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Made in au
Fresh-Faced New User




Ok well I've been whith the hobby for a while but I've been undecided as to which army to take for a while. I've jumped ship a lot but I've decided I'm going to settle and collect, they've always been my favourite but the price tag has always been a factor. However looking back I realise how much I could have saved starting with them in the first place.

OK here I go

1. Are shoota boyz actually superior to sluggaz like people around here seem to be claiming? The army I'm thinking of at the moment involves a lot of sluggaz in trukks but I was wondering if their is any benefit in trukk sluggaz over shootaz.

2. Is Old Zogwort worth the extra points? I don't actually have the codex, I just read my friend's every now and then. But from memory the only difference I saw was the squig power, Is he actually better than an average warphead? I'd probably take him with a unit of something and try to teleport them into combat or just pop tanks / transform ICs.

3. How are the elite choices? I like the look of the burnaz but I'm not sure they fare, same with the lootaz. I'll almost definitely be taking a unit of Kommandoz with Snikrot as well.

4. Are Deff Dreads any good? I haven't seen many at all since the new codex, have they been made practically redundant.

5. Will everyone cry cheese as soon as I take my models out? I don't really care about this so much, I plan on fielding a fairly Boy Heavy, maybe mech army with Ghazghkul, Old Zogwort and Snikrot.

6. What about the nob upgrades? Is mega armor worth it? Cybork? 'Eavy Armor? I'll probably run them in a trukk with Ghazgkhul.

7. How do you think this will run overall? I'm not going to rush into any tournaments yet but still would be nice to know from a more experienced Ork player how this army would go.

it seems a lot to be asking already and I'm sure that I've forgotten something/s. But I hope someone can help me, even if only answering one question.
   
Made in ca
Serious Squig Herder






Welcome to da WAAAGH!!!

1. Shootas are superior in a footslogging list. Sluggas are good in Trukks, because they can get into combat quickly and without taking casualties. A Speed Freeks list like the one you have in mind would use Sluggas.

2. He's the most reliable Warphead you can take. "Oh I got 'Eadbanga even with my reroll? I'll change that to Squigify your Abbadon!"

3. Burnas are awesome with a Trukk. Lootas are awesome in general. Kommandos with Snikrot are nasty because they can come in from any table edge. "Oh look you got some Dark Reapers, here comes Snikrot!"

4. I use one. He rocks. 2 Skorchas and Grot Riggers and he's ready to go.

5. People will cry cheese when they see Ghazghkull kill off their Captain Lysander. People will cry in general if you field 45 Lootas. Mmm.

6. I don't like Meganobs, so I'm not sure if they're worth it. Nobs with 'Eavy Armor, some Pks, a WAAAGH! Banner, and a Painboy would be my basic gear. A Battlewagon for a transport is better for getting Ghaz and his Nobs there because Battlewagons are hard to destroy.

7. Speed Freek lists are viable, oh yes. I personally run a footslogging list but my friend runs a Speed Freek list and people find it hard to deal with.

This message was edited 2 times. Last update was at 2009/02/08 05:07:11


blarg 
   
Made in au
Fresh-Faced New User




Wow sounds pretty nice, So if I would take say 2 or 3 groups of sluggaz in trukks and 1 or 2 units of shootaz I'd be fairly set for troops right? I'll probably go down some simmilar road, not sure where to put Zogwort though. I'll probably have some burnaz in a trukk as well and some lootaz on my baseline.
   
Made in ca
Serious Squig Herder






Yep, that's about right.

Warpheads only really shine in footslogging lists, since they can make the most use of the 'WAAAGH!' power.

Burnas in a Trukk is a fun idea, since the Trukk is Open-Topped, meaning you can shoot out of it. Drive-by Burnin' anyone?

blarg 
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

Hey, and welcome to the Waaugh!

I have an exceptionally competitive army list that can do all sorts of things, and it sounds right up your lane. I won't give exact specifics since I've detailed them time and again elsewhere, but here's some general details.

Ghazghkull Thraka - some people think he's too expensive: I love having him. He makes trukk boyz have a 27" assault range on the turn he waaughs.
Mad Dok Grotsnik - confers feel no pain to his whole unit. If you make a unit of 'Ard Boyz, that's 4+ armour, 4+ Feel no pain. I like sticking 19 'Ard Boyz + Mad Dok inside a battlewagon.
Nobs: 10 Nobs, equipped differently + Ghazghkull Thraka in a trukk = serious pain. Last few games, I've stuck them into a battlewagon, and put Mad Dok + 11 'Ard Boyz in a trukk. Not sure which I like better - the battlewagon full of 'Ard Boyz can screen Ghazghkull's trukk for cover saves.

Snikrot + 14 Kommandos (and 2 Burnas) - this unit is freaky. Nothing is safe when they're in your army list, and it gives you 1 reserve unit, a veritable ace up your sleeve to be applied wherever most needed. They come on from any table edge, give you 2 power weapons in CC or template flamers, and can really mess up fire support or entrenched units.

Trukkboyz for the rest!

My 1850 list has Ghazghkull+10 nobs in a trukk(all trukks have red paint), Mad Dok+19 'Ard Boyz in a battlewagon (with Deff Rolla), 2 more trukks (or 3?) of Boyz (1 Nob/Powerklaw/Bosspole in each), 15 Kommandos+Snikrot, 2 Burnas.

That's my list. If I go first, my trukks zoom across the battlefield and are in assault turn2 (sometimes even turn1 depending on mission). If not, I either get them behind cover to try keeping them alive, or keep them in reserve.

Give it a try. Use proxies, borrow some rhinos or whatever you need and see if you like it.

   
Made in au
Fresh-Faced New User




The only problem I see with a footslogger list is that the majority of the force would die on the way and specials like Ghaz and Zog would get focused down too quick.

This is completely untested of course.

That 'Ard Boy tactic also looks interesting but I thought their role would be like a screen in front of a footslogger list.

This message was edited 1 time. Last update was at 2009/02/08 06:00:27


 
   
Made in ca
Serious Squig Herder






That may be a problem, but think about it: Is it possible to kill enough Boyz with shooting before they hit your line? You -will- make it, just with not as many Boyz as you had hoped. Hell, 1 mob at most will be completely gone. Running really big mobs of 30 will mitigate this.

'Ard Boyz screening for da horde? No, that's a job for Grots! They cost a hell of a lot less and were MADE for the job. Plus, 3 Runtherds with Grot-prods can take down The Nightbringer


blarg 
   
Made in au
Fresh-Faced New User




Heh, sounds pretty interesting, I probably will go down the trukk boy route but it's something like the price of 5 boyz for a trukk isn't it? So it would be sacrificing some boddies.
   
Made in us
Committed Chaos Cult Marine






Yeah, don't worry about the Boyz making it.
Worry about being charged yourself.
20 Zerks coming out of Raiders ruins any ork horde's day.

Check out my blog at:http://ironchaosbrute.blogspot.com.

Vivano crudelis exitus.

Da Boss wrote:No no, Richard Dawkins arresting the Pope is inherently hilarious. It could only be funnier if when it happens, His Holiness exclaims "Rats, it's the Fuzz! Let's cheese it!" and a high speed Popemobile chase ensues.
 
   
Made in ca
Serious Squig Herder






You're saccing bodies anyway, since only 12 Boyz fit in the Trukk. Getting 12 Boyz in a Trukk roughly costs the same as getting 18 boyz, without the Nobz of course.

blarg 
   
Made in us
Khorne Veteran Marine with Chain-Axe




Kutztown, PA

Iron_Chaos_Brute wrote:Yeah, don't worry about the Boyz making it.
Worry about being charged yourself.
20 Zerks coming out of Raiders ruins any ork horde's day.


I have to agree wholeheartedly here. My good buddy plays a khorne/nurgle CSM list. If I play him with my Orks we can almost clean up after we see who gets the charge, as there is almost no point in playing out what we both know will happen.

Alotta people really like shoota boyz. I personally use all slugga footsloggers currently. Not saying I am right or people with shoota's are right. It will all really come down to how you envision your WAAAAAAAGH! The nice thing about the Ork 'dex is that you don't have 1 cookie cutter list that everyone plays. They can be fun and successful with a variety of fun to play builds. I am a huge fan of running Grotsnik with 30 slugga's, backed by a squad of 10 nobs with painboy and 3 klaws, with 3x30 boys behind that with a KFF mek. Then I bring 15 kommando's (snikrot, 2xburna) and some kopta's in off the board edge to harass my opponent. My one friend loves it but hates to play against it. With a 31 strong squad with 5+ cover and FNP it takes ridiculous amounts of gunfire to wipe it out. So if they focus on that squad the other boys will easily make it in with minimal injuries to wreak havoc. If they focus on the softer boys squads and leave grotsnik alone they will get a damn hard to kill squad endlessly locking CC.

David William Toy: 7/11/1953 - 12/27/09, My Father My Friend, Rest in Peace.

Hidden Powerfist for the wi.....

The internet: providing people with numerous faceless mediums with which to suddenly grow a pair since the 1990's
 
   
Made in ca
Fresh-Faced New User






My two, lame/obvious, recommendations for a foot sloggin Ork Army are:

1) Deffkoptas, Deffkoptas, Deffkoptas. At 2000 points I generally take 3 fast attack slots of:

2x Deffkopta w/Twin-linked Rokkit Lauchas: 90
Buzz Saw: 25
Total: 115

Pretty useful against Tau or Guard players. Just remember not to waste too many points on your copters as they're more or less suicide squads. After their initial flanking attack they'll likely be done for. You're trading 115 points of 'Copter to knock out 190+ points of Hammerhead or some other critical vehicle standing in the way of da boyz.

2) I also like to take 2 or three units of 29 Gretchin. For 200-300 points you can purchase 60-90 wounds that can be camped in terrain to hold objectives (thank Gork and Mork for the new plastic Gretchin is all I have to say). I play against Tau a great deal and even with Markerlights my friend struggles to dig 80 gretchin out by turn 6 or 7! Getchin let da boyz focus on having a good time.

 
   
Made in au
Fresh-Faced New User




So I think my starting list will be something like

2 squads of Trukk boys x 12 (or 11 with a nob, which would you reccomend?)

1 squad of 20ish or so shootas with some big shootas most likely

Ghazghkul with 8(is 8 the squad cap?) nobs in a battlewaggon.

Kommandos with Snikrot

Then probably go for either Old Zogwort, Burnas in a trukk or Lootas, not sure.

And expand from there
   
Made in ca
Serious Squig Herder






11 with a Nob. 11 with a Nob. 11 with a Nob. You need that pk.

That 20 Shootas mob sounds like it's legging it. Speed Freeks/Footslogger hybrids don't mix at all.

8 Nobs is good, just as long as it's got a Painboy.

Snikrot's funny. "Deverstayterz? Heres Snikrot coming to sodomize their bums!"

Old Zogs is good in a footslogger list. Either of the latter 2 options are good though.

blarg 
   
Made in us
Khorne Veteran Marine with Chain-Axe




Kutztown, PA

I wouldn't say that you cannot have some boys in trukks with a mostly slogging list, but 1-2 slogging units with a mostly trukk list wont work very well at all.

David William Toy: 7/11/1953 - 12/27/09, My Father My Friend, Rest in Peace.

Hidden Powerfist for the wi.....

The internet: providing people with numerous faceless mediums with which to suddenly grow a pair since the 1990's
 
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

The squad cap on a nob unit is 10. If you bring Ghazghkull, you turn that nob unit into a troop choice.

1 Bosspole, 1 Waaugh! Banner, 1 Painboy, and then work out the rest as you will, making sure that they are all different and that there is a couple of PKs in there.

Ghazghkull has mega-armor, which counts as two models in a transport, so a nob squad + ghazghkull is 12 models. If you have points, give that battlewagon a Killakannon (Str.7 A3 Large Blast) along with a DeffRolla and you present a target that will annihilate enemies if they ignore it. And if they focus on it, the rest of your army annihilates enemies.

That's the point of orks. Make them choose, and kill them regardless.

   
Made in ca
Serious Squig Herder






If Ghaz is with those Nobs, they won't need a Bosspole, since Ghaz comes with one

blarg 
   
Made in au
Fresh-Faced New User




You can take a killakannon on a transport vehicle? sweet!
So I think I'm gonna go for the trukk boys then go for the green tide in a while.
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

Taking a bosspole with Ghazghkull's Nob unit is an easy 5 point differentiation between Nobs. Should Ghazghkull split off from his main unit, the nobs will have no bosspole, and I *DO* split Ghazghkull off from his unit from time to time.

1. Multi-charging units that I wouldn't be able to reach otherwise.
2. To assault a vehicle without having to waste an entire turn(and enemy's response) of my most powerful unit on a single vehicle.
3. To deal with extremely lethal enemies.
A.) Abbadon: 5-11 power-attacks in initiative order (Strength 8) per attack turn. He destroys and annihilates Nobs.
B.) Terminators (If these guys have a bunch of power weapons, they hurt Nobs badly)
C.) C'Tan
D.) Anything else that I think will wipe the floor with my Nobs.

In those cases, I break Ghazghkull off from his nob unit (deploy 2" away when they disembark), declare a Waaugh! which gives Ghazzy a 2+ invulnerable save for 1 complete turn, and then have him assault the bad stuff by himself. He'll spend your turn and their turn killing the bad stuff and not taking any damage, and the following turn (yours again) your Nobs will counter-charge into the existing combat and lend the weight of their powerklaws and Big choppas.

Advice on your Nob squad, and trukk / Battlewagon

If you use a trukk, (35) add Red paint (5), and if you have extra points at the end of the day, consider a boarding ramp (5). It lets you run up next to a landraider, Ghazghkull runs down the boarding ramp without actually getting out of the trukk and take 7 strength 10 attacks against the landraider / other vehicle.

If you take a Battlewagon, give it a DeffRolla (20), a Kannon (10) and red paint (5). Adding a killakannon (60) is optional - its expensive. For me: I either do Ghazghkull+10 nobs inside a trukk along with a Battlewagon with Mad Dok Grotsnik+19 'Ard Boyz, OR I take Mad Dok+11 'Ard Boyz in a trukk, and Ghazghkull+10 Nobs+Killakannon in the battlewagon. Its your choice. If you can afford it, I'm also a fan of stikkbomb chukkas, although I don't take stikkbombs on my units.

For the Nobs, try this configuration

10 Nobs (200 points), 'Eavy Armor (50 points)

1. Painboy (30) - adding an orderly (5) is a fun addition; free reroll of a FNP
2. Bosspole (5)
3. Waaugh! Banner (15) - and don't allocate wounds here, or to your PKs or Painboy if you don't have to. Kill everyone else first.
4. Powerklaw (25)
5. Powerklaw / Ammo Runt (28) - cheapest way of creating distinction
6. Powerklaw / Kombi-Skorcha (30)
7. Big Choppa (5)
8. Big Choppa / Ammo Runt (8)
9. Big Choppa / Kombi-skorcha (10)
10. Normal Nob (no additional points)

Ghazghkull + these 10 nobs = a complex unit of 11 groups. Personally, I don't take Cybork bodies; I don't need the 5+ invulnerable save for a few reasons.

1. I don't roll enough 5s to justify it.
2. If you play smart, they'll rarely NEED to take an invulnerable save.

They start in a trukk or battlewagon and can't be shot at until their ride is killed. You should be screening their transport with another transport to give theirs a cover save. When you're charging up the field, you can leave them behind cover - still get cover saves. If they get their transport shot out from under them, remember: You have a 4+ armour save, 4+ feel no pain save, and if their trukk explodes, you dump them into a crater where the trukk was: And a crater is a 4+ cover save.

The only time my nobs EVER end up needing an invulnerable save is in close combat against power weapons. And here, Its just not worth it; you're probably on a Waaugh! and fearless. You're going to kill more than you lose ANYWAY because you have 3 powerklaws and a WS5 which probably hits on 3s. Between your 3 powerklaws and 3 big choppas, you'll hit on 3s and wound on 2s....these guys take down pretty much anything. And for the things that can really threaten you...that's where you break off Ghazghkull, assault him in solo, and counter-charge into the fight next turn. When you do, his unit must still attack Ghazghkull, except for the models alone that are in base to base with both units, and you can rig that on the charge.


















   
Made in us
Lead-Footed Trukkboy Driver





You can't take a killkannon on a BW bought with a nob choice. Only BW's taken as HS can take a killkannon.
   
Made in au
Fresh-Faced New User




Yeah I thought transports couldn't take them, It's probably too pricey anyway and I'm not sure how much use it would get. I really like that nob configuration, I was originally going to give them cybork as well but your swaying me, incredibly expensive but i guess it's incredibly killy too. I probably won't take the 'ard boys group, not yet anyway as the nobs are already an incredibly expensive point dump and I want some more bodies on the table.
   
 
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