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Da Orky List ideas for Guardian Cup updated list Pg 2


Lyraeus

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The first list I am thinking on. Oh, I know, no 25 lootas, no evil sunz. I understand that but I am trying to work my style of Orks. 

 


++ Battalion Detachment +5CP (Orks) [55 PL, 7CP, 1020pts] ++

Clan Kultur: Deathskulls

Specialist Detachment [-1CP]: Dread Waaaagh!

+ HQ +

Big Mek W/ Shokk Attack Gun [4 PL, 84pts]: Big Killa Boss, Da Souped-up Shokka, Grot Oiler, Shokk Attack Gun, Warlord

Warboss in Mega Armour (index) [7 PL, 120pts]: Power Klaw, Shoota

+ Troops +

Boyz [11 PL, 237pts]: 3x Tankbusta Bombs
. Boss Nob: Killsaw, Kombi-Rokkit
. 29x Ork Boy W/ Slugga & Choppa

Boyz [11 PL, 209pts]: 2x Tankbusta Bombs
. Boss Nob: Killsaw, Kombi-Rokkit
. 15x Ork Boy W/ Shoota
. 10x Ork Boy W/ Slugga & Choppa

Boyz [7 PL, 77pts]: Tankbusta Bombs
. Boss Nob: Choppa, Shoota (Index)
. 10x Ork Boy W/ Shoota

+ Elites +

Mad Dok Grotsnik [5 PL, 86pts]

+ Fast Attack +

Stormboyz [10 PL, 207pts]
. Boss Nob: Killsaw, Kombi-Rokkit
. 19x Stormboy

++ Battalion Detachment +5CP (Orks) [42 PL, 5CP, 748pts] ++

Clan Kultur: Bad Moons

Runtherd [2 PL, 35pts]: Grot-Prod, Squig Hound

+ HQ +

Weirdboy [3 PL, 62pts]:

Big Mek (Index) [5 PL, 79pts]: Choppa, Grot Oiler, Kustom Force Field

+ Troops +

Gretchin [4 PL, 75pts]: 25x Gretchin

Gretchin [4 PL, 90pts]: 30x Gretchin

Boyz [11 PL, 152pts]: 2x Tankbusta Bombs
. Boss Nob: Big Choppa, Shoota (Index)
. 20x Ork Boy W/ Shoota

+ Heavy Support +

Lootas [13 PL, 255pts]: 15x Loota

++ Battalion Detachment +5CP (Orks) [11 PL, 5CP, 231pts] ++

Clan Kultur: Snakebites

Clan Kultur: Blood Axes

Clan Kultur: Bad Moons

+ HQ +

Big Mek (Index) [5 PL, 79pts]: Choppa, Grot Oiler, Kustom Force Field

Weirdboy [3 PL, 62pts]:

+ Troops +

Gretchin [1 PL, 30pts]: 10x Gretchin

Gretchin [1 PL, 30pts]: 10x Gretchin

Gretchin [1 PL, 30pts]: 10x Gretchin

++ Total: [108 PL, 17CP, 1999pts] ++

 

Thoughts? 

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Alrighty... since this is for the guardian cup, which is a decent competitive level event, and I assume your goal is to have fun but win more than you lose I'll make suggestions with that in mind. I also am going make the assumption  that you can either buy or make models somewhat quickly.

Up those shokk attack gun numbers. And put them in the blood moons battalion and make it the specialist detachment. Because of you I've come to see shokk attack guns as awesome, jam 3 in, 1 as the relic an laugh as you "vlorrp" things.

KFF doesn't care what detachment it is in. It'll protect anyone.

Shave the kombi-rokkits. If you add more shokk attack gunz (which can be character hidden, shoot just as many shots but with rerolls of 1's) you dont need them. Which gives you enough points for your other problem. Not enough boys. Those squad need to be as close to 30 as points allow. 20 or less means 20 attacks left off the table.

Not a fan of mad dok. I feel he could be more storm boys. I have other idea but that would really mess with what your doing.

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1 hour ago, SPaceORK said:

Alrighty... since this is for the guardian cup, which is a decent competitive level event, and I assume your goal is to have fun but win more than you lose I'll make suggestions with that in mind. I also am going make the assumption  that you can either buy or make models somewhat quickly.

Up those shokk attack gun numbers. And put them in the blood moons battalion and make it the specialist detachment. Because of you I've come to see shokk attack guns as awesome, jam 3 in, 1 as the relic an laugh as you "vlorrp" things.

KFF doesn't care what detachment it is in. It'll protect anyone.

Shave the kombi-rokkits. If you add more shokk attack gunz (which can be character hidden, shoot just as many shots but with rerolls of 1's) you dont need them. Which gives you enough points for your other problem. Not enough boys. Those squad need to be as close to 30 as points allow. 20 or less means 20 attacks left off the table.

Not a fan of mad dok. I feel he could be more storm boys. I have other idea but that would really mess with what your doing.

All good points. Multiple Shokk Attack Guns are great but not fantastic. I honestly wonder if they have a diminishing return. 

The biggest thing about the relic vs the normal isn't the heavy 2d6 vs heavy D6 it's the fact that the relic does Mortal Wounds in addition to normal damage on that rare 11+ strength roll vs just Mortal Wounds from the normal. 

 

Mad Dok increases my number of saved models by extending their life span but it's still a test. 

 

Bad moon SAG's are interesting but I prefer Deathskulls. That reroll to hit, that reroll to wound and thst reroll on the damage roll is just simply fantastic. Making the characters obsec and a 6++ is great. 

 

 

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1 hour ago, Lyraeus said:

All good points. Multiple Shokk Attack Guns are great but not fantastic. I honestly wonder if they have a diminishing return. 

I mean maybe? But on the turn your not triple tapping it's just 4d6 shots total. Which seems solid. They are for really peeling wounds off hard targets. And they are great against custodes which I guarantee you'll see 

The biggest thing about the relic vs the normal isn't the heavy 2d6 vs heavy D6 it's the fact that the relic does Mortal Wounds in addition to normal damage on that rare 11+ strength roll vs just Mortal Wounds from the normal. 

Which is why you save a reroll for the strength dice. If you get a 5-6 on either dice you go for the 11+ and destroy almost any unit. Didnt do the maths but I cant see a 3++ Castellan survive double tap or triple.

 

Mad Dok increases my number of saved models by extending their life span but it's still a test. 

Yea I understand that. And when you have a large number of models it does work. But is saving 20 guys worth the 40ish attacks you lose for having squads under 26-30 boys? Try it for sure. But orks, AM and 200 termagaunts are a thing in the meta.

Bad moon SAG's are interesting but I prefer Deathskulls. That reroll to hit, that reroll to wound and thst reroll on the damage roll is just simply fantastic. Making the characters obsec and a 6++ is great

I would be inclined to agree on a singular SAG, but if you have three and one is the relic and you use the relic one as a second antitank loota squad, you want access to both double tap stratagems.

 

 

 

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7 hours ago, SPaceORK said:

All good points. Multiple Shokk Attack Guns are great but not fantastic. I honestly wonder if they have a diminishing return. 

I mean maybe? But on the turn your not triple tapping it's just 4d6 shots total. Which seems solid. They are for really peeling wounds off hard targets. And they are great against custodes which I guarantee you'll see 

The biggest thing about the relic vs the normal isn't the heavy 2d6 vs heavy D6 it's the fact that the relic does Mortal Wounds in addition to normal damage on that rare 11+ strength roll vs just Mortal Wounds from the normal. 

Which is why you save a reroll for the strength dice. If you get a 5-6 on either dice you go for the 11+ and destroy almost any unit. Didnt do the maths but I cant see a 3++ Castellan survive double tap or triple.

 

Mad Dok increases my number of saved models by extending their life span but it's still a test. 

Yea I understand that. And when you have a large number of models it does work. But is saving 20 guys worth the 40ish attacks you lose for having squads under 26-30 boys? Try it for sure. But orks, AM and 200 termagaunts are a thing in the meta.

Bad moon SAG's are interesting but I prefer Deathskulls. That reroll to hit, that reroll to wound and thst reroll on the damage roll is just simply fantastic. Making the characters obsec and a 6++ is great

I would be inclined to agree on a singular SAG, but if you have three and one is the relic and you use the relic one as a second antitank loota squad, you want access to both double tap stratagems.

2d6 reliability kill vs targets and 1d6 possible wiff. All math forward 

The math rolls that a normal sag has a 45% chance to wiff on average rolls, 40% with rerolls to 1's. Sadly I am not sure the exact math for a Deathskulls but it's possibly better (3 rerolls vs average 1 on 1d6).The relic is 21% and 16% with rerolls to 1's.

Average damage is important as well with the normal 2.73 and rr1's is 3.21. The relic is 5.46 and with rr1's its 6.41 (once again the extra rerolls to wound and damage change this) 

So yes. It's good for the 80 pts but it's taking up slots or detachments and that's a heavy consideration. 

 

Against a castellan 3++ as long as you are Da Big Killa Boss you should be doing 3ish over all wounds. It's OK. 

 

As for saving 20ish models. Absolutely! In ITC that means I can deny kills. I did this today in fact in a 2k game against @Jason. I denied several turns of his guard killing full squads of boyz with the Dok.

 

The Dok is only maybe 12 boyz. If I save more than that then he has made his points back in spades. 

 

 

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10 hours ago, Jason said:

 

++ INQUISISTION REDACTION++

As for saving 20ish models. Absolutely! In ITC that means I can deny kills. I did this today in fact in a 2k game against @Jason. I denied several turns of his guard killing full squads of boyz with the Dok

Hahahahahaha, yea that Dok and 3ven the Deathskulls native 6++ w is your bane. For other ork players you will be fine. They typically don't run blue

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18 hours ago, Lyraeus said:

It does a LOT of work. The other trick is a Brutal but Kunnin Warboss with Da Killa Klaw so it's Dmg 4 on charge, heroic intervention, and when you get charged. 

That's what I use.  Incredibly powerful character for the pts.  

I just like the long range opportunities of the KFF warboss with a +1 to wound. Means wounding on 4s almost always and even 2s against tough stuff.  I can 't grok the math with so many re-rolls and such, but it seems like that would be a credible threat against tough targets every turn.  I could see adding a deffskullz detachment with this guy and a KFF big mek, 3 grot units, and some lootas.  Then I'd do my usual Blood Axe force, but use da finkin kap to get Brutal But Kunnin on my warboss.

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18 minutes ago, fluger said:

That's what I use.  Incredibly powerful character for the pts.  

I just like the long range opportunities of the KFF warboss with a +1 to wound. Means wounding on 4s almost always and even 2s against tough stuff.  I can 't grok the math with so many re-rolls and such, but it seems like that would be a credible threat against tough targets every turn.  I could see adding a deffskullz detachment with this guy and a KFF big mek, 3 grot units, and some lootas.  Then I'd do my usual Blood Axe force, but use da finkin kap to get Brutal But Kunnin on my warboss.

I am actually working on something silly. A boyz list with a Evil Sunz, Deathskulls, and Bad Moons detachments. The first for tellyporta strike, the second for durable chaff and objec secure meganobz and stormboyz, and the last for the dakka

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On 2/1/2019 at 7:39 AM, Lyraeus said:

Big Mek W/ Shokk Attack Gun [4 PL, 84pts]: Big Killa Boss, Da Souped-up Shokka, Grot Oiler, Shokk Attack Gun, Warlord

Been thinking about this guy. I think sniper rifles (and the like) would really ruin your day for this character. He's only T4 and only has a 4+ armor save (a respectable 3+ in cover). And more importantly, he only has 4 wounds.

The other concern would be area of effect attacks, like the Linebreaker Bombardment stratagem. Having a character with low wounds makes this particularly threatening.

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1 hour ago, paxmiles said:

Been thinking about this guy. I think sniper rifles (and the like) would really ruin your day for this character. He's only T4 and only has a 4+ armor save (a respectable 3+ in cover). And more importantly, he only has 4 wounds.

The other concern would be area of effect attacks, like the Linebreaker Bombardment stratagem. Having a character with low wounds makes this particularly threatening.

Sure, send your 36" guns to the 60" gun. Let's see how many boyz are in the way ^_~

It's definitely not impossible. @Jasonkilled him with a Calexis Assassin so it's doable but I am getting better at protecting him 

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4 hours ago, Lyraeus said:

Sure, send your 36" guns to the 60" gun. Let's see how many boyz are in the way ^_~

It's definitely not impossible. @Jasonkilled him with a Calexis Assassin so it's doable but I am getting better at protecting him 

You can definitely defend against it. Was just thinking about common things you'd have to watch out for.

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