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Discussion Starter · #1 ·
I felt that since I was dishing out so many Ork tactics I might as well post the army list I personally use.

HQ:
1 Warboss- Mega Armor, Bionik Bonce, Iron Gob

6 Nobs retinue- Mega Armor, Bionik Bonce

1 Big mek- 3 Grot Oilers, Super Stik Bombs, Mek's Tools, KFF

Trukk Transport- Red Paint, Rokkit Launcha

Elites:
16 Skar Boyz- 3 Burnas, Frag Stik Bombs

Troops:
10 Slugga Boyz- 3 Big Shootas, Nob w/ Big Shoota, Bosspole

10 Slugga Boyz- 3 Big Shootas, Nob w/ Big Shoota, Bosspole

10 Tanbusta Boyz- 3 Rokkits, Nob w/ Rokkit

Fast Attack:
10 Trukk Boyz- Trukk w/ red paint, Rokkit Launcha

3 Buggies- Twin-Linked Rokkits

3 Buggies- Twin-Linked Rokkits

Heavy Support:
1 Basilisk- Indirect Fire

1 Ork Dread- Rokkit Launcha, Twin-Linked Rokkit Launcha

1 Battlewagon- Red Paint, Armor Plates, 5 Bolt On Big Shootas, Grot Rigger, ZZap Gun

It comes out a little below 2000 points but that's so I can be flexible on a few choices. Over all though, this is the type of list I run at 2000 points, which is the typical points I play at.
 

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Why the 2X 10 man slugga squads? What is their roll in your army?
 

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morfangdakka said:
Why the 2X 10 man slugga squads? What is their roll in your army?
The slugga squads fill a dual role in that they are very competent shooters with 4 big shootas in each mob but also good at cc. I run both mobs together almost as if it were 1 20 man mob. I keep them in cover on my side of the board and lay down a hail of fire that usually gets ignored while the enemy tries to kill the wagon, warboss and retinue and trukk boyz. By turn 3, my fast assault elements are usually cleaning house in my opponent's deployment zone and the two mobs can move to the objective.

Unlike shootas, the enemy will think twice about getting into an assault with them with their best assault units because they eat terminators and other 3+ or better save models alive. Shoota mobs are only better than Slugga mobs between 13-24 inches. Outside 24, they both have to rely on big shootas, where they have the exact same chances. Inside 12 inches, Slugga boys will pretty much always be better. Slugga boyz are a dual threat when given this much long ranged firepower; stay away and you'll get out shot, get closer and you'll get assaulted. Shoota Boyz just don't have the close combat umph they need to be a dual threat.

Against specific armies, the power of the slugga over the shoota in CC is more pronounced. Podding marine armies don't really need to fear shoota mobs since a shoota boy is not good in cc. The same goes for infiltrating chaos armies, large death company armies and SOB's, which are all very typical. You can see the dread fills this role as well, 85 points buys me a good chance of 1-2 rokkit hits a turn while retaining a str 10 cc weapon. He won't eat whole squads alive, but he will keep them tied up for the whole game if they can't kill him. The best bet is to try to kill him with anti-tank weapons, which means he's drawing fire away from the 188 point battlewagon full of Skarboyz. It's more than you asked for, but I hope it clears up why I take such an odd squad composition.
 

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No, thank you for the complete discription. I really found your list very interesting and I kind of figured out most of it. I just didn't know if you were using them as a speed bump or as more of a fire support like I do with mine.
 
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