Da History
I've been playing Warhammer 40K since 1997. Every one of those years has been as Orks. I've both bought and sold a lot of them over the years, making the transition from 2nd Edition (Crowned Prince Orks) to 4th Edition. Although the Orks of the past are cool in their own way, I much prefer the scary hack-n-slash, diggin' in and gettin' it done style they are today.
The army represented here is mainly the units that are tournament ready. I.E. Painted - at least three colors. I can reasomable put together 2500 pts for RTT tournaments. The models above are all of my completed models and in no way represent my army list, just the units that I can choose from. I have another 1500+ points of stuff that's in process. For more information about those models, see my Workbench page.
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Warbosses |
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Big Meks |
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Kommandos |
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Lootas |
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Shootas |
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Sluggas |
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Power Klaw Nob |
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Ork War Trukk |
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Stormboyz |
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Killer Kans |
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Deff Dreads |
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Looted Leman Russ (retired) |
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Battlewagon |
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Supersize |
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Red Jack's Army List
Here's my current 1850 Tournament ready ork army list. I've designed it with the notion that every unit has primary and secondary uses and support. There's no one trick pony combos and each unit can be used in more than one way with every unit having a supporting unit of some sort. I also believe in the theory of multiples. Every unit's basic ability or strength is duplicated. If one type of unit is destroyed I still have something that can do the same thing - the only exception being the Kustom Force Field Big Mek. That's why he's protected in a huge mob of boyz!
Of course, the main tactic is to tie up troublesome shooty (Tau, Imperial Guard, Marines) units with the bikes/stormboyz/trukk mob. The walkers shield the boyz across a wide front with the battlewagon and Shokk Attack Gun providing covering fire untill the shootas get close enough to shot/assault. The units are usually spread out across the table to provide the enemy with a preponderance of targets. This increases the pressure on the enemy should their first round or two of fire not go well. With maxed out allotment of troops and full fast attack slots, I can quickly split off from the main horde to grab objectives almost anywhere on the board.
HQ: Big Mek w/Shokk Attack Gun
HQ: Big Mek w/Kustom Force Field+Grot Oiler
Troops: 20 Shoota Boyz with 2x Big Shootas
Troops: 20 Shoota Boyz with 2x Rokkits
Troops: Trukk Boyz - 11 Slugga Boyz, 1 PK Nob, 1 Trukk
Troops: 24 Slugga Boyz + 1 PK Nob
Troops: Deff Dread - 2xCCW, Big Shoota, Flamer
Troops: Deff Dread - 2xCCW, Big Shoota, Flamer
Fast Attack: Warbikes x5
Fast Attack: Warbikes x5
Fast Attack: 16 Stormboyz + Stormboy PK Nob
Heavy Support: Killer Kan Squadron 3x Rokkits
Heavy Support: Deff Dread - 2xCCW, Big Shoota,
Flamer
Heavy Support: Battlewagon w/Kill Kannon,
'ard Case, 4 Big Shootas, Red Paint Job, Armored Plates, Grot
Riggers
Although this list may seem a bit boring at first, it's very durable and flexible. I think the best unit overall is the Trukk Mob. This unit usually causes the most distress amongst the enemy as it hurdles it's way to his front lines (usually exploding in a spectacular fashion) leaving a mob on their doorstep, ready to fight. It's an irresistable target and most enemies will spend a lot of firepower trying to take it down. It usually saves me an entire first round for the rest of the army.
I don't use elites right now as I can't quite justify the points, although I do have models (unpainted) to make a 10 man nobs mob, 6 man meganob mob and a dozen lootas. We'll see how it goes after some playtesting.















































































