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Made in us
Regular Dakkanaut




Trukks have a place unfortunately it's not always the place that they are designed for. A trukk full of Manz held in reserve can be great but half the time wheni take Manz I also want to take the BW as a transport so it does not cost me on the FoC if I do that then I have to start the game with the actual unit's on the table and outside their transport and hope for first turn to pile into them.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

MANz in a trukk is the only way i use them. Kept in reserve, it prevents giving FB and they will zip up 24" and put my MANz either in a good spot or close enough to something to make my opponent go "O CRAP!" and revert his tactic.

Dont think i'd ever put them in a BW. More than twice as expensive and like i said in my last post they still die very easy once you get halfway up the table or a group of jetbikes got around you. I stopped taking the Deffrolla too because i never "ever" get to use it.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in gb
Longtime Dakkanaut







I can really, really reccomend a warboss on a bike, with a claw, attack squig, and 'eavy armour. It can be shuttled close to the front by a big pack of boy'z, and then zoom off to krump a tank with it's ton of power claw strength 10 attacks. It's a nasty beast, and very cheap for what it can do.

Otherwise, yes, shoota boyz. They drown everything in so many bullet's, it's rare for something to survive their shooting without being wittled down a ton, even terminators, you have no Ap, sure, but if your opponent has to take 25 saves from one round of shooting, they are bound to fail some xD

But ok, there are a few distinct orky builds:
1. Green tide. Basically as many boy'z as you can fit, with big mek's as your hq to bring a custom forcefield, and keep the boy's alive. Mek isnt totally neccisary, as with 100+ boy'z, someone is gonna get through

2. Dakka dakka dakka: Load up on shoota boyz for troops, bring load's of loota's for long range firepower, maybe some big gunz squad's for artillery behind an aegis, and some dakkajet's. Literally drown the enemy in bullet's. You won't have much anti-heavy-tank, but in all honesty, who cares, they can't win if they have nothing but heavy tanks left on the table, and you will most likely have some scoring unit's still alive on objectives

3. Nob bikers: Not as good in 6th due to the lack of wound allocation, but they still rock. Basically, 2 warbosses on bikes, 2 nob bike squads, and the rest of the point's however you like (Probably boyz)

4. Kan wall. 9 killa canz, and a ton of boy's

5. Battlewagon rush. Small unit's of boy'z in trucks for scoring. Unit's of burna'z in battlewagon's rocketing up the field, doing d6 strength 10 hit's on anything they crash into, and the burna'z putting down about 15 templates in the same place out the window of the wagon. Utterly painfull, it will evaporate any squad, (ANY squad, literally, you end up rolling like, 80 wounds from 15 templates in the same spot ) if you can get them in range to do so.
   
Made in eu
Regular Dakkanaut





What I would recomend is to build a good solid core to develop the rest of your army around.

For myself I use:
HQ:
Warboss on bike with claw
Troops:
3x 20 Shootas with a nob with claw
Fast:
9 Bikes with a nob with claw.

It was a long time since made an orc army that didnt include those units.
Once you have your Core, its time to give your army a focus.
You can't have it all and orks usually preform better if you focus on one thing.
Either gunline (lootas and kannons), battlewagons, nob bikers, green tide or kanwall (basicly dead in 6th)

Avoid warpheads, tankbustas, grots, stormboys, roflcopters, dreads, kans, flashgits and looted wagons.
Recomended are warboss on bike, lootas, shoota boys, bikes, dakkajet, battlewagons and kannons.

If you follow those rules you will have a nice and fun force. Good luck
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Actually koptas are pretty good for scoring FB or sniping vehicles. Theyre jetbikes, so if theyre still alive (which is likely) after they take a vehicle out they can turboboost for 36" of movement (12 + 24) to get out of the danger zone and hang out for when theyre needed again (or in the Scouring, hold objectives).

The problem is:
1) GL getting the AOBR koptas nowa days. The one from the GW website is a ripoff and its ugly as hell. I'll never buy that ugly thing.
2) If you intend on running dakkajets, these will compete for slots. Personally i dislike dakkajets but everyone else seems to do fine with them (its not me using them its my opponents doing everything they can to take them out even firing random infantry at it trying to glance it to death) but if you intend to run dakkajets youre better off going 3 dakkajets than 2 + some koptas.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Maniacal Gibbering Madboy






Juneau, Alaska

Yeah, I've tossed my Trukks aside for the time being just because of the reasons that Vineheart just mentioned. The only good thing that I've used them in so far is Kill Teams since you can get two squads of 10 shoota boyz and a trukk with no options for an even 200pts.

In the higher points games, unless you need an objective fast and/or you're going first, Trukks are pointless since your opponent will more than likely shoot once at it, glance/pen it off the table, and now your survivors are going to have to footslog it anyways. Save the points and use 'em for something else.

"Orkses never loses a battle. If we win, we win, if we die, we die fightin' so it don't count. It we runs for it we don't die neither, cose we can come back for annuver go, see!"
-The Gospel according to Ork.

8000pts of WAAAGH!
Indiorkalypse Koltz - Ork BB Team

Ork P&M Blog:
http://www.dakkadakka.com/dakkaforum/posts/list/0/546562.page#5955022
Blood Bowl P&M Blog:
http://www.dakkadakka.com/dakkaforum/posts/list/0/594998.page#6826981 
   
Made in fi
Homicidal Veteran Blood Angel Assault Marine





Thanks to all of you (especially Bad Sheep )

So I tought of making my first list (500pts) as you recommended, 2 squads of 30 shoota boyz and Big Mek with KFF.

After that I'd get one/two more squads of boyz, 10-man Nob Squad and maybe Warboss to join them (these maybe in battlewagon).
To objective-keeping one squad of 10-20 gretchins because they cost nearly nothing. One squad of 10 Lootas and maybe some Big Guns for fire support.
I might also try dakkajets or stormboyz.
My friend recommended Tankbustas, what do you think of them?

This should make a nice army, how does it sound so far?

4000p
1500p

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Made in us
Dakka Veteran





 soomemafia wrote:
Thanks for tips! But I'm just wondering, why do you think shootas are so much better than sluggas? That BS2 isn't really made for shooting


In the latest core rules, close combat goes off in Initiative order. Since Orcs are so low on the I ladder they get smacked around before they can hit. Thats why small groups (like trukkers) don't really work cause your attrition rate is so high.

Sad cause cc was orcs bread and butter, but not really now. Boyz in CC isn't scary anymore.

Even with BS 2 a mob of 30 fearless shootas is gonna bring it.

This message was edited 1 time. Last update was at 2013/04/15 19:55:12





 
   
Made in us
Fresh-Faced New User





GET BOYZ I know thats probably all you here but its true 96 for just over 1000 points I think and with 8 trukks or some battle wagons very mobile and rokit launchers are actually pretty deadly with 3 in a mob of 30 boyz.

after you get 100 boyz you can get whatever units you want because you will be set for life and can play big games small games and still be effective
   
Made in us
Growlin' Guntrukk Driver with Killacannon






@Soomemafia: list sounds awesome man.

I like the idea of the additions after your core 500 point list. I would def go with two more full squads. If your looking into 10 nobz, I would highly recommend splitting them into two 5 man squads and having two battle wagons. One wagon will go down just a bit too quick.

After you get that all ready to roll, I would grab the grot Kannons before the lootas. Their just a lot cheaper because now after the two battle wagons and nobz, your going to be pressed for points depending on the game size obviously.

After the Kannons, those dakka jets are going to serve you really well... Run two of them for some sweet results... So your list would look something like this...

KFF Mek:
Warboss w/PK

30 shootas
-nob w/PK

30 shootas
-nob w/PK

30 shootas
-nob w/PK

30 shootas
-nob w/PK

Elite:
5x nobz
-2x PK
-3x big choppa
*Battle wagon
-big shoota
-deff rolla

5x nobz
-2x PK
-3x big choppa
*Battle wagon
-big shoota
-deff rolla

Fast attack:
Dakka jet
-extra suppa shoota
-ace

Dakka jet
-extra suppa shoota
-ace

Heavy:
3x grot Kannons

3x grot Kannons

3x grot Kannons

List should be around 2000 points or so. If your looking to shave points, you can get rid of the nobz in the boyz squads since your making it up in the battle wagons with the nobz... Since I don't really run regular nobz in wagons, someone else may have a better load out for them... Such as a pain boy and giving them all cybork bodies etc.

That list looks solid though man... Is def on the competitive side of things and looks like a lot of fun.








Automatically Appended Next Post:
Oh I almost forgot... You can't go wrong with the unit of grots . Rock the hell out of them and toss them in cover... Not to mention their awesome models and add so much flavor to an ork army

This message was edited 1 time. Last update was at 2013/04/16 01:11:54



 
   
Made in gb
The Last Chancer Who Survived




United Kingdom

 thunderwarrior wrote:
GET BOYZ I know thats probably all you here but its true 96 for just over 1000 points I think and with 8 trukks or some battle wagons very mobile and rokit launchers are actually pretty deadly with 3 in a mob of 30 boyz.

after you get 100 boyz you can get whatever units you want because you will be set for life and can play big games small games and still be effective

Boyz are 6 pts each, not 10-ish
   
Made in us
Longtime Dakkanaut





California

How are you choosing ace to the dakka jets. I thought you have to role one the chart to see what you get?
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Fighta Ace is a default dakkajet upgrade, hes not talking about the Ace from the fancy waste of money rulebook.

Fighta Ace (or Flyer Boss i think they reworded it to) makes him fire at BS3 against all targets, not just against nonskimmer/nonfliers. To me, it aint worth it but thats local meta speaking. Then again, i dislike dakkajets all together lol.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
 
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