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post #1 of 16 (permalink) Old 02-02-15, 01:43 PM Thread Starter
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Default 2000pts Ork trial list

This is a double CAD list based on what I have. Not a lot of mobility but a lot of infantry. Any suggestions for improvement would be welcome.

Orks trail (1999pts)

(Combined Arms Detachment) (1495pts)

Warboss (124pts)
Attack Squig, Bosspole, Cybork Body, Da Finkin' Kap, Eavy Armour, Power Klaw, Shoota

Big Mek (99pts)
Bosspole, Gitfinda, Eavy Armour, Shokk Attack Gun

Mek (15pts) [Choppa, Mek's Tools, Slugga, Stikkbombs]

10 Nobz (340pts)
Eavy Armour for Mob, Waaagh! Banner, 3x Big Choppas, 4x Choppas, 3x Power Klaws, 6x Shootas, 4 Sluggas, 2x Bosspoles

10 Tankbustas (145pts)
Boss Nob, Bosspole

30 Boyz (220pts)
Boss Nob, Shoota on the Nob only, Choppas

26 Boyz (196pts)
Boss Nob, Bosspole, Power Klaw, Shoota on the Nob only, Choppas

10 Gretchin (35pts)
Runtherd

Lootas (210pts)

Mek Gunz (72pts)
2x Kustom Mega-kannon, 4x Extra Gretchin


Mek Gunz (39pts)
Traktor Kannon, Ammo Runt, 2x Extra Gretchin

Orks: Codex (2014) (Combined Arms Detachment) (504pts)

Big Mek (85pts)
Kustom Force Field

Mad Dok Grotsnik, Da Painboss (160pts)

30 Boyz (224pts)
Boss Nob, Bosspole, Shootas

10 Gretchin (35pts)
Runtherd
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post #2 of 16 (permalink) Old 02-02-15, 05:28 PM
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Mobility is not a big thing when you are running a green tide army like this. But I will make some suggestions. These are suggestions only take them for what you will.

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Originally Posted by RedShirtMan View Post
This is a double CAD list based on what I have. Not a lot of mobility but a lot of infantry. Any suggestions for improvement would be welcome.

Orks trail (1999pts)

(Combined Arms Detachment) (1495pts)

Warboss (124pts)
Attack Squig, Bosspole, Cybork Body, Da Finkin' Kap, Eavy Armour, Power Klaw, Shoota

Cheaper to have the warboss in mega armour save yourself about 20 points.

Big Mek (99pts)
Bosspole, Gitfinda, Eavy Armour, Shokk Attack Gun

If you can get him on a warbike that would be better so that if he fires himself across the field he can quickly get away or if deep strikers land near him and you don't want to fire the SAG since it might come back and hit you then you can use the dakka guns on the bike. Bosspole is probably a waste

Mek (15pts) [Choppa, Mek's Tools, Slugga, Stikkbombs]

Get this boy a proper weapon like a kustom mega blasta or drop and spend the points else where.

10 Nobz (340pts)
Eavy Armour for Mob, Waaagh! Banner, 3x Big Choppas, 4x Choppas, 3x Power Klaws, 6x Shootas, 4 Sluggas, 2x Bosspoles

Good unit but probably going to be targeted first by enemy.

10 Tankbustas (145pts)
Boss Nob, Bosspole

A couple of tank hammers and a few bomb squigs and this unit is ready to rock. Two would be better.

30 Boyz (220pts)
Boss Nob, Shoota on the Nob only, Choppas

Shoota on the nob only is pointless get three big shootas or three rokkits in the unit for more versatility.

26 Boyz (196pts)
Boss Nob, Bosspole, Power Klaw, Shoota on the Nob only, Choppas

Same as above.

10 Gretchin (35pts)
Runtherd

Ok as backfield objective holders

Lootas (210pts)

Good unit

Mek Gunz (72pts)
2x Kustom Mega-kannon, 4x Extra Gretchin


Mek Gunz (39pts)
Traktor Kannon, Ammo Runt, 2x Extra Gretchin

With the lootas I am not sure about the one lone traktor kannon. Leave it for now but if you aren't facing a lot of flyers drop it and use the points else where.

Orks: Codex (2014) (Combined Arms Detachment) (504pts)

Big Mek (85pts)
Kustom Force Field

Hmm not sure about him. I would go for a second big mek with SAG. Two pie plates, lootas and mega kannons your opponent is going to ducking while the tide rushes up the field.

Mad Dok Grotsnik, Da Painboss (160pts)

If you are going to take Mad Dok then you have to go all or nothing on him. Put him with the nobs unit to take advantage of Rampage. Otherwise give him a 30 man unit of Ard boys to go smash things. Otherwise take a weirdboy instead for so good time fun.


30 Boyz (224pts)
Boss Nob, Bosspole, Shootas

This is the unit that should have the nob with a shoota and throw in 3 big shootas as well.

10 Gretchin (35pts)
Runtherd


Red Orc
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post #3 of 16 (permalink) Old 02-03-15, 04:25 AM
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I agree with all that Morfangdakka has said. the only thing I have to add is I think you area bit light on the boyz.
also with the Nobz that are in the boyz mobs a general rule of thumb I use if they have a power klaw, then arm them with a shoota as no benefit for close combat as the klaw is a specialist weapon. if leaving the nob standard then just slugga and choppa at least he will benefit from the extra attack.
but as with morfangdakka said these are just our opinions so play how you want.

Orkz - 30W 14L
Black Templar - 6W 5L
Thousand Sons - 7W 8L
Tzeentch Daemons -4W 4L
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post #4 of 16 (permalink) Old 02-03-15, 05:18 AM Thread Starter
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OK thanks for your input guys. I think I will make a few changes. I had a few reasons for the way I did things.

The only problem I have with a Warboss in Mega Armour is the slow and purposeful rule. It kills a foot slogger army. It leaves him and anyone he joins left behind and everyone else more than likely out of range of Warlord traits.

The Big Mek is there for fire support but also to anchor my lootas to mean times have they run off the board turn one.

Mek is there purely to take the first challenge for the Warlord.
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post #5 of 16 (permalink) Old 02-03-15, 07:17 AM Thread Starter
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Do you really need Tank Hammers on the Tankbustas? Aren't they a waste of points?

The Shootas on the nobz are there because you don't gain anything from the Slugga and it doesn't cost anything. Not loseing anything anyway.

The Traktor Kannon. I don't understand why people have a problem with this weapon? Possibly one of the best anti air weapons in the game. In a Tournament setting isn't it better to have it than be found wanting. Besides I had problems with FMCs last time I was at a Club Tournament after they took out my Lootas turn 1 and just wrecked me the rest of the game. Am I missing something?

The Big Mek with the KFF was to go with the large mob of shoota boyz along with Grotsnik to create a Fearless, 5++ and a Fnp units. Sit them center of the table for a hard to shift unit. An ordinary painboy works for less points but doesn't give Fearless.

Grotsnik like you said has the option for joining the Nobs instead. But I might just drop him.
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post #6 of 16 (permalink) Old 02-03-15, 05:02 PM
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Quote:
Originally Posted by RedShirtMan View Post
Do you really need Tank Hammers on the Tankbustas? Aren't they a waste of points?

The Shootas on the nobz are there because you don't gain anything from the Slugga and it doesn't cost anything. Not loseing anything anyway.

The Traktor Kannon. I don't understand why people have a problem with this weapon? Possibly one of the best anti air weapons in the game. In a Tournament setting isn't it better to have it than be found wanting. Besides I had problems with FMCs last time I was at a Club Tournament after they took out my Lootas turn 1 and just wrecked me the rest of the game. Am I missing something?

The Big Mek with the KFF was to go with the large mob of shoota boyz along with Grotsnik to create a Fearless, 5++ and a Fnp units. Sit them center of the table for a hard to shift unit. An ordinary painboy works for less points but doesn't give Fearless.

Grotsnik like you said has the option for joining the Nobs instead. But I might just drop him.
Ok now that you gave me your reasons things are starting to make sense now on why you did them. Now that tank hammers are melee weapons you can use them in assault against things that are not vehicles. So it use to be if the tankbustas got assaulted by terminators the tankhammers could do nothing but sit there now you can smack terminators around with them. It is a choice for you on how often you see your tankbustas getting into assault. Mine seem to on a regular bases so I have them.

Tractor kannons I love but more and more people I play seem to not have flyers of any kind so the tractor kannons were not being used to their full effectiveness. If you are going to use them I would take 3 of them to drop anything that gets airborne. You may want to consider taking two lobbas as well to drop pie plates on enemy units that like to hide, big blobs of troops, or speed bump units to take them out or reduce their numbers.

I like the idea you have but Grotsnik is a beast in CC so to have him just sitting seems like a waste since you are only getting half the benefit of him. Well how many guys out of 30 would have to lose before they ran though is the question because 30 man units don't get assaulted they get shot to pieces so making them Ard boys could be better. I love grotsnik but maybe look at other ways to confer fearless to the unit or the army. You may want to check out the Ghaz supplement there is the big boss pole in there that gives fearless to the whole army.

anyway hope some of this helps.


Red Orc
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God, gives children to people so that death won't seem so disappointing.
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post #7 of 16 (permalink) Old 02-04-15, 06:54 AM Thread Starter
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Yeah it does really help, thanks. I think I'll pick up the supplement today, it seems to have the best stuff in. Although from what I've read, at a sacrifice of other things.
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post #8 of 16 (permalink) Old 02-04-15, 06:57 AM Thread Starter
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Yeah it really has helped. I think I'll pick up the supplement today, it seems to have all the best stuff. Although at a sacrifice of other things.
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post #9 of 16 (permalink) Old 02-06-15, 08:47 AM Thread Starter
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Is Ghazghkull worth taking now as a warlord? I know you can make an equivalent for cheaper points. And I know Mega Armour is no good for a foot slogging army, but with multiple transports is he worth it?
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post #10 of 16 (permalink) Old 02-06-15, 12:51 PM
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Gaz is always worth it. the amount of land raiders I have destroyed with just Gaz on his own. and I have never lost him in a game yet. not many that can go toe to toe with him especially when he is using his own waagh. pretty much gets a jersey in every competive list of 1500pnts or more for me.

Orkz - 30W 14L
Black Templar - 6W 5L
Thousand Sons - 7W 8L
Tzeentch Daemons -4W 4L
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