Switch Theme:

Orks or Tyranids?  [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
Regular Dakkanaut




Arson Fire wrote:
If you're gonna loot pods, you're better off taking the space marine ones.
Less than half the price (sometimes even free!), can be objective secured, and are a lot harder to get rid of. Plus they get to drop on turn 1.


Weapons that strike at I and have AP3 are all well and good. The problem comes when that's all you have. Then high strength AP2 weapons start looking pretty damn good.

These factions each have one, but lack the other.
Orks can't get power weapons that strike at I. Tyranids can't get weapons that strike at higher than base strength.

I might actually consider taking warriors if they could improve on strength 4. But nope, only MCs are allowed to hit hard, and even then most of them only have 3 WS3 S5/6 attacks. Less punch than a power klaw nob.
All the S4 AP3 attacks in the world aren't going to do you any good when the target is a dreadnought or a wraithknight.


I have to interject here and say that even though our monsters have high Str, but even our best MCS (outside of tyrands and Prime ugh) are WS4 or lower. I3 or lower. 4 or 5 attacks at best, hitting on 4s or 5 and swinging at I2 or 3 is seriously overrated.

This message was edited 1 time. Last update was at 2017/01/05 04:56:47


 
   
Made in au
Lady of the Lake






Orks, they're probably the better of the two at the moment. But, nidzilla looks better.

Davor wrote:
 gnome_idea_what wrote:
and a lot of overcosted gak that won't make its points back vs any "normal" power level units.


I agree with almost everything you say except for this. To play 40K you need to get out of the "make your points back". A 1 point unit can kill 1000 points and you still loose the game. A 1000 point unit can kill one point and you win the game. In this current version of 40K and even the last version, making your points back is the wrong way to go when playing 40K.

I guess it goes to show how humans have a hard time with change.


Yeh, while it's still a good measure of a unit's power the game moved on from needing to do that back in 5th. It's about MSU, mobility, and having a good quantity of decent shots to put out. This is what makes the scatterbikes so good, they just fit perfectly into what the game has evolved into... they're also probably a fair bit undercosted but that's a different topic all together.

   
Made in nl
Sneaky Lictor




I play both of them, and they're currently both at the lower end of the codex power scale. The most important question is which army you like the feel of the most: space buglizards or space hooligans?

For orks:
mob rule can mean you pass a morale check by killing a few Boyz. If this is bad depends on the unit and it's size (is it big/tough enough to take a few hits). This hasn't been much of a problem for me, my opponents tend to kill what they target.

For nids:
Tervigons spawn only basic termagants.

The 1 + (1 per 500 pts) rule is what I use for synapse too. It's easy to use (it's basically a fearless aura). That said, the effect for being out of synapse is pretty harsh (and neither fun nor well-written imo).

I use both termagants and hormagaunts/gargoyles. The hormagaunts and gargoyles are faster, meaning a low run move won't stop the unit behind them /they're screening units).


I think orks are currently easier to use unless you spam the only good unit tyranids have (flying hive tyrant with 2x a specific gun), but ymmv. Orks mainly use transports/footslogging to get around, nids mainly use deepstriking/outflanking/footslogging. I also find Orks easier to convert, while both armies lend themselves to kitbashing.

Personally I'd recommend reading some stories/background about both armies before deciding. The rules of an army are much more likely to change than it's feel.
   
Made in be
Longtime Dakkanaut




Orks, they're fun, awesome, konverty, bashful and generally much stronger than Tyranids (except Flyrant spam).

One can have very solid success in non-competitive metas, and even then, 20 trukks full of boys can bring the pain in surprising stylish ork fashion.
   
Made in it
Waaagh! Ork Warboss




Italy

I like them both but orks are my love in 40k as you can collect an army that is extremely customized. Tyranids troops instead look the same and painting 80 identical termagant and 60 identical hormagaunts can ben very frustrating and i don't own two identical orks in over 7000 points. Also orks can be fielded in many different ways, trukk spam, bws spam, biker spam or some mix, with a lot of other different units that are viable like tankbustas, meganobz, deffkoptas, warbuggies, lootas and mek gunz. As i always suggest to someone that has not decided what army he/she wants to start i'd say collect the miniatures that you like the most.

 
   
 
Forum Index » 40K General Discussion
Go to: