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Author Topic: [HM/NM] 1500pts Ork horde  (Read 935 times)

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Offline 13skaveninabox

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[HM/NM] 1500pts Ork horde
« on: July 14, 2004, 05:14:31 PM »
I have a list I want some of your opinions on. it's a death skullz list, I tryed to make it as fluffy as possible by adding lootas, looted vehicles, grots and mekboyz. I also tryed to make it as effective as possible.  I posted before but I've made some changes since, I'm a veteran to 40k, this army is actually my second kick at the can with orks, I used to play KoS....I pretty much play against every army in my gaming group except Eldar (dark aswell).....I'm looking to fine tune this list with opinions from others....

HQ
Komissar GrimGull Gubsnikka
- mega armour, lucky tatoos, turbo boosta, Kombi rokkit, iron gob

TROOPS
16 slugga boyz
- 3 big shoota
-mekboy w/ kustom field, choppa
- nob w/PK, eavy armour, slugga

18 slugga boyz
- 3 big shoota
- nob w/ choppa, slugga, eavy armour

7 tank bustas
-3 rokkit
- nob w/ eavy armour, rokkit, choppa

24 grots
-slaver w/ squighound

7 lootas
- grenade launcher, autocannon
- mek w/ meks tools, (x2) grot oiler

7 lootas
- plasma gun, M.laucher
- mek w/ meks tools, (x2) grot oiler

FAST ATTACK
10 trukk boyz
- burna
- nob w/mega armour, kombi skorcha
- trukk w/ big shoota, grot riggas, turbo boosta

HEAVY SUPPORT
3 killa kans
- 2 rokkits, 1 Skorcha

Looted Demolisher
- grot riggers, sponson heavy bolters, hull heavy bolter

the general theme is this is a death skullz army that recently looted a cadian guard force, so the models have cadian helmets and webbings and I used sentinels to make the killa kans, i'm going to model an officers cap on my warboss aswell...
Any thoughts or comment or ideas on how to improve its effectiveness or theme would be much appreciated....
Lighting strikes As*holes first...

Offline The Spaceman

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Re: [HM/NM] 1500pts Ork horde
« Reply #1 on: July 21, 2004, 07:41:53 AM »
Just a thought about putting eavy armour on nobs. The wat i understand the rules at the moment the only enemy that can allocate attacks to the nobs are enemy characters. These are usually armed with power weapons which ignore the armour anyway. All this means that either the nob is the last man standing or the first to die and the armour does'nt make much difference. I would recommend using these points to upgrade a squad to skarboys for the ST 4 attacks.
To those who say it can't be done.
I just did it.

Armies
Black Templar 2500pts
Orks 3500 pts
Imperial Guard 3000 points
Dark Eldar 3000 pts
Blood Angels 1500pts
Chaos 1500pts

Offline Frgsinwntr

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Re: [HM/NM] 1500pts Ork horde
« Reply #2 on: July 21, 2004, 05:04:23 PM »
hmm i agree with space...

not sure about the rules, i can't wait till 4th edition comes out and clarifies them some!
Chain swords are awesome.  The only way would be cooler is if they had tits and were on fire.

Offline visiondancer

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Re: [HM/NM] 1500pts Ork horde
« Reply #3 on: July 22, 2004, 01:36:02 PM »
I like your list, I'm hoping to start a Death Skullz mob soon too...

I just realized how sweet a kombi-rocket will look on a warboss!

In the clan rules I have (White Dwarf), Mekboyz may be added to Deathskullz mobs instead of upgrading a nob, and must take 3 grot oilers. Is there a different set of rules that you are working with? If not, the 16-sluggas and lootas may need a little fixin.

Can you take more gernade launchers? These seem like a good orky weapon to loot (as you can move and shoot it). I recently saw several of these fire into a small terminator squad and wipe them out.

Good luck!
"We gotta go to the crappy town where I'm a hero!"  --  Wash, Firefly

 


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