SotonShades
05-30-2012, 07:36 AM
Recently I have been playing with a completely non-competitive Ork list, trying to throw in as many units with random dice roll abilities (Warphead and Big Mek with a shokk attack gun as the HQs, Lootas, Flashgitz and Storm Boyz... you get the idea) just as a break from the heavilly tournament optimised Space marine List I had been running. Newho, with the release of the new bommers I decided to tweak the list and let you guys have a shufties, see what you think and any minor tweaks. I'm not looking to make it uber competitive ( or I wouldn't have included a burna bommer!) but any advice to just give it a better advantage in friendly games.
So, my Burna-Bommer 2000 Point Orks;
HQ
Old Zogwort
145 Points
• Nest of Vipers
Big Mek
105 Points
• Shokk attack gun, Choppa, Mek’s Tools, Cybork Body
Troops
Ork Boyz
215 Points
• Nob
o Slugga, Power klaw
• 29 Ork Boyz
o Slugga, Choppa
Ork Boyz
142 Points
• Nob
o Slugga, Big Choppa
• 11 Ork Boyz
o Shoota
• Trukk
o Red paint job, Grot riggers, Armour plates
Ork Boyz
157 Points
• Nob
o Slugga, Big Choppa
• 11 Ork Boyz
o Slugga, Choppa
• Trukk
o Red paint job, Grot riggers, Armour plates, Wreckin’ ball, Reinforced ram
Elites
Lootas
135 Points
• 6 Lootas
o Deffgun
• 3 Meks
o Mek’s tools, Big shoota
Heavy Support
Flash Gitz
515 Points
• Kaptin Badrukk
o Goldtoof armour, Da Rippa, 3 Powder Grotz, Bosspole, Slugga, Choppa, Gitfinda, Stikkbombs
• 9 Flash gitz
o ‘Eavy armour, Snazzgun, More Dakka, Blastas, Gitfinda
• Painboy
o Dok’s Tools, ‘Urty syringe
Fast Attack
Stormboyz
131 Points
• Nob
o Slugga, Power klaw, Rokkit Pack, Stikkbombz
• 7 Stormboyz
o Slugga, choppa, Rokkit Pack, Stikkbombz
Deffkoptas
275 Points
• 3 Deffkoptas
o Choppa, Twin-linked Rokkit Launcha
• 2 Deffkoptas
o Choppa, Twin-linked Rokkit Launcha, Buzzsaw
Burna-Bommer
180 Points
• Twin-linked big shoota, Twin-linked supa shoota, 2 burna bombs, 5 skorcha missiles, Red paint job.
Can deal with infantry fairly well. Same for lightly armoured vehicles and all but the toughest monstrous creatures (amazing how good Big choppa can be in that regard). Obvious weakness are High Toughness MCs and high AV vehicles, with the only high S weapons being Zogwort (S10 Melta psychic power, but have to roll for it5 on a D6 chart, with a re-roll), potentially the Big Mek (but again, can't rely on it), 2 Powerklaws and the missiles/buzzsaws on the Deffkoptas. That and having spent a quarter of my points on a slow infantry unit without a transport.
Tactics wise... well, target saturation really. Stuff Zogwort in with the big boys mob. Big mek in with the lootas. Trukk boyz and Stormboyz try to get into combat as soon as possible with the Deffkoptas trying to get behind enemy vehicles. Flashgits go hunting for elite units with their respectably low AP (on average) and reasonably survivability with 3 wound allocation groups, 4+ sv and FNP. Maybe even let them steal the shootaboys' trukk to get them to where they need to be quicker. Lastly the Bommer goes inreserve, hopefully to come on at a good time to call a Waaagh!, double shoot and loose all it's missiles. Then it's job it to clear and contest objectives.
So, comments, criticisms? Thoughts of other ways to play and detailed descriptions of why I should -*-Censored for all good Imperial Citizens by His most Hole Inquisition-*- with a lump hammer but no vaseline?
So, my Burna-Bommer 2000 Point Orks;
HQ
Old Zogwort
145 Points
• Nest of Vipers
Big Mek
105 Points
• Shokk attack gun, Choppa, Mek’s Tools, Cybork Body
Troops
Ork Boyz
215 Points
• Nob
o Slugga, Power klaw
• 29 Ork Boyz
o Slugga, Choppa
Ork Boyz
142 Points
• Nob
o Slugga, Big Choppa
• 11 Ork Boyz
o Shoota
• Trukk
o Red paint job, Grot riggers, Armour plates
Ork Boyz
157 Points
• Nob
o Slugga, Big Choppa
• 11 Ork Boyz
o Slugga, Choppa
• Trukk
o Red paint job, Grot riggers, Armour plates, Wreckin’ ball, Reinforced ram
Elites
Lootas
135 Points
• 6 Lootas
o Deffgun
• 3 Meks
o Mek’s tools, Big shoota
Heavy Support
Flash Gitz
515 Points
• Kaptin Badrukk
o Goldtoof armour, Da Rippa, 3 Powder Grotz, Bosspole, Slugga, Choppa, Gitfinda, Stikkbombs
• 9 Flash gitz
o ‘Eavy armour, Snazzgun, More Dakka, Blastas, Gitfinda
• Painboy
o Dok’s Tools, ‘Urty syringe
Fast Attack
Stormboyz
131 Points
• Nob
o Slugga, Power klaw, Rokkit Pack, Stikkbombz
• 7 Stormboyz
o Slugga, choppa, Rokkit Pack, Stikkbombz
Deffkoptas
275 Points
• 3 Deffkoptas
o Choppa, Twin-linked Rokkit Launcha
• 2 Deffkoptas
o Choppa, Twin-linked Rokkit Launcha, Buzzsaw
Burna-Bommer
180 Points
• Twin-linked big shoota, Twin-linked supa shoota, 2 burna bombs, 5 skorcha missiles, Red paint job.
Can deal with infantry fairly well. Same for lightly armoured vehicles and all but the toughest monstrous creatures (amazing how good Big choppa can be in that regard). Obvious weakness are High Toughness MCs and high AV vehicles, with the only high S weapons being Zogwort (S10 Melta psychic power, but have to roll for it5 on a D6 chart, with a re-roll), potentially the Big Mek (but again, can't rely on it), 2 Powerklaws and the missiles/buzzsaws on the Deffkoptas. That and having spent a quarter of my points on a slow infantry unit without a transport.
Tactics wise... well, target saturation really. Stuff Zogwort in with the big boys mob. Big mek in with the lootas. Trukk boyz and Stormboyz try to get into combat as soon as possible with the Deffkoptas trying to get behind enemy vehicles. Flashgits go hunting for elite units with their respectably low AP (on average) and reasonably survivability with 3 wound allocation groups, 4+ sv and FNP. Maybe even let them steal the shootaboys' trukk to get them to where they need to be quicker. Lastly the Bommer goes inreserve, hopefully to come on at a good time to call a Waaagh!, double shoot and loose all it's missiles. Then it's job it to clear and contest objectives.
So, comments, criticisms? Thoughts of other ways to play and detailed descriptions of why I should -*-Censored for all good Imperial Citizens by His most Hole Inquisition-*- with a lump hammer but no vaseline?