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Discussion Starter · #1 ·
Heeeello,
So for a few Maelstrom games I need a fun 500pts Ork list to play. Hopefully a rather good one as well, since some of my opponents like to get competitive.
Which one do you prefer and why? Which one is the worst? I'm grateful for any feedback.

LIST 1 (Basic List):

HQ:
Mek (No Upgrades)

Troops:
12x Slugga Boyz in Trukk w/ Ram, Nob with Boss Pole and Power Klaw

12x Slugga Boyz in Trukk w/ Ram, Nob with Boss Pole and Power Klaw

Fast Attack:
1x Deffkopta (No Upgrades, objective grabber)

Elites:
3x Meganobz in Trukk w/ Ram, Boss Pole on Boss Nob

Total: 499pts


LIST 2 (More Meganobz, this one feels a bit iffy):

HQ:
Mek (No Upgrades)

Troops:
10x Slugga Boyz in Trukk w/ Ram, Nob with Boss Pole and Power Klaw

10x Grots plus Runt Herd

Elites:
3x Meganobz in Trukk w/ Ram, Boss Pole on Boss Nob

Elites:
3x Meganobz in Trukk w/ Ram,

Total: 500pts


LIST 3 (Looted Wagons):

HQ:
Mek (No Upgrades)

Troops:
12x Slugga Boyz in Trukk w/ Ram, Nob with Boss Pole and Power Klaw

11x Grots plus Runt Herd

Elites:
3x Meganobz in Trukk w/ Ram

Heavy Support:
Looted Wagon with Killkannon and a Rokkit Launcha

Looted Wagon with Killkannon and a Rokkit Launcha

Total: 499pts

Thanks in advance :)
 

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Problem with all three of them is that a mek is not a true HQ choice. You have to have one of the other HQ choices to unlock the ability to use them.
 

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Discussion Starter · #3 · (Edited)
Problem with all three of them is that a mek is not a true HQ choice. You have to have one of the other HQ choices to unlock the ability to use them.
I beg to differ :p
This is the wording of the rule I think you are referring to:

''Mekaniaks: For each HQ choice in a Detachment (not including other Meks) you may include a single Mek chosen from this datasheet. These selections do not use up Force Organisation slots.''

This does not in any way preclude you from taking a Mek without unlocking it with another HQ. It simply says that for each other HQ you bring you can have an ''extra'' Mek that doesn't take up an HQ slot.
Or am I missing something?
 

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::shrugs::
It is an old argument, general thoughts by the net supports what I said. If your local group allows you to use them as a HQ cool then. Thing is they are not independent characters so whatever unit you stick them with they stay with it for the game.
 

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Discussion Starter · #5 ·
Yeah, I did some googling and it seems a lot people have different interpretations of the rule :/ The 1d4chan wiki does however agree with you...

Anyway, the plan is to dump him behind the Meganobz unit for protection or maybe with grots hiding far back on an objective.
 

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It is a confusing rule especially since they put him in the HQ section but I also feel to take the mek you have to have another HQ first but hey if they let you take him then by George take him.

Anyway my choice for the list would be list 3 as my favorite because at this low points game most people have trouble with AV 10 or higher. So your trukks should be pretty safe running the boyz and MANZ around. I think list 1 would be the least fun and effective there are just to many things that can wreck the boyz. List 2 would also be good or drop one of the mega nobs and take a looted wagon just to have that nice big blast template.
 

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Discussion Starter · #7 ·
I think I agree with what you say, morfangdakka. The four vehicles in List 3 should force the opponent to prioritize where to fire his anti-tank leading to that most should get close and do damage. The only slightly impractical thing is the combination of Orky BS 2, Large blasts and close combat units... I dont want to shoot my own guys! But it should be avoidable.
 

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At 500 points I have noticed most other armies have one maybe two anti tank weapons and usually in squads. So hitting those squads first with the killkannons would be good or sending boyz or MANZ after them. Dark Eldar like to carry haywire grenades but you don't have to get close to shoot them. Since it is heavy ordnance you don't have to worry about ork BS to much. Also killakannons are good for taking out troops the MANZ would be taking out dangerous stuff and the boyz grab objectives so you should be shooting the killkannons at things that might stop the boyz from getting the objective but otherwise I think that will be good. I might copy this list for my league that starts at 500 points.
 

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Discussion Starter · #9 ·
Oooh what an honor to have inspired someone else's list :D Plus, list 3 is certainly the most random and orky list so that gives it some point as well :D Time to convert another looted wagon!
 

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Yeah I think at 500 points for my league they would have trouble with it. Since several people like to play daemons the AV plus the big blast would really ruin their day. I will just have to add a legal HQ to the list. The group ruled the mek was not a legal HQ on his own. So other than that I think I have two wagons to loot.
 
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