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revised 1000pt orks

817 views 6 replies 5 participants last post by  morfangdakka  
#1 ·
My revised list: the inputs were helpful.

HQ:
Weirdboy + Warphead=85

Troops:
20xOrk Boyz + Nob+ Big Klaw=155
19xOrk Boyz + Nob+ Big Klaw=149

Elites:
10x Nobz squad + 2xcombi/rokkit+2xcombi/scorcha+painboy+10xcybork
+Trukk w/grot riggers+armour plates+wreckin ball=360

Heavy Support:
Battlewagon+zzap gun+rokkit+shoota+rokkit=130
Battlewagon+zzap gun+rokkit+shoota=120

Total= 999 points


Weird Boy goes with 19x boyz squad in one battlewagon and the other boyz squad goes in the other wagon. Nobz go in the truck. Bumrush army. Trukk has wreckin ball for close combat after nobz have been transported. The wagons will stay back and serve as anti-tank after units have been deployed. All thoughts are welcome.
 
#2 ·
I've never found combi-rokkits to be any good, as you're pretty much guaranteed to do more damage with a twin-linked shoota than with a one-shot rokkit. I'd actually remove the Nobz all together (or at least 5 or 6 of them) to make room for more boyz, as a third of your army's points are currently being used on 10 nobz and a trukk. One lucky earthshaker shot would wreck that easily, and then *boom!*, 360 points down the drain. I'd recommend maxing out your boyz mobs, getting more boyz mobs, and adding three big shootas to each mob.
As for the battlewagons... well, I'd remove at least one and replace it with a couple killa kans. Maybe even drop both of the battlewagons and throw in a big mek with a kustom force field in addition to the kans. I have one, and that 5+ cover save for troops and 4+ cover save for vehicles is a real lifesaver!
 
#4 ·
Remember 2/3 of your scenarios your going to be playing are going to be take and hold types. This would have been a good list for 4th, but you need more troops now. 3 squads of 20 at least. It's been said but Combi-Scorchas are the best bet here. I'd take out 4 of the nobs and put those points into more boyz. The battle wagons are pretty good, but I'd trade one out for a couple of trukks and put some boyz in them if you want a bum rush army. That will also give you a good chance of securing points later in the game with 24" move available.
 
#5 · (Edited)
Trying to stick with what you want to do:

Your plan is to rush the opponent with your battlewagons and trukks and chop em up with your bunch of boyz and nobz.

Your warp'edd doesn't really help as 2 of his powers help move orks about and although he might get a power weapon he is not nearly as killy as a warboss. A warboss would also make your nob squad troops. I would also definitely put grot riggas on your wagons so that they can escape immobilisation and change the weapons around a bit. You also want Deff Rollas for moving through terrain (and ramming stuff if you ever get the chance). Riggers on a trukk are usually not that useful as the things blow up so much.

Amended list would be

HQ:
Boss with power klaw 85

Troops:
20xOrk Boyz + Nob+ Big Klaw=155
19xOrk Boyz + Nob+ Big Klaw=149
10x Nobz squad +2xcombi/scorcha+painboy+ power klaw + waagh banner
Trukk- reinforced ram, red paint job 330

Heavy Support:
Battlewagon+ deff rolla+ grot riggas+ 3x big shootas +kannon =140
Battlewagon+ deff rolla+ grot riggas+ 3x big shootas +kannon =140

The points for the nobz squad might be slightly off as I don't have my codex to hand but I think this would be a stronger list. You might want to make room for cybork bodies and making the nobz bikerz might also be worth considering.

Hope this is helpful!
 
#7 ·
I guess I also have a concern about the warphead in this army. The army is basically a speed freaks army as everything is mounted in a vehicle. So I'm not sure why you would not take a warboss. His extra attacks would be beneficial and it would make the NObs troops but you are only going to have three vehicles on the table at the start of the game. So those three vehicles are going to recieve all the fire unit you get close enough to unload the boyz.