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Offline adamscurr

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Coming back to da boyz!
« on: June 5, 2019, 05:24:22 PM »
So... I wanted to start a thread to help me play a decent list with orks... I wanted to see what ork players were running with success in the current game...

I have about 17k in orks, so I have just about everything... I'd love to see some army lists with some tactics attached on how you are playing the list...

Thanks in advance!


Cause We's Da Orks, and You's Not!!!

Offline Blazinghand

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Re: Coming back to da boyz!
« Reply #1 on: June 6, 2019, 03:12:02 AM »
I recently played a 2000 point game with a friend and ran this as my list:

Detachment 1: Battalion of Bad Moonz, Specialist Detachment: Dread Waaaaagh!
HQ - Big Mek on Warbike (index option) with Kombi-Rokkit, Kustom Force Field - 133 pts
HQ - Big Mek with Shokk Attack Gun, Relic: Da Souped-up Shokka - 80 pts
HQ - Warboss with Kustom Shoota, Power Klaw (Warlord)- 80 pts
Troop - 29 Choppa/Slugga Boyz + Boss Nob with Big Choppa - 215 pts
Troop - 29 Choppa/Slugga Boyz + Boss Nob with Power Klaw - 223 pts
Troop - 29 Choppa/Slugga Boyz + Boss Nob with Power Klaw - 223 pts
Elite - Nob with Waaagh! Banner and Power Klaw - 90 pts
Elite - Painboy with Power Klaw - 65 pts
Fast Attack - 29 Stormboyz + Boss Nob with Power Klaw - 283 pts
Heavy Support - 15 Lootas - 255 pts
Flyer - Dakkajet with 6 Supa Shootas - 148 pts

Detachment 2 - Battalion of Bad Moonz
HQ - Weirdboy - 62 pts
HQ - Weirdboy - 62 pts
Troops - 10 Gretchin - 30 pts
Troops - 10 Gretchin - 30 pts
Troops - 10 Gretchin - 30 pts


The basic idea of this list is to jsut have an enormous number of bodies and take advantage of the various ways Orks can give buffs and gain mobility. In particular, our regular Boyz unit is absolutely amazing in 30-man units. When near a Painboy and under the protection of the Kustom Force Field, they are surprisingly durable, and I typically have a Weirdboy take the Da Jump! power in order to hop them right up to the enemy for quick charges. Stormboyz thankfully don't need any psyker support. For my other weirdboy, I usually give him Warpath, as it makes Boyz have an even larger number of attacks.

The Gretchin are for cheap objective holding, screening, and using Grot Shields stratagem to protect the Lootas. Them and the Lootas are the only part of this list that doesn't just surge forward at the enemy at full speed.

Probably my biggest problem has been dealing with tank-heavy lists. I've tried to squeeze in a lot of power klaws to help crack them open, and the relic gun on the Big Mek is important. Using the Bad Moonz Showin' Off stratagem on the Lootas, combined with the More Dakka! stratagem can help, but Imperial Knights with Toughness 8 are a huge problem. To deal with them, I like to the Extra Gubbinz stratagem to get an extra relic, to give my Warboss Da Killa Klaw, which is basically the closest thing we have to a thunder hammer. Combine with the Fists of Gork spell, and he's putting out a lot of high strength attacks that just might bring down a Knight.

One of the big things this list has is a lot of bodies with Objective Secured, which means you can swarm over the midfield objectives and even make plays for the enemy's home objectives just by crowding him in. I find it has troubles with very shooty lists that have a lot of infantry which can screen off charges. It's harder to pile in and move from one assault to another than you might think, particularly given that it's hard to "lock in" an enemy in melee. I think i need to do some refinement to this list before I can consider it something I'd be willing to fully recommend someone, but I think the basics - big lootas squad, several max boys squads, support characters, a hero/tank-killer warboss, and psyker support - are the way to go.
« Last Edit: June 6, 2019, 03:43:03 AM by Blazinghand »
Quote from: Howard Zinn
There is no flag large enough to cover the shame of killing innocent people.

Offline Roboknee77

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Re: Coming back to da boyz!
« Reply #2 on: June 7, 2019, 11:11:30 AM »
Hi Adamscurr, glad to hear you're coming back to da boyz!

A lot of what I've done in recent matches is similar to what Blazinghand is doing.  You can check out a bunch of battle reports posted mostly by Wyddr and I to see what I've been running to various degrees of success.

My local group has been mostly playing friendly games between 1250-1750 points.  The following is kind of my base of 1250 points I start with and then kind of tweak depending on my opponent.

Bad Moons Battalion 1
HQ
Warboss w/Da KIlla Klaw, Kustom Shoota, Attack Squig (Warlord: Brutal but Kunnin')
Big Mek w/Kustom Force Field

Troops
30 Shoota Boyz w/Nob (Big Choppa)
30 Shoota Boyz w/Nob (Big Choppa)
10 Shoota Boyz

Heavy Support
15 Lootas
2 Smasha Kannons
2 Smasha Kannons

Bad Moons Battalion 2
HQ
Weirdboy (Warphead) w/ Warpath, Fists of Gork
Weirdboy w/ Da Jump

Troops
10 Gretchin
10 Gretchin
10 Gretchin

First, it's easy to make 2 battalions for extra command points with Orks.  Two Weirdboy's and 30 Grots are cheap.  I'll reiterate what Blazing hand said about the Gretchin; they're cheap objective holders, screeners, and bodies for the Grot Shield stratagem.  The Weirdboys help with movement, mortal wounds, and buffing Da Boss and Da Boyz.

In this list I have Lootas and Smasha Gunz since I was facing Deathwatch.  In my local Meta against the Ad Mech I would swap the Lootasout for Tankbustas since that player uses more vehicles.  Same for Eldar Wave Serpents.  Either way, max unit size is better so they can take advantage of the More Dakka and Showin' Off stratagems.  Smasha Gunz are cheap, accurate for Orks, do good damage, and good at taking up space.  They also have to be targeted individually when opponents shoot at them.

As for the Boyz, I like shootas for Bad Moons.  60 shots with re-rolls from the culture and auto-hits and more shots from dakka dakka dakka is pretty nice.  Evil Sunz aren't a bad choice either, they don't get penalties when advancing and shooting and get bonuses to advance and charge rolls.  At 1500 points and higher I take 3 full 30 Boyz units.  At lower levels 1 group of 10 is nice to have for the mob up stratagem.  If I have points left I'll buy Big Choppas for the Nobz.  Not as good verses armor but good for multiple wound enemies.

Da Boss is a beat stick when he can get into combat.  At higher levels I'll use the index Warboss on Warbike for mobility.  Combining the relic klaw, brutal but kunning trait and fists of gork you have a lot of attacks, with hit and wound re-rolls, doing a lot of damage per hit.  Blazinghand is right, Da Boss could take down a Knight depending on how well it rolls for saves.

The Big Mek w/ Kustom Force Field is always nice and I think I need to add a Painboy to my list to help the Boyz durability as they move.

At higher point levels I like to field a dakkajet too.  Another surprisingly accurate shooting unit for Orks and helped by being Bad Moons.  I one time hit 22 times on 18 shots.  I then failed to wound on 21 of those hits.  Good times.

So that's my basic experience and ideas on where to start.  I've tried some other units here and there like Bikers, Meganobz, and Killa Kanz.  Mostly they aren't tough enough, it's easy to negate their armor saves this edition, and most don't put out enough shots.  The bikers can put out a lot of dakka, look cool, but wilt under fire.  Trukks aren't bad either, they're more durable than before but again, still easy to negate their armor saves.

Offline SKEETERGOD

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Re: Coming back to da boyz!
« Reply #3 on: June 13, 2019, 07:28:28 PM »
I have not been playing any large games of late as my LGS closed last year just before thanksgiving.. So I have army and will travel. There is a GW about two hours drive from here but it isn't worth it to get there with tolls and all.

So, my lunch hammer army is as follows:
(Around 500 points) We play 50 power points as we have our various Index books.

Warboss with kustom shoota and big choppa
nob with waaagh banna
10 choppa boys one with tank bomb
and a truck with big shoota, ball, and grot.

nob with power klaw
11 choppa boys one with tank bomb
and a truck with big shoota, ball, and grot.

Nob with big shoota (I give a boy a big shoota then upgrade him to nob)
11 shoota boys
and the truck with the big shoota, ball, and grot.

three rockit buggies as three squadrons of one.
(update, I finally got the new codex, so the buggies are now rockittrak scrap buggies. Same model, new name, Higher rate of fire)

Sometimes I take the all biker nob army:
Warboss with PK on bike
Waagh banna on bike
pain boy on bike
seven nob bikers with big choppas
and three units of one deffcopta.


The ball on the truck is so that after I drop off the boys the trucks can go around and attack stuff.

The main strategy is divide and conquer. Take out part of his army as soon as I can, then take out the rest. The rockit buggies megatrak scrapjets are great at taking out enemy transports and letting me get the movement advantage.

Since my only two opponents are IG (I know it is a different name, but they are still IG to me) and dark eldar (again, different spelling but still DE). The DE player has a similar army build as I do (three transports full of squishy stuff) and the IG player has lots of troops with heavy weapon squads.

So my list is pretty much tailored to my current enemies and may not be a take all comers list. As it is now I have a 50/50 win loss ratio depending on scenario and if the dice like me that day or not (mostly not).

Maybe someday there will be a new LGS in my area and I will get to play other armies, but for now beggars can't be choosers.

We may not be playing the most optimised with the new rules, but we are still playing with last edition rules that fill in where the new rules left major gaps. (what do you expect for free?) The cool thing is that my trukks can now charge and fight, then next turn drop off the boys who then charge and fight. Good times.

Of course all this ranting and raving probably won't help much, but, it is just my two teef worth.
« Last Edit: June 21, 2019, 01:43:41 PM by SKEETERGOD »
"It needs but one foe to breed a war. And even those who have not swords can still die upon them" (Lady Eowyn)
     We orks are not about being the hero; We orks are about being the mob.
                         
Quote from: angel of death 007
Skeetergod: (adj) A crazy fascination for all things combustible mixed with an unhealty lust for red paint. see also Speed Freak

Offline SKEETERGOD

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Re: Coming back to da boyz!
« Reply #4 on: June 26, 2019, 11:25:18 AM »
So how goes the army (re)building? Any thoughts on your new list?

Just an idea for you. My son has a fairly decent IG army. (ya, I know, astra militrum) and we are having a game with the 4th of July week that he is out of school. So since I am off for 4 days we are planning a couple of fights.

He has what he calls the 10101st airborne; the Screaming Vultures, (he is in school to be a game programmer so its a inside joke) and we agreed no planes, just ground forces.  I am going to surprise him, instead of the biker nob army that he shoots to ribbonns, I am going to field an all heavy/elite force

Spearhead detachment: Evil Suns Klan
Warboss dead shiny shoota and "follow me lads" trait.
Kaptain Badrukk
10 nobs with kustom shootas
10 flash gits with ammo grots
Two battle wagons with death rollas and 4 shootas and the one with the flash gits will also have a kill kannon. (because that's what they are modeled with)
All for 53 power points, and I get a total of 4 command points. (thats two insane courage stratagems)

A shooty ork army with some good rolling cover to take on a LOT (and I do mean very many) humies that have lots of shooty.

What do you think?
"It needs but one foe to breed a war. And even those who have not swords can still die upon them" (Lady Eowyn)
     We orks are not about being the hero; We orks are about being the mob.
                         
Quote from: angel of death 007
Skeetergod: (adj) A crazy fascination for all things combustible mixed with an unhealty lust for red paint. see also Speed Freak

Offline Roboknee77

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Re: Coming back to da boyz!
« Reply #5 on: June 26, 2019, 11:50:51 AM »
I think your son will be in for a surprise when you deploy just two battle wagons.  ;D

Hopefully it will throw him off guard if he was expecting bikers.  The battle wagons will be tough for the lasguns to damage.  The nobs and flash gitz both put out a lot of dakka and both can hit hard if they get into close combat.  It looks like a fun list, I like it.

Offline SKEETERGOD

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Re: Coming back to da boyz!
« Reply #6 on: July 24, 2019, 04:44:00 PM »
Hey you mega armor biker boss....

Did your bike run out of squig juice? Or did you fall down and can't get back up?

So, where is your list, theoretical or otherwise? (I know big word for and ork....)
"It needs but one foe to breed a war. And even those who have not swords can still die upon them" (Lady Eowyn)
     We orks are not about being the hero; We orks are about being the mob.
                         
Quote from: angel of death 007
Skeetergod: (adj) A crazy fascination for all things combustible mixed with an unhealty lust for red paint. see also Speed Freak

Offline SKEETERGOD

  • Infinity Circuit | Boss Orkountant | I used Flash Gitz and didn't lose! | KoN Warlord
  • Lazerous Penguin
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  • The best upgrade for an ork, is more orks!
  • Armies: Hmmmm.... Orks?
Re: Coming back to da boyz!
« Reply #7 on: August 14, 2019, 08:31:53 PM »
Allrighty then....  It seems you get my hopes up that there will be a bit more orks around than just the Roboknee and myself. Then, not even guilty looking grots pointing in a different direction...

So; Expect a visit from the Ghork Rider



No one expects the Ork Inquisition!!!!....
« Last Edit: August 14, 2019, 08:44:32 PM by SKEETERGOD »
"It needs but one foe to breed a war. And even those who have not swords can still die upon them" (Lady Eowyn)
     We orks are not about being the hero; We orks are about being the mob.
                         
Quote from: angel of death 007
Skeetergod: (adj) A crazy fascination for all things combustible mixed with an unhealty lust for red paint. see also Speed Freak

 


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