Switch Theme:

Tips for starting Orks  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Lead-Footed Trukkboy Driver



Youngwood, PA

Get your self a knife, lots of band-aids and whatever bits from whatever armies you can find and just start making stuff. It is one of the funnest aspects to an ork army ever. The list of things I want to make when I find the time became staggering after I started converting orks and I'm always swiping little odds and ends from work that look like a cool gun or whatever.

But, first you need boys by the ton. I have 3 squads of 30 and I still feel like that isn't enough, but the thought of painting another 30 makes me cry a little
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Not to mention if you stick Mad Dok with the MANz, then they ALSO are granted FNP. So 2+/5++/FNP 2wound terminators
   
Made in ie
Chaos Space Marine dedicated to Slaanesh





Ireland

Good advice,KingCracker.

Emperors Children

''Kneel,or you shall be knelt''
 
   
Made in us
Nasty Nob on Warbike with Klaw





Buzzard's Knob

KingCracker wrote:Not to mention if you stick Mad Dok with the MANz, then they ALSO are granted FNP. So 2+/5++/FNP 2wound terminators


I forgot about that. And having them in a battlewagon gets around Grotsnik's mad need to rush at the nearest enemy.

WAAAAAAAAAAAAAAAAAAAAAAAGGGGGHHHHH!!!!!!!!!! 
   
Made in us
Paingiver





warpcrafter wrote:
KingCracker wrote:Not to mention if you stick Mad Dok with the MANz, then they ALSO are granted FNP. So 2+/5++/FNP 2wound terminators


I forgot about that. And having them in a battlewagon gets around Grotsnik's mad need to rush at the nearest enemy.


I think they still have to go to the nearest enemy I would love to be wrong on that though.

Thus, After having thus successively taken each member of the community in its powerful grasp and fashioned him at will, the supreme power then extends its arm over the whole community. It covers the surface of society with a network of small complicated rules, minute and uniform, through which the most original minds and the most energetic characters cannot penetrate, to rise above the crowd. The will of man is not shattered, but softened, bent, and guided; men are seldom forced by it to act, but they are constantly restrained from acting. Such a power does not destroy, but it prevents existence; it does not tyrannize, but it compresses, enervates, extinguishes, and stupefies a people, till each nation is reduced to nothing better than a flock of timid and industrious animals, of which the government is the shepherd
-Alexis de Tocqueville. 
   
Made in us
Blood Sacrifice to Khorne





Thanks for all the great advice everyone! I picked up a couple boxes of boyz to get started. Can't wait to get enough to get in a couple of games so I can start naming them and giving them some personality. Seems like it'll be a lot of fun!
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Jollydevil wrote:
Jidmah wrote:Nope, 4+. It's listed under exceptions somewhere in the cover rules.
Then why use kans if you can just use gretchin? Much cheaper, and frees up heavy spots as well as gives you a troop for objective captures.


Why would you want to free up heavy spots? It's not like kanz are bad or anything, actually they are one of our two best heavy support options. If you wanted to, you could even field one or two additional deff dreads as troops. You also can't field 6 mobs of boyz if you field two mobs as gretchin as meat shield.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in za
Mutilatin' Mad Dok





Jollydevil wrote:
Jidmah wrote:Nope, 4+. It's listed under exceptions somewhere in the cover rules.
Then why use kans if you can just use gretchin? Much cheaper, and frees up heavy spots as well as gives you a troop for objective captures.

My first reaction would be to say that the grots will only get a 5+ save, whereas the kanz, if they are in range, get a 4+ save, so a stronger front-line shield.

Additionally, Kanz prevent the potential for enemy (non-skimmer) vehicles to plow through and into into your infantry using Tank Shock.

Plus the fact that they are a buffer line with 11 front armour and two dreadnought close combat attacks

Actually, that reminds me of something! Back on topic, Trukks are great tools even after they have disgorged their payload. I've learned how to use them to tank shock like a madman, either in an attempt to force a unit to run of the table, sometimes just to try and force a unit to run so that they are further away, pushing into and obscuring LOS of a heavy weapons team so they can't fire in their next turn, or simply tank shocking so that certain infantry have to move in such a way that they are now in sight of Ork weaponry.

This message was edited 2 times. Last update was at 2011/08/06 10:45:14


 
   
 
Forum Index » 40K General Discussion
Go to: