PDA

View Full Version : [1750] Orks



Akaiyou
05-03-2012, 02:58 AM
Theme:
Get all my shooty models in there and build up a good shooty list. Dakka Dakka Dakka!!

List Performance:
1 Wins, 0 Draws, 1 Losses

Overall Theme Performance:
5 Wins, 1 Draws, 2 Losses

1750 Pts - Codex: Orks Roster - Dakka

HQ:
. . 1 Big Mek, 95 pts (Choppa; Shokk Attack Gun)
. . 1 Big Mek, 105 pts (Kustom Force Field; Burna)

Elite:
. . 10 Burna Boyz, 150 pts
. . 8 Lootas, 120 pts
. . 8 Lootas, 120 pts

Troops:
. . 19 Boyz, 170 pts (Shootas; Big Shoota x2)
. . . . 1 Boyz Nob (Bosspole; Slugga; Power Klaw)

. . 19 Boyz, 170 pts (Shootas; Big Shoota x2)
. . . . 1 Boyz Nob (Bosspole; Slugga; Power Klaw)

. . 19 Boyz, 170 pts (Shootas; Big Shoota x2)
. . . . 1 Boyz Nob (Bosspole; Slugga; Power Klaw)

. . 19 Boyz, 170 pts (Shootas; Big Shoota x2)
. . . . 1 Boyz Nob (Bosspole; Slugga; Power Klaw)

Fast Attack:
. . 1 Deffkoptas, 70 pts (Twin Linked Rokkit Launcha x1; Buzzsaw x1)
. . 1 Deffkoptas, 70 pts (Twin Linked Rokkit Launcha x1; Buzzsaw x1)
. . 1 Deffkoptas, 70 pts (Twin Linked Rokkit Launcha x1; Buzzsaw x1)

Heavy Support:
. . 3 Killer Kans, 135 pts (Dreadnought CCW; Grotzooka x3)
. . 3 Killer Kans, 135 pts (Dreadnought CCW; Grotzooka x3)

Total Roster Cost: 1750

Going to run this list a couple more times and post up it's results.

Armies Defeated
Necrons - VoD & Scarabs

Akaiyou
05-11-2012, 08:24 AM
Had reworked this list to include more rokkits like the 1250 version and played against 'umie and was on the verge of tabling my opponent by end of turn 5.

He had a mixed force of 'umie packing veterans chimeras, psykers, a demolisher and 2 russes with battlecannons. So a good mix of infantry and vehicles.

I have since reworked the list as follows:

1750 Pts - Codex: Orks Roster - Dakka

HQ:
. . 1 Big Mek, 90 pts (Bosspole; Kustom Force Field; Choppa)

Elite:
. . 10 Lootas, 150 pts
. . 10 Lootas, 150 pts

Troops:
. . 29 Boyz, 250 pts (Shootas; Rokkit Launcha x3)
. . . . 1 Boyz Nob (Bosspole; Slugga; Power Klaw)

. . 29 Boyz, 250 pts (Shootas; Rokkit Launcha x3)
. . . . 1 Boyz Nob (Bosspole; Slugga; Power Klaw)

. . 29 Boyz, 250 pts (Shootas; Rokkit Launcha x3)
. . . . 1 Boyz Nob (Bosspole; Slugga; Power Klaw)

. . 9 Boyz, 100 pts (Shootas)
. . . . 1 Boyz Nob (Bosspole; Slugga; Power Klaw)

Fast Attack:
. . 1 Deffkoptas, 70 pts (Twin Linked Rokkit Launcha x1; Buzzsaw x1)
. . 1 Deffkoptas, 70 pts (Twin Linked Rokkit Launcha x1; Buzzsaw x1)
. . 1 Deffkoptas, 70 pts (Twin Linked Rokkit Launcha x1; Buzzsaw x1)

Heavy Support:
. . 2 Killer Kans, 100 pts (Dreadnought CCW; Rokkit Launcha x2)
. . 2 Killer Kans, 100 pts (Dreadnought CCW; Rokkit Launcha x2)
. . 2 Killer Kans, 100 pts (Dreadnought CCW; Rokkit Launcha x2)

Total Roster Cost: 1750

I feel this list is stronger than both the previous incarnations and can't wait to try it out.

So far this theme has racked up 3 W 0 L 0 D

Akaiyou
05-16-2012, 04:12 AM
Ok currently with the new list play tested and won against 'umies.
I ran 3 games yesterday (tuesday)

Bringing the theme record to a total of
4 Wins, 1 Draws, 1 Losses

Orks vs 'umies - Win (Seize Ground)
Orks & 'umie vs CSM - Loss (Kill Points)
Orks vs Blood Angels - Draw (Cpature & Control)

Against the Blood Angels it was a draw due to time constraints we were just finishing up turn 4 when dice down was called during the assault phase. Which would give me a chance to kill off some Beakies if the Kans had luck on their side and be able to contest his objective
otherwise I would've had a real big chance of contesting on turn 5 and pretty much guaranteed on a turn 6.

So i take my draw with a grain of salt.

Against CSM in the tag team it was 3,000 pts. I ran using 1,000 pts of orks only to give my partner a larger 'umie force figuring that they would put in work which they did early on but then we started getting rolled over by the CSM after we sniped out the DP and rhinos. My kans fell craptacularly and a 2 man unit of raptors wiped out a unit of 50 guardsmen in 1 round of combat. Chaos was pleased, I was not...

Against 'umie we had seize ground I and dawn of war with me going first, I expanded my large mobs and took control of the table early pushing him away from the objectives on his end so that i would basically control all 4 objectives by owning the center of the map. Game played out as expected i managed to survive thanks to extending my KFF to my frontal units and getting some serious back up from my deffkoptas that NEVER fail to impress me every game. I took some early pics of the battle for those interested since i didtn have the time for a battle report.

http://img5.uploadhouse.com/fileuploads/16097/16097474771e312a16d17e2301525c2966a3bbd5.jpg]

http://img3.uploadhouse.com/fileuploads/16097/16097473529df89a467d443f0dc04b2c2f6a65b1.jpg

http://img6.uploadhouse.com/fileuploads/16097/1609747209e1df6355ad2f4256a2d9bc25773780.jpg

http://img8.uploadhouse.com/fileuploads/16097/16097471d30234341f2778b5d4e007f7a7d2d31f.jpg

Vashtek
05-16-2012, 07:55 AM
I like the list. One comment it would be nice to give your (what I presume to be) your 10 man 'sit on home base squad' a heavy shoota so that they have a chance of doing something annoying.

Also, I worry about your list in kill points games. Deff koptas are three easy killpoints, and your kan squads are another (relatively) easy 3.

Akaiyou
05-17-2012, 04:42 AM
I've won kill point games so far 3 of those wins i have are on kill pints. I simply go for the complete annhilation of the opponent's army in that scenario.

lol then again thats what i do most of the time anyway haha but in that particular mission im more focused on staying ahead in KPs they usually get a lead on me due to the deffkoptas but not before the deffkoptas do one or two incredibly useful things or annoy the crap out of the opponent.

Wolfshade
05-17-2012, 04:51 AM
What do you use your koptas for? I have the ones from AoB but I haven't figured a use for them:confused:

Akaiyou
05-18-2012, 06:20 AM
I give the koptas TL Rokkits and a Buzzsaw as you see on my list.

This set up is sooooo good to hunt down vehicles as early as turn 1. Or to just harrass the crap out of key units the koptas are strong.

Ways to use them.

#1 - If you are going first set them up on your front lines, turbo-boost during your scout move which should bring you into your opponent's deployment zone (unless ur playing dawn of war), on ur turn 1 move in closer and aim for a side shot on a key vehicle you practically got BS 3 so 50/50 chance to hit and side armor is usually way easier to damage. However it doesnt matter even if u miss, what we REALLY are aiming to do is to assault that vehicle because on turn 1 it has not moved thus you get AUTO HITS! With a S7 weapon (buzzsaw) which should easily damage AV10/AV11 rear with 3 attacks.

This technique has worked wonders for me time after time after time after time I can almost 100% guarantee that 3 vehicles are getting rocked turn 1 in every game that I go first.

#2 If you are NOT going first then you have the option to keep them in reserve and outflank them allowing you to keep the enemy on their toes from the side. Given the great speed of the deffkoptas you can easily maneuver around or behind a vehicle and hit that rear armor and with an 18" assault range coming in, it is very possible to get an assault in.

#3 Deffkoptas are not only great against enemy vehicles but those buzzsaws and T5 with 2 wounds and a 4+ save makes them perfect for taking out heavy support infantry. Fighting Spacewolves? Need Longfangs taken care of? Send a deffkopta to whoop their ***. That 70 pt deffkopta will mop the floor with 140 pts Long Fangs keeping ur vehicles alive longer and a big threat occupied.

The best thing is that Deffkoptas have Hit & Run so at the end of the enemy's asssault phase you can hit and run out of combat and shot em up + assault again or go harrass something else.


So basically I think deffkoptas are the epitome of harrasment untis. Creme of the crop. Just avoid sending them off against a unit packing a power fist or anything that can ignore the 2 wounds + T5 on them cuz that is their saving grace in combat.

Wolfshade
05-18-2012, 06:40 AM
Thanks for that, I think my favourite is option 1, though Deffkoptas are BS2 so the odds are 1:3 and I'd forgotten they had scouts rule :)
When I used them I had them as mobile fire support but had considered a buzzsaw and CCing them to death :)

Akaiyou
05-18-2012, 12:58 PM
The rokkits are twin linked so BS2 becomes BS3 due to the re-roll. 50% chance to hit overall

Akaiyou
05-22-2012, 10:06 PM
Played against Grey Knights 1750 and had a really fun game. Started with a lead early on as my deffkoptas harrassed the crap out of his units and then paladins came along with Coteaz and a GM and rained on my parade completely changing the tide of the game as I had no response to them and they performed their wound allocation shenanigans well.

He has Coteaz, a GM, 3 psyriflemen and 6 psyrazorbacks with heavy bolters and 3 acolytes inside in each.

We played all 3 missions I had an early lead i did heavily damaged most of his vehicles within turn 1 and 2 immobilizing or wrecking them right off the bat looked like an Ork victory but the mega death battle vs paladins in the middle of the board proved to be my downfall as I just couldn't kill them and they rolled over everything i sent at them till the very end of turn 5.

In the end capture n control was a draw, seize ground was a last minute win for him and he had a major advantage on kill points after i epic failed at killing the paladins for 4 turns.

http://img3.uploadhouse.com/fileuploads/16124/16124430dc08117198c9f339dc2dca5a6437359f.jpg
http://img8.uploadhouse.com/fileuploads/16124/16124429891af8a6367135b69322d8a4dad4f324.jpg
http://img3.uploadhouse.com/fileuploads/16124/1612442889d9a9902bbec1acfeda467592a6398a.jpg
http://img5.uploadhouse.com/fileuploads/16124/16124427436e895f6a299a756490d5f23d8b693e.jpg

Akaiyou
05-22-2012, 10:08 PM
http://img2.uploadhouse.com/fileuploads/16124/16124425fdd9380a32dc021a8a12797a64f9b054.jpg
http://img5.uploadhouse.com/fileuploads/16124/161244260c4d11ebee76f419da476b1eda2c857d.jpg

Vashtek
05-24-2012, 05:47 AM
Played against Grey Knights 1750 and had a really fun game. Started with a lead early on as my deffkoptas harrassed the crap out of his units and then paladins came along with Coteaz and a GM and rained on my parade completely changing the tide of the game as I had no response to them and they performed their wound allocation shenanigans well.

He has Coteaz, a GM, 3 psyriflemen and 6 psyrazorbacks with heavy bolters and 3 acolytes inside in each.

We played all 3 missions I had an early lead i did heavily damaged most of his vehicles within turn 1 and 2 immobilizing or wrecking them right off the bat looked like an Ork victory but the mega death battle vs paladins in the middle of the board proved to be my downfall as I just couldn't kill them and they rolled over everything i sent at them till the very end of turn 5.

In the end capture n control was a draw, seize ground was a last minute win for him and he had a major advantage on kill points after i epic failed at killing the paladins for 4 turns.


Killpoints will always be a pain for you with three individual deffkoptas. Wiping the opposition doesn't happen very often at a competitive level. Paladins make this problem even worse. Big units of Paladins are very difficult for orks to deal with - you need to charge them with a enough orks so that the nobs don't get killed, and get lucky with nob powerfist rolls. You will be taking a whole bunch of fearless wounds though.