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Made in us
Grovelin' Grot Rigger




Fargo

So after 15 years of not playing the game I am playing again. This time chose Orks (last time I played Eldar). I am looking for some advice on how to expand my collection with stuff to make a good army with. Currently I have the following:
2 Warboss
1 Mek
4 Grot tanks w/commander
3 Deff Koptas
15 Nobz
30 Boyz
5 Lootas/Burnas unassembled.
3 MegaNobz
3 Killa Kans
10 Gretchen w/Runthurd

And I had the FLGS order me a Battlewagon. Now the few games I have played since getting back into the game (~1000 pts) I have been getting stomped pretty bad. I usually play a Dark Angels player and a Imperial Guard (yes it has a new fancy name but I refuse to call them that they are Imperial Guard and always will be) player. What are some good idea on stuff I should get as well just a general tactic against these guys? I realize this is kinda a tactics thread question but it is also a mini's collecting question so if this is the wrong section Mod please move.
   
Made in ru
!!Goffik Rocker!!






The main thing is that you got to choose the theme of your army. Timing is very important and taht's why you won't get any effective use of 1 wagon, killa kanz and footslogging boyz at the same time. It's all good to have 1 truck of 3 meganobz in a footslogging list. But something liek a 30-strong mob won't be very useful in a list with a bunch of wagonz, trucks, bikers nad stuff.

So, firstly, choose if you want to be fast and hit the enemy lines turn 2 with everything you have or steady and footslog across the board overwhelming, tarpitting and controling the midfield.

Or you could go walker wall with lots of naughts, kanz and dreads but they're somewhat underwhelming now.

Things that almost every list will need:
- Big gunz
- A bunch of boyz - like 40-50 minimum
- Slotless meks - for eating challenges, get max possible
- Warboss - biker, 'eavy armored or megaboss with Da Lukky Stixx in a wagon - depending on list
- Painboss - except for rare cases when kff meks are better, like a dreadmob formation

Things that are handy in almost every list:
- 3 Meganobz (MANz) in a truck
- Some grots - they're cheap and worthless but can be a nice distraction and fine bauble-wrap
- Buggies

Things that mechanized orks or speed freaks will find useful or mandatory - varying on lists:
- A mob of bikerboyz
- Boyz in a battlewagon
- Tankbustas in a battlewagon

That's just from the top of my head. Other stuff is certainly usable. For example, sometimes i use min squads of kommandoes to grab points and shoot 2 rokkits. And deff koptas are better than buggies in low-pt games. Lootas are still fine but not mandatory as before and will struggle to find place in a mech list without double CAD or formations involved. Recently, i've started testing a 10-strong stormboyz squad in a footslogging list.

This message was edited 2 times. Last update was at 2014/10/20 08:36:06


 
   
Made in us
Shadowy Grot Kommittee Memba






I'd say the easiest way to make your list good fast is trukks and big Gunz. Rather than buying GW's absurdly priced big guns, just use all three variant Kilcannons from your Battlewagon kit and a pack of gretchins and Nob's your uncle. Then three trukks later you've got three trukks of boyz+Meganobz, wagon full of nobs. Then, with the employment of your Koptas, Killa Kans and Grot Tanks, you've got an army you set down on the table and there's nothing for anti-infantry fire to shoot at turn 1. That's super key to victory as the orks-just move as fast as possible towards the enemy and they won't know what to shoot.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in us
Grovelin' Grot Rigger




Fargo

That's the exactly the hard choice I am trying to make. Go troop spam or go fast moving mechanized. What do you guys see as the pro's & con's between the 2 general strategies?


Also I have been looking at storage cases and trying to figure out what I should get. Orks = Ton's of mini's so it seems like most cases will be too small to cut. Any recommendations?

This message was edited 1 time. Last update was at 2014/10/21 04:22:06


 
   
Made in us
Shadowy Grot Kommittee Memba






I use a battle foam PACK....412? It's pretty bulky, but it fits my 2500 points of orks or two of any other of my armies. Had it for five years, zero complaints.

Personally I'm a speed freak all the way. I find that the turn 2 Ork "cadence" is much more reliable and versatile than the turn 3 green tide cadence (that is, when you want the bulk of your forces engaging the enemy.)

Turn two is when you first bring in Kommandos, Stormboyz, dakka jets, whatever, which generally need a distracted enemy to not get decimated, and besides that a lot of the fancy options like Burna Boyz and Nobz get butchered in a green tide horde, as they get focused down, while they're more likely to take multiple hits from a Trukk. Add that into the fact that you can have an incredibly irritatingly hard to pop group of trukks thanks to a KFF (5+ save on anything, 4+ if also obscured by terrain , plus the extra ramshackle) can make your priority units an absolute mother to bring down.

Generally I try for this with my orks. Turn 1, turbo boost towards my enemy. Scout my Kopters in as well to give a tantalizing target to whatever light anti tank weapons are most worrying me while keeping them out of range of small arms fire. Then I turbo boost in the Trukk wing. Usually 1-2 trukks will get focused down, so turn 2 is the rest hitting the lines, along with the arrival of the Diversion Brigade (kommandoes, Stormboyz, dakkajet, Deffbuggies, whatever I feel I need.) who cover for the boyz who got popped out of their trukks.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in us
Grovelin' Grot Rigger




Fargo

the_scotsman wrote:
I use a battle foam PACK....412? It's pretty bulky, but it fits my 2500 points of orks or two of any other of my armies. Had it for five years, zero complaints.

Personally I'm a speed freak all the way. I find that the turn 2 Ork "cadence" is much more reliable and versatile than the turn 3 green tide cadence (that is, when you want the bulk of your forces engaging the enemy.)

Turn two is when you first bring in Kommandos, Stormboyz, dakka jets, whatever, which generally need a distracted enemy to not get decimated, and besides that a lot of the fancy options like Burna Boyz and Nobz get butchered in a green tide horde, as they get focused down, while they're more likely to take multiple hits from a Trukk. Add that into the fact that you can have an incredibly irritatingly hard to pop group of trukks thanks to a KFF (5+ save on anything, 4+ if also obscured by terrain , plus the extra ramshackle) can make your priority units an absolute mother to bring down.

Generally I try for this with my orks. Turn 1, turbo boost towards my enemy. Scout my Kopters in as well to give a tantalizing target to whatever light anti tank weapons are most worrying me while keeping them out of range of small arms fire. Then I turbo boost in the Trukk wing. Usually 1-2 trukks will get focused down, so turn 2 is the rest hitting the lines, along with the arrival of the Diversion Brigade (kommandoes, Stormboyz, dakkajet, Deffbuggies, whatever I feel I need.) who cover for the boyz who got popped out of their trukks.


Thanks for the advice. I was really looking at battlefoam. They seem like you get the most storage for your money with them. Is this the one you got?
http://us.battlefoam.com/432-p-a-c-k-432-molle-standard-load-out/


The green tide does have it's appeal but I kinda want to rock trukks and bikes more. Thats probably the route I'll go. Or both for poops and haha's down the road. So i suppose now I better get a couple more trukks and some biker nobz.

This message was edited 1 time. Last update was at 2014/10/21 22:29:59


 
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

In your defense, during our AM/Orks v. DA/SM tag team game, I was on the ropes for a good portion of the game, and only one or two good dice rolls made the difference for the entire match. For my part, the fact it was hard for you to get into close combat because of the wall of twin-linked rapid fire bolters was the only thing that kept me in the game.

EDIT: I think if you were in trukks rather than slogging, that game would have gone very different.

This message was edited 1 time. Last update was at 2014/10/22 03:51:34


5250 pts
3850 pts
Deathwatch: 1500 pts
Imperial Knights: 375 pts
30K 2500 pts 
   
Made in ru
!!Goffik Rocker!!






I've noticed that footslogging involves more tactical choices and cunning moves. Besides, it's much more forgiving to something like 1 truck missile, stormboyz, a walker and stuff like that. While speed freaks are more strict to what you bring and it's much harder to shove in a deff dread or a bunch of footslogging boyz, for example. However, it's more steamlined and killy than footsloggas and doesn't have fmc spam daemons with telepathey and missileside spam as hard-counters.

This message was edited 1 time. Last update was at 2014/10/22 06:41:46


 
   
Made in us
Grovelin' Grot Rigger




Fargo

Won my first game with Orks tonight. I guess the fast game with trukks works pretty well. 10 nobz absolutely devistated my buddies entire IG army (750 point game). So I am going to go that route I think. Battlewagon came in so i'll pick it up saturday. Now to decide which battlefoam case to buy.
   
 
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