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Made in us
Nasty Nob on Warbike with Klaw





St. Louis, MO

you should have seen his face when I whipped out my Trygon and slapped it on the table!


Heh heh

This time, you get to "Whip out your Wazdakka!"

LOL

Eric

Black Fiend wrote: Okay all the ChapterHouse Nazis to the right!! All the GW apologists to the far left. LETS GET READY TO RUMBLE !!!
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Stelek wrote: I know you're afraid. I want you to be. Because you should be. I've got the humiliation wagon all set up for you to take a ride back to suck city.
Quote: LunaHound--- Why do people hate unpainted models? I mean is it lacking the realism to what we fantasize the plastic soldier men to be?
I just can't stand it when people have fun the wrong way. - Chongara
I do believe that the GW "moneysheep" is a dying breed, despite their bleats to the contrary. - AesSedai
You are a thief and a predator of the wargaming community, and i'll be damned if anyone says differently ever again on my watch in these forums. -MajorTom11 
   
Made in au
Chaplain with Hate to Spare






heh heh indeed lol, somehow if you say whip out your wazdakka i imagine you need to say it at a shout? it's not a subtle thing is it? i also imagine beating someone into submission with my wazdakka would be an appropriate retaliation to any verbal interaction?

Flesh Eaters 4,500 points


" I will constantly have those in my head telling me how lazy and ugly and whorish I am. You sir, are a true friend " - KingCracker

"Nah, I'm just way too lazy to stand up so I keep sitting and paint" - Sigur

"I think the NMM technique with metals is just MNMM. Same sound I make while eating a good pizza" - Whalemusic360 
   
Made in es
Stalwart Tribune





La Coruna, Spain

Reasons:
1.- Easy to model!
2.- WAAAAAAAAAAAAAAAAAAAAAAAAAAAAGH!
   
Made in se
Fighter Ace





Sweden

nerdfest09 wrote:I spent $1000


Sir, are you Bill Gates?

I won't bother. 
   
Made in us
Grisly Ghost Ark Driver






All the plastic kits in the world are your playground. A kitbasher's dream. How can you not want conversion opportunities like that!!?
   
Made in us
Stalwart Skittari




Behind you

Just read the fluff in the codex and you'll see that the are the most rediculous and over the top army out there and the stomp stuff up good an' propa'

Tau-riffic  
   
Made in us
Lord Commander in a Plush Chair






All the fun has been stated(well not all the fun but enough of it).

So on to tactica:

You say you want an All infantry force; well orks iz best at da horde.

Things you will need:
Loads of Boyz(and I do mean Loads) as least 20-"man" squads, 3-4 of them each with a Nob with a Power Klaw; you can mix and match these as Shoota/ Slugga and Choppa Boyz. Each Mob Must be led by a nob and than Nob must have a Bosspole as well; Shoota boyz should have Big Shootas(maybe Rokkits in 1 or two mobz).

2 units of 7 Lootas; this gives you quite a bit of Dakka from both units and will put you the closest to what orks get to a "guarantee" of 1-2 dead transports/turn; this will cost you 4 boxes of Lootas/Burnas(20 model) and will also give you:

1 unit of 6 Burna Boyz this will give you enough Templates to erradicate any enemy unit and whatever assaults you in thier turn will still be taking a ludicrous number of Power weapon attacks(this is something you need to discuss with your opponent pregame burnas cannot be flamers and power weapons during the same turn; but we do not know if that is per player or game turn)

1 Warboss with power Klaw(for Str 10 hits), Cybork Body, Attack Squig, Kombiweapon or T-L Shoota(your Choice of Which), Eavy Armor(so you have better than a 5++ save in most situations) and so you have a Nob Squad as troops

1 Nob Squad of 5-10 Nobz with Diversified Wargear(this is really easy to do) and one of them should be a Painboy.

Fast Attack should be Bikers(at least 6) with a Nob with Power Klaw and Bosspole. maybe some Storm boyz as well

Heavy Support should be Big Gunz(Flash Gitz are absolute garbage, and Properly kitted Nobz are better at shooting/surviving, and of course, Close Combat) any combiunation of gunz(1 gun type/unit though) with extra grots.

This is my Rulebook. There are many Like it, but this one is mine. Without me, my rulebook is useless. Without my rulebook, I am useless.
Stop looking for buzz words and start reading the whole sentences.



 
   
Made in au
Legendary Dogfighter




Australia

I would buy orks in a punch if I didnt have IG already and Elysians at that. Orks are awesome but I wouldn't forgive myself if I bought another army.

Elysian Drop Troops 1500pts

Renegades & Heretics 2056pts

 
   
Made in au
Chaplain with Hate to Spare






I think i'll start with buying and painting up a unit of rokkit boyz and see how i like painting them and if my skin turns green when I do that...well.....I can't deny the power of fungus can I

Flesh Eaters 4,500 points


" I will constantly have those in my head telling me how lazy and ugly and whorish I am. You sir, are a true friend " - KingCracker

"Nah, I'm just way too lazy to stand up so I keep sitting and paint" - Sigur

"I think the NMM technique with metals is just MNMM. Same sound I make while eating a good pizza" - Whalemusic360 
   
Made in us
Consigned to the Grim Darkness





USA

Think about it this way:


Orks are the only faction in 40k which always wins.

Why is this? Because "in the grim darkness of the far future, there is only war".

What more could an Ork ask for?

The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
 
   
Made in us
Been Around the Block




Kirkland Washington

Orks were my first army. I enjoy playing them something about a large green wave sweeping across the table just makes you feel like a little school girl. Everything can be converted to look completely bad ass. I imagine you're not keen on vehicles because of money costs? that doesn't really matter, I've built 2 battle wagons and a looted wagon out of cardboard and scratch built a truck with some old army soldier toys I had. and they aren't strick with things or have a real "set" look it can pretty much be what ever your mind can imagine. and burna boys are sooooooo awesome. so many flame templates that it could scar your opponent for life.

orks ~ 2000 pts
chaos marines ~ 1500 pts
Daemons ~ 660 pts 
   
Made in us
Captain of the Forlorn Hope





Chicago, IL

The fact that the Ork codex had a 'eavy burna! and described why the ork liked it "It makes da enemys do da Burny Dance!"

Da red paint makes da vehicle go fast!!

"Did you notice a sign out in front of my chapel that said "Land Raider Storage"?" -High Chaplain Astorath the Grim Redeemer of the Lost.

I sold my soul to the devil and now the bastard is demanding a refund!

We do not have an attorney-client relationship. I am not your lawyer. The statements I make do not constitute legal advice. Any statements made by me are based upon the limited facts you have presented, and under the premise that you will consult with a local attorney. This is not an attempt to solicit business. This disclaimer is in addition to any disclaimers that this website has made.
 
   
Made in au
Chaplain with Hate to Spare






Makes you feel like a little school girl!! i hope you mean makes you feel as excitable as a school girl? not that the sight of a horde of Orks makes you 'feel like a school girl' because you can get into a lot of trouble for that! :-) but yeah I know what you mean!

Flesh Eaters 4,500 points


" I will constantly have those in my head telling me how lazy and ugly and whorish I am. You sir, are a true friend " - KingCracker

"Nah, I'm just way too lazy to stand up so I keep sitting and paint" - Sigur

"I think the NMM technique with metals is just MNMM. Same sound I make while eating a good pizza" - Whalemusic360 
   
Made in us
Been Around the Block




Kirkland Washington

yes excitable. I am NOT pro little school girl feeling. although to catch a predator is a really funny show. silly older man thats no little girl it's chris Hanson.

orks ~ 2000 pts
chaos marines ~ 1500 pts
Daemons ~ 660 pts 
   
Made in us
Sureshot Kroot Hunter



Las Vegas Sin City USA!

I always laugh when people ask "convince me to play such and such..." It's more like "I want to start such and such army but a unsure where to begin." Anyways, all good advice on why Orks is a good army choice. They are my next army after my Tau (which is what I am doing when I finish Amarie's Vertigo Tribe.)

Sunblitz Brotherhood: 2000 points (a very nice gift) W:0 L:5 D:0
Amarie's Vertigo Tribe: 1500 points W:5 L:5 D:0
=][= Witch Hunters: 1500 points W:0 L:0 D:0
Void Jackals: 1500 points W:0 L:0 D:0
The Wild Hunt: 1500 points W:0 L:1 D:0
My Year Of Frugal Gaming blog

I've been playing Warhammer 40,000 since 1988, and am just coming back from a bit of a 10-year hiatus. And please excuse any wild accusations, hallucinations, or outright factual errors, as I am recovering from a serious head injury. And Warhammer 40,000 is part of my therapy. OH YEAH! 
   
Made in us
Shas'ui with Bonding Knife





I wanna go back to New Jersey

For starters, Orkz are very simple and fun to paint, play, and are also open to many conversions. Although tanks and transports are used a lot in the current addition, Orkz have many counters towards said units such as Lootas, Tankbustas and Killa Kans. Although those Stormboyz(rocket pack guys) look interesting, they do have a certain rule that makes them ineffective, I recall it had to do with someone dropping dead to to malfunctions. I'm not to sure if you're interested in using Kans and Dreads since you want a non vehicular approach, but I strongly recommend using them since they look fething awesome.

bonbaonbardlements 
   
Made in ca
Flashy Flashgitz





Because there is nothing better than the look on your opponent's face as you pull out your 80+ dice to roll to hit in combat, honestly I've seen people go pale. In the end though reading the codex should be all the convincing you need.
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

To reiterate the core argument for orks:


WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAUGGGGGHHHHHHHHHHHH!!!!!!!!!!


If you don't get it, then you don't deserve to play orks.

Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in fi
Annoyed Blood Angel Devastator





I dont play orks but I love playing against them...Not beacsue I win all the time but they are so fun and funny. I think its the funnist army in the whole 40k universe.
   
Made in us
Storm Trooper with Maglight





bellingham

Ailaros wrote:To reiterate the core argument for orks:


WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAUGGGGGHHHHHHHHHHHH!!!!!!!!!!


If you don't get it, then you don't deserve to play orks.

This is really what I think every ones been trying to get at.

1950 3385 pt 1300  
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

Don't know how I missed an Ork thread until page 2!


*deep breath*

Nerdfest: Join the Waaaugh!

You think you need to be convinced, so let me get a bit more technical about the value of an Ork army over any other codex' offerings.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
First of all, orks are a unique codex. An ork boy is significantly cheaper than just about any other model in 40k, and is basically a platform from which many things spring (other kinds of ork variants - stormboyz, lootas, nobs...). If you read the fluff, every ork starts in the same place, and as they develop, they lean towards on klan/society, which is how they figure out what kind of ork they're going to be.

In other codexes (space marines and their variants being the most prolific), basic troops are well-rounded models. You ever play Final Fight? How about ANY kind of game with character selections? You've got the big, strong guy that's slow...the average Joe....and the weaker but very speedy character. This applies in 40k as well. Space marines are like your average, well-rounded Joe. Orks are NOT. You can't mix and match orks in any order you like to make a generalized list.

This is *not* called power building, its called understanding your codex, how your codex is designed, and using it as such. Every time someone calls "playing a theme" to be "powerbuilding" I want to stab them in the F***** eye. If you look in the Ork codex, do you see the codex writers putting in pictures for the sample armies of some Lootas backing up a squad of meganobs in a trukk, who are advancing next to some buggies and a deffkopta or two?

NO!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

They even TELL you how to make your army. They tell you what the Ork klans are - Bad Moons, Kult of Speed, Deffskullz, etc.

That kind of thematic army construction is the intent of the Ork codex. That is what makes orks powerful. The ork codex is written so that you can design an army list that is absolutely ridiculously powerful, but it is NOT made up of average Joe units; everything is specialized towards a specific goal. When you build an army list, you should follow the thematic advice given to you in the Codex. PICK a theme. There's a lot of them:

Green Tide. Mechanized Assault. Mechanized Shooting. Ork Gunline (Moar Dakka), Kan-Wall. Dreadz of Fury. Kult of Speed. Outflanking Goodness. Rebel Grotz. Nob Bikers. Super Units. Orky Burnas.

All of those things have something in common - the lists were designed with a theme in mind, and have the synergy to work together towards that goal. When you start combining those themes to make a list, you're being counterintuitive to the very style that the orks were created for.

Remember this: Orks can do anything that any other army can do, and they can do it better than that army. However, orks can only do it one at a time. You can outshoot a Tau Gunline. You can out-assault a khorne army or an army of genestealers. You can put down more templates than IG....whatever your goal in mind is....orks can do it better, but it has to stick to that theme. Orks are not meant to be universal, middle-of-the-road armies.

To give another analogy...if you've ever played an MMO, there are different classes. Fighter, Tank, barbarian, mage, cleric, wizard, hunter, ranger, red mage, death knight, rogue, whatever.....its all based on the game you play. The class you pick sets you on a path for the kind of game you play, the skills you get - they are pre-defined roles.

40k armies fit into that kind of typification. Except for Orks. Orks would be the generic class. You start with a neutral character, with skillpoints to assign, and you can make orks any kind of army you want them to be. People fail with orks because they want some of everything. Instead of making them a fighter, or an archer, or a guardian...and they would be better fighters, archers and guardians than every other type...they split points between all three to make a Figardian. F.A.G for short.

Do you want to excel in something, or be a F.A.G? That's what it boils down to.

Are you a F.A.G?

Here's a quick take on those various lists I mentioned. Please remember something important: Every list needs to be tailored for point allocations. What I'm putting down here is an "optimized" list where you get the maximum ability from it, so if you're playing a 1,000 point gunline, three full squads of Lootas + supporting units and troop choices isn't really what you're going to play. You'll have to tweak to match your needs.

Green Tide:
Green tide is actually an apocalypse battle formation, but is a common name for a foot-slogging ork army list. It consists of mobs of 30 shoota boys, a nob with a powerklaw, and either a unit of gretchin or a unit of boyz or 'Ard Boyz (maybe even with Mad Dok) screened across the front to give the rest of the army a 4+ cover save as they advance up the board.

Mechanized Assault:
12 slugga boyz+Nob/PK stacked into trukks, perhaps some battlewagons in the mix, covered by a Big Mek with a KFF...an elite unit or two (kommandos, lootas, burnas) tacked into the mix depending on your personal playstyle - they get into close combat as fast as orkishly possible; with Ghazghkull leading the mix, that's usually turn2.

Mechanized Shooting:
Instead of slugga boys, you have shoota boys, preferably in battlewagons, with a KFF screening them, rolling around the battlefield pouring firepower into enemy units. Alternatively, (and one of my favorite setups) this is 3 Loota squads inside battlewagons sitting on the back table edge, Big mek with KFF in the middle one in a trident formation \|/ to present front armor across the battlefield, surrounded by a unit of gretchin to prevent assaults on rear armor.


Ork Gunline:
Three squads of Lootas form the backbone of this, either sitting in cover or with a screening unit to give them a 4+ cover save, heavy support of big guns or some dreads/kans to provide long range firepower, with the obligatory shoota boy squads.


Kan wall:
One of the current meta-game favorites: Three squads of three killa-kans, protected by a KFF mek (or two) marching up the field screening mobs of shoota boys behind them.


Dreadz of Fury:
Three DeffDreads for Heavy Support + 2 Deff Dreads for troop choices, with a KFF mek screening them for a 4+ cover save, set for either long ranged fire support or close ranged pwnage; I prefer the STR10 DCCWs.


Kult of Speed:
Straight out of your codex! Boyz in trukks, mechanized element + Stormboyz. Ponder this for a moment: 6 trukks full of boyz screened by a Mek with a KFF, in turn screening 3 units of Stormboyz who can move as fast as the trukks moving flat out...that's a lot of fast moving destruction.

Outflanking Goodness:
Kommandos as elites and Deffkoptas as fast attack, as many of each as you can fit in, often with Deffkoptas equipped differently for wound allocation spread outflanking (unless you get turn1 and put your deffkoptas out for a turn1 turbo-boost).


Rebel Grotz:
Instead of six units of boyz, you get.....gretchin! Bwah ha ha. Not particularly scary in themselves, but using covering units or terrain, able to go to ground for a 3+ cover save, making them incredibly difficult to remove from an objective, especially with other gretchin (inside killa-kans) are krumping around the battlefield.

Nob Bikers:
Two warbosses + 20 nobs = 2HQ + 2Troops. 22 models = 1750. Diversified wargear and weaponry let you spread wounds around instead of removing models, and the unit is incredibly tough, has the ability to get anywhere fast, and kill anything fast.

Super Units:
Similar to Nob bikers in having an army with a low model count: Warboss Krumpmaster and the Megaboyz; a couple units of Meganobs, or my personal preference, units of regular nobs with diversified wargear for wound allocation magic - in vehicles!


Orky Burnas:
Start with three units of burna boys. Put them in battlewagons if you like. Mek with a KFF to screen if you do, and you have an army of combination templates / power weapons. Alternatively, a warboss makes nobs a troops choice, and you can give them all kombi-skorchas for some real carnage.


Battlewagon Spam:
Did you know that you can field 8 Battlewagons in a single army list? That's right...eight battlewagons. Three Heavy Support, Three dedicated transports for elite unit nobs, and two warbosses making two units of nobs troop choices so that you can take two more battlewagons. I think any time you have vehicles, you should have a KFF floating around, so I wouldn't advocate going for 8....but you can do a lot of things with a list of Battlewagons.
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
My favorite flavor of Orks are mechanized orks. Here's the 2k theme I've been running this whole year, and for the most part (see my signature) I've been incredibly successful with it across every venue. I took the Pink Waaaugh! to the Nova Open GT two weeks ago, and went 6-1; I lost in the semi-finals on a dice roll. It was that close.

HQ: Ghazghkull Thraka (In Battlewagon with Burnas)
HQ: Big Mek + KFF + Powerklaw + Grot Oiler (In Battlewagon with Nobs)

Troop1: 16 Ork Boyz + Nob/Powerklaw
Troop2: 12 Ork Boyz + Nob/Powerklaw/Bosspole in Trukk with Boarding Plank / Reinforced Ram
Troop3: 10 Gretchin + Runtherder
Troop4: 7 Nobs with Cybork Bodies, equipped as below:
-Painboy/Ammo Runt
-Waaaugh! Banner/ Ammo Runt
-Bosspole / Kombi-Rokkit
-Powerklaw
-Powerklaw / Kombi-Rokkit
-Big Choppa
-Big Choppa / Kombi-Rokkit
-Dedicated Transport Battlewagon Identical to heavy supports

Elite 1: 15 Burnas
Elite 2: 5 Lootas
Elite 3: 5 Lootas

Fast 1: Deffkopta + Twin-linked Rokkits + Buzzsaw
Fast 2: Deffkopta + Twin-linked Rokkits + Buzzsaw
Fast 3: 3 Warbuggies with Twin-linked Rokkits

Heavy 1: Battlewagon with Deff Rolla, Boarding Planks, Grabbin' Klaw, Big Shoota, Armor Plates
Heavy 2: Battlewagon with Deff Rolla, Boarding Planks, Grabbin' Klaw, Big Shoota, Armor Plates

In terms of how I use my orks....I write detailed battle reports with tactical musings, they're picture intensive, and good for learning how to use Orks.

Here's a few if you care.

'Ard Boyz prelims: http://www.dakkadakka.com/dakkaforum/posts/list/295067.page
'Ard Boyz semi-finals: http://www.dakkadakka.com/dakkaforum/posts/list/299935.page
Blood Bath: http://www.dakkadakka.com/dakkaforum/posts/list/285191.page
Atlanta Circuit Opener: http://www.dakkadakka.com/dakkaforum/posts/list/284021.page
SVDM: http://www.dakkadakka.com/dakkaforum/posts/list/281869.page
-------------------------------------------------------------------------------------------------------------------------------------------
Now you PERSONALLY have expressed an aversion to vehicles. Why? 5th edition is about vehicles, plain and simple. If you don't want to use them, and still want to be competitive....well, get out the stompies.
Here's a 2,000 point Kan-wall with some theoretical tactics:

HQ: Big Mek + KFF + 'Eavy Armor
HQ: Warboss + Powerklaw + 'Eavy Armor + Attack Squig

Troop1: 30 Shoota Boyz + Nob, Powerklaw, Bosspole
Troop2: 30 Shoota Boyz + Nob, Powerklaw, Bosspole
Troop3: 19 Gretchin + 1x Runtherder
Troop4: 19 Gretchin + 1x Runtherder

Elite1: 15 Lootas
Elite2: 15 Lootas
Elite3: 5x Kommandos, 2x Burnas + Snikrot

FA1: 1x Deffkopta + Twin-Linked Rokkits + Buzzsaw
FA2: 1x Deffkopta + Twin-Linked Rokkits + Buzzsaw
FA3: 1x Deffkopta + Twin-Linked Rokkits + Buzzsaw

Heavy1: 3x Killa-Kans with 3x Rokkit Launchas
Heavy2: 3x Killa-Kans with 3x Rokkit Launchas
Heavy3: 3x Killa-Kans with 3x Rokkit Launchas

Your only vehicles are killa-kans, which have incredible survivability due to the KFF.
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Deployment:

1. Both Lootas units deploy in cover in the center of the field if possible. Space them 2" apart if you can while maintaining cover and fields of fire. Buy a GF9 Tactical Template if you don't have one; its awesome for measurements, coherency, the works.

2. Both Gretchin squads deploy on your flanks: One left, one right. Spread them out with 2" coherency as well in a line going up the side of the table. As you move across the table, they're going to move up with you and keep the table edges blocked off.

3. Your nine Killa-kans go in the front; close enough that all benefit from the KFF's 4+ cover save.

4. Your 60 boyz go behind the Killa-kans.

5. Your Deffkoptas go left, right, and center on the edge of your deployment zone, unless you go second - then they're in reserve.

You should have a box on the table, comprised of a table edge back, gretchin sides, and kan-wall top. Everything in your army has a 4+ save at this point, with the possible exception of gretchin - you'll need to watch where they get placed.

Gametime!

-If you went first, your deffkoptas turbo across the table to do a turn1 assault; against vehicles if possible. If not, into something meatshielding a tank that you want Snikrot to assault.

-Your Lootas stay put, but everything else moves forward 6", and then probably runs D6. You're expanding your box. Chimeras can't outflank through your gretchin, protecting your boyz and Lootas (most importantly) meaning that they're going to have to come on right in front of your killa-kans with their STR10 DCCWs and their STR8 Rokkits. They can move 6" and fire, or move 12" and not fire - either you're going to hit on 4+ and do bad things, or he didn't shoot at you and...you're going to shoot at him with rokkits.

-Two units of Lootas with 15x Lootas apiece light up his basilisks and hellhounds, and chimeras when they come out.

-When Snikrot comes in, the Warboss breaks off and goes for the Leman Russ if possible, or another high profile target. If the lascannons are on foot in a heavy weapon squad, go tie them up. Snikrot and 5 Kommandos burn / assault; again - preferably into a vehicle, but into a unit if you have no choices - depends on what your deffkoptas are doing. (while legal, some people frown on attaching a warboss to Snikrot's unit - depending on the personal feedback you get, you might switch him out for another KFF).

-All these are destructive forces, but are simply paving the way for the REAL threat - 60 boyz putting out 120 shots before assaults, the killa-kan assaults, and the whole thing being covered by a Loota firebase.

This same thing can work against most army lists out there.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------

Alright, take your reading glasses back off.

If you made your way through all that, then you hopefully cued in on something that caught your fancy that you'd like to build towards. Vehicles *are* a valuable addition to an army; if you plain refuse to use the - stick to a kan-wall.

   
Made in us
Terminator with Assault Cannon






OKC, Oklahoma

The Green Tide is a damn tough army to table. Unless you are dropping multiple pieplates every round there is basically no way to remove enough models get anything better than a minor win.
Saw this in round one of this years 'Ard Boyz. Guy had 200+ models in his G'Tide, took 4 or 5th place locally. Cannot recall which armies he faced just know he still had 50-60% of his models still on the table at the end of each match.

Of all the races of the universe the Squats have the longest memories and the shortest tempers. They are uncouth, unpredictably violent, and frequently drunk. Overall, I'm glad they're on our side!

Office of Naval Intelligence Research discovers 3 out of 4 sailors make up 75% of U.S. Navy.
"Madness is like gravity... All you need is a little push."

:Nilla Marines: 2500
:Marine "Scouts": 2500 (Systemically Quarantined, Unsupported, Abhuman, Truncated Soldiers)

"On one side of me stand my Homeworld, Stronghold and Brotherhood; On the other, my ancestors. I cannot behave otherwise than honorably."
 
   
Made in au
Sinewy Scourge




Downunder

Orks are the only army where even losing horribly is fun.

If you want a fun, faffing about army, then take anything which has a random dice effect (SAG, Warphead). If you want a Competitive ork army, which is still fun, but dead killy, mine Dash of Pepper's post.

Also littlenibbler Orks aren't about armour saves.
Orks are about having too many models on the table, and wasting the other guy's time with your movement phase.
Orks are about having the toughest units on the table.
Orks are about not caring about how many bodies are left in a long winding trail until the squad is down to less than a third its starting strength.
Orks are about rolling more dice then you can count without the aid of a calculator or a pen and paper.
Orks are about having totally fething insane characters tearing gak down like Doc Grotsnik, Ghazghkull or Snikrot.
Orks are about being too fething awesome to die...
Lets settle this in the arena http://pantsformer.mybrute.com 
   
 
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