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Discussion Starter #1 (Edited by Moderator)
There are two aspects of orks that i wanted to collect,
Blood Axes and a Gorka-Morka cult.
And, I wanted to be able to stuff them into a single list at 1850.
The total pool of forces available should reach 2200pts, something like that,
so some units can get swapped in and out as needed.
I have a bunch of stormboyz as yet unpainted (not even in this country atm!)
and might try to put together a small unit of bikers someday...
Also worthy of note,
this is a collection of old meets new models, mostly old metals
and some new plastics mostly in the form of vehicles.
I like metals because they are heavier, and feel more substantial when then get placed and taken away.
I liked the game better, a loooong time ago, when every model and its placement seemed to count for more,
and I try to paint and pose things the same way.
I will post pics at some point.
Anyways, here is the list:

Cork
Warboss attack squig mega armor
115
(He is a special model conversion from a metal Ghaz, and
is basically the orky equivalent of a televangelist/rockstar -
in fact, his sole strategic object is to ride to the front
in the Morkanaut with the two meks
to burst out in a glorious finale of carnage!)

weirdboy
(i figure he helps to charm the glassy-eyed grot followers who shield the larger walkers.)
45

2 meks blasters oiler squig x1
43

20 glassy-eyed cult grots 2 herders squig
80

10 orks bosspole big shoota nob
80

3 killa kans 2 big shootas 1 rocket
150

dred 2x skorchas
(I know, but I like the 2 skorchas anyways!)
90

Morkanaut KFF
280

7 kommandos skorcha big shoota
90

973

Big Mek attack squig fixa uppahs mega slugga ammo runt grot oila
(Blood Axe-ish and special model - will post pics)
81

6 nobs bosspole
113

battlewagon killkannon deffrolla zap gun 2 big shootahs 'ard case klaw
190

10 orks big shoota
65

15 grots 2 herders squig
65

dakka jet flyboss supa shoota
145

looted wagon killkannon 'ard case skorcha reinforced ram
95

mek gunz lobba +2 grots
24

7 kommandos boss big choppa
85

863


potential weakness are a lack of ranged armor pen.
no infantry powerclaws.

some possible additions are a painboy, and a big mek on a bike.
also thinking about maybe swapping those two meks for a small unit of tankbustas with bomb squigs.

anyways, i figure it is not "competitive" but should be fun to play,
fun to play against,
and still a challenge to some armies.

more than anything, it has been a joy to collect up and paint.
almost finished, then to finish other armies!

let me know your impressions!

Removed the individual point costs for you - darkreever
 

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Discussion Starter #2 (Edited)

http://i68.tinypic.com/1zj4fm.jpg







yeah, the painboy isn't in the list - can't see the points for him.





I figure that the deffrolla charges the zzap gun,
working as a big electrical generator.
Also, note the self-propelled kill-kannon shells
taken from the Medusa kit.







 

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@jin
Nice collection you have there!

First you need to Edit away all. Individual pointcosts in you list.

I think you can find the points you looking for in your list. I think the skorcha on the LW is a waste since you can't fire snapshot with tamplates and the killkannon will force you to it since it is ordanance. Also you have alot of stuff on your Battlewagon. Slim it to one purpose, I would remove the klaw and big shootas, or keep the Shootas and remove the zzapgun instead.
I also think you have some of the points wrong and what do you mean with the Grots shield the walkers? They will not recieve coversave from Grots.
 

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I admire your attitude, I get the feeling that both you and your army would be a great laugh to play against.
If you're flexible with wysiwyg, you could scrape some points off the battle wagon by giving it a reinforced ram rather than a deffrolla.
The looted wagon could also lose the skorcha and reinforced ram, as the it should just be sitting back as fire support anyway, and a skorcha isn't going to do much against deep striking gubbinz. That's a few points, with grot oilers and such you may have enough for that painboy.

I like the overall aesthetic of your army too, it suits the classic retro feel of the models. :eek:k:
 

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I like what i see!
Old orks models are great to field and play!
 
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Discussion Starter #6 (Edited)
I admire your attitude, I get the feeling that both you and your army would be a great laugh to play against.
If you're flexible with wysiwyg, you could scrape some points off the battle wagon by giving it a reinforced ram rather than a deffrolla.
The looted wagon could also lose the skorcha and reinforced ram, as the it should just be sitting back as fire support anyway, and a skorcha isn't going to do much against deep striking gubbinz. That's a few points, with grot oilers and such you may have enough for that painboy.

I like the overall aesthetic of your army too, it suits the classic retro feel of the models. :eek:k:

i think that you are right on every count.
the list can be optimized in these ways.
truthfully, i have not played 40k since 2006 maybe...
i have read the new rulebook, and have the latest ork codex.
i would like to play but where i live now, actually,
it might mean a couple hours on a bus each way.
eventually it will have to happen.
i want to play with this army,
and i think that i like most of 7th edition.
i am not liking the rules-driven sales-man business model from GW of late,
and absolutely refuse to own a wraithknight.
plus, i have a ton of real work to do...
but after i get things all painted up,
i will be able to spend that time going to Seoul.

still,
i cannot change from the concept of the army,
and i am aiming for wysiwyg.
though, with orks, you could just say
"yeah, it is on there, but it doesn't work today!"
in my mind,
the optimal list is the one that only has what it needs to make sense
as a complete force.
orks have a culture of war and i imagine this force as a traveling unit,
a roving dustcloud of destruction.
the weirdboy has an idea,
to get his warboss in a gork suit
stuck inside a morkanaut,
and line up a bunch of willing worshipping servant grots
to amble off in front.
yes there is no cover save but that isn't the point.
the point is the spectacle.
the weirdboy's plan is to send this parade of walkers up the middle,
and send in the sneaky gits (and later stormboyz)
under cover of the big mek's lobbas and kannons.
as for the big mek contingent,
i like the deffrolla because i think that it charges the zzap gun.
i like the claw because it looks awesome!
and it is big-mekky in the sense that it is there to keep the stuff nearby,
so that it can be salvaged and put in the back of the battlewagon and hauled off after the battle.
i used the skorcha on the looted wagon because of the
'don't press that' rule and because of the weapon destroyed result possibility.
if it ends up flat out in the middle of somebody's light inf unit,
that flamer might be the ticket,
otherwise it is dead anyways
and big shootas are not such a sure thing in the right circumstances.

eventually, i will paint up some stormboys,
one unit of the old nazi style boyz from way back to compliment the big mek force,
and the second and third models for the weirdboy/warboss contingent.
i want to be able to represent these two incarnations according to the different flavors of the collective forces.
this is what makes it a collection rather than a pile of stuff or a "list".
this was what had originally attracted me to this hobby,
this sense of scholarship,
of respect for the simulation, for the realism, for the art,
and especially for the parallels drawn between the 40k and the present universes.
for the most part, this seems lost.
maybe with specialist games coming back and so on, this will change and gw will set things right.
ultimately, though they don't want it, they are responsible to and for their community of fans and supporters, and most of all that demands rules that respect the integrity of this community rather than blasting it all wide open to sell to the lowest common denominator, i.e. the highest bidder. i mean, look at the new space marine rules. sure, free tanks sound great, until you realize that you must now buy 10 free tanks. sure, it is an awesome collection, but for me a 'take on all comers' list means a list that i would want to use to play against any other list, once. sure, my weirdboy might have his idea to organize this big battle production and set off against ten free tanks. that story can get played out. a tragic story, most likely, and probably only once.

anyways, thanks for your communication!
actually, i have not spoken with anyone interested in this hobby since, actually, 2006!
these forums take the place of that for me, when i have time to contribute.
 

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Discussion Starter #8
@jin
Nice collection you have there!

First you need to Edit away all. Individual pointcosts in you list.

I think you can find the points you looking for in your list. I think the skorcha on the LW is a waste since you can't fire snapshot with tamplates and the killkannon will force you to it since it is ordanance. Also you have alot of stuff on your Battlewagon. Slim it to one purpose, I would remove the klaw and big shootas, or keep the Shootas and remove the zzapgun instead.
I also think you have some of the points wrong and what do you mean with the Grots shield the walkers? They will not recieve coversave from Grots.
these parts can be removed from the model:


originally i imagined the battlewagon with a zzap gun
and with the deffrolla as the charger for the zzap gun.
i understand that zzap guns are not that great.
but, i like the idea of the orks rolling up with electricity all humming around them
with mosquitoes and small birds getting fried as they pass by!
and then zzapping the electronics of enemy vehicles, wrecking them.
and then taking the parts from those vehicles,
because the orks don't need electronics-
stuff just works because they believe that it will work!

also, i understand about the skorcha.
i described my reasoning in the response to R_squared.
please see that post if you can...

thanks for the feedback!
 

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Discussion Starter #9
@jin
Nice collection you have there!

First you need to Edit away all. Individual pointcosts in you list.

I think you can find the points you looking for in your list. I think the skorcha on the LW is a waste since you can't fire snapshot with tamplates and the killkannon will force you to it since it is ordanance. Also you have alot of stuff on your Battlewagon. Slim it to one purpose, I would remove the klaw and big shootas, or keep the Shootas and remove the zzapgun instead.
I also think you have some of the points wrong and what do you mean with the Grots shield the walkers? They will not recieve coversave from Grots.
oh no.. i guess now i realize that individual points costs are maybe forbidden?!?!
ok... sorry about that. my fault completely.

by "shield" i mean they just walk out in front.
that is the weirdboy's big battle plan- i describe that in my reply to R_squared.

also, which points are wrong?
probably i read the rules wrong or made a math mistake?
 

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oh no.. i guess now i realize that individual points costs are maybe forbidden?!?!
ok... sorry about that. my fault completely.

by "shield" i mean they just walk out in front.
that is the weirdboy's big battle plan- i describe that in my reply to R_squared.

also, which points are wrong?
probably i read the rules wrong or made a math mistake?
Can't remember right noe but I might just have paired the numbers to the wrong entry. Thought you hade the nob in the boysquad at half a melta and the same goes for the deffrolla. But I could have missread the way you wrote out the Points.
 

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my only real critiques of the list is the lack of regular boyz, two 10 man units isn't really going to get you far also you could save points with your grot units you only need 1 runt herder in the 15 grot unit and the one with 20, drop it down to 19 and then you will only need 1 runt herder for that unit as well that would free up some points there.

but as you said you just want to play the game for fun and this lookis pretty fun and it will suprise heaps of players as it isn't a standard sort of a list for Orks (that is if we have a standard sort of a list) :biggrin:
 

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Discussion Starter #12 (Edited)
my only real critiques of the list is the lack of regular boyz, two 10 man units isn't really going to get you far also you could save points with your grot units you only need 1 runt herder in the 15 grot unit and the one with 20, drop it down to 19 and then you will only need 1 runt herder for that unit as well that would free up some points there.

but as you said you just want to play the game for fun and this lookis pretty fun and it will suprise heaps of players as it isn't a standard sort of a list for Orks (that is if we have a standard sort of a list) :biggrin:
thanks for the feedback.
i have not been active enough on this site but when i have been
people are so cool.

about the boyz, yeah, i agree.

i can cut the nobz squad down to three.
i can also remove the killcannon and two big shootas from the battlewagon.
together, that is about a hundred points.


for 60 points, I can add 10 boyz.
do you recommend adding to make one unit of 20?
or adding one more unit of 10?
i thought about making one unit into shoota boyz,
as they look like it.

I also wanted to get some stormboyz in there.
so, my initial thinking was to spend that on stormboyz
and use the leftovers to add a few boyz to the squads.
as the looted wagon can carry 12, i figured on adding a couple boys there.
maybe add one to the other unit.
normal boyz are few,
but there are a number of units of various flavors
instead of a green tide on wheels.
this may be the most "competitive"
but i hate it.
would hate to play it, and would hate to play against it.
note that i have not a single truck.
and also will never own a wraithknight.
centurions.

as for the grot herders rule,
i have not played 40k since 2005 or 6 maybe,
and have never put together an ork army before.
i guess i read the rules wrong.
the codex says that you must take an additional runtherd
"for every ten additional Gretchin".
so i took that to mean
11-20 => the first additional 10
21-30 => the second additional ten.

so, after ten grots, one must have 2 herders.
and so on.
actually, i have a difficult time reading the text and understanding it a different way.

on the interpretation that you are offering,
and it turns out to be the normal reading, as i have just checked da webz,
one requires an additional herder only at 20.
and, as the squad limit size is 30,
it seems a better way to write the rule would have been:
"with 20 or more grots, an additional herder is required."
but actually, it is only with 30, the maximum number, that an additional herder is required.
which seems to be the way that people read the rule,
but makes absolutely no sense at all. none.

but, anyways, if this is the rule,
then you are right,
and i guess the thing to do is to move those orks into the other squads.
or, maybe split the grots into three objective babysitting units of 10 each.
of course, they are fragile and will run.
but, there are more of them that will have to run.
and being smaller may be easier to hide...




does anyone else understand this rule differently?
 

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as for the grot herders rule,
i have not played 40k since 2005 or 6 maybe,
and have never put together an ork army before.
i guess i read the rules wrong.
the codex says that you must take an additional runtherd
"for every ten additional Gretchin".
so i took that to mean
11-20 => the first additional 10
21-30 => the second additional ten.

so, after ten grots, one must have 2 herders.
and so on.
actually, i have a difficult time reading the text and understanding it a different way.
I know that everyone keep saying that you can have 1 herder up to 19 grots but I'm with you on this. I have also never seen how the rules could read that. Maybe a collective case of rulebending.
 

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the grot rule was actually FAQed to clarify this. the wording as said for each additional 10 grots you must take another runt herder so an additional 9 doesn't meet the requirements for another runt herder, not until you add 10. the advantage to doing the 20 grots is that the unit size is actually 22 mini's (20 gretchin and two runt herders) which makes the first morale check after losing 6 instead of 5 and you have two squig hounds so multiple chances to eat grots to recheck morale. otherwise if you aren't using the slots on the FOC you might as well have multiple units of gretchin as objective sitters.
 

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the grot rule was actually FAQed to clarify this. the wording as said for each additional 10 grots you must take another runt herder so an additional 9 doesn't meet the requirements for another runt herder, not until you add 10. the advantage to doing the 20 grots is that the unit size is actually 22 mini's (20 gretchin and two runt herders) which makes the first morale check after losing 6 instead of 5 and you have two squig hounds so multiple chances to eat grots to recheck morale. otherwise if you aren't using the slots on the FOC you might as well have multiple units of gretchin as objective sitters.
Thanks! First time I have seen anyone clarify this! :)
 

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yeah when i first started playing, i thought the same and then it was explained to me. in the older codex the wording wasn't as clear but in the new codex it was re-written to "supposedly" remove the confusion.
 

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Discussion Starter #17
yeah when i first started playing, i thought the same and then it was explained to me. in the older codex the wording wasn't as clear but in the new codex it was re-written to "supposedly" remove the confusion.
yeah, they did a great job there.

:crazy:
 

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Discussion Starter #18
the grot rule was actually FAQed to clarify this. the wording as said for each additional 10 grots you must take another runt herder so an additional 9 doesn't meet the requirements for another runt herder, not until you add 10. the advantage to doing the 20 grots is that the unit size is actually 22 mini's (20 gretchin and two runt herders) which makes the first morale check after losing 6 instead of 5 and you have two squig hounds so multiple chances to eat grots to recheck morale. otherwise if you aren't using the slots on the FOC you might as well have multiple units of gretchin as objective sitters.
wow. ok. i understand but still makes zero practical sense.

i understand why 1-10 => 1 herder
11-20 2, and 21-30 3.
more grots need more herders.
now, why one ork alone can manage the FIRST 20,
but the second can only manage the second 10,
and the third only one additional gretchin at 30 -
this is senseless on its face.
anyways, i like the result.
means i can drop a herder from the one,
and either add another hound to the big unit
or
using those points, add almost a couple orks to a boyz squad.
 
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