Combat Patrol: Orks – Beginners 1,000 Point Army (10th Edition Index)

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With the release of Warhammer 40k 10th edition, what better time to refresh our beginners’ starter armies based on the Combat Patrol boxes?

Warhammer 40k Orks Combat Patrol

The Combat Patrol

What do you get in the Ork Combat Patrol? The full list of units are:

  • Ork Warboss in Mega Armour
  • 20x Ork Boyz
  • 3x Deff Koptas
  • 1x Deff Dread

This comes to 530pts in the new rules, and don’t forget, this will count as an army in its own right when you’re playing the Combat Patrol mode of Warhammer 40k. But what do you buy when you want to start playing larger games of 1,000 points?

Here’s one suggestion that Woehammer have come up with….

The 1,000 Point List

Combat Patrol Beginner Army (990 points)
Orks
Incursion (1000 points)
Waaagh! Tribe


CHARACTER

Big Mek in Mega Armour (100 points)
Warlord
• 1x Grot Oiler
1x Kustom mega-blasta
1x Power klaw

Warboss (70 points)
1x Attack squig
1x Big choppa
1x Kombi-weapon
1x Twin slugga

Warboss (70 points)
• 1x Attack squig
1x Big choppa
1x Kombi-weapon
1x Twin slugga


BATTLELINE

Boyz (85 points)
1x Boss Nob
• 1x Big choppa
1x Slugga
• 9x Boy
• 1x Big shoota
8x Choppa
1x Close combat weapon
8x Slugga

Boyz (85 points)
1x Boss Nob
• 1x Big choppa
1x Slugga
• 9x Boy
• 1x Big shoota
8x Choppa
1x Close combat weapon
8x Slugga


DEDICATED TRANSPORT

Trukk (50 points)
1x Big shoota
1x Spiked wheels
1x Wreckin’ ball

Trukk (50 points)
1x Big shoota
1x Spiked wheels
1x Wreckin’ ball

Trukk (50 points)
1x Big shoota
1x Spiked wheels
1x Wreckin’ ball


OTHER DATASHEETS

Deff Dread (150 points)
2x Big shoota
2x Rokkit launcha
1x Stompy feet

Deffkoptas (115 points)
2x Kopta rokkits
1x Kustom mega-blasta
3x Slugga
3x Spinnin’ blades

Meganobz (165 points)
5x Kustom shoota
5x Power klaw

What You’ll Need:

  • Combat Patrol: Orks
  • 2x Ork Warbosses
  • 2x Ork Meganobz
  • 3x Trukks

How Much Will it Cost?

If you’re in the UK you can get everything you need through our affiliate Element Games. Through Games Workshop this army would cost £322.50, but via element Games you’re saving over £40.

If you’re in the US, you can save roughly the same amount via our US affiliate Not Just Gamin’..

Big Mek in Mega Armour

Credit: Games Workshop

We’ve dropped the original Warboss in Mega Armour that came with the Combat Patrol in favour of the Big Mek in Mega Armour. Why? Have a quick look at some of his abilities, then take a look at those Meganobz we’ve included.

Courtesy of Games Workshop

So he can sit with Meganobz, and while he’s with them, he’ll give them a 4+ invulnerable save to ranged attacks. On top of that, once per game, he can bring back 1 Meganob in each of your command phases.

Thanks to the grot oiler, you can also heal back D3 wounds to the Mek once per game.

This fella can do a fair amount of damage himself when you give him either a killsaw or a power klaw. The latter is the more reliable option. He’ll rip through those beakie boys with no problem.

Warboss

We’ve got two of these to go with each of our units of Boyz. These are great with our Boyz as these fellas five them a +1 to hit on their melee weapons.

Plus, they are no slouches in combat themselves. Just the Big Choppa along comes with 5 attacks hitting on 2’s at strength 8, -1 arour penetration, and 2 damage each. But call a Waaagh! when they’re both in combat, and you’ll be adding another four attacks to that profile, and that’s all thanks to their ability ‘Da Biggest and Da Best‘! They have a 4+ save and a 5+ invulnerable save as well, so take a little bit of focus to get shifted from the board.

Meganobz

With a 2+ save and toughness 6, these boyz can soak up a fair amount of damage, then add to that the Big Mek who’ll give them a 4+ invulnerable to ranged attacks. They become a force to be reckoned with!

They’ll be equipped with Killsaws or Power Klaws, with high strength and high rend they’ll rip through most enemy units without too much difficulty. You’ll find they’ll be a big target for your opponent. Which is fine, as long as they’re trying to kill them your other Boyz can roam around take objectives and do their thing.

Boyz

Ork boyz are toughness 5 and two wounds each with a 5+ save, which isn’t too shabby, but to be on the safe side, we’ve put all out units in Trukks for a little more protection and to get them round the board a little faster.

Hopefully, your opponent will focus on ridding themselves of the Meganobz and don’t feel too worried about the Boyz. Giving you a chance to get them into combat and start krumpin’.

A standard choppa on a boy is 3 attacks, 2+ to hit (thanks to having a Warboss attached to the unit) and strength 4. The volume of attacks from 10 boyz will rid you of roughly three of Marines in combat. Calling a a Waaagh before you start krumpin will give them an extra attack and an extra pip of strength as well, meaning the three dead marines we had earlier increases to five or maybe even six! You could even spend a command point on Unbridled Carnage, meaning every 5+ hit roll scores a critical hit.

If they’re going up against a particularly deadly opponent in the combat phase, perhaps spend a couple of command points on Orks is Never Beaten, this will allow your Orks to essentially still make their attacks against that unit, even if they die!

Don’t forget, when you call the Waaagh, you’ll be benefitting from a 5+ invulnerable save as well.

To make them even tougher in combat why not spend a command point and give them the stratagem ‘Ard as Nails? With that, the opponent will have to deduct one from their wound rolls when attacking them.

Trukk

We’ve three of these for each combat group. Give them a wrecking ball for the funsies. 10 Wounds and toughness 8 with a 4+ save and 6+ invulnerable. They won’t survive focused fire, but they’ll do, especially when they’re only 50 points.

If it does get destroyed while carrying your precious boyz into battle, you could spend a CP on Careen! The Trukk can make a normal or fall back move before the boyz inside make an emergency disembarkation, meaning you could get them even closer to the enemy before the Trukk is destroyed.

Deffkoptas

These are perfect to take pot shots at the enemy and harass them as they move around the board. The kopta rokkits are not bad, but don’t expect them to do too much damage. They’ll be great for picking wounds off units from a far or for popping wounds off light vehicles.

With Deff from Above, you can select one enemy unit you flew over that turn as well and roll 1d6 for each model in the unit. On a 4+ they’ll get a mortal wound.

Deff Dread

This boy won’t be able to keep up with the rest of your force, but he’ll be good to protect the backline objectives from anyone who’s foolish enough to stray to close. I’d be tempted to give it a couple of Rokkit Launcha’s so that it can join in the fun from afar and pick wounds off some of the tougher units in the enemy force.

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