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![[Post New]](/s/i/i.gif) 2010/02/17 03:53:01
Subject: Questions on using an ork horde effectively
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Corporal
Chicago
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Ive been working on an ork horde for some time, the idea of outnumbering my enemy and just pummeling him over and over until he gave away was to much to pass up. However after putting out all my models and counting up about 90 boyz and finding out that they barely come in at 600 points. Im not really sure what to think about this, on the one hand I can bring a ton more boyz at the same time though I know I need more variety but im not exactly sure what to pick up next. I was thinking of getting the new killa kans when they come out and going for a kan wall with one or two big meks with kff. That would take care of my heavy support and HQ, but basically I have no variety. After I take nobz what else would you guys suggest taking to fill in the extra slots? also how many more boyz should I take? if any more for that matter.
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Been out of 40k for many years. Slowly painting up old models and getting back into it.
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1500 orks in a jumbled pile
WIP Space wolves no direction
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![[Post New]](/s/i/i.gif) 2010/02/17 03:56:35
Subject: Questions on using an ork horde effectively
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Pestilent Plague Marine with Blight Grenade
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Lootas! A thousand times, Lootas!
Footslogging Orkz are even worse at anti-tank than their mobile bretheren, so some Lootas to deal with those Mech'd up armies will save you a ton of headaches.
Beyond that - it's hard to go wrong with Snikrot Kommandos!
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Triggerbaby wrote:In summary, here's your lunch and ask Miss Creaver if she has aloe lotion because I have taken you to school and you have been burned.
Abadabadoobaddon wrote:I too can prove pretty much any assertion I please if I don't count all the evidence that contradicts it. |
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![[Post New]](/s/i/i.gif) 2010/02/17 04:31:08
Subject: Re:Questions on using an ork horde effectively
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Death-Dealing Dark Angels Devastator
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I agree. Lootas are awesome! Also, I would get DKs w/ Rokkits and/or Zzap Gunz/Kannons for anti-armor.
Oh...and a lot of folks use the Mek w/ KFF - not sure if you were planning that
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"One man's trash is another man's Warhammer 40k terrain..." |
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![[Post New]](/s/i/i.gif) 2010/02/17 04:36:43
Subject: Questions on using an ork horde effectively
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Boosting Black Templar Biker
Fenton Michigan
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Don't forget to tool out those boyz with power claws! A mek, some lootas, and probably some kans will help you out a lot.
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This is good.... isn't it?
-Big Boss |
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![[Post New]](/s/i/i.gif) 2010/02/17 12:29:18
Subject: Re:Questions on using an ork horde effectively
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Mutilatin' Mad Dok
SE Michigan
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only 90 boyz. . . .throw in a another mob(or 2  ) of 30 in that list
in terms of shoota vs slugga. . . you pick
always have a KFF
always have PKs in the mobz
grot screen is also very nice to give that 4+ cover save
if its shooty horde go with lootas
if its assualty horde go with burnas
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![[Post New]](/s/i/i.gif) 2010/02/17 22:54:19
Subject: Questions on using an ork horde effectively
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Corporal
Chicago
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To think I overlooked lootas this whole time! I had never even thought of bringing them but thinking about it now within the local metagame transports with rather low armor have been popping up lately. I do plan on bringing a big mek with KFF but im not sure if I should bring another HQ seeing as my warboss has always performed very well or a second big mek to help cover everything. Snikrot and the kommandos seem like an interesting unit, but at the moment I dont have enough to shell out for metal models beyond whats absolutely necessary for the army.
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Been out of 40k for many years. Slowly painting up old models and getting back into it.
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1500 orks in a jumbled pile
WIP Space wolves no direction
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![[Post New]](/s/i/i.gif) 2010/02/17 23:04:22
Subject: Re:Questions on using an ork horde effectively
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Mekboy Hammerin' Somethin'
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Huffy wrote:only 90 boyz. . . .throw in a another mob(or 2  ) of 30 in that list
in terms of shoota vs slugga. . . you pick
always have a KFF
always have PKs in the mobz
grot screen is also very nice to give that 4+ cover save
if its shooty horde go with lootas
if its assualty horde go with burnas
+1. If you're going foot-slogging though, shootas might be better, as they can fire a load of dakka as they rush in. Big shootas in the mobs help here too.
Use lootas, or kans to provide transport-busting shots, with KFF mek to protect your horde/kans.
Kommandos are a pretty good choice for foot-sloggers (with Snikrot of course). If they arrive early, they can put a stop to the things shooting you in the backline. Dont worry about the metal models though, just make em from regular plastic boys (though buy the Snikrot model, he's too cool). So long they have stikkbombs, and camoflauge, they should be right for kommandos. Make sure you have 2 burnas in them kommando squads though, helps to flush out guardsmen/eldar, or bring down devastators/oblits in melee.
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![[Post New]](/s/i/i.gif) 2010/02/17 23:07:14
Subject: Questions on using an ork horde effectively
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Yellin' Yoof
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I used those Gbig mobs of boys and with nob wich hawe power claw is wery efective. Than bikes and zagstruk with stormoys thats all
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![[Post New]](/s/i/i.gif) 2010/02/17 23:28:40
Subject: Questions on using an ork horde effectively
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Joined the Military for Authentic Experience
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Usually, when I run footslogging, I run 4 mobs of 30 minimum, with a nob with a power claw in each. Shootas I give big shootas to, sluggas get rokkits. Now, there's a definite argument to be made for giving them ALL rokkits in the current environment.
Grots are an excellent unit for a horde, as the horde wants to move forward and get in the enemy's face. The grots can sit on an objective in backfield and cower, for cheap. They've won me many games. Remember, they are a liability in KP missions, so keep them in reserve and run them into cover far away from any danger once they arrive.
Lootas are a fantastic unit. I take one unit, but two or three are common and probably more effective. They are great at bringing down enemy transports. Take 15 in a unit, deploy in a position with a good line of sight, and away you go.
Burnas are better in a mechanised list, as are Nobs. (Diversified Nobs are a fantastic unit as a troops choice, but they need a delivery system).
Kommandos on the other hand rock hard. When playing a footslogging horde, enemies will often castle. That means they will cluster in one corner of the battlefield, and force you to run all the way across it to get at them. Snikrot mitigates this somewhat. Against less savvy opponents, he can cause them to drop the castle out of nervousness. Against others, he can come in and wreck whatever it is that's giving your boyz a headache. A good unit. Usually dies though.
I've run stormboyz in the horde, and while they're good, I don't know that they're worth it really. I'd say take them if you really like the idea, they're not BAD.
Warboss on bike with powerklaw and attack squig can give you much needed landraider cracking ability, but he's not that reliable. Still, for his points, he's a good buy.
Big Mek with KFF is practically mandatory.
One build you should consider (I've never run it but Olympia who posts here runs it regularly to good success) is the Kan Wall. This works around 9 Killa Kans in front of your boyz mobs, protected by the KFF giving them 4+ saves. This makes them very hard to stop. Bonus is that cheap, awesome looking plastic Kans are coming out soon!
Anyway, I hope this helped. Ork footsloggers are hard work to run, but I enjoy them. And once you have them, they are a solid basis to branch out into mechanised and other builds.
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![[Post New]](/s/i/i.gif) 2010/02/18 01:16:31
Subject: Questions on using an ork horde effectively
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Slaanesh Chosen Marine Riding a Fiend
Inside a pretty, pretty pain cave... won't you come inside?
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Consider:
Units of killa kans with rokkits
Deffkoptas/Warbuggies with twin-linked rokkits
Units of lootas
Some combination herein will solve any vehicle problems you have (along with your token power klaws) and get your points up to your goal in a hurry. You need a "screen" unit of some kind, be it gretchin, kans, or 'ard boyz to give the rest of the mob protection. You need to decide if you're shooty horde (move 6" and fire a 100+ shots per turn) or an assault horde (move 6", run d6, waaagh when close) and go all out.
If you do run horde, get FAST at moving models (consider movement/unit trays) and rolling large quantities of dice. Your opponents will appreciate it.
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![[Post New]](/s/i/i.gif) 2010/02/18 13:57:12
Subject: Questions on using an ork horde effectively
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Regular Dakkanaut
Eastern USA
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I can't really contribute any new advice, I just wanted to say that this thread reminds me how much I love the versatility of the current Ork codex. You really can play them any way you want to!
On second thought, have you considered Ghazgkull? That auto-six WAAAGH! move might be useful in a footslogging list, and if you bury him deep into a 30-Boy unit, he's not dying before he gets into CC.
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Bear in mind that I'm a very casual player, and any advice I give will reflect that tendency.
Garnet Host/Space Roaches >4000pts.
Mardi WAAAGH! >5000pts.
89th Skitarii Penal Conscripts "The Steel Reserve" ~in the works
Hidden Templars ~in the works |
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![[Post New]](/s/i/i.gif) 2010/02/18 14:37:19
Subject: Questions on using an ork horde effectively
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Joined the Military for Authentic Experience
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The problem with Ghaz is that he slows down the unit he's attached to. The six inche waaagh is good though. I think he's probably better in a mechanised list.
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![[Post New]](/s/i/i.gif) 2010/02/18 15:12:40
Subject: Questions on using an ork horde effectively
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Regular Dakkanaut
Eastern USA
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Ah, true, I forgot about Slow and Purposeful. Still, though, when he WAAAGH!s, all the other units ahead of him get to charge, so you could say he makes every other unit faster by making one slower. If you make his mob Shoota Boyz, it doesn't really matter anyway.
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Bear in mind that I'm a very casual player, and any advice I give will reflect that tendency.
Garnet Host/Space Roaches >4000pts.
Mardi WAAAGH! >5000pts.
89th Skitarii Penal Conscripts "The Steel Reserve" ~in the works
Hidden Templars ~in the works |
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![[Post New]](/s/i/i.gif) 2010/02/18 18:36:22
Subject: Questions on using an ork horde effectively
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Decrepit Dakkanaut
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alanedomain wrote:Ah, true, I forgot about Slow and Purposeful. Still, though, when he WAAAGH!s, all the other units ahead of him get to charge, so you could say he makes every other unit faster by making one slower. If you make his mob Shoota Boyz, it doesn't really matter anyway.
An idea:
Well, if you need to use up the points, Ghaz + 5 MANs in battlewagon, give it a KillKannon, keep moving it 6 and firing the K-Kannon, keeps him and his lads moving forward, then disembark them when you're near the opponents. You could add a Rolla to the BW if you want it to carry on crashing into units or hold it up and near range and continue to fire with the K-Kannon.
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![[Post New]](/s/i/i.gif) 2010/02/18 18:40:38
Subject: Questions on using an ork horde effectively
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Joined the Military for Authentic Experience
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The problem with that is that it negates one of the advantages of horde by giving the enemy something to shoot at with his anti tank.
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![[Post New]](/s/i/i.gif) 2010/02/19 02:34:31
Subject: Questions on using an ork horde effectively
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Corporal
Chicago
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Yeah, im not really planning on taking Ghaz. I for sure am taking big mek with KFF but the second HQ slot is sort of up for grabs at the moment. Looks like im going to have to assemble quite a few more orks also. Thanks for all the advice, anything else you can think of would be appreciated!
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Been out of 40k for many years. Slowly painting up old models and getting back into it.
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1500 orks in a jumbled pile
WIP Space wolves no direction
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![[Post New]](/s/i/i.gif) 2010/02/19 02:44:24
Subject: Questions on using an ork horde effectively
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Joined the Military for Authentic Experience
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If you are taking a second HQ, please don't take a Warphead. Everytime an ork player takes a warphead in a serious list, Da Boss cries.
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![[Post New]](/s/i/i.gif) 2010/02/20 04:45:48
Subject: Questions on using an ork horde effectively
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Corporal
Chicago
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Da Boss wrote:If you are taking a second HQ, please don't take a Warphead. Everytime an ork player takes a warphead in a serious list, Da Boss cries.
I assure you it will be a cold day in hell when I decide to spend what little money I have for my army on a weirdboy
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Been out of 40k for many years. Slowly painting up old models and getting back into it.
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1500 orks in a jumbled pile
WIP Space wolves no direction
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