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Ork Battle Lists
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Old 04 Feb 2010, 22:18   #1 (permalink)
Kroot Warrior
 
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Default Ork Battle Lists

Can you post your Ork army lists here. I just have the Black Reach Pack plus an extension of 4 Lootas with a Mek who has a Kustom Mega - Blasta.
THX ;D ;D ;D ;D ;D ;D
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Old 04 Feb 2010, 22:28   #2 (permalink)
Shas'Ui
 
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Default Re: Ork Battle Lists

If you want a place to put your list, then go right here: http://forums.tauonline.org/index.php/board,109.0.html

The bold topic at the top shows you the standards on how you should write it up so you don't annoy people. Anyhoo, it appears you have this...

Warboss w/ power klaw, bosspole
5 nobs w/ choppas and sluggas
4 lootas, 1 Mek upgrade w/ KMB
20 boys w/ choppas and sluggas
3 deffkoptas w/ twin-linked rokkits

It's a decent start to an ork army, just over 500 points. Are you looking for advice on how to expand, or what? You don't appear to be asking a question :P
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Old 04 Feb 2010, 22:31   #3 (permalink)
Kroot Warrior
 
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Default Re: Ork Battle Lists

:P :P :P :P I have that army
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Old 05 Feb 2010, 18:56   #4 (permalink)
Shas'El
 
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Default Re: Ork Battle Lists

What then are you actually trying to achieve with this topic?? ??? ???
W o K
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Old 06 Feb 2010, 19:06   #5 (permalink)
Shas'Vre
 
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Default Re: Ork Battle Lists

I recommend not using too many smilies as it annoys people...

I went for a battlewagon and some lootas after AoBR... the shokk attack gun came next

scar
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Old 06 Feb 2010, 21:25   #6 (permalink)
Shas'Vre
 
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Default Re: Ork Battle Lists

Quote:
Originally Posted by Will of Kaos
What then are you actually trying to achieve with this topic?? ??? ???
W o K
I agree. The purpose of this topic is extraordinarily vague. I can tell that you are either new to forums or new to the game. Are you asking Tau Online to help you flesh out your list? Wondering what units to purchase next? You need to elaborate as to what you need from us in order to receive any constructive help.

Anyways, I'll take a shot in the dark and assume that you are new to Warhammer 40k as well as the forums. Here are a few topics that you should take a look at.

Also, it would definitely be in your best interests to read up on the forum Rules and the entire Announcements board in general. Also note that to avoid confrontation with the Staff, you should touch up on your spelling and grammar, and try to avoid texting speech when posting .

Now, many of the armies in the Forty-Kay universe can field different army lists that are all based on special rules partial to their Codex. The Orks are no different. There are 2 primary builds and 4 secondary builds that you can select from. Alternatively, you can elect to go with a conglomeration of any number of them .

Builds in bold are the primary list builds.
  • Footsloggers
  • Mechanized
  • Necrork
  • Dread Bash
  • Ravensquig
  • Deffwing

[hr]

Footsloggers

Footslogging is most probably the most common Orkoid army that you will see on the battlefields of the 40k universe. There is a copious amount of reason behind this fact, both in terms of fluff usage and tactical proficiency. Orks are a simple race, being attracted to booze, guns, dirty combustion engines, and killing in general. All they need is a crude gun and a dull blade and they are transformed into the perfect killing machine. This is evident in the Footslogging philosophy. Footslogging allows for the most leeway when it come to the tactical skills of the commander, allowing for the player to loose vast amounts of warm-bodies and still maintain a high body count. This is a great start for any new Ork commander, and provides a great basis to build up to more advanced Ork oriented tactics.

Advantages
  • Huge body count. The basic Ork boy is a great point-output unit. Will be able to use the "swamp 'em" tactic to high success.
  • Basically, will able to handle nearly every threat that will occur on any given battle field. They can be tailor made to meet any threat, being able to utilized the hidden Power Klaw to great effect. Can be made to be either close combat oriented or can provide a great, if inaccurate, firing line. But the sheer out put of shots, you're bound to hit something.
  • While the bulk of the enemy army is focused on the huge mass of swarming, green limbs, you are free to preform flanking maneuvers, getting squads of MAO (Mega Armored Orks) in to close combat, and ripping the throat out of the enemy.
  • A great base to build up an army. Huge room for change. You could throw in a mechanized division or an element of Ravensquig in there for a great flanking element.
  • One of the best assault army's out there. Getting them in to close combat, point for point, they will outdo any basic combat troop out there.

Disadvantages
  • Extremely vulnerable to Template Weapons
  • They are plants, so they burn very easily. Be wary of flame heavy armies such as Sisters of Battle and certain Imperial Guard armies.
  • Low leadership. Mob Rule (don't have my Codex right now. I believe that's what its called) counterbalances this to a certain extent.

Key: Mandatory, Optional
  • As many Boyz as you can possibly squeeze into your point restrictions and FOC!!
All in all, a great army to start out with.

[hr]

Mechanized

Only the most affluent and influential Ork Warbosses can fund a Mechanized army. As the name suggests, this build revolves around having every single Boy, Grot, and Snot in a Trukk or, for that matter, anything with wheels and that goes fast. Its a fun list to run, and, though you've got to look out for a few things, should be fairly effective.

Advantages
  • Higher body count than any of the other, more specialized, list builds..
  • Can with Red Paint Job and other upgrades, this is one of the fastest lists out there. You'll be able to be engaged in combat before you can say "Vrooom!"
  • When coupled with elements of Ravensquig, this can be an extraordinarily powerful list. Especially if you include Nob Bikers in the mix. Have fun cutting down your enemies!
  • A great base to build up an army. Huge room for change and improvements.

Disadvantages
  • Watch out for Lascannons and any other Tank Busting guns!
  • If your transports get destroyed early in the battle and you have to slog your way across to the enemy lines, you've just decreased your chances of victory by quite a bit. Once you are engaged in assault, your transports are pretty much expendable.
  • Lower model count than Footsloggers.

Key: Mandatory, Optional
  • Everything must be riding in a Trukk or Battlewagon. No exceptions, unless your'e playing a hybrid Mechanized list.
    Try to avoid slow units as they tend to be singled out and destroyed as the rest of your army speeds down the playing field.

Here is a craaazy mechanized list that I came up with. It is a 2000 point list, with some wiggle room, that revolves around eight Battlewagons! Enjoy.
[box]Headquarters

Warboss - 100 Points
  • Mega Armor

Warboss - 100 Points
  • Mega Armor

Elites

5 Nobz - 270 Points
  • 5 Power Klaws
  • Bosspole
  • Battle Wagon
    • Deff Rolla
    • 4 Big Shootas
    • Armor Plates
    • Red Paint Job

5 Nobz - 270 Points
  • 5 Power Klaws
  • Bosspole
  • Battle Wagon
    • Deff Rolla
    • 4 Big Shootas
    • Armor Plates
    • Red Paint Job

5 Nobz - 270 Points
  • 5 Power Klaws
  • Bosspole
  • Battle Wagon
    • Deff Rolla
    • 4 Big Shootas
    • Armor Plates
    • Red Paint Job

Troops

5 Nobz - 270 Points
  • 5 Power Klaws
  • Bosspole
  • Battle Wagon
    • Deff Rolla
    • 4 Big Shootas
    • Armor Plates
    • Red Paint Job

5 Nobz - 270 Points
  • 5 Power Klaws
  • Bosspole
  • Battle Wagon
    • Deff Rolla
    • 4 Big Shootas
    • Armor Plates
    • Red Paint Job

Heavy Support

Battle Wagon- 145 Points
  • Deff Rolla
  • 4 Big Shootas
  • Armor Plates
  • Red Paint Job

Battle Wagon- 145 Points
  • Deff Rolla
  • 4 Big Shootas
  • Armor Plates
  • Red Paint Job

Battle Wagon- 145 Points
  • Deff Rolla
  • 4 Big Shootas
  • Armor Plates
  • Red Paint Job
[/box]

Insane, huh?

Mechanized lists are one of the more competitive Ork builds that you can go for. They're very versatile and adaptable to almost any situation.

[Continued in next post...]
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Old 06 Feb 2010, 21:26   #7 (permalink)
Shas'Vre
 
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Default Re: Ork Battle Lists

[Continued]

Necrorks

This list is comprised exclusively of mechanical Orks, representing the perverse and eccentric experiments of Doc Grotsnik. This could either represent the personal army of Grotsnik or a debauchery of the Necron race (as first coined by Wargamer in this post. I'll be adding my own flavor to the things that he developed, though.). Either way, the thought of a fully mechanical Ork horde lumbering across the battlefield, belching smoke and drinking grease is a funny thought indeed.

Pure Necrork ~ All models that are able to do so must take Cybork Bodies given to them by Grotsnik, who also must be taken.

Key: Mandatory, Optional
  • Mad Dok Grotsnik
  • All units that are able to do so must upgrade to having Cybork Bodies.

Hybrid Necrork ~ Builds off of the idea of a Pure Necrork army but adds a bit for playability and choices to the list composition.

Key: Mandatory, Optional
  • Mad Dok Grotsnik
  • Any unit can take the Cybork Body upgrade if they so choose.

Advantages
  • Everything has a invulnerable save, given to them by Grotsnik.
  • Other then that, they function much like a regular Ork Army.

Disadvantages
  • Becasue you have to upgrade your units to have Cybork Bodies, they are more costly then the regular boyz.

[hr]

Dread Bash

This Force Organization Chart revolves around the idea of taking two Big Meks, which subsequently allows you to field two Dreadnoughts as your Troop selections. To compliment this, you should probably take a few Killer Kans as Heavy Support to further the fell of a walker army.

Pure Dread Bash ~ 2 Big Meks. 2 Dreadnoughts. Unleash and have fun.

Key: Mandatory, Optional
  • 2 Big Meks, preferably equipped with Kustom Force Fields.
  • 2 Dreadnoughts as your Troop selections.

Hybrid Dread Bash ~ Again, builds off the general feel of the Pure Dread Bash but allows you more possibilities and playability.

Key: Mandatory, Optional
  • 1-2 Big Meks with KFF
  • 1-2 Dreadnoughts taken as Troop selections
  • Killer Kans, additional Dreadnoughts, etc. in the Heavy Support section.

Advantages
  • You could include up to 5(!) Dreadnoughts in a single Force Organization Chart.
  • Other then that, they function much like a regular Ork Army, just with a heavy emphasis on Walkers :P.

Disadvantages
  • Dreadnoughts can get costly for Orks...

[hr]

Ravensquig

Speed demons and diesel addicts, the Ravensquig are the bikers of the Ork Race. Before we get started on any advantages and disadvantages, there are some minimum requirements that you need to know before making any decisions on playing Ravensquig.

Pure Ravensquig ~ Made up entirely of bikes. There are two different ways that you can go about doing this. These two options are depicted below.

Warbosses and Nobs

Key: Mandatory, Optional
  • 2 Warbosses equipped with Bikes
  • 2 Squads of Nobs on Bikes as your Troop selection
  • 0-3 Squads of Nobs on Bikes as your Elite selection

Wazdakka Gutzmek

Key: Mandatory, Optional
  • Wazdakka Gutzmek
  • 2 Squads of Warbikers as your Troop selection
  • 0-4 Squads of Warbikes as your Troop selection
  • 0-3 Squads of Warbikes as your Fast Attack selection

Hybrid Ravensquig ~ Basically builds upon the same concept of a fast, dead hard Ork army but is less set in its make up. For example, you may only have one squad of Nob Bikers as an Troop choice, but fill up the organization chart with more boyz.

Key: Mandatory, Optional
  • Wazdakka Gutzmek or an number of Warbosses on Bikes
  • 0-6 Squads of Warbikes as your Troops selection
  • 0-2 Squads of Nobs on Bikes as your Troops selection

Advantages
  • Extremely mobile with strong Troop choices. If the Orks were a Doctors office, Footsloggers would be a bone saw and Ravensquig would be the scalpel. Strength relies on their uncanny ability to dart in, hit the enemy where they are weak, and get out.
  • Tanks should pose no problem. They have a bewildering array of weaponry at their disposal to take down these threats, such as Power Klaws, Dakkaguns, and Rokkit Launchas. You could always out run them as well but that just ain't Orky.
  • Two words: Turbo Boost.
  • Has the ability to outflank fairly easily.
  • Has the Exhaust Cloud special rule.

Disadvantages
  • Some units, such as Deffkoptas are extremely vulnerable to incoming fire. Use these units sparingly or very smartly, never leave them out in the open.
  • Like the Deffwing, Ravensquig lack adequate numbers. This makes them less effective against horde armies. Always expect to be outnumbered.
  • Every element of the list is expensive.
  • Be wary of the first turn, as you will have to dart forward, leaving the bulk of your army exposed to incoming fire.

A very tactically advanced army. If you don't know what you are doing, you will be dead meat. You can't afford to make the mistakes that you could do with the Footslogging list.

[hr]

Deffwing

The Mega Armor is the apex of Ork invention. Hulking, imposing, and dead hard, it characterizes everything that is good in a proper Ork. Every Warboss's dream is to have an army of these warriors under his command. Based upon the Deathwing, the First Company of the Dark Angels Space Marines, the Deffwing are to the Deathwing as the Ravensquig are to the Ravenwing. Both revolve upon a completely different force composition than regular Ork armies, the Ravensquig relies on the agile and exceedingly fast performance of Orkoid bikes, while the Deffwing capitalizes on the Orks natural stubbornness and brute strength, while enhancing these natural phenomena with colossal suits of Mega Armor. Both have their advantages and drawbacks.

Pure Deffwing ~ In order to have a completely and fully Mega Armored army, you must follow these minimum prerequisites.

Key: Mandatory, Optional
[list type=decimal][*]2 Warbosses equipped with Mega Armor[*]Both of the two Troop selections must be made up of MAN squads(Mega Armored Nobs)[*][color=green]No Fast Attack selections may be purchased[color=green][*]Any number of the Elites selections may be occupied by MAN squads[*]The only Heavy Support choice that may be purchased is the Battle Wagon[/list]
Hybrid Deffwing ~ There are also many variation of this standard force organization that capitalizes on the sheer strength in Close Combat powers of the MAN. There are less requirements then that of a pure MAN army, but they have to be touched on as well.

Key: Mandatory, Optional
[list type=decimal][*]Any number of Warbosses equipped with Mega Armor[*]Any number (depending upon the number of Mega Armored Warbosses included) of MAN (Mega Armored Nobs) squads occupying your Troop selections[*]Any number of the Elites selections may be occupied by MAN squads[/list]
Of course, in order you stick to the overall feel of a Deffwing army, you will want to have these selections, regardless of whether you are playing a pure Deffwing army, or a hybrid army. These minimums are discussed below.
[list type=decimal][*]At least one MAW (Mega Armored Warboss)[*]At least one MAN squad occupying a Troop selection.[*]At least one MAN squad occupying an Elite selection.[/list]
In order to enhance the comparability to Deathwing, many Deffwing players opt to include Mad Doc Grotsnik and give Cybork Bodies to all of their MAN and MAW squads to add a 5+ invulnerable save to each MAO (Mega Armored Ork). In addition to being extremely fluffy, this also has a huge impact upon the tactical viability of Mega Armored armies. With out this important Invulnerable Save, every MAO is extremely vulnerable to Instant Death Weapons, especially Power Fists. A single Space Marine Sergeant equipped with a Power Fist could feasibly destroy 3 MAO by himself. The addition of a 5+ invulnerable save will circumnavigate this slight set back.

Another variation of the list for the player to include a Warphead as a Headquarter choice, which allows the possibility of the psychic power of ĎEre We Go to be enacted. This also relates nicely with the Deathwing philosophy, depicting the uncanny habit of Deathwing Terminators to deep strike into battle. Even if you do not make the roll necessary to constitute the ĎEre We Go rule, the other psychic abilities of a Warphead make it a formidable foe for your enemies.

Advantages
  • Every model will have a godlike +2 save, which will keep your troops alive a lot longer than every other, normally organized army. This is a double-edged sword, for with a low save, always comes a low model count, and Deffwing is no exception. This doesnít mean that the army will be ineffective or bad, just that itís tactical options will be extremely limited.
  • The psychological factor. It is very imposing to opponents when you pull up with a single carrying case for a 2000 point battle and field only 25 models.
  • The disadvantage of having an extremely slow army is that it is easily combated with the utilization of agile vehicles. The Trukk is an excellent piece of equipment that should never be overlooked and should always be taken. Never (unless their transport vehicle was blown up) should a MAN be walking, in the Deffwing or even in a regular Ork army.
  • There is a plethora of ideas for fluff that can accompany an army of such individuality of that of the Deffwing. My army, for example, will be based around the leadership of a steampunk-like Mega Armored Warboss who is, in actually a renegade Grot who commandeered the most powerful Dreadnought in his former army, and then enlisted the help of a group of Rebel Grots who command a fairly large contingent of Grot Tanks, my count as Mega Armored Nobs. You are only limited by the extent of your imagination and the amount of time you are willing to put into the development of your army.

Disadvantages
  • Vulnerable to AP 2 weaponry and Insta-Death weapons.
  • Extremely low model count.
  • Lists that normally aren't competitive will be against Deffwing. Deffwing are much more of a fluffy army then a competitive army.

[hr]

Orks are a very fun, very qwerky, army. They are super fun to play, with extremely random results when you throw Shokk Attack Guns and Wyrdboyz into the mix, but they can overcome any foe on any battlefield.

If you have any questions, don't hesitate to write me up a PM .
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Old 07 Feb 2010, 07:15   #8 (permalink)
Shas'Vre
 
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Default Re: Ork Battle Lists

Very nice post describing ork lists

good work,

scar
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