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Made in us
Fresh-Faced New User




So I'm looking to see what would best be played with what I have. I know boys are always a good decision. Well here is what I have on hand.

40 Boyz
1 Gorkanaut
1 trukk
1 battle Wagon
5 flashgitz
3 kill a kans
5 tank bustas
3 mega nobz
1 dakka jet
1 big mek with shokk gun
1 gahzgrull
1 pain boy
30 Gretchen

should I get more trukks and split the boys? Is there something I should get more of to make a sound composition? Thanks anything is a help and I appreciate the time and effort. Waaaaaaaagh!

This message was edited 1 time. Last update was at 2014/07/21 22:50:06


 
   
Made in nz
Focused Fire Warrior



New Zealand

Check the new codex, boyz lost the fearless if over 10 models rule they had and are now a liability. Or so i hear from all the grizzling ork players on dakka

6000pts
3000pts
1500pts
1000pts
 
   
Made in us
Hangin' with Gork & Mork





The Ruins of the Boston Commonwealth

More boyz. Generally when playing Orks you want at least 2 squads of max shoota boyz..

What kind of boyz are they? Shoota or Slugga?

You have a small start to a Dread Mob. You may want to look into continuing that. If so, Deffdreads, Meks, Big Meks, and maybe a few more Killakanz will be needed

This message was edited 1 time. Last update was at 2014/07/21 23:44:36


 
   
Made in us
Fresh-Faced New User




I was thinking of making them shootas. Is loosing the fearless that much of an issue when you are able to roll on the pinning list? and i was looking at buying a dread mob pack that may be another option i would pursue. Is a mek army better than a army full of boyz? sorry for all the questions just new and dont any other fellow ork players,


   
Made in us
Mutilatin' Mad Dok





It's early days for the new codex so conventional wisdom is still settling out. If you want to run boyz in a trukk, you should really get another one since the one you have should be commandeered by the meganobz. Expanding your tankbustaz (which you can do with rokkits from boxes of boyz pretty easily) could be good, especially if you give them something to ride in. One thing I'd suggest is modifying your Gorkanaut into a Morkanaut (rereading it looks like maybe you haven't assembled this stuff yet? If that's the case, either assemble it as a Morkanaut or magnetize it, which is always the best option). Projecting a KFF off the oval base will keep so many things alive. A Lootaz and Burnaz box or two could do you good...scrounge up legs and torsos elsewhere, and you can build four of each plus a mek out of each kit. Sticking Burnaz in the Naut with at least two Meks, then adding Grot Riggers, gives you a damn near unkillable unit (with bonus flamey death if a tempting target gets too close).

You need a unit to put your Shokk gun in so it won't get focus fired off the table. Lootaz would be good for this, and Mek Gunz with KMKs would be even better.

This message was edited 1 time. Last update was at 2014/07/22 02:45:28


 
   
Made in us
Slaanesh Chosen Marine Riding a Fiend



Maine

 Bludbaff wrote:
It's early days for the new codex so conventional wisdom is still settling out. If you want to run boyz in a trukk, you should really get another one since the one you have should be commandeered by the meganobz. Expanding your tankbustaz (which you can do with rokkits from boxes of boyz pretty easily) could be good, especially if you give them something to ride in. One thing I'd suggest is modifying your Gorkanaut into a Morkanaut (rereading it looks like maybe you haven't assembled this stuff yet? If that's the case, either assemble it as a Morkanaut or magnetize it, which is always the best option). Projecting a KFF off the oval base will keep so many things alive. A Lootaz and Burnaz box or two could do you good...scrounge up legs and torsos elsewhere, and you can build four of each plus a mek out of each kit. Sticking Burnaz in the Naut with at least two Meks, then adding Grot Riggers, gives you a damn near unkillable unit (with bonus flamey death if a tempting target gets too close).

You need a unit to put your Shokk gun in so it won't get focus fired off the table. Lootaz would be good for this, and Mek Gunz with KMKs would be even better.


Sadly, you can't magnetize a Mork/Gorknaught. The issue being is the model uses up almost all the bits. More importantly, you use ALL the gun bits to make either the Gork's gattler, or the Mork's Kustom Kannon. The kit forces you to make one, or the other. Not the ability to do switcheroos. :(
   
Made in us
Screamin' Stormboy



Stuck in wit da boyz

pax_imperialis wrote:
Check the new codex, boyz lost the fearless if over 10 models rule they had and are now a liability. Or so i hear from all the grizzling ork players on dakka



Long time Ork player. I have played several games now with the new codex and the loss of fearless is a bit of a blow but in no way does it make the Boyz a bad choice.
I have only had one unit of boys break and run with the new rules and that was when it was down to 3 boyz and no Nob.

The new Mob Rule stinks and you can get some unlucky rolls and lose 5 or 6 boyz on a moral check, but they wont run.

3 or 4 trukks full of boys followed by a KFF on a bike is a very nice weapon
I'm in my opponents back field on round 2

If brute force doesn't do it, you're not using enough.  
   
Made in th
Crafty Clanrat






Not so sure about the new Ork Codex and its rules as I haven't bought it yet but I understand that Boyz are becoming more of a liability. I take it that it should be ok taking loads of Boyz provided you're happy to lose many Boyz by the end of the battle because of the new morale checks. Trukks and Boyz are generally ok when I play but my friend isn't the most tactical with his horde of Khorne Berserkers and Chosen. I used to play Dread Mob (or Kan Wall) but I found that wasn't too effective when I played against other people.
   
Made in us
Slaanesh Chosen Marine Riding a Fiend



Maine

CYBORK wrote:
pax_imperialis wrote:
Check the new codex, boyz lost the fearless if over 10 models rule they had and are now a liability. Or so i hear from all the grizzling ork players on dakka



Long time Ork player. I have played several games now with the new codex and the loss of fearless is a bit of a blow but in no way does it make the Boyz a bad choice.
I have only had one unit of boys break and run with the new rules and that was when it was down to 3 boyz and no Nob.

The new Mob Rule stinks and you can get some unlucky rolls and lose 5 or 6 boyz on a moral check, but they wont run.

3 or 4 trukks full of boys followed by a KFF on a bike is a very nice weapon
I'm in my opponents back field on round 2


Exactly what I've been feeling. Fearless was amazing, I won't lie. Not having it sucks, but it doesn't mean Boyz are useless by any means. They still are the threat they were last book, but we just have different threats with the new book is all. Boyz still can't be ignored by your opponent, its a proven fact. If they decide to let them live, and focus too much on your bigger targets, thats good for us. Those Boyz should easily rip through their ranks. Yet, if they decide to mop up Boyz, and not your other targets...well, you just get to blast the crap out of things, or rush in with your Walkers, which is equally unsavory.

My current list is focused on 2 BW full of shoota boyz, nob, warboss and painboy in each. Both warbosses have relic weapons, combining the normal dex and waagh detach for the cool weapons. Tagging along are four Trukks, 2 with 12 bodies and a nob with shootas, and 2 Trukks with 5 Nobz each with Shootas. The Morkanaught follows behind them, keeping them in the bubble for as long as it can before it camps and begins to dump payloads of firepower into their ranks while Boyz do drive by's before piling out and finishing the job.
   
Made in ru
!!Goffik Rocker!!






Boyz feel more like a troop tax now. Don't get me wrong, with 'eavy armor and riding a truck or wagon they're still decent but i'd not take more than a minimum required ammount of squads. Be it 2 or 3 for our special FOC. Bikers, big gunz and buggies are the new go-to of an ork army. With manz missiles getting better, commandoes becoming somewhat playable, tankbustas recieving a huge buff - we've got plenty of decent units. Nothing outstandingly devastating but they work.

The problem with boyz is that they need HQ-s and a wagon to start functioning to their full potential. But then you consider the cost and their vulnerabilities and start thinking: "Why haven't i taken bikers in the first place..."

This message was edited 1 time. Last update was at 2014/07/23 07:00:46


 
   
Made in ca
Veteran Inquisitorial Tyranid Xenokiller






Melevolence wrote:
 Bludbaff wrote:
It's early days for the new codex so conventional wisdom is still settling out. If you want to run boyz in a trukk, you should really get another one since the one you have should be commandeered by the meganobz. Expanding your tankbustaz (which you can do with rokkits from boxes of boyz pretty easily) could be good, especially if you give them something to ride in. One thing I'd suggest is modifying your Gorkanaut into a Morkanaut (rereading it looks like maybe you haven't assembled this stuff yet? If that's the case, either assemble it as a Morkanaut or magnetize it, which is always the best option). Projecting a KFF off the oval base will keep so many things alive. A Lootaz and Burnaz box or two could do you good...scrounge up legs and torsos elsewhere, and you can build four of each plus a mek out of each kit. Sticking Burnaz in the Naut with at least two Meks, then adding Grot Riggers, gives you a damn near unkillable unit (with bonus flamey death if a tempting target gets too close).

You need a unit to put your Shokk gun in so it won't get focus fired off the table. Lootaz would be good for this, and Mek Gunz with KMKs would be even better.


Sadly, you can't magnetize a Mork/Gorknaught. The issue being is the model uses up almost all the bits. More importantly, you use ALL the gun bits to make either the Gork's gattler, or the Mork's Kustom Kannon. The kit forces you to make one, or the other. Not the ability to do switcheroos. :(


Then make the other gun? This is the Orks we're talking about right? Just make the one gun from the kit and build the other from spare bitz and magnetize those.
   
 
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