Goatboy’s 40k: Mo an Mo an Mo Orks!
Goatboy here again and we got another stompy, dakka Ork list. This ones got more feet than a millipede.
I don’t want to go into other armies as we all know there will be big shifts coming in Chapter Approved. Enough chatter, fuzzy pictures, and dreams of old units become good again has me in a bit of a standstill. I think the majority of competitive players are just waiting to see what they have to do to update/rebuild in their armies. Heck I am sitting on some commission work because we have heard point adjustments are coming to the units – so why waste the painting cash when you might need some other random pointy earred space jerk.
I’m Feeling Orky
Thus the list for today will be an Ork one. I am pretty sure their points will stay the same since they just came out. I mean there wasn’t anything in the book I felt was too cheap and a few things that should be cheaper (Stompa…). But hey you never know this might get all blown up with Chapter approved. Besides that threat there is the upcoming Viligus book as well which will be here tomorrow! Thankfully for me it was a bunch of Ork stuff with some new “detachment” keyword options coming as well as some interesting warlord traits as well. I like the idea of getting another way to get a +1 to charge as well as the rumored “Ere we Go” for vehicles like the Battle Wagon/Bone Crusher/Etc. Will have to wait and see but I am pretty excited.
Gettin Da Boyz Back Togetha
Lets look at how most people would throw together an Ork list. The Orks are one of the few armies where the Troop choice they have is both powerful and cheap. This is pretty impressive as it really feels like one of the only troop choices you most likely need in every single Ork army. Oh they also have one of the cheapest troop choices as well in Grots – so yeah they really have a very “complete” book without needing a pat on the back from a keyword friendly other army. This list is trying to see if the idea of a true Greentide might actually be good. I don’t think it would be a viable tournament army especially if you are a slow player. Trying to push around 200+ models without movement trays, tricks, etc is something a 2.5-3 hr round might be too hard to do. Heck at that point when you get to the table and have your side you just start setting it all up at once. But let’s see how many boyz we can get into an army that might actually still work.
Da Green (and Red) Tide
Kulture wise we will go with Evil Suns. The +1 to charge with an army designed to get mixed in is too much to give up. Plus the whole move, advance, and fire normally with assault weapons makes Shoota boyz extremely powerful. Heck I think moving towards Shoota boyz in Evil Sunz armies is the way to go as you get so much more “action” with them. Nothing is better then doing 2 shots, and then charging in with 3 attacks that do the same damage as a Choppa. We will be looking at doing this with as many Battalions as we can fit in as generating enough CP to pull some nonsense would be very helpful. Throwing some guys in a Teleporta to try and get a turn 2 overwhelming wave of Green Jerks might be exactly what at the army needs.
Evil Sunz Battalion #1 – Fists of Gork
HQ: Weird Boy – 62pts
HQ: Warboss, Warbike, Big Choppa, Attack Squigg, Kustom Shoota – Warlord – Speed Freek – Relic – Headwhoppa’s Kill Choppa – 93pts
Elites: Nob Bikers X 9, Kustom Shootas X 9, Big Choppas X 9 – 405pts
Troops: Shoota Boyz X 29, Tank Busta Bombs X 1, Boss Nob, Kustom Shoota, Big Choppa – 217pts
Troops: Shoota Boyz X 29, Tank Busta Bombs X 1, Boss Nob, Kustom Shoota, Big Choppa – 217pts
Troops: Shoota Boyz X 29, Tank Busta Bombs X 1, Boss Nob, Kustom Shoota, Big Choppa – 217pts
Evil Suns Battalion #2 – Knuckles of Mork
HQ: Deffkilla Wartrike – 120pts
HQ: Warboss, Warbike, Power Claw, Attack Squad, Kustom Shoota – 101pts
Elites: Kommandos X 14, Burna X 2, Boss Nob, Big Choppa – 117pts
Elites: Kommandos X 10, Burna X 2, Boss Nob, Big Choppa – 18pts
Troops: Shoota Boyz X 29, Tank Busta Bombs X 1, Boss Nob, Kustom Shoota, Big Choppa – 217pts
Troops: Shoota Boyz X 10, Tank Busta Bombs X 1, Boss Nob, Kustom Shoota, Big Choppa – 77pts
Troops: Shoota Boyz X 10, Tank Busta Bombs X 1, Boss Nob, Kustom Shoota, Big Choppa – 77pts
1997 pts – 13 CP – most likely -4 due to Relics and Teleportying oh and Warphead
Warbossin’ Da Army
The idea is to throw the Nob Bikerz into the Teleporter, Kommandoes in their sneaky places, and hope for a turn 2 overwhelming crush of bodies, bullets, and damage. I have set up the boyz this way so you can mob up a unit turn 1 to get a 40 man annoyance unit if you want to teleport them up the field. The Kommandoes are designed so they can show up, mob up, and let you have a unit with 4 burners and 2 big choppas getting into close combat. The 3 Cruise missile Warbosses are there to clean anything up as needed. Part of me is tempted to just run the super Shoota on the Big Choppa Warboss but the Headwhoppa is probably better. But this army should really be called Bad Shots Bullet Hell with the sheer amount of dice rolling you will have to do.
I would advise setting up buckets of dice for each unit to allow for quick rolling. Oh and also movement trays as you move these jerks around the table top. 140 boyz, 12 Big Biker guys, and 24 sneaky gits showing up seems like a pretty good recipe to be a pain in the butt on the table top.
~ Could you practice enough to finish games in 2 hours with the list?