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Post by raceygaming on Oct 12, 2021 21:28:16 GMT -5
So I have been playing around with my Orks new toys and I think I have a list that I should be able to have up and running in time for the tournament. There is a little creative Clan kulture switching to keep things legal as they increase.
495 pts - Goff Patrol
115 Ork Megaboss - WLT -1 to wound, Super cybork body (4++/ half damage) 90 10 Boyz - trukk boy upgrade 115 Squig buggy w nitro squig (+1 to wound) 50 5 Kommandos 55 5 Storm boyz 70 Trukk
990 pts - 2x Goff Patrols
115 Ork Megaboss - WLT -1 to wound, Super cybork body (4++/ half damage) Trukk boy upgrade 50 10 grots 115 Squig buggy w nitro squig (+1 to wound) 50 5 Kommandos 55 5 Storm boyz 70 Trukk
145 Squigasaur WLT +1A +1S, Beast hide 5++ and +1A 90 10 Boyz - trukk boy upgrade 190 Killrig 110 10 Beast Snagga Boyz
1500 pts 2x Goff patrol 1x Evil suns
145 Squigasaur WLT brutal but kunning, Redder Mek Armour (always fight last aura) 90 10 Boyz - trukk boy upgrade 70 Trukk 150 3 Deffkoptas 75 3 Bikes
145 Squigasaur WLT +1A +1S, Beast hide 5++ and +1A 190 Killrig 110 10 Beast Snagga Boyz 50 5 Kommandos 90 Squigbuggy
115 Ork Megaboss - WLT -1 to wound, Super cybork body (4++/ half damage) Trukk boy upgrade 50 10 grots 115 Squig buggy w nitro squig (+1 to wound) 50 5 Kommandos 55 5 Storm boyz
2000 pts 2x goff and 1x Evil suns patrol
145 Squigasaur WLT brutal but kunning, Redder Mek Armour (always fight last aura) 90 10 Boyz - trukk boy upgrade 70 Trukk 150 3 Deffkoptas 100 4 Bikes
145 Squigasaur WLT +1A +1S, Beast hide 5++ and +1A 190 Killrig 110 10 Beast Snagga Boyz 50 5 Kommandos 180 2 Squigbuggy 190 Killrig 110 10 Beast Snagga Boyz 80 3 Hog riders with Bomb
115 Ork Megaboss - WLT -1 to wound, Super cybork body (4++/ half damage) Trukk boy upgrade 50 10 grots 115 Squig buggy w nitro squig (+1 to wound) 50 5 Kommandos 55 5 Storm boyz
So it's a bunch of the best boyz and toyz that the Orks can bring with a good mix of shooting, casting and fighting. It also gets the benefit of the Always fight last armour to help make the most of the melee.
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Post by Jack Shrapnel on Oct 13, 2021 6:18:03 GMT -5
Looks really solid. Orks have just some really good tools at every level.
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Post by Frosty the Pirate on Oct 13, 2021 7:01:42 GMT -5
Not sure if it's just a copy paste error, but I don't see the trukk from the 500 list in the 1000 list.
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Post by raceygaming on Oct 13, 2021 7:37:09 GMT -5
Not sure if it's just a copy paste error, but I don't see the trukk from the 500 list in the 1000 list. Yes I did in fact forget to copy the trukk into the 1000 pts list, which is good since trukk boyz without a trukk are not very good. good spot.
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Post by Frosty the Pirate on Oct 13, 2021 8:03:47 GMT -5
Not sure if it's just a copy paste error, but I don't see the trukk from the 500 list in the 1000 list. Yes I did in fact forget to copy the trukk into the 1000 pts list, which is good since trukk boyz without a trukk are not very good. good spot. "Alright Lads, lets git in da trukk and get krumpin'!" "uhh... Boss... wut trukk?" "Wat do you mean WUT TRUKK, I aughta smack ya for sayin humie jokez like dat!" "Seris boss, wut trukk?" *looks around* "Guess we is walkin boyz"
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Post by Typhus on Oct 13, 2021 9:13:33 GMT -5
Absolute violence. Love it.
Have you decided on your psychic powers?
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Post by Frosty the Pirate on Oct 13, 2021 9:38:01 GMT -5
The 500 and 1000 points levels are extremely good. I've played quite a few games at 1000 points recently and heavy hitting characters like the Squigasaur are absolute units at that points level. I haven't played above 1000 vs the new Orks yet so I can't speak to the larger two lists with the same authority.
I'm honestly very curious on the Scrapjet vs Squiggbuggy choice, both are extremely good units, but fulfill completely different roles and want to be used in different ways. I'd be curious if a hot-swap of the unit of 2xBuggies is worth considering if you own the models, could give you a little bit more variance on your fire-support weapon profiles rather than 3x Buggies
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Post by raceygaming on Oct 13, 2021 9:39:52 GMT -5
I'm still thinking about it but the front runners are an offense Rig and a Debuff rig
Offense
Frizzle - 9" AOE on a 4+ unit takes d3 mortal (pretty solid vs castles) Squig Curse - 6d for each model (6d6 max) on a 4+ mortal wounds, if something dies then everything in 6" takes a mortal wound
Debuff
Roar - -2" to advance, -2" to charge, -1 Lds Scent - Unit can't get cover vs orks
They both know smite if they need some extra damage where needed.
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Post by raceygaming on Oct 13, 2021 9:42:58 GMT -5
The 500 and 1000 points levels are extremely good. I've played quite a few games at 1000 points recently and heavy hitting characters like the Squigasaur are absolute units at that points level. I haven't played above 1000 vs the new Orks yet so I can't speak to the larger two lists with the same authority. I'm honestly very curious on the Scrapjet vs Squiggbuggy choice, both are extremely good units, but fulfill completely different roles and want to be used in different ways. I'd be curious if a hot-swap of the unit of 2xBuggies is worth considering if you own the models, could give you a little bit more variance on your fire-support weapon profiles rather than 3x Buggies I was able to pick up a second hand collection so I now have 3 squig buggies and 3 scrap jet. I might play around with them a bit. I think in this case the squigs are my preferred unit since I'll already have a ton of units pushing down board and I would like some fire support / back field coverage. The scrap jets would definitely add to the pressure up table tho.
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Post by Jack Shrapnel on Oct 13, 2021 10:21:53 GMT -5
I think offensive rig is the better choice... but I think everything being aggressive with orks is awesome
squigbuggies are SO good!
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Post by raceygaming on Oct 13, 2021 15:34:27 GMT -5
I think offensive rig is the better choice... but I think everything being aggressive with orks is awesome squigbuggies are SO good! Thankfully I wont have to make the choice if I can get both my Kill Rigs up and running in time.
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Post by Frosty the Pirate on Oct 14, 2021 11:00:15 GMT -5
I seem to always be advocating for the opposites lol.
I was going to suggest if you only can get 1 rig into the list, the Debuff rig actually provides more utility and improves your firepower, as well as helping make sure you are the aggressor when you want to be with those movement/charge debuffs.
Mortal Wound output helps against factions that you need damage spread across multiple plases (Opposing Orks, Necrons, Daemons, etc) where as the Utility helps against more aggressive factions who are happy to come fight you and allows you to be a bit more choosey with what fights you take.
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Post by Typhus on Oct 14, 2021 15:47:19 GMT -5
I'm not terribly impressed with Beastscent (ignoring cover with Beast Snagga units only is fairly thin), so I'll advocate for something in the middle:
Rig 1 - Roar, Frazzle Rig B - Squiggly Curse, Frazzle
I love having the option to Frazzle where/when you need it - and being able to keep up the Frazzles after one has bit the dust is key in certain matchups.
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Post by Frosty the Pirate on Nov 8, 2021 10:02:27 GMT -5
Committing a little thread necromancy here. Sorry. After seeing your impressive score you put up at the tournament, curious if you are willing to share any helpful advice on this list or Orks in general (assuming this is what you played of course) I have a friend who is currently building up Orks and is steering hard into Freebooterz vehicle spam, and would like to try and provide him some helpful advice since there's very obviously an incoming nerfbat swing to that build. Going Goffs was something he was interested in, so I was hoping maybe you had some words of wisdom or general guidance I can pass along that would help a Grot out.
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Post by raceygaming on Nov 8, 2021 12:53:50 GMT -5
Thank you, I did end up taking this list and it did end up doing very well. I think orks have all the tools they need to do well in a couple different builds but if your friend is focused on the strongest list I think Freebootaz ( and the new speed freaks) look crazy strong. Without a sizable nerf bat that list will keep staying at the top, not just because its so deadly but I plays so well into secondaries. With no pskyers It can take Abhor and avoid things like wraith of Magnus and doesn't end up with 5-6 characters for assassinate; which my list can't since both kill rigs are pskyers and characters.
I will say for orks in general its all about the effective trading game. In 3/4 games I had less 250 pts left on the table but I was willing to trade to get board control or points. I lost all my HQS in 3/4 game, my kill rigs melted by turn 2 most games. I like goff since the explodeing 6s let smaller units hit quiet well and the +1S on the charge is huge to get to S5 on boyz and S6 on beast snaggas. I dipped into evil sun as a utility pick since they have the best relic ( ALWAUYS FIGHT LAST AURA) and have a decent klan strat for bikes or deffkoptas to keep them safe OR get a lot of mobility.
I think 2x5 Kommandos are an auto include for orks less you are going to the 4x planes, 12x buggy style list. The early game board control and screening for 100 pts is nuts. If you go first that's a banner, ROD or Stanglehold. I think the speed orks can bring is very crazy, when you can build so your army is 10"+ move on every model you can really force engagement where you want OR force the other side to castle which in 9th is often a death blow.
I really like the Trukk boyz for that quick turn 1 or 2 flip of the objective, but I know the top ork lists are currently more of a leaf blower model of kill everything and that's game. I am interested to see what the 2 new speakfreaks and lood axes will do to open the ork meta.
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