Thursday, May 27, 2010

Ork Army List Review

So I have been asked to review a list by Damien from http://40kinthegaps.blogspot.com/
He is relatively new to Orks and as I have been thrashing around since the 3rd Ed codex, I have some idea, or claim to.

Mek kff kombiskorcha
Warboss pk

Kommandos(7) with 2 scorchas & snikrot (warboss joins)
Tankhuntas (6) with 2 tankhammers and 3 squigbombs

2 x 12 boyz in trukk w nob pk bosspole
1 x 19 boyz in w nob pk bosspole
14 x gretchin w Runtherder
1 x Deffdred scorcha & DCCW


2 x 2 Deffcopta w tl-rl
1 x 1 Deffcopta w tl-rl


3x Killakans w grotzookas
2 x Battlewagons w deathrolla etc 1 for boyz 1 for tankbustas


First: HQs

You need to look at what you intend for them to do.

Warboss: with a powerklaw, he hits at S10 which means he krushes most characters and vehicles in close combat. As such, he will spend time hitting things hard in CC and everyone will try to kill him. I suggest Cybork Body and Attack Squig upgrades are almost mandatory on a PK Warboss. If you intend him to hit vehicles, giving him a bike is a good idea for speed.
Big Mek: THE support character in the codex. As he is support, and VERY squishy when compared to any other T4 character in almost any other codex, he should never be getting into the fighting. With that combi skorcha, you will make the mistake of thinking he can do something and put him on a place where his KFF won't help. So, buy him a Battlewagon upgrade and don't ever get him out, until the BW is a pile of steaming slag underneath him.

Right, Elites.

Kommandos, good. Snikrot, better. Attached warboss, BAD.
Snikrot will lose his infiltrate ability when stuck with the warboss (that's my read on the rules anyway. Correct me if it has been FAQ'd). Snikky does a good job of being a threat to their backlines. The warboss should be charging the front. Apart from that, it works. Could use more bodies but that's a theme to this list.

Tankbustas. Well well well. The underrated appear in a list. Tough choice. It all depends on how you run them. As 6 guys, too fragile. I get the idea, but they are 4 bolt pistol shots from running and not coming back. For ork shooting to work you need lots of shots and 4 doesn't cut it, unless you intend them to be the Anti-Tank to anchor your lines and be a scare more than effective - "this whole squad have S8 AP3 *evil laugh*" etc.

Troops:

Trukk boys x 2. Fine, fairly standard.

Ork Boys: 1x19 boys, obviously in wagon, good

Grots, if you plan on hiding them in cover, then that's fine. Go to ground, make them hard to shift. Remember they are L7 at best, so pray they get ignored.

Dredd - will be a points sink probably, but a good target to shoot at

Fast:
DeffKoptas: Just one thing, 1 squad of 3. Too many KPs to give up for a throwaway unit otherwise. Good as a hinderance, but sub-par for most uses unless you get lucky, or need a tarpit. 2W and 4+ means they will hold up a Dev Squad well. Dont expect them to win though.

Heavy:

Good, good, good.
God I love Ork HS Choices.



Improvements:

This is what I would do: Remember, your mileage may vary depending on your playstyle.

  1. Drop 1 Trukk Boys Squad, all DeffCoptas.
  2. With the points, add in a 6-7 Man Nobs Squad in Battlewagon as troops.
    • Arm them with: Painboy, Cybork Bodies, Big Choppas, a Bosspole and a Waaagh Banner. Add Warboss for win.
  3. Change the upgrades on the Battle wagon for the TankBustas.
    • They cannot shoot from a Wagon which moved > 6 (or 7) inches. So lets make the WAGON then viable at that range.
    • KillKannon, RPJ. Or even better (and my favourite), 4 Rokkits, Kannon. Add Big Mek here and use this as an anchor point for your army. Even better, model it as a Stompa for real effect on the board. Nothing scarier than a modelled Super-Heavy on a normal gaming table, with a AV14 4+ KFF Save to boot.
This is my shooty BW - a Russbot. It has only died to shooting once in normal 40k (in like 2 years), from a Lance Spam army. It died to LOADS of railguns one Apoc match, and to a Warlord in another. Nothing draws fire like a cool model.



So you have:

HQ

Warboss pk, cybork Body, Attack Squig (with Nobs)
Mek kff, cybork Body

Elites
Kommandos(7) with 2 scorchas & snikrot
Tankhuntas (6) with 2 tankhammers and 2 squigbombs

Troops
1 x 5 Nobs w/ Cybork Body, Big Choppas, Waaagh Banner, Bosspole + Painboy w/ Cybork
with Battlewagon, Deffrolla, Red Paint Job, Grot Riggers, Armour Plates, Big Shoota x 1 (stops Weapon destroyed being immobilised)
1 x 12 boyz in trukk w nob pk bosspole
1 x 20 boyz in w nob pk bosspole
14 x gretchin w Runtherder
1 x Deffdred dual scorchas (not twinlinked, 2)

Heavy Support
3x Killakans w grotzookas
Battlewagon, Deffrolla, Red Paint Job, Grot Riggers, Armour Plates, Big Shoota x 1 for boys
Battlewagon, Killkannon, Red Paint Job w/ TankBustas (RPJ = 7" a turn and unload)

Total: 1739. You have 11 points to burn. Go buy yourself a combi-skorcha for your Mek after all :D

8 Vehicles/Walkers:
AV14 x 3
AV12 x 1
AV11 x 3
AV10 x 1
67 infantry.


And do you know the coolest thing about this: On Dawn-of-War deployment, you drop down a battlewagon full of Nobs + warboss. Try stopping that with your average 2 Troops + HQ.
HAH!

fester out.

1 comment:

  1. Thanks alot for the input Fester, I really do see where you're going with this, and I might tweak around a little with it to see what I can squeeze out of the corners.

    You're always a real font of information and I just want to thank you for it ^_^

    ReplyDelete