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40k OFCC Ork List


Xavier319

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Hey all! Been playing this list a lot lately, and it does really well. It tends to overwhelm opponents, and presents the problem of there being no 'central' unit for the enemy to focus on. The Mek Gunz being the only one really, but there are only certain things that can tackle them. They Tend to be in the middle of the army, so assaulting them is difficult at best, which is their one real weakness. What do you guys think of this both as an OFCC list and as an overall list? And yes, every vehicle in the army is scratch built, as per usual.

 

OFCC Ork Army – 2000

 

HQ – 135

Warboss – 130 (go in Big Trakk)

Mega Armor/Lucky Stikk/Boss Pole

 

Elites – 355

Kommandoz (10) – 150

Big Shoota (2)/Nob/Power Klaw/Boss Pole

Mega Nobz (3) – 125 (go in Mekboy Junkka)

Boss Pole

Tank Bustas (5) – 80

Bomb Squiggs (3)

Trukk – 35 (dedicated Transport for Tank Bustas)

Rokkit Launcha/Reinfored Ram

 

Troops – 622

Slugga Boyz (12) – 160

‘Ard Armor/Nob/Power Klaw/Boss Pole

Trukk – 35 (dedicated transport for ‘Ard Boyz)

Rokkit Launcha/Reinforced Ram

Slugga Boyz (10) – 135 (go in Big Trakk with Warboss)

‘Ard Armor/Nob/Power Klaw

Slugga Boyz (10) – 105 (go in Warkopta)

Rokkit LaunchaNob/Power Klaw/Boss Pole

Slugga Boyz (12) – 117

Rokkit Launcha/Nob/Power Klaw/Boss Pole

Trukk – 35 (dedicated Transport for Slugga Boyz)

Rokkit Launcha/Reinforced Ram

 

Fast Attack – 125

Warkopta – 65

Skorcha

Grot Bomb Launcher – 35

Warbuggy – 25

Twin-Linked Rokkit Launcha

 

Heavy Support – 418

Lootaz (11) – 154

Mekboy

Big Trakk – 60

Boarding Plank/Skorcha

Mek Gunz (5) – 192

Kustom Mega-Kannonz (5)/Extra Crew (9)/Ammo Runtz (5)

 

Great WAAAGH! HQ – 255

Big Mek – 150 (goes with Mek Gunz)

Mega Armor/Supa Kustom Force Field

Great WAAAGH! Elites – 105

Mekboy Junkka – 105

Skorcha/Reinforced Ram/Supa-Skorcha/’Eavy Plates

Great WAAAGH! Troops – 35

Gretchin – 35

Great WAAAGH! Heavy Support – 60

Looted Wagon – 72

Killkannon/Skorcha

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... i did what? HA. dumb me, sorry! That's my OFCC list. i'll send it again. i'm an idiot. enjoy the D&D paper.

 

as for the kannons, they work amazing. just keep them out of assault. most people avoid them like the plague since they are so hard to kill with shooting. and the kannons are brutal against most effective lists. five plasma cannons that are str 8 (!) are amazing. they do so much damage.

 

List resent to the email Fluger.

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Kannons are good.  I like the list too.  It's real fast.  I always am concerned with those small ork units though.  they just dont hit hard enough usually on their own.  Average dedicated melee units tend to win against them.  I'd make them Ard Boyz if they are going to be in 12's

 

Love the Kommandos.  just love those.

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as for the kannons, they work amazing. just keep them out of assault. most people avoid them like the plague since they are so hard to kill with shooting. and the kannons are brutal against most effective lists. five plasma cannons that are str 8 (!) are amazing. they do so much damage.

 

Yeah, little chance of them getting assaulted when surrounded by my 'Orde.  Conceptually, they looked really powerful, but I like to hear about actual use.  

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wait it looks liike their Nobz are.  Maybe IM reading the list wrong?  I think it says the Nob has the Ard armor, not the shoota boyz.

It is tricky to read, but the points are clearly for 'Ard Boyz.  120 pts base + 10 for Nob, 25 for PK, 5 for BP = 160 pts.  

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let's see.. buried in the middle of the army, it's nearly impossible to actually get to them, so they have yet to be assaulted. In addition, with the rest of the army barreling down the board at the opponent, they are rarely ever shot at, mostly because there are few units that can actually make that shooting count. With proper grot placement, they will mostly just be killing Tough 7 4++ save grotz, which just feels.. pointless. With how it's set up, including the gunz, you have to kill seven models in order to force a test at Ld 8, making leadership manipulation difficult. I did have them delayed by a farseer once using dominate to cause them to miss a shooting phase.

 

Their shooting is incredibly punishing, and with five ammo runtz, I can choose to re-roll at the over-heat stage, or after i actually roll the scatter, making them FAR more reliable than people are expecting out of ork shooting. Str 8 means they can anti-tank, they can anti-MEQ, anti-MC, or whatever, and they double a lot of things out. Move and shoot (while gamey and silly) is a huge boon, and they cant stand and shoot anyway. That and people always roll their eyes when the mek adds his kustom-megablasta to the volley (though 5's to hit is still bad).

 

As for specific stories.. they are brutal to all kinds of crisis suits. I've had them (with decent scatter) wipe out almost two units of suits in one firing phase, since every shot doubles them out. I've had them take out everything short of a land-raider, and they are board control. The mek's KFF protects my tanks, and the gunz. People are (rightfully so) afraid of that many powerful blasts, so it restricts and controls movement and board placement. And if they DO shoot at your gunz, it's shooting that's not going at your boyz. and in a pinch, the mega mek can do some work in CC if he has to (though I wouldn't advise it).  Best thing they've ever done so far was one game they worked in tandem with my lootaz. The lootaz hulled out a tank, and the kannons finished off what was inside. this happened four turns in a row, like clockwork. Devastating against MEQ. Also by the nature of blasts, you can use targeting shenanigans to target tanks or units you CAN see in order to hit stuff hiding behind it with the blast template. 

 

Sorry for the wall of text!

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I own a million grotz!

 

I'm not quite understanding how they are avoiding assaults?  It seems you'd roll up, kill their transports and assault what comes out, possibly flaminating a clear path for things to pas through?  It's not as if they are being shy and holding back!

 

I'd have to see that in action I guess.  It SEEMS like it does what my army does:  Blockade the real threats and keep the enemy in front of them w Gretchen and then smash, close ranks and repeat.

 

BTW that makes me think that you should break the Gretchen into three units.  that way ONE LD check cant take them all out.  Food for thought.  it hurts in KP missions but those are not as common as the other mission types.

 

In any event it looks effective.

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well you see, the grotz are part of the gun unit. and yes, the mek having S&P gives it to the unit, unlike relentless. the vehicles actually block for the mek gunz. the gunz follow the transports, giving the 4++ to the tanks for a turn or two to prevent me from getting alpha struck off the table. then everything splits up, and the boys all dehorse and engage. the massive unit of grotz and gunz do their thing, proving fire support, killing key targets and claiming objectives.

 

I have a TON of grotz myself, so it doesnt bother me, i just had 'em lying around. I also built the gunz from scratch, so I didnt have to drop the 46 bucks or whatever on each of the five kannons.

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well you see, the grotz are part of the gun unit. and yes, the mek having S&P gives it to the unit, unlike relentless.

This sounds so wrong, but I really can't find rules against it. Good find.

 

After re-reading it, seems like artillery don't actually have any rules that make them unable to move and fire, barring that most artillery are heavy weapons. Making an artillery unit relentless should be enough to allow moving and firing (like via endurance).

 

This matters a bunch with those Eldar D weapons and with any heavy weapon units (like lootas)

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I also built the gunz from scratch, so I didnt have to drop the 46 bucks or whatever on each of the five kannons.

I bought 1. It's a neat kit, but certainly not worth buying more than 1. I mostly wanted to be sure that future creations were close enough to the right size.

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Thanks! Yeah, I noticed it was a feature of S&P, but NOT relentless... and i did a double, then a triple take. Then i looked it up again. Then i re-read it. And then i did it. I haven't looked back. We are in the era of 10 scatter lasers on ten bikes and gargantuan wraith knights and d-scythes, so I don't feel bad. I'm not saying any of that stuff is "unfair" or "overpowered" or whatever, I'm just saying, I'm gonna take what I can get, and model the guns to be on little motorized trukks, so it makes sense.

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