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God's nutcase
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1,906 Posts
Discussion Starter · #1 ·
I've been wanting to do a shooty ork army since seeing the new codex. Here's my first attempt at a list:

HQ
Big Mek
Shokk Attak Gun

Warphead

Elites

Lootas
Deployed with the Big Mek
15 Lootas


Tankbustas
Deployed with the Warphead
10 Tankbustas
2 Tankhammers
3 Bomb Squigs

Troops

Shoota Boyz
29 Shoota Boyz
3 big shootas
1 Nob
- slugga
- power klaw
- bosspole

Shoota Boyz
29 Shoota Boyz
3 big shootas
1 Nob
- slugga
- power klaw
- bosspole

Shoota Boyz
29 Shoota Boyz
3 big shootas
1 Nob
- slugga
- power klaw
- bosspole

Heavy Support

Now here's where I get into a quandry. I'mnot sure whether to take these:

Killa Kan Mob
3 Killa Kanz with Rokkit Launchas

Killa Kan Mob
3 Killa Kanz with Big Shootas


Or these:

Looted Wagon
'Ard Case
Boomgun
2 Rokkit launchas
Grot Riggas

Looted Wagon
'Ard Case
Boomgun
2 Rokkit launchas
Grot Riggas


I realise that if I take the wagons I'm going to be woefully short of pretty much any hand-to-hand specialists, but I'm hoping that I'll have enough guns on the table that I'll have enough guns to wear down any nasty gribblies before they reach me, at least to a point where the orks' basic hand-to-hand abilities can finish the job.
 

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I've been wanting to do a shooty ork army since seeing the new codex. Here's my first attempt at a list:

HQ
Big Mek
Shokk Attak Gun
Nice, like a lot
Warphead
Haven't used one before so can't say much about it.
Elites

Lootas
Deployed with the Big Mek
15 Lootas
I love lootas, 15 strong is good.

Tankbustas
Deployed with the Warphead
10 Tankbustas
2 Tankhammers
3 Bomb Squigs
All the times I played with Tankbustas I had bad expreance with them, they blow up my vehicles...But if you are really determined in using them, go ahead, maybe you will have better luck with them then me. But if you are not really determined to use them, use the points elsewhere like in another Heavy Support, or maybe some Komandows with Snikkrot.
Troops

Shoota Boyz
29 Shoota Boyz
3 big shootas
1 Nob
- slugga
- power klaw
- bosspole

Shoota Boyz
29 Shoota Boyz
3 big shootas
1 Nob
- slugga
- power klaw
- bosspole

Shoota Boyz
29 Shoota Boyz
3 big shootas
1 Nob
- slugga
- power klaw
- bosspole
(This is going for all three shoota boyz squads) It looks pretty good, the only thing I would take out are the Bosspoles, because your squad is fearless until it gets down to 10 boyz. But its up to you. It could come in handy late in the game.
Heavy Support

Now here's where I get into a quandry. I'mnot sure whether to take these:
I would go with one of each. Go with the Killa Kans with the rokkit and one looted wagon. If you do take out your tankbustas, and you want to spend the points on heavy support. Go for a 2nd squad of kans with rokkits.
Killa Kan Mob
3 Killa Kanz with Rokkit Launchas

Killa Kan Mob
3 Killa Kanz with Big Shootas


Or these:

Looted Wagon
'Ard Case
Boomgun
2 Rokkit launchas
Grot Riggas

Looted Wagon
'Ard Case
Boomgun
2 Rokkit launchas
Grot Riggas


I realise that if I take the wagons I'm going to be woefully short of pretty much any hand-to-hand specialists, but I'm hoping that I'll have enough guns on the table that I'll have enough guns to wear down any nasty gribblies before they reach me, at least to a point where the orks' basic hand-to-hand abilities can finish the job.
Other than that, I think the list looks preatty good.
 

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4,014 Posts
Ch-ch-ch-changes...

This is a good start, but there will be a few problems if it's fielded as is.

First, you need to either run the tankbustas in a vehicle, without the warp 'ead attached, or not use them at all. With the ability to dish out a lot of damage, and the warp 'ead attached, every long range gun your enemy has is going to focus exclusively upon them, and since they only have 24in range, there's nothing they can do about it.

Tankbustas usually become a victim of their own success. Everyone knows how deadly they are, so they draw all the fire at the beginning of the game. I either run an expendable unit of 5-6 (with a squig or two) in a looted wagon w/big shoota, or 9-10 (no hammers or squigs) in a battlewagon w/big shoota and riggers. I don't use tankhammers. If you do the math, they're only marginally better at assaulting vehicles, and that's not worth losing the rokkit shots for. They're also fairly ineffective in close combat, as their tankhammers don't deny their opponents a save.

The warp 'ead needs to either be attached to a unit of shoota boyz, or kept hidden, depending on how much you depend on the extra wauuugghhhs he creates. In a small unit, he won't last long, as your opponent will make him the prime target.

Second, I'd cut the units of shoota boyz down from 30 to 20-25. That way, you'll have the models and points necessary to field 4 units instead of 3. From experience, having more units is much more important that having larger units. Also, I'd make at least half of the units have rokkits, rather than big shootas. This list needs more anti-armor units, and large units of boyz are difficult for most vehicles/tanks to kill.

Third, I prefer the kans, rather than the looted wagons. If you do use looted wagons, there's no point giving them two rokkit launchas. If they fire the ordnance gun, they can't fire anything else. Still, having a single extra weapon besides the ordnance is a good idea (that way a single weapon destroyed result doesn't make it useless), but you might as well only take one. If you move, you can only fire one anyway. I usually use a big shoota, and leave the rokkits in the teams of boyz, but it's up to you.

If you do use the kans, field them in 3 units of 2, rather than 2 units of 3. They'll be more difficult to deal with this way. You might also want to consider giving them all rokkits, and put the big shootas in the teams of boyz instead.

Admittedly, there aren't enough points to do everything I've recommended. I believe you should pay for the extra shoota boyz and rokkits by dropping the tankbustas. If you really want to use them, then you need to either field a battlewagon, or cut the unit in half and field a looted wagon. To afford this, you'll need to either cut the lootas down to 10 or so, field 3 kans instead of 6, or drop the Big mek entirely.

In any case, this looks like a good start for a list, and I wish you luck.

(EDIT)

Just replying to Orange Dragon's advice:

I would keep the bosspoles in. They make a big difference in close combat, and although being below 10 guys seems devastating, it's not the end of the unit. As long as there's a nob left with a powerklaw, you can destroy anything your opponent throws at you, and even if their death is inevitable, the bosspole helps keep them in the battle 1-2 assault phases longer, which can mean a lot, when your leader strikes with strength 8, ignoring armor saves.

I do like the advice on the kans/looted wagons though. 3 Kans with either big shootas or rokkits, and a looted wagon with an ordnance gun and a single rokkit is a nice combination.
 

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God's nutcase
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1,906 Posts
Discussion Starter · #4 ·
After a silence of ages, this is my revised list:

HQ
Big Mek
Shokk attakk gun

Elites
Lootaz
15 Lootaz

Troops
Shoota Boyz
24 Shoota Boyz
2 Big shootas
Nob
- Bosspole
- Power Klaw

Shoota Boyz
24 Shoota Boyz
2 Big shootas
Nob
- Bosspole
- Power Klaw

Shoota Boyz
24 Shoota Boyz
2 Rokkit Launchas
Nob
- Bosspole
- Power Klaw

Shoota Boyz
24 Shoota Boyz
2 Rokkit Launchas
Nob
- Bosspole
- Power Klaw

Heavy Support
Looted Wagon
Boomgun
Rokkit Launcha
'Ard Case
Grot Riggaz
Armour Plates

Killa Kanz Mob
2 Killa Kanz
Big Shootas

Killa Kanz Mob
2 Killa Kanz
Rokkit Launchas

Is that any better? And here I must confess that I'm lamenting the loss of the Warphead for fluff reasons, I was looking for a kind of orky crusade/jihad, with a prophet-style warphead leading it. Would dropping something in order to fit him in be worthwhile strategy-wise? Or would Old Zogwort be an option if I wanted a "better" warphead?
 

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LO Zealot
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4,014 Posts
Kff

After some testing myself, I believe this list would greatly benefit from a kustom force field, far more so than from a Shokk Attack Gun. The KFF would give the lootas, looted wagon and killa kans all a cover save (for vehicles, it means that on a roll of 4+, a penetrating hit becomes a glancing one instead), and the shoota boyz would also benefit from it the first turn.

With 5th edition rules coming out, Warp 'eads aren't as vital for footslogging lists anymore. Your boyz will be able to move the extra d6 inches instead of shooting every single round. All the wauughh does is let them assault the same turn, which is nice, but you don't need random multiple ones anymore.

I'd cut the fluff off the looted wagon. It isn't tough enough to really warrant it. I'd cut off the armor plates, grot riggers, and downgrade the rokkit to a big shoota. With these leftover points, I'd upgrade both big shootas on the killa kans to rokkits. Killa Kans benefit a lot from rokkits, and you already have plenty of long range shots, thanks to the lootas.

I really like your revised list, and although I suggested some changes, they're really just suggestions. If you like, you can certainly play the list as is. It just comes down to personal preference.

I actually came in 2nd in a recent tournament with a list similar to this one. The only real difference is instead of footsloggers, I used boyz in trukks. The lootas will tear your opponents up, but just be sure to keep them in cover, or else your opponent will pick on them whenever possible.

Good luck!
 

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God's nutcase
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1,906 Posts
Discussion Starter · #6 ·
Just thinking, I've remembered that I got told recently that the list lacks any "fast cavalry" as such; thehy don't have anything to rapidly respond to a changing battlefield situation. I did ponder a trukkful of 'ardboyz for this purpose, but don't really have the points in this list and they'll be a fire magnet as almost the only vehicle out there.

I'm also quite curious about how your mechanised orkfantry did; I was pondering speedfreeks before the new codex came out and would still find the idea interesting if it'll work. Although then it seem to me that shootas are almost redundant in a lot of cases as the extra range isn't needed, and I did want a dakkahorde.

And as far as the d6" a turn anyway goes, I don't see this list using it that much, otherwise they might as well be sluggas. Given this, is the warphead still a good idea?
 

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A little of column A...

I wouldn't use 'ard boyz at all. It nearly doubles the cost of the unit for a slightly better armor save. Also, I'd never use only one trukk. If you're going to use trukks, you need at least three in most lists, or else they aren't going to live long enough to be useful, as a single trukk is easy to take out. Three trukks, however, all but guarantees at least one will make it to close combat, and if you have enough terrain, two probably will (especially if you run them up simultaneously).

You want to keep the boyz on foot constantly moving towards the enemy, or else they're little more than targets. The shootas are so you can shoot your opponent, even if you're not within assault range. With 5th edition, I think we're going to see a lot more slugga boyz in footslogger lists, but shoota boyz are still nice, since they're versatile. If you don't plan to use the extra d6 movement a lot, I'd stop and think about what you exactly expect the list to do. If the orks aren't within 24in of the enemy at the start of the turn, what do you expect to do with them besides move them closer to the enemy?

Warp 'eads are still nice, but if you don't intend to use the extra d6 movement a lot, they really aren't going to be good for much, except 1 or 2 anti-armor shots a game. Old Zogwort is cool, but to use his curse you need to be within 18in, and again, you're going to have trouble doing that in many cases without the extra d6 movement.

Unless you're fighting Tyranids, Orks, or Chaos (not all Chaos, but some) your large units of boyz aren't going to be able to sit and shoot every turn, not with 18in range. They're going to have to keep moving every turn, and unless they have something within shooting range, you'll want to keep using the extra d6 movement every turn.

For mechanized lists, I'd run units of trukk boyz, but 12 ork units don't have the same punch as the larger ones, so you might want to consider including a more powerful unit to help against the kitted out close combat units of other armies, such as nobz, tankbustas or burnas (all in a vehicle of some sort). Either that, or take enough trukks that you'll be able to simultaneously throw 2-3 trukks full of boyz at the tougher close combat units.

Good luck!
 
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