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Ork 1500 GT final list

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Ork 1500 GT final list

Postby Taumaul » Wed Jan 28, 2009 2:17 pm

Hi guys,

This is what I'm taking to the GT final in March.

1500 Points

HQ: Ghazghkull Thraka

HQ: Big Mek, Kustom Force field

Elite(Count as Troops): 3 x Meganonobz(1 combi Rokkit,1 combi Skorcha, 1 x TL Shoota)
Battlewagon, 2 x Big shootas, Red paint,Reinforced ram, armour plates

Troops: 2 x 18 Slugga Boyz inc Nob PF & pole

20 shoota boyz,inc Nob PF & pole, 2 Rokkits

FA: 2 Deffkopta's TL Rokkits

HS 2 x Battlewagons 2x Big shootas, RP, RR, AP

He 3x ZZap guns inc 11 crew and 3 ammo runts.

Ive dropped the nobz with a painboy that I had in the list for heat 3, in favour of Gazza and some Meganobz.

Whats your thought on the list folks??

I may drop the Zzap guns in favour of yet another BW as I love them to bits. :oops:
Last edited by Taumaul on Wed Jan 28, 2009 2:19 pm, edited 2 times in total.
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Postby killmaimburn » Wed Jan 28, 2009 4:50 pm

Still fairly new to orks but I'll have a bash
Thats fairly cool, so let me see if I can hear your engine right..
You move the battle wagon 12" disembark 2" declare propet waagh move 6 and then assualt 6 turn 2, with either fire support or orks minus one attack (figuratively speaking compared to the CC ork variant) joining in.
Interesting.. why the ram I mean I guess its cheap.. but lets see if we can find you points for a deathroller (same effect on terrain and an actuall beneifit on top)I'd drop one shooter from the tank, rely on occupants shooting, and spend points on something else (have you ever tried grabbing something so that your power klaws hit a stationary vehicle.. that looks fairly nice if those prisms etc are being pesky)
I don't know if this is tactically valid.. but I do it :) drop one ork of the 18 man squad. give the nob heavy armour.. then if you feel safe you put the first wound on the 4 up ..until you lose it (if your lucky that save, thats one better than the KFF, can save you loads of guys..if it doesn't well he's down to one wound.. but the time he's (old skool) torrented he' likely be dead anyway.
I don't get Zapp guns.. thats what about 3 deffcoptas worth for 3 (yuk artillery) things..whats the maths on those things average roll (clarified made by squad) gonna be around 7ish? Not tempted by 3 and a half buggies with rokkit launchers(8 lootas (mm 16 str 7 shots a turn for skimmers)?
Do your big guns really take down monoliths?
Last edited by killmaimburn on Wed Jan 28, 2009 4:52 pm, edited 2 times in total.
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Postby KInG » Wed Jan 28, 2009 5:41 pm

He's right, the lootas at the back, giving 48" covering fire is better i think. Who will shoot at them when they have 3 BWs bearing down on them.?
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Postby Taumaul » Thu Jan 29, 2009 1:26 am

The " Red Paint job" allows me to move 13" then disembark and assault(that extra 1 inch is a must).
The shoota boys are basically my holding unit, the 3 units in the BW's do all the attacking.
The 2 Big shootas on the BW' are purely to stop weapon destroyed results suddenly changing to immobilised due to the lack of weapons.

As for deffrolla's, yes they are very nice, but a bit pricey. Having said that I have steam rolled flat an Avatar before, which was foolish enough to stand and try to destroy the BW. 8)

Have to admit never really given the Grabbin Klaw or the wrecking ball a go on vehicles, might try one at the AoS weekend.

See what you mean about the Zzaps, Lootas may be a better choice.
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Postby KInG » Thu Jan 29, 2009 11:41 pm

wow - he's seen the light :D
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Postby mattjgilbert » Fri Jan 30, 2009 10:56 am

KInG wrote:wow - he's seen the light :D
and the light was green
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Postby Taumaul » Fri Jan 30, 2009 11:08 am

What light????? :lol:
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Postby estarriol » Fri Jan 30, 2009 3:48 pm

Taumaul wrote:What light????? :lol:


The light from the oncoming train...
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Postby killmaimburn » Fri Jan 30, 2009 4:05 pm

Run to the light, Carol Anne. Run as fast as you can...Mommy is in the light :)
Last edited by killmaimburn on Fri Jan 30, 2009 4:05 pm, edited 1 time in total.
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Postby Ljundhammer » Fri Jan 30, 2009 4:30 pm

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