = 120
+ big shoota x3

1498

Killa Kans are probably one of my favorite units in the Ork codex, and I really like the concept of running 9 of them to cover for my boy squads. Originally, I wanted to run kustom mega-blastas on them but it's just too expensive, and I am basically using my killa kans as cover, and hope a few of them survive to make it into close combat. I used a HQ choice to get a kustom force field so my Killa Kans can actually pray when they get hit by anything equal to or harder than a Heavy Bolter. I also have a squad of Gretchins for utility: either to sit on an objective, act as a secondary cover save wall and act as a barrier for dangerous charging close combat specialist that would wreck my Boys.

I'm also running 2 full squads of rokkit buggies since I need something to threaten armor or monstrous creatures immediately while I run to the enemy's side of the field. My only concern is if they get wrecked and become terrain that hinders my horde of boys, although 10 armor and open-topped certainly will help it get the explode damage result. Finally, I am running one suicide deffkopta with rokkits and a buzzsaw. I was left with 70 points to play with, and I decided that it couldn't hurt to get a potential shoot and assault on a vehicle if I get to go first.

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List #2: Gunline List

HQ: Warboss = 100
+ powerklaw, cybork, 'eavy armour

Troop: Shoota Boys x30 = 235
+ big shoota x3
+ upgrade: Nob; powerklaw, bosspole

Troop: Shoota Boys x30 = 235
+ big shoota x3
+ upgrade: Nob; powerklaw, bosspole

Troop: Shoota Boys x30 = 235
+ big shoota x3
+ upgrade: Nob; powerklaw, bosspole

Troop: Gretchins x16 + Runtherd = 58

Troop: Gretchins x16 + Runtherd = 58

Elite: Lootas x14 (210)

Elite: Lootas x14 (210)

Heavy: Big Gunz - kannon x3 = 78
+ extra grot krew x6

Heavy: Big Gunz - kannon x3 = 78
+ extra grot krew x6

1497

Lootas, probably my absolute favorite unit in the Ork codex. Also, probably the only real decent anti-tank that Orks have against non-14 Armor. I took a high number of them in both squads because having them run off the table is terrible. I also have two full squads of kannons to help bring more long ranged firepower. I'm hoping that this would be enough long firepower to force at least non-IG/Tau armies to approach me.

I went against going a Big Mek, because I felt that I needed something to punch close combat specialists from ruining my boy squad. While, Ork boys are pretty good in close combat, the No Retreat rules hurts them way too much sometimes. Finally, I have two squads of gretchins to play cover save walls. They gain a better cover save than the kustom force field. Also, they really need to absorb the plethora of close combat specialists that exist in other codexes, so my boys can counter-charge.

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Anyway, I hope I can get some criticism and maybe even some tips regarding footslogging Orks. I really don't feel they do too well against armies that mount up in armor. Maybe, I just like rushing with battlewagons and trukks too much, heh.
 

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Both lists are pretty unique bro. I The MVP in both armys in my opinion are the Kans and the Lootas. Those units are gonna give you great firepower and draw a lot of firepower as well. I would take another Mek instead of the Warboss in the second list, with a KFF. You have a good amount of Boys in both list and theres no reason not to take a Mek in both lists. The warbuggies in the first list will definently come in handy for poppin tanks.

I would put both Gretchin units together and make a 29 unit with two runtherds, and use the ten points for somethin else.
 

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I feel the opposite way about the grots. You want multiple units for claiming multiple objectives, and it's more difficult to lose them all that way.

Both lists are interesting, but I feel the second is stronger, just because the warbuggies are very out of place in the first list. They're far faster than everything else in the army, meaning they'll be singled out and destroyed quickly. Lootas and/or kommandos would be a much better choice. Deffkoptas can work (as long as you outflank), but I'd use a full unit of 5 without any upgrades, with either big shootas or rokkits. Finally, why big shootas on the Killa Kans. Any of their other guns would be a lot better. I give mind KMBs.

I'd break the lootas into 3 units of 9-10. The more spread out they are, the more difficult they'll be to kill. I'd also consider giving the big gunz some ammo runts. The extra krew are optional, and even then, 3 is probably enough.

If I were making the list, I'd use killa kans, lootas, shoota boyz, and either warp eads or SAGs. Now that's a lot of dakka! ^_^
 
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