Viable Ork List

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Viable Ork List

Postby Crantor » Tue Aug 07, 2012 10:48 am

Ok, I'm not an ork player. But I'm trying to help a friend come up with something that will work in 6th. Assaulting, which used to be the orky way of doing things seems to be somewhat less impressive and way more difficult to do what with the way wound allocation goes, charging into terrain and what not. So I we discussed it and came up with this. I don’t have all the points or names right but more or less 1850.

Feedback is appreciated.

HQ
Wazdakka

Troops
5 Bikers w/powerklaw
5 Bikers w/powerklaw
12 Sluggaboys
12 Sluggaboys
10 Gretchins w/runteherd

Elites
15 Lootaboys with dakka guns
15 Lootaboys with dakka guns
3 Nobs in Mega armour/power claws w/truck

Fast attack
1 Dakkajet
1 Dakkajet

Heavy
1 battery of 3 Kannons/ ammo runts and extra grots
1 battery of 3 Kannons/ ammo runts and extra grots

Fortifications
Skyshield landing pad

I realise the list isn’t 100% accurate as far as upgrades go etc since I’m going from memory but the overall strategy is to shoot. A lot. The Lootas go in the sky shield which will be placed pretty much front and centre to cover the entire board. They now get a 4+ Invulnerable and can shoot an average of 60 str 7 shots anywhere on the board. Good AA and pretty good against any light skinned vehicle, dreads etc.

Wazdakka and the two bike squads are for harassing. While capable of getting plenty of shots off, they are more of a harassing group, vehicle hunting and contesting/claiming in the opponent’s zone and maybe getting the victory point for being behind enemy lines. Also they are pretty good to go get the relic if that scenario comes up.

The slugga boys and gretchins are basically to stay on his side of the board and hold the 1 or two objectives and just sit back in cover. If by chance some thing gets near the slugga boys can dish out some shooting and snap fire shots.

The meganobs in a truck are essentially going to turboboost up to give the opponent something to think about. The truck is just a delivery method and the mega nobs really are their to distract.

The Kannon battery. What’s not to like str 8 ap 3 or str 4 blast. With decent ballistic skill and re-rolls, T7 grots, plenty of wounds, these things are hard to kill and can dish out serious firepower.

Finally two Dakkajets. Why two? Because it’s better than one. One jet is too easy to down when it arrives. The hope is that on turn one, any emplaced guns with skyfire would be destroyed by the lootaboys and kannons. That way when the jets show up they can either deal with any flyers and maintain air superiority. If they can start shooting at ground targets they’ll make a mess of things.

So, feedback would be nice. I’ll probably see how this plays out on wed night if he plays this list. I’m just not sure how it will play. Looks good on paper but things are different on the table.
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Re: Viable Ork List

Postby Crablezworth » Tue Aug 07, 2012 2:17 pm

I was really liking this list until I saw the landing pad.. :P
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Re: Viable Ork List

Postby An00bis » Tue Aug 07, 2012 2:22 pm

Crablezworth wrote:I was really liking this list until I saw the landing pad.. :P


agreed...
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Re: Viable Ork List

Postby Crantor » Tue Aug 07, 2012 2:30 pm

Crablezworth wrote:I was really liking this list until I saw the landing pad.. :P


Well we are experimenting with fortifications. The list can work well even without it I think. The thing is that I traumatised him once with a two Thunderfire Cannons and wiped his preciouc lootas on turn one ;).
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Re: Viable Ork List

Postby natesnation » Tue Aug 07, 2012 3:35 pm

in my experience, regular bikers are too easy to take down. they have a 4+ cover, but lose two models and you're taking leadership tests.

I'd beef up those boyz squads.

I've not played 6th with my orks yet, but I imagine having the WAAAAGH! handy will help make dem random charge lengths easier to manage.
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Re: Viable Ork List

Postby An00bis » Tue Aug 07, 2012 4:11 pm

natesnation wrote:in my experience, regular bikers are too easy to take down. they have a 4+ cover, but lose two models and you're taking leadership tests.

I'd beef up those boyz squads.

I've not played 6th with my orks yet, but I imagine having the WAAAAGH! handy will help make dem random charge lengths easier to manage.


I actually forget sometimes that there are regular ork bikers. Ive only ever seen nob bikers, for good reason. especially now with brackets gone
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Chaos Space Marines, (Alpha Legion) The Hydrafire Enclave 2,000 pts

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Re: Viable Ork List

Postby Chimera » Tue Aug 07, 2012 7:02 pm

An00bis wrote:
natesnation wrote:in my experience, regular bikers are too easy to take down. they have a 4+ cover, but lose two models and you're taking leadership tests.

I'd beef up those boyz squads.

I've not played 6th with my orks yet, but I imagine having the WAAAAGH! handy will help make dem random charge lengths easier to manage.


I actually forget sometimes that there are regular ork bikers. Ive only ever seen nob bikers, for good reason. especially now with brackets gone

I know, eh? Regular bikers and deffkoptas got really good and nob bikers amazing.

An00bis wrote:
Crablezworth wrote:I was really liking this list until I saw the landing pad.. :P


agreed...

Your friend MUST make the pad orky, put it on wheels, and have it being pulled by squigs with chains and grotz and a few Deathskulls pushing it. Maybe even have a mek on top whipping the squigs. That will make his opponents feel better about him having it in his list. :)

Edit: But, for God's sake, the clearance on those wheels had better be a 1/4" or he's going to eat that landing pad. Don't use my idea as an excuse to jack the pad up another 1.5"! Oh, man, I'm sorry I suggested it... ;)

That looks like a pretty good list. I'd drop the grotz in favour of nobz with power klaw/bosspole and two big shootas in each shoota unit to give them more staying power and a couple weapons with some extra range. That puts him at exactly 1,848. Looks good otherwise. Those lootas are going to chew through the opposition!
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Re: Viable Ork List

Postby Desc440 » Tue Aug 07, 2012 8:09 pm

It looks mostly good. I would drop the boyz, nobz and grots to get more bikers though - you don't really need dedicated backfielders when your bikers can simply do a 24" move back unto your objectives on turn 5. And the nobz being in the only non-flyer vehicle in the list probably won't be getting anywhere fast. I would also drop the Skyshield for an Aegis. Oh and break up the 2 big Loota squads into 3 smaller ones to be able to engage more targets.
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Re: Viable Ork List

Postby Crantor » Tue Aug 07, 2012 8:23 pm

Yeah, we talked about him painting it all rusty, full of glyphs and maybe even some type of removable launch ramp for a Dakka jet just for fun.
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Re: Viable Ork List

Postby An00bis » Tue Aug 07, 2012 8:29 pm

make a giant slingshot on it that shoots planes
Armies
Tau Empire, Sa'Cea Specialized Warfare Expeditionary Fleet I'm gonna have to count this again
Imperial Guard, The Brotherhood of Nod 2,500 pts
Chaos Space Marines, (Alpha Legion) The Hydrafire Enclave 2,000 pts

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