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Made in us
Hellacious Havoc





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Is the AoBR set good? My friend and I are looking to start another 40k army. He wants SM, I want Orks. He has a rulebook and templates I dont. So do you think that set would be good? Also are the orks included in the set helpful? What should I get afterwards? Also what is inside the book that comes with it(not the rulebook, the other one)? Thanks for the help! Rod


Automatically Appended Next Post:
AoBR=Assault on Black Reach

This message was edited 1 time. Last update was at 2010/04/05 01:47:52


"I've missed over 9,000 shots in my career. I've lost almost 300 games. 26 times I've been trusted to take the game-winning shot . . . and missed. I've failed over and over and over again in my life. And that is why I succeed." The great, Michael Jordan 
   
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Been Around the Block




The set is a very useful addition for orks, as it's the only reasonable way to get deffkoptas, and you get a decent amount of boyz. You will obviously need the rulebook template, if you ever want to play other people. The warboss is also a pretty good HQ, and you get some nobz as well. I would suggest after getting that, start getting lootas/burnas and vehicles/walkers.
   
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You will need to grab klaws from a bitz site to make the supplied nobz worth your while.
   
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Pat that askala, O-H-I hate this stupid state

Since you dont have the main rules(unless you have the BRB), templates, and starting orks it is a great buy for both of you. It doesnt include the Codex but that is what i will tell you to buy first after the AoBR. After that you could buy another AoBR or a Battleforce which includes 20more Boyz a trukk and 3bikers. I would suggest shopping around here on dakka, bartertown, and roguemarket for AoBR orks as first they sell for cheap and is a great way to bolster your forces quickly.

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Moody AFB, GA

no its a great start!!! the only thing that sucks is they nobs dont have PKs.
with that being said you and your friend should split 2 AoBR sets (lol you can never have enough boyz).
any idea of what build you want to start? mech, green tide, kan wall?

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Pat that askala, O-H-I hate this stupid state

Best way to get PKs is get the Nob box set and you get 3 PKs plus a PK equivilant which is the circular saw cybork arm so technically four.

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Hellacious Havoc





US

Thanks everyone! So how bout getting a box of boys for a full squad and some lootas/burnas? Should I get 2 boxes of lootas /burnas so I could have squad of each? @sickening i'm not too sure what I want yes but how would I go about starting any of those 3 types you mentioned, are there any other interesting themes for orks? What do you all play?

"I've missed over 9,000 shots in my career. I've lost almost 300 games. 26 times I've been trusted to take the game-winning shot . . . and missed. I've failed over and over and over again in my life. And that is why I succeed." The great, Michael Jordan 
   
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Moody AFB, GA

i play a mech build my self. its a easy setup and you dont have to move 100+ models each turn.
all i can really say is split 2 AoBR sets and get a box of nobz for the PKs and run that till you get a idea of what build you would like to play. its very important to get very good list built before you start buying models that you may never use.

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rodt777 wrote:Thanks everyone! So how bout getting a box of boys for a full squad and some lootas/burnas? Should I get 2 boxes of lootas /burnas so I could have squad of each? @sickening i'm not too sure what I want yes but how would I go about starting any of those 3 types you mentioned, are there any other interesting themes for orks? What do you all play?

Mechanized is generally transport/vehicle based, trukks and battlewagons in a kff with other complimentary choices.
Green tide is basically as many orks as you can put down with a few addon units, in an attempt to flood the opponent with too many targets and overwhelm them.
Kan wall is 6-9 killa kans with 1-2 kffs in front of a green tide style list. Kff gives kans 4+ cover, kans give army 4+ cover, I personally think it's the best way to run tide orks and the new kan models are great.

You can also attempt a shooty sort of list, lots of shootas and lootas and big guns/gunwagons and so on, but I don't have a lot of experience with them.

I play mechanized... kff mek, ~2 battlewagons (one full of burnas), 2-3 trukks, some deffkoptas, some lootas, add warboss/nobs/bikers/grots depending on the points/game.

Note that if you have a boyz sprue for spare bodies/legs/heads, the loota/burna box comes with the parts for 4 burnas (and another smaller burna/kmb) and 4 deffguns. It's an annoyingly sparse box in some ways... I was lucky and found an auction of burna halves of the box on ebay for cheap.

AOBR is a solid place to start, especially if you don't have the book/templates. It's not perfect by any means, but as mentioned it has a nice warboss, a decent boyz contingient, and koptas. Without conversion the wargearless nobs aren't that hot, and their CC arms are annoyingly part of the torso so it can take some work. It needs additions, but it's a solid place to start.

This message was edited 5 times. Last update was at 2010/04/05 02:42:32


 
   
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Hellacious Havoc





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Maybe I could convince him to buy afull set and then ill buy my own set and trade models. But are there any units that are to be avoided or are like a waste of money? What units to you have for your mech build? Thanks for the help so far, its great!

"I've missed over 9,000 shots in my career. I've lost almost 300 games. 26 times I've been trusted to take the game-winning shot . . . and missed. I've failed over and over and over again in my life. And that is why I succeed." The great, Michael Jordan 
   
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Buy 2 sets and split them between you and your buddy, they are a good start for both armies. A double ABR set will give each player a decent 1,000ish point army list.

The space marine player should then buy Rhinos or Razorbacks to mechanize his army.

The Ork player will probably want Lootas/Burnas later and/or trucks/battlewagons.

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If you do buy lootas/burnas, you get 5 bodies, 4 burna weapons, 4 deffguns, and parts for a mek with KMB. I suggest using bodies from a boyz box to make 9 models out of the lootas/burnas box.
   
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rodt777 wrote:Maybe I could convince him to buy afull set and then ill buy my own set and trade models. But are there any units that are to be avoided or are like a waste of money? What units to you have for your mech build? Thanks for the help so far, its great!

The 'avoid' units in the codex are sparse, and even then they have their uses depending on the army style and point level.

My personal choices for 'don't buy this unless you know what you're doing' would be...
tankbustas (glory hogs can hamstring them, low BS single shots mean you need a pile before they're dependable)
wierdboyz (too random, fill a highly contested FOC slot)
burnas (they don't work at all well on foot, but mechanized they're great)
bikers (they can work well, but they're costly both point and $$ wise)
deff dreads (kans are usually superior)
flash gitz (never never never)
looted wagons (trukks are better light transports, battlewagons are better heavy transports or gunships... wagons really aren't great)

Most of the units in the codex are pretty point-and-play though, and are solidly effective at their roles.
If you're looking to fill out your force you can't really go wrong with more boyz, a kff, a battlewagon or kans box, and some lootas.

This message was edited 4 times. Last update was at 2010/04/05 02:57:51


 
   
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Hellacious Havoc





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@Krall How would I do that if they dont give me extra legs/torsos? Unless its different than it is with CSM(my 1st army)? Any way a box of lootas/burnas is the same cost as a box of boyz, so itd cost the same. But, then again I could be missing something.


Automatically Appended Next Post:
@Gorkamorka what should I use for tank busting, other than tank bustas? And if I were to get 2 AoBR sets and about 5-10 lootas/burnas and maybe a Trukk or 2, what would be a weakness that needs to be fixed? I think the major one is anti tank and antihorde right?

This message was edited 1 time. Last update was at 2010/04/05 02:57:59


"I've missed over 9,000 shots in my career. I've lost almost 300 games. 26 times I've been trusted to take the game-winning shot . . . and missed. I've failed over and over and over again in my life. And that is why I succeed." The great, Michael Jordan 
   
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rodt777 wrote:
Automatically Appended Next Post:
@Gorkamorka what should I use for tank busting, other than tank bustas?

If we're talking mechanized?
The main ork antitank is the ork standby for most problems: PKs
A basic ork mob PK nob glances 95% of tanks automatically on a hit and pens 5/6ths of the time, and he gets 4 swings. And all the boyz can glance A10 back armor as well, if it comes to that.

At range... lootas or the TL rokkits off koptas (or buggies) are probably your best bet, and you already seem to be planning to get both.
Up close... deffrollas, boarding planks, and just general PK assaulting. Remember that you're hopefully going to be right in their face unloading your whole army into CC on turn 2.

Vehicles, unless they're running 12" movements or have 14 back armor like monoliths, aren't really tough nuts for an ork list to crack.
If they're running that far, then they aren't doing much else.
And for land raiders/liths PKs aren't completely terrible... and there's always the autohit D6xstr10 deffrolla

rodt777 wrote:
And if I were to get 2 AoBR sets and about 5-10 lootas/burnas and maybe a Trukk or 2, what would be a weakness that needs to be fixed? I think the major one is anti tank and antihorde right?

You need a kff mek, it doubles the survivability of every vehicle in your army. I can't stress how amazing I feel this model is for this army style.
Beyond that...
You've got a nice warboss, which is fine.
You've got ~10 lootas (you can probably convert some big shoota boyz into lootas easily enough). In low-medium point games I run 2x5 loota squads, deployed in cover near my table edge, and it usually works well. So you're set there for now.
You've got 10 burnas, who can't buy a trukk and have no other ride... which is a problem. A battlewagon to carry your kff/warboss and these burnas would be a nice addition here.
6 koptas... large units of koptas aren't amazing cost effectiveness-wise but they aren't bad units by any means, this is fine. I'd consider converting 1-2 to have buzzsaws, assaulting a tank on turn 1 with some str7 swings can be great.
2 trukks full of boyz, you need to snag PK/BP nobs for these somehow. These are fine.
~16 or so boyz with no ride (a Bwagon would be a good idea here as well).

With the kff and 2 wagons, you're closing on a pretty nice looking 1500pt framework... something like:
HQ
Warboss - pk, armor, BP (in wagon #1)
Big Mek - kff (in wagon #2)

Elite
5x loota
5x loota
10x burnas (in wagon #1)

Troop
11x boyz + pk/bp nob in trukk w/plank, ram
11x boyz + pk/bp nob in trukk w/plank, ram
16x boyz + pk/bp nob (in wagon #2)

Fast
3x rokkit koptas w/1 buzzsaw
3x rokkit koptas w/1 buzzsaw

Heavy
2x battlewagons w/big shoota, deffrolla

Try to figure out what you want to end up with listwise, then head over to the 40k army list forum and get it critiqued. Then you'll have something solid to work towards, and won't end up with anything you can't use.

And also hit up ebay before you buy anything, or see if your local FLGS has any discounts (my old one gave 20% off GW site, my new one gives 10%).

This message was edited 8 times. Last update was at 2010/04/05 04:40:36


 
   
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Moody AFB, GA

trukks by there self will never make it past turn 1. lol you need to spam them or hide them behind a battlewagon.
like i said above you need to make a good list before you start spending money. lets say you go and buy 3 trukks and then later decided you want a kan wall you just wasted about 75 bucks and lots of time putting them together.
just slap 2 AoBR sets together and play till you get a idea of what you would like. oh also you can just stand in some of you CSM models to test out units before you drop the money on them.

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Beijing,China

AoBR is a nice start for building an ork list.

You would always need boyz, and koptas is not a bad unit.

Need to buy kans(horde) or wagons (mech) for the core of a list. KFF is must, of course.


Automatically Appended Next Post:
Gorkamorka wrote:
rodt777 wrote:Maybe I could convince him to buy afull set and then ill buy my own set and trade models. But are there any units that are to be avoided or are like a waste of money? What units to you have for your mech build? Thanks for the help so far, its great!

The 'avoid' units in the codex are sparse, and even then they have their uses depending on the army style and point level.

My personal choices for 'don't buy this unless you know what you're doing' would be...
tankbustas (glory hogs can hamstring them, low BS single shots mean you need a pile before they're dependable)
wierdboyz (too random, fill a highly contested FOC slot)
burnas (they don't work at all well on foot, but mechanized they're great)
bikers (they can work well, but they're costly both point and $$ wise)
deff dreads (kans are usually superior)
flash gitz (never never never)
looted wagons (trukks are better light transports, battlewagons are better heavy transports or gunships... wagons really aren't great)

Most of the units in the codex are pretty point-and-play though, and are solidly effective at their roles.
If you're looking to fill out your force you can't really go wrong with more boyz, a kff, a battlewagon or kans box, and some lootas.


Agree with every point you listed.

And I want to add one: trukk.

This message was edited 1 time. Last update was at 2010/04/05 03:43:41


Tokugawa plays:  
   
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It's a great set for anyone starting. Rule book, templates, scatter die. All very important to have ones of your own. The extra booklet that comes with it is pretty much basic rules so you can play without reading the big rule book to get a feel for the game. The quality of the minis isn't great, but that's why they are cheap. They fill out your army just as well as the more expensive and more detailed ones. I have 4 tactical squads of marines painted up all from starter sets like the black reach box. They paint up well and function just as well as the more expensive marines.

I'd say split up the boys and other models into various squads. If you want to you can wait to put them together (the glue part at least) so that you can take the extra weapons from the other boxed sets and put them on your black reach orks. Weapon swaps are usually pretty easy. Only thing I'd say do for sure is that my friend redrilled the holes on the deffcoptas so that they aren't at such a steep angle and they look a lot better that way.

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AoBR is a great starter set for either Orks or SM. It gives a good infantry base for SM and a dread. For orks its a great starting 20 boyz and with a little work you can convert the nobz to have power klaws. Plus you get deffcoptas and all their awesomeness. I split two with my ork playing friend when we started playing 40k and it still forms the main base for his army. To that he added about 10 lootas, a couple kans, and the Ork battleforce to add a trukk and some bikers, as well as shootas. He typically runs about 60 boyz, around 40 sluggas and 20 shootas, a 10-15 man squad of lootas, hes still deciding if he wants another 5 for a full squad. And then some kans, usually 2-3 and 3-6 deffcoptas with TL rockets for outflanking tankhunters

This message was edited 1 time. Last update was at 2010/04/05 14:22:14


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AoBR set is excellent for beginning an ork army. My friend and i split one (I got orks) and a few months later we entered a 500pt tournament. The only thing that i added was a painboy to the nobz, other than that i put the two squads of boyz in to one and split the deffcoptas into 3 squads of one. At the tournament i ended up doing very good for a set straight out of the AoBR set. Basically i slaughtered my first match and the other two i only lost because of one lousy die roll. so yea, AoBR set very good to start out with.

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Moody AFB, GA

and the SM sets are very easy to sell if your buddy does not want to split 2 of them.

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Been Around the Block




AOBR set is amazing. I've used them a ton to make a cheap army for friendly play.

The deffkoptas without the copter blades make great Bikers, nice to get them for ~$2.50 each on ebay compared to like $8 per in the box set.
SM Dreadnought in AOBR can be converted to a Deffdread (~$12.50 vs $50+)
SM Terminators can be converted into Meganobz (~$2.50 vs. $20)
Warboss can be converted to a KFF Big Mek (~$2.50 vs $15)

Etc.

AOBR is such a boon for the Ork player especially.
   
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Hellacious Havoc





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So general consensus is to get it right? One more thing, do you enjoy playing your okrs? why/why not?

"I've missed over 9,000 shots in my career. I've lost almost 300 games. 26 times I've been trusted to take the game-winning shot . . . and missed. I've failed over and over and over again in my life. And that is why I succeed." The great, Michael Jordan 
   
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Moody AFB, GA

yeah get it! lol no get 2 of them.

yeah i love playing orks. its just funny to see the look on the other players face when you drop 100+ models on the table. have 20 boyz just out of a wagon during an assalut and throwing 76 (my most ever) dice on the table. lol i love seeing the frustation on my opponets face when they try to kill a set on nob bikers.

then on there other hand BS of 2 and armour save of 6 and setup and clean up of 100+ models is not fun. lol and i also feel like i will be painting orks till the day i die.

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rodt777 wrote:So general consensus is to get it right? One more thing, do you enjoy playing your okrs? why/why not?

Sure, you'll use everything in the box (the nobs need a little converting, but it's not a big deal) and it's a nice package cost-wise.
Even if you end up with extra stuff, you can get rid of it on ebay easily.

Yes, I enjoy playing my orks.
A lot of people rag on orks for being too pick up and play... I prefer to think of them as direct.
They're about as assertive an army as it gets, and unless you're facing an absolutely withering amount of fire you often get to determine the pace and layout of the game.

My roomate plays shooty IG, and every game for him is setting up a gunline and sticking to it, rolling shots.
Every game against him for me is screaming across the board trying to smash bits of it to pieces with overwhelming assaults.
   
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Personally, here's what I would do -
Two Black Reach sets rock. Next step would be to get the codex. After that, I would buy a Nob box so you can salvage for power claws. With 15 nobs (two sets of aobr and one set from the box) kit 10 of them out for a Nob Squad (look up would allocation before you start... trust me), kit the other 5 for boys squad leaders (PK and BPs). After that I would start poking around the toy section of Goodwill for things with appropriately sized tires. Convert 3 of the deff koptas into twin linked rocket buggies. Take one of the deff coptas and make a buzzsaw for it (if you can't make one out of styrene, I suggest gutting an old alarm clock for gears and go from there).
After that, I would see where you were wanting to go. If you want mech, start picking up Battelwagons, trukks, and a big mek with a Kustom Force Field.
If you want green tide, you are already well on your way with 40 boys. For more boxes of aobr, you have a tide going. Two or three boxes of cans and you have a can wall.
If you want to go nob crazy, get another aobr box, another nob box and another warboss. 60 boys can screen easily for two 10-man squads of would allocated nobs really well.
I haven't really done shooty orks yet, but I'm betting lootas, shootas and loaded battlewagons are your answers.
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