the_scotsman wrote:You also get the ability to take a mob up to 30, cheap force multiplier units, and assault transports.
Fair points, but scouts have access to an assault skimmer transport (for smaller units, but still a similar option). But scouts also get more weapon and equipment options like camo cloaks. I'm not saying Ork boyz are lousy by any means, but can you honestly say you would not trade one attack and 'Ere We Go for +2BS, +1S, +2Ini, +1Ld and trade Mob Rule for
ATSKNF? I think most Ork players would take that trade for their shoota boyz in a heartbeat!
To me, the only big advantages of 30-boy blobs are that it helps you pass mob rule (but you wouldn't have to worry about the morale of
MSU if you had
ATSKNF) and that you can really get a big boost from your Painboyz.
But like I said, I love Orks and think they can be used effectively in the current Codex. I think they are harder to use successfully than some other armies like Marines or Necrons because our units are really only effective at one or two things and you have to have the right mix maneuvered into the right place at the right time to be effective. You have to have good timing, your units have to support each other and set each other up. You have to plan two turns ahead. The army can be unforgiving of poor deployment and turn 1 movement choices.
I think there is a steep learning curve and that is why you see such disagreement on how effective the codex is. In the right hands with the right list, it is very powerful. But in the average player's hands (like me!) and with a list that is limited by our painted models (many of us don't have 15
MANz, 100+ Boyz for Green Tide, or five battlewagons), it can be very hit-or-miss depending on the mission, terrain, opponent, etc.
What I find is I tend to win close games and my losses are often absolute blow-outs where I get crushed. I don't ever roll over anyone, but Orks can be very effective in Maelstrom games due to our board control.