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The Armies of 40k => Orks => Topic started by: adamscurr on July 24, 2012, 03:28:14 PM

Title: 6th edition Ork Lists...
Post by: adamscurr on July 24, 2012, 03:28:14 PM

I wanted to open a thread to discuss 6th edition ork lists that people are having success with.

(https://www.40konline.com/proxy.php?request=http%3A%2F%2Fi1202.photobucket.com%2Falbums%2Fbb380%2Fascurr%2Forkslists.jpg&hash=52d7951ceec561c71442a49d6d70b8bad6527c3e)

I was hoping everyone could include their list (for those who are new to 40k online, please don't include exact point costs for wargear, etc...) and tell use why your list is krumping!  ;D  Also, though I know we orks don't like to talk about, but is there a weakness your list exhibits, or a particular match up that is really unfavorable to your list (Don't worry, we are not going to show up at your LGS with your Bizarro superman list! lol)

Adam
Title: Re: 6th edition Ork Lists...
Post by: zachay2000 on July 24, 2012, 08:14:27 PM
I know this isn't what you were looking for but I just got the new rule book today. Already I'm designing a 1500pt list around lootas (probably 12-15 of them with no mek) and putting them on the new Skyshield Landing Pad which would give them an amazing advantage. Surrounding them I want to run two groups of 10 burnas in battlewagons with  a deff rolla to take out anything they can't see. The troop choices would be Boyz in trukks to get to objectives easily but haven't decided if they are going to have guns or pistols yet. Then lastly the Warlord would be an Ork Warboss on a bike rolling on the table that makes him awesome just in case of land raider.

HQ: Warboss 150pts
-PK
-Attack Squig
-Cybork Body
-Warbike

Troops: 3 Groups of Boyz 172 pts each

-Nob
-PK
-Trukk
-Big Shoota on Nob
-Boss Pole
-Red Paint
-Rokkit Launcha on Trukk
-Ram
-Boarding Plank
-One Group has Shootas instead of pistols and choppa

Elite and Heavy:

10 Burna Boyz in a Battlewagon (2 groups of this) 280 pts
-Deff Rolla
-Grot Rigger
-Red Paint

13 Lootas on a Skyshield 270 pts

All together it comes to 1496 pts. Like I said I have not tried this list yet but will be soon mostly because it seems like Lootas got the greatest buff so far as well as burnas. Now if only they were a troop choice!
Title: Re: 6th edition Ork Lists...
Post by: AndreSTL on July 25, 2012, 11:30:03 AM
I like the idea of the skyshield giving the invul save!
i have no bikes yet, but i have proxied them, and they are always a bullet magnets, so be prepared to lose your warboss turn 2 at least!
as for the decision to take shootas or sluggas and choppas... i would take the shootas; they are protected in trucks and can do drive-bys! and with the overwatch rule theyre pretty deadly, especially in bigger mobs! and IMO by killing something trying to attack the mob (or truck) before it can effect a hit is more advantageous than getting one more attack! (this is mostly for holding an objectives and in a defensive position...) but hey, im sure others have different opinions!

good luck!
Title: Re: 6th edition Ork Lists...
Post by: SKEETERGOD on July 25, 2012, 12:30:27 PM
Here is my THREE lists that I have been using. With list number 1, I am 8-0-0, with list 2, I am 1-1-1, and with list 3 I am 1 of 1 (played one game with it, slightly tailored to fight a tank heavy IG list...)

List ONE (2k points)

BIG MEK: Gitburna; Heavy, Cybork, Kustom Force Field, BP, Burna

TROOPS
1: 12 BOYS; Shootas, 1 big shoota, NOB, ‘eavy armor, boss pole, Power Claw. TRUKK; Red Paint, ram, Plank
2: 12 BOYS; Shootas, 1 big shoota, NOB, ‘eavy armor, boss pole, Power Claw. TRUKK; Red Paint ram, Plank
3: 12 BOYS; Slugga and Choppa, NOB, ‘eavy armor, boss pole, Power Claw.   TRUKK; Red Paint ram, Plank
4: 12 BOYS; Slugga and Choppa, NOB, ‘eavy armor, boss pole, Power Claw. TRUKK; Red Paint ram, Plank
5: 12 BOYS; Slugga and Choppa, NOB, ‘eavy armor, boss pole, Power Claw. TRUKK; Red Paint ram, Plank

ELITE
1: 15 Burna Boys,

FAST
1:  The Green Baron; Twin Link Rocket Launcha,  Saw
2:  Dakka Jet, 3 Twin Link supa shootas, Ace,
3:  Burna Bomma, 6 skorcha missiles,

HEAVY:
1: Battle Wagon; red paint, grot rigger, Deff Rolla, armor, 4 big shootas
---------------------------------------------------------------------------------------------------------------

List TWO (2.5k)

BIG MEK: Waagut; Heavy, Cybork,Kustom Force Field, BP, Burna

TROOPS
1: 12 BOYS; Shootas, 1 big shoota, NOB, ‘eavy armor, boss pole, Power Claw. TRUKK; Red Paint, ram, Plank
2: 12 BOYS; Shootas, 1 big shoota, NOB, ‘eavy armor, boss pole, Power Claw. TRUKK; Red Paint ram, Plank
3: 12 BOYS; Slugga and Choppa, NOB, ‘eavy armor, boss pole, Power Claw.   TRUKK; Red Paint ram, Plank
4: 12 BOYS; Slugga and Choppa, NOB, ‘eavy armor, boss pole, Power Claw. TRUKK; Red Paint ram, Plank
5: 12 BOYS; Slugga and Choppa, NOB, ‘eavy armor, boss pole, Power Claw. TRUKK; Red Paint ram, Plank
6: 12 BOYS; Slugga and Choppa, NOB, ‘eavy armor, boss pole, Power Claw. TRUKK; Red Paint ram, Plank

FAST
1:  3 War Buggies, Twin Link Rockits, Red Paint, Grots
2:  Dakka Jet, 3 Twin Link supa shootas, Ace
3:  Burna Bomma, 6 skorcha missiles


ELITE
1: 15 Burna Boys,

HEAVY:
1: Battle Wagon; red paint, grot rigger, Deff Rolla, armor, 2 big shootas
2: 10 Flash Gitz, ‘eavy armor, More Dakka, Shootier, 1 is a pain boy
Captain Badrukk (page 57)

FORTIFICATION
Aegis Defence Lines (BDB page 114)

------------------------------------------------------------------------------------------------------------------------------------

I have found that the fortifications can quickly get neutralized before shots are even fired, by your opponents placement of scenery, and that anti air is becoming an almost necessity, so I have list three:

List THREE

Here I tried a shooty nob unit rather than flash gitz.

WARBOSS: Axkikkker; Heavy Armor, TL Shoota, Cybork, Squig, Power Claw.
BIG MEK: Gitburna; Heavy, Cybork, Kustom Force Field, BP, Burna

TROOPS
1: 12 BOYS; Shootas, Nob with boss pole and big shoota TRUKK; Red Paint, Grot, ram.
2: 12 BOYS; Shootas, Nob with boss pole and big shoota TRUKK; Red Paint, Grot, ram.
3: 10 Nobs, ‘eavy armor, Cybork Body, twin link shoota, Stick bombs, Waugh Banna, big choppa, 1 is a pain boy   
Battle Wagon; red, grot rigger, armor, Death roller, 4 big shootas.

FAST
1:  The Green Baron
2:  Dakka Jet, 3 Twin Link supa shootas, Ace.
3:  Burna Bomma, 4 skorcha missiles.


ELITE
1: 15 Burna Boys, 3 are Meks

HEAVY
1:  Battle Wagon; red paint, grot rigger, Death roller 2 big shootas.
2: Gun Truck w/ flakka dakka gun
3: Gun Truck w/ flakka dakka gun


Enjoy
Title: Re: 6th edition Ork Lists...
Post by: adamscurr on July 25, 2012, 01:24:27 PM
With my current list at 2k I am 3-1...  It's pretty solid, but not very long lived...  My trukks tend to evaporate very quickly, but normally they have corssed no man's land at that point so it doesn't matter!  I haven't run the flakka wagon with the lootas yet.  I ran a 5th trukk before...  I think the dakka will be a welcome addition.

The basic premise of this list is being fast, faster, and the fastest...  It's a right up in your face turn 1 list...  This tends to cause a lot of panic and bad moves...

Warboss, pk, cybork, bike

9 Biker Nobs, 3 pk, banna, doc, cybork, 6 BC's, bp

Kff Mek, Burna, cybork HA

11 ard boyz, pk nob w/bp
-- trukk, rokkit, bp, ram, rp

12 boyz, pk nob w/bp
-- trukk, rokkit, bp, ram, rp

12 shoota boyz, pk nob w/bp
-- trukk, bp, ram, rp

12 Shoota boyz, pk nob w/bp
-- trukk, bp, ram, rp

3 rokkit buggies

Dakka Jet, extra SS, ace

Big Trakk, Flakka Gunz

6 Lootas

Adam
Title: Re: 6th edition Ork Lists...
Post by: Xerxesian on July 25, 2012, 02:59:33 PM
I thought this was more of a 5th Edition list, except for running it sans KFF and the bikers, which I've recently added in, but I am 4-2 with it.  Lost to a Guard gun line including Primaris Psyker using Psychic Shriek (Telepathy) joined to a 10 man Psyker Battle Squad inside a Bastion, one 20 man Blob w/ Commissar, 2 Medusa, 2 Griffons, 2 LRBT bolter boats, 3 Vet Squads (1 melta, 2 plasma) 2 Lascannons mixed into the CCS and PCS, Autocannons literally everywhere!  But then promptly thrashed that same Guard player/list playing the same mission/table in a second game- all in how the dice rolled for us.  Second loss was to a Necron list w/ 2 Night Scythes carrying 10 Immortals, Overlords, 1 Veiltek, 1 Stormtek in each squad w/ LF, a Doom Scythe as well as 10 Deathmarks- all 4 units arriving on Turn 2.  Ouch!  He was also running 2 squads of 6 Wraiths w/ 3 whips in each squad.  Felt like I coulda handled 'em had they come in piece meal. 

2k list:
HQ1 Warlord: Warboss Gobsmakka: Mega armour, cybork body, attack squig (joins one of the 3 Battlewagon squads- depending on  opponent/deployment, etc.)
HQ2: Waaaaaghzdakka Gutsmek (joins Warbikers)

E1: 13 Burna Boyz (riding in "da Soul Smyta" battlewagon)
E2: 9 Tank Bustas, 3 bomb squigs (riding in "da Bone Kruncha" battlewagon)
E3: 10 Lootas

T1: 8 Nobz: 3x slugga-choppa, 2x big choppa, pk w/ bp, pk w/ WB!, Painboy  all have 'ea and cb.
DT: "da Toof-tayka"  Battlewagon: deff rolla, red paint, boarding plank, grot riggers, 3 big shootas

T2: 5 Warbikers: Nob w/ pk + bp
T3: 20 Shoota Boyz: Nob w/ pk + bp (riding in "da Skull Krusha" battlewagon)

HS:  3x Battlewagons:  "da Bone Kruncha," "da Soul Smyta," and "da Skull Krusha," all three have deff rollas, red paint, grot riggers, 3 big shootas.  2 have boarding planks.

At first I was concerned about having so few Boyz/troops, but so far it has worked out.  My biggest surprise is how robust the Battlewagons have still been.  I think I should drop the 'eavy armour on the Nob squad, possibly drop a Nob there too, and add a Nob w/ bp to the Tank Bustas and another warbiker.  Fun list, especially if I get to go first.
Title: Re: 6th edition Ork Lists...
Post by: adamscurr on July 29, 2012, 04:10:39 PM
Xerxesian:  I think you list is interesting...  It is just low on boyz, and high on toyz...  Whih means it will krump well but possibly evaporate! lol

Adam
Title: Re: 6th edition Ork Lists...
Post by: Ollieb on July 30, 2012, 09:07:19 AM
I need to borrow 9 of your Kans and 2 Dreads Adam.  I was toying with a list and dual force orgs.  For 1895 points you can field 4 BMs, 4 Dreads, 4 Grot Mobs and 18 Kans.  Us the remaining points to throw in a Green Baron and a Rokkit Buggy to get to 2K on the nose or toy with the weapons on the Kans.  9 each of those have RLs and GrotZookas.
Title: Re: 6th edition Ork Lists...
Post by: SKEETERGOD on July 30, 2012, 09:55:50 AM
I need to borrow 9 of your Kans and 2 Dreads Adam.  I was toying with a list and dual force orgs.  For 1895 points you can field 4 BMs, 4 Dreads, 4 Grot Mobs and 18 Kans.  Us the remaining points to throw in a Green Baron and a Rokkit Buggy to get to 2K on the nose or toy with the weapons on the Kans.  9 each of those have RLs and GrotZookas.

Sounds interesting, you will have to let us know how it plays.

However, I was under the impression that your first 2k points had to be one force org chart, and after you go over 2k then you get the second one.
       Do you think it is allowed to build a two force org list within the first 2k? Hmmm, if so I think I might start using more fast attack slots so I can take my jets, green baron, AND my three squadrons of rockit buggies.  ;D
Title: Re: 6th edition Ork Lists...
Post by: Ork E Nuff on July 30, 2012, 10:59:39 AM
I was under the impression that the point allowance for a 2nd FOC was 2k, but, look in the Aug WD at the section labled "Battle Brothers".

3 distinct units, each with an allied detachment.  The first actually follows the 2k "parent force" that is in the rules, with an allied detachment numbering almost as much as the original.  The second has a parent force of just under 2k, with a detachment of over half the cost of the parent.  The third force has a parent unit of just over 1.2k and a detachment of 715 pts.  Look on pp. 60-66 for details and forces. 

In relevance, the third force is possibly more indicative of what we are talking about here.  If we take the WD/GW example, then we can start an allied attachment/FOC at almost any time as long as the parent unit is numerically superior, although in reality not by much.  This would make it extremely easy to field 2 distinct ork forces, each with it's own fighting merits for that magical 2k allocation.

Just my 2 teef...
Title: Re: 6th edition Ork Lists...
Post by: Ollieb on July 30, 2012, 11:26:51 AM
I thought at 2K you get the second force org opened up.  Which is why you are seeing 1999+1 Tournies popping up.  I don't really want to lay down $250.00 USD for models I'd rarely use and Adam and I frequent the same LGS.  (still holding 2 of his Orks hostage from our last APOC game when he abandoned them and left.  My Orks make fun of them every day.)
Title: Re: 6th edition Ork Lists...
Post by: Changeyname on July 30, 2012, 11:35:49 AM
GW rather (un)helpfully haven't made it any like clear if you get to use 2 FoC's if you're building a 2000pt list or if you only get access to the 2nd FoC once you've filled up the first 2000pts on your first FoC

i.e. The 2nd FoC is only usable for any points you spend OVER 2000 and not to make up to 2000pts

Best bet until/if they clarify it is to discuss and come to a conclusion with your regulars
Title: Re: 6th edition Ork Lists...
Post by: Baron Wastelands on July 30, 2012, 11:46:23 AM
Yeah, I think Ork E nuff is talking about the extra (and reduced) FOC for allies, which as far as I can tell is available at any point value.

At 2k, you can have 2 FOCs, so access to up to 4 HQ, 6 Heavy, etc. You would also (I assume) need 4 troop choices at 2k, if you go above 2 HQ or 3 Heavy or whatever. It's not entirely clear, however, hence the various questions that have sprung up; but this is how we are playing it: i.e. you decide whether you are using 2 or 1 FOC before you start writing a 2k list, and if you use 2 you need a minimum of 2 HQ and 4 troops. 

At 1999pts, only 1 FOC is available, which as Ollieb says is presumably the point of such tournaments, to restrict the more 'open' lists available at 2k.

Title: Re: 6th edition Ork Lists...
Post by: Xerxesian on July 30, 2012, 12:34:39 PM
@adamscurr:  You are correct!  So far that hasn't happened but it's a definite potential weakness of the list.  My kids gave me Waazdakka (the FW Warboss on Bike model) for my birthday, including having the model professionally painted by a personal friend of mine, - which was the impetus of the list.  I just had to get some games in with him!  :) 

Title: Re: 6th edition Ork Lists...
Post by: adamscurr on July 30, 2012, 02:03:08 PM
@ Ollie...  I'd let you borrow my dreads and Kanz...  I only have 6 kanz, 2 dreads, and a Mega Dread built.  Only the mega is painted...  I do have three more kanz but they are not entirely together...  Would 16 kanz, 4 dreads, and a Mega Dread be enough! lol  That sounds like a potentially very scary army! 

Adam
Title: Re: 6th edition Ork Lists...
Post by: Ollieb on July 30, 2012, 02:27:07 PM
16 would be scary enough to see.  Could steal Rich's Kans.  Believe has 3.  Just want to see all those Ork Walkers on the table at the same time.  Would be interesting if nothing else.
Title: Re: 6th edition Ork Lists...
Post by: Ork E Nuff on August 1, 2012, 12:41:47 PM
Ok...I've read and re-read the rules covering allies, 2nd FOC, and fortifications in 6th ed and studied the article on allied detachments in this month's (Aug) WD.  I have some simple questions on a budding ork list that I'd like some opinions on:

1.  According to the rules, allied detachments use a different codex from the parent list.  This being the case, could an ork player have an initial FOC from our current codex and include an allied detachment from IA8, the dread mob army lists?  At first glance, it meets the criteria; what do you think? 

2.  If you use it, which HQ option would you use?  What troop option?  I am leaning heavily towards BM in a junka with dreads as the troop choice.

3.  Would you use any points alloted for taking your own fortifications options?  I know we've beaten this line to death somewhere else on the forum, so I'm asking a simple yes or no question.

I'm working up a list for a 2500 point tourney at our LGS later this month.  Any imput would be appreciated.  I'm just asking for opinions, not to be scolded for how dim I could be, ok?

thanks in advance!
Title: Re: 6th edition Ork Lists...
Post by: adamscurr on August 1, 2012, 02:17:49 PM
Great ideas....

1.  According to the rules, allied detachments use a different codex from the parent list.  This being the case, could an ork player have an initial FOC from our current codex and include an allied detachment from IA8, the dread mob army lists?  At first glance, it meets the criteria; what do you think?

I don't see any reason why not...  You are using an entirely different army list and book...  To not allow it, would be like saying SOB and Imp guard cannot join forces because they are both humans... lol  The problem is that Forge World has not updated their stuff... So we don't know...

2.  If you use it, which HQ option would you use?  What troop option?  I am leaning heavily towards BM in a junka with dreads as the troop choice.

If you wanted some more walkers and KFF protection...  Why not...  The IA list would open up...  A cheaper Green Baron, 5 kanz in a fast attack mob... for instance...  A Meka Dread as an HQ!

3.  Would you use any points alloted for taking your own fortifications options?  I know we've beaten this line to death somewhere else on the forum, so I'm asking a simple yes or no question.  Not sure...
Title: Re: 6th edition Ork Lists...
Post by: CheesyRobMan on August 1, 2012, 11:48:28 PM
The problem is that Forge World has not updated their stuff... So we don't know...

They have, actually - their Downloads page (http://www.forgeworld.co.uk/News/Downloads.html) has a few useful documents which bring the IA books up to date for 6th ed, including one on Allies.
Title: Re: 6th edition Ork Lists...
Post by: Crispy86 on August 2, 2012, 12:07:41 AM
I saw in the Forgeworld FAQs that you can take the dread mob as an allied contingent and they're battle brothers :) :http://www.forgeworld.co.uk/Downloads/Product/PDF/a/allies.pdf
Title: Re: 6th edition Ork Lists...
Post by: adamscurr on August 2, 2012, 01:52:12 PM
I stand corrected... Good times...!

Adam
Title: Re: 6th edition Ork Lists...
Post by: toxo on August 6, 2012, 07:07:59 AM
dont have a list at the moment as i am still fine tuning what works well and what dosnt.

some things good units i have found so far is as so...

14 lootas in a basic battle wagon with 1 mech.
 work really well. the av14 wagon protects the lootas from shooting and the lootas with there over watch protect the wagon from assault. this unit really is the best shooty unit in the game at the moment and the mech can repair hull points stopping your wagon getting clanced to death.

basic nob bikers with just a painboy ungrade.
still working out how many to take but they work really well with there precision shot and twin linked dakka gunz to ride around taking out specific models. such as the sargeant, flamer ect out of tactical squads. there not to expsensive without all the upgrades and are tough enough to be taken in smaller units.

large shoota mobs.
30 shoota boyz with 3 big shootas and nob with boss pole and big choppa. the new overwatch rule makes these boyz one of the best troop choices in the game imo.

storm boyz.
now that you can charge 2d6 on top of the rokkit pack rule means these boyz can get into combat alot quicker making them more viable.taking large squads of 20 means ork players can take a huge advantage of  the hammer of wrath.

killa kanz
these are about the same imo.  the new hull point system makes them softer but the new vehicle squadron rules makes them harder.

my overall experience is to tool everything up for dakka and let the orks natural talent for close combat look after itself.
Title: Re: 6th edition Ork Lists...
Post by: adamscurr on August 6, 2012, 08:53:22 AM
Some interesting obsevations...  We are seeing a lot of the same things...  The have always been about firepower...  Now, since we can also fire in the enemies phase with overwatch, we avoid the "we must always assault" idea.  Since orks fire so much dakka and our bs is so low to begin with, the overwatch rule doesn't really hurt our shooting too much!

Adam
Title: Re: 6th edition Ork Lists...
Post by: toxo on August 6, 2012, 11:26:09 AM
Some interesting obsevations...  We are seeing a lot of the same things...  The have always been about firepower...  Now, since we can also fire in the enemies phase with overwatch, we avoid the "we must always assault" idea.  Since orks fire so much dakka and our bs is so low to begin with, the overwatch rule doesn't really hurt our shooting too much!

Adam

The biggest problem for ork players in 5th was always dealing with loads of mech now its much easier with the new hull point system to just glance things to death aswell as hitting vehicles in close combat being easier aswell.

 i suspect that we will be seeing few transports and people putting  the points into ap2 shooty stuff like plasma guns and cannons to deal with all the terminators that will start popping up in list due to power weapons getting nurfed and that will be good for ork players as ap2 weapons dont really make much difference to ork players and we have always delt with termys by making them roll lots of 1.
so essentially the orks biggest weakness (dealing with mech) is not a problem anymore and we have got a massive boost with both overwatch and snapfire.

Having a low bs and loads of options for twin linked weapons is another big advantage as it allows you more chances to roll 6's in overwatch and snap fire.

I saw in the Forgeworld FAQs that you can take the dread mob as an allied contingent and they're battle brothers :) :http://www.forgeworld.co.uk/Downloads/Product/PDF/a/allies.pdf

and here are the dred mob rules via games workshop website! http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1230512a_Ork_Datasheet_-_Dred_Mob (http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1230512a_Ork_Datasheet_-_Dred_Mob)
Title: Re: 6th edition Ork Lists...
Post by: Changeyname on August 6, 2012, 11:54:51 AM
OK #1 [mod]PLease don't double post - use the MODIFY button in future - Changeyname[/mod]

#2 The Dreadmob they're referring to is a full army list from one of the Imperial Armour books
That link is to the Datasheet needed to run an Apocalypse formation - not the same thing ;)
Title: Re: 6th edition Ork Lists...
Post by: SKEETERGOD on August 11, 2012, 08:22:21 PM
Here is my current list that is going fairly well, with a record of 2-1-1 (I can't believe the necrons had more objectives than the orks, but the orks didn't lose as both his commanders were dead so there were no witnesses to say different. )


BIG MEK; Heavy, Cybork,Kustom Force Field, BP, Burna

TROOPS
1: 12 BOYS; Shootas, 1 big shoota, NOB, ‘eavy armor, boss pole, Power Claw.
 TRUKK; Red Paint, ram, Plank
2: 12 BOYS; Shootas, 1 big shoota, NOB, ‘eavy armor, boss pole, Power Claw.
 TRUKK; Red Paint ram, Plank
3: 12 BOYS; Shootas, 1 big shoota, NOB, ‘eavy armor, boss pole, Power Claw.
 TRUKK; Red Paint, ram, Plank
4: 12 BOYS; Shootas, 1 big shoota, NOB, ‘eavy armor, boss pole, Power Claw.
 TRUKK; Red Paint ram, Plank

FAST
1:  The Green Baron
2:  Dakka Jet, 3 Twin Link supa shootas, Ace
3:  Burna Bomma, 4 skorcha missiles


ELITE
1: 15 Burna Boys, three are meks
2: 15 Tank Bustas, nob with tank hammer and boss pole

HEAVY:
1: Battle Wagon; red paint, grot rigger, Deff Rolla, armor, 2 big shootas
2: Battle Wagon; red paint, grot rigger, Deff Rolla, armor, 2 big shootas
3: Two Gun trucks with flakka guns
Title: Re: 6th edition Ork Lists...
Post by: edamame on August 12, 2012, 09:53:50 AM
I've gone 3-0 in 6th edition with this 1000 point list so far and I haven't run into anything that I don't think I can't handle. The amazing thing is that my Warboss has killed a total of 0 units in those matches. Reliance on Boyz and massed Kannon/Loota is incredibly favourable in 6th edition assuming you play a game of attrition (i.e. playing defensively and focus-firing scoring units) for the following reasons:

1. The elimination of fearless wounds and introduction of Snap Fire makes Ork Boyz the most effective tarpit unit in the game.
2. Big Gunz are amazing now that grot crews effectively almost have the toughness and save of a Carnifex (lolololol). More than anything, however, is the ability to lay down 9 blast templates with rerolls. If you drop enough of these, any infantry other than Plague marines will slowly, but surely, evaporate.
3. Most people aren't fans of Deffkoptas, but they're simply our most effective unit for distracting both gunline and advancing armies. Jink and new rules for X(Y) toughness and regrouping makes them a pain to deal with. And in a Gunline/Green Tide army, predictability is a major weakness that this unit readily addresses.
4. Lootas. Lootas. Lootas.

Warboss [PK, 'eavy armour, cybork]
20 Ork Boyz [Nob, big choppa]
20 Ork Boyz [Nob, big choppa]
17 Ork Boyz
14 Lootas
3 Deffkoptas
3 Kannons [3 ammo runts]
3 Kannons [3 ammo runts]
3 Kannons [2 ammo runts]
Title: Re: 6th edition Ork Lists...
Post by: toxo on August 14, 2012, 07:05:02 AM
im gonna give that list a try edamame
 ;)
Title: Re: 6th edition Ork Lists...
Post by: adamscurr on August 14, 2012, 05:19:03 PM
I agree...  I think Edamame's list is simple, yet effective...  There will be games when a footslogging force will get gunned down...  But everytime, they will have to work for it!  Besides, if they are shooting at the boyz, they are totally missing the more threatening ranged stuff in the list...

Adam