Switch Theme:

Ork army advice :)  [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
Been Around the Block



Tennessee

Hello guys just got through buying buying 4 ork boyz boxes and was wondering what my next purchase should be
My purchases so far have been AOBR and 5 ork boyz boxes i've assembled 10 of the boyz from the boxes as shoota's/1 big shoota and the rest are currently being delivered.
I'll have lots of bits left over from all the boxes left over also.
I was just wondering how i should continue expanding my army as well as any other advice anyone could give me on assembling my army and etc.
Thankyou
   
Made in us
Fresh-Faced New User




I'm guessing you are wanting something plenty orky like a green tide? I would recommend some Lootas to start, as they can work well with any list you are trying. If you are foot slogging, a big mek with kustom force field will protect your boyz as they move forward. A lot of this depends on what kind of army YOU want to have. Which kind of army catches your fancy, killa kanz leading on firing grotzookaz?,speed freaks ravaging through enemy lines on trukkz and bikez?, etc. So any ideas on want you are looking for in your orks?

As for assembling, decide whether you want shoota boyz (best for footsloggin' green tides) or slugga boyz(best for trukk/battlewagon boyz or Ghazghkull Thraka waaghs).
Nothing sucks worse than having to dissasemble tons of boyz due to a wrong weapon choice.

For painting take it easy. You have a lot of painting ahead of you. Play some games every once in a while and don't rush to get them all done.

Hope that helps

This message was edited 2 times. Last update was at 2010/08/05 00:29:27


 
   
Made in us
Been Around the Block



Tennessee

Ya it helps some and yes i have painted a few. I was thinking something like a green tide because having a kan wall might be expensive. I heard shoota boyz were a better choice then slugga's in many cases due to their versatility. I might get a truck or two to put my slugga boyz in at some point. So you think my next purchase should be some loota's?



Automatically Appended Next Post:
Also would anyone mind making me an army list with what I got so far 1 AOBR and 5 ork boyz boxes? If not thats cool lol don't want to use up anyones time because i'm ignorant lawlz.

This message was edited 1 time. Last update was at 2010/08/05 01:38:28


 
   
Made in us
Growlin' Guntrukk Driver with Killacannon






Ohio

HQ:
Warboss 90pts
w/ 'eavy Armor
w/ PK

Troops:
20x Boyz 160pts
w/ Nob
w/ PK
w/ Bosspole

20x Boyz 160pts
w/ Nob
w/ PK
w/ Bosspole

Fast Attack:
Deffkopta 45pts
w/ TL Rokkits

Deffkoptas 45pts
w/ TL Rokkits

500pts

Orks W-L-D
27-10-8
Daemons W-L-D
6-5-3
Warboss Lemmy's Speed Freaks: 1730pts painted
+ Skullbearers: 750pts painted
DT:90S++G+MB-I+Pw40k09#+D++A+/hWD-R+++T(T)DM+
My Battle Reports: Orks against: Tau , Tau , Tau  
   
Made in dk
Jovial Plaguebearer of Nurgle





Europe

Vyse wrote:Ya it helps some and yes i have painted a few. I was thinking something like a green tide because having a kan wall might be expensive.


For a green tide to work you need 150 or 180 boys. You have now 70 boys. You need 80 or 110 more. Thats 11 to 7 more boxes of boys. I think a kan box costs twice as much as a boys box. 9 kans would cost as much as 6 boxes of boys. I would go for a kan wall, even if you need a couple of more boxes of boys for a kan wall. A kan wall would work better againts more other armies then a tide.

This message was edited 1 time. Last update was at 2010/08/05 06:55:13


8500p Plague Marines
Vote on my Titan on CoolMiniOrNot


 
   
Made in us
Fresh-Faced New User




a94marbo wrote:
Vyse wrote:Ya it helps some and yes i have painted a few. I was thinking something like a green tide because having a kan wall might be expensive.


For a green tide to work you need 150 or 180 boys. You have now 70 boys. You need 80 or 110 more. Thats 11 to 7 more boxes of boys. I think a kan box costs twice as much as a boys box. 9 kans would cost as much as 6 boxes of boys. I would go for a kan wall, even if you need a couple of more boxes of boys for a kan wall. A kan wall would work better againts more other armies then a tide.


I myself am thinking of running a kan wall, would 6 kans be enough to cover 4 squads of 20 orks with a kff mek?

Also Vyse, if you don't mind some converting you can pick up AOBR boyz on ebay for about one dollar a pop(10 dollars for 10 boyz).
Oh and try not to mix trukks and footsloggers, orks do extremely well if they focus on one aspect not both.
   
Made in se
Jovial Plaguebearer of Nurgle





Europe

EinMonster wrote:
I myself am thinking of running a kan wall, would 6 kans be enough to cover 4 squads of 20 orks with a kff mek?


Well lets do some math. Each kan is 60mm and they have 3 inch coherancy and 3 inches between the 2 sqauds, that would make a wall that is 29 inches wide. If you rank the squads in 10 by 2 (with 2 inch coherency), you can fit 2 squads behind the wall that is covered more then 50%. The other 2 have to go behind the other 2 squads.

8500p Plague Marines
Vote on my Titan on CoolMiniOrNot


 
   
Made in au
Longtime Dakkanaut






4" Co-hear...

"I already told you son, that milk isn't for developing bones. It's for developing character." - C&H 
   
Made in au
Sinewy Scourge




Downunder

Green Tide isn't viable outside of friendly matches. Too many armies have very effective ways of taking out the large mobs, usually by forcing Fearless wounds.

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 
   
Made in gb
Kelne



Lost

Yes, and you can still use the deffcoptas to scout move/turboboost to flank the enemy , you will be able to take out a tank or two with those three TL rokkitz and don't be worried about stray bullets, that what you want, all the less heading for your boyz, although it is not the best tactic when you have a kan wall, because nothing short of a lascannon shot can take a kan, so take cover until the first few kanz are down then you can feel free to strike with a buzzsaw, if you have one, maybe even a big bomm.


This message was edited 1 time. Last update was at 2010/08/05 15:02:50


 
   
Made in us
Been Around the Block



Tennessee

Thx for the advice think i'll try kan wall.... trying to make a list for my army right now for friendly games against friends. Does a nob with a pk have to have a tl shoota also? Sorry a few of the rules are kinda confusing.
Like a squad can have 18 slugga boyz, 2 big shoota boyz, and 1 pk nob hypothetically right?
   
Made in us
Combat Jumping Ragik






Yea Here's a list i like to run, not the best by any means but it allows me to be very flexible so it'll help you find your style. Personally I usually have more bikes / koptas & less kans. (I like speed freeks )

2000 Pts - Orks Roster - Orks

1 Wazdakka Gutsmek @ 180 pts ((C:Orks, pp. 60 & 96); Power Klaw; Slugga; Dakkacannon; Kustom Mega-Blasta; Stikkbombs; Exhaust Cloud; Furious Charge; Mob Rule; Bosspole; Mek's Tools; Warbike of the Aporkalypse)

12 Lootas @ 180 pts ((C:Orks, pp. 43 & 100); Deffguns; Furious Charge; Mob Rule; Waaagh!)

12 Lootas @ 180 pts ((C:Orks, pp. 43 & 100); Deffguns; Furious Charge; Mob Rule; Waaagh!)

12 Lootas @ 180 pts ((C:Orks, pp. 43 & 100); Deffguns; Furious Charge; Mob Rule; Waaagh!)

6 Warbikers @ 195 pts ((C:Orks, pp. 46 & 101); Choppa; Slugga; Twin-linked Dakkagun; Exhaust Cloud; Furious Charge; Mob Rule; Warbike)
1 Biker Nob ((C:Orks, pp. 46 & 100); Big Choppa; Slugga; Twin-linked Dakkagun; Exhaust Cloud; Furious Charge; Mob Rule; Bosspole; Warbike)

6 Warbikers @ 215 pts ((C:Orks, pp. 46 & 101); Choppa; Slugga; Twin-linked Dakkagun; Exhaust Cloud; Furious Charge; Mob Rule; Warbike)
1 Biker Nob ((C:Orks, pp. 46 & 100); Power Klaw; Slugga; Twin-linked Dakkagun; Exhaust Cloud; Furious Charge; Mob Rule; Bosspole; Warbike)

5 Warbikers @ 190 pts ((C:Orks, pp. 46 & 101); Choppa; Slugga; Twin-linked Dakkagun; Exhaust Cloud; Furious Charge; Mob Rule; Warbike)
1 Biker Nob ((C:Orks, pp. 46 & 100); Power Klaw; Slugga; Twin-linked Dakkagun; Exhaust Cloud; Furious Charge; Mob Rule; Bosspole; Warbike)

3 Deffkoptas @ 160 pts ((C:Orks, pp. 48 & 101); Buzzsaw x1; Choppa; Twin Linked Rokkit Launcha x3; Furious Charge; Hit & Run; Mob Rule; Scouts; Deffkopta)

1 Warbuggies @ 105 pts ((C:Orks, pp. 49 & 101))
1 Warbuggy ((C:Orks, pp. 49 & 101); Twin Linked Rokkit Launcha)
1 Warbuggy ((C:Orks, pp. 49 & 101); Twin Linked Rokkit Launcha)
1 Warbuggy ((C:Orks, pp. 49 & 101); Twin Linked Rokkit Launcha)


3 Killer Kans @ 135 pts ((C:Orks, pp. 53 & 102); Dreadnought CCW; Grotzooka x3)

3 Killer Kans @ 135 pts ((C:Orks, pp. 53 & 102); Dreadnought CCW; Grotzooka x3)

3 Killer Kans @ 135 pts ((C:Orks, pp. 53 & 102); Dreadnought CCW; Grotzooka x3)

Total Roster Cost: 1990

This message was edited 2 times. Last update was at 2010/08/06 02:34:58


Trade rules: lower rep trades ships 1st. - I ship within 2 business days, if it will be longer I will contact you & explain. - I will NOT lie on customs forms, it's a felony, do not ask me to mark sales as "gifts". Free shipping applies to contiguous US states. 
   
Made in us
Been Around the Block



Tennessee

This is what i got so far with what I have so far

HQ
Warboss; 'eavy armor, bosspole, pk, tl shoota @ 100

Elites (warbosses bodyguards)
5 ork nobs; eavy armor @100
2 ork nobs; pk, tl shoota, bosspoles @110

Fast Attack
3 deffkoptas; tl rokkits @ 135

Troops
18 ork boyz (sluggas)
2 ork boyz (rokkits)
1 ork nob; pk, tl shoota, bosspole @ 186

26 ork boyz (shoota)
3 ork boyz (big shoota)
1 ork nob; pk, tl shoota, bosspole @ 235

19 boyz (shoota)
2 boyz (rokkits)
1 nob; pk, tl shoota, bosspole @ 192

1058 points

Figured that would be a good start for playing some friendly games until I get some kans and meks.
Anyone else got any ideas on how to make this list more competitive and well....better? lol




   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

Vyse:

Welcome to the Waaaugh!

You've keyed in on a green tide, and I wanted to share something I wrote long ago - I've been absent from the army list forums for a long time because people always ask the same questions and eventually you just start copying/pasting the same answers over and over. =p Work off your green tide for now....until you figure out what theme you want, and we can help you build towards that goal. Brace for a much repeated wall of text:


I'm going to work off of a couple of assumptions.
------------------------------------------------------------------------------
1. Playing Warhammer 40k is fun.
2. Playing Warhammer 40k and winning is more fun.
3. Playing Warhammer 40k and losing is less fun.
-------------------------------------------------------------------------------
Human nature and natural selection demand that we continually seek to improve ourselves. Having an A type personality probably doesn't hurt this effort, but if you lose a game of 40k and don't reflect on the game with, "What did I do wrong? What could I have done better? How can I prevent this from happening again?" then I can't really talk to you.

If this thought process and those three assumptions *do* apply to you, then read on.

******
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-line 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?




*EDIT* I'm adding information for the tactics article I'm working on.

If you're running a foot-slogging list, shoota boys are your friend. Slugga boys belong inside vehicles. In fact, I think you should convert your slugga boy mobs into shoota boys. In 5th edition, the shoota boy is the most efficient point purchase across all 40k.

Think on that - for 6 points...SIX POINTS....you get an infantry model with an assault 2 STR4 gun, who is WS4, STR4, T4 on the charge. In terms of math hammer between shoota and slugga boys, it's pretty simple. Slugga boys have +1 attack in close combat, and shoota boys have +1 attack outside of close combat. Since your Orks on the assault are only I3, you're going to strike last meaning that 30 boyz are going to take some casualties before getting their attacks back.

On the flip side, shoota boys get 2 shots before assaulting, and the enemy doesn't get to shoot back first and cause casualties - putting in any kind of hurt before you assault is incredibly valuable. And since it has an 18" range, you can shoot into a unit even when you don't have range to assault this turn. My advice for green tide:

Take all your troops choices as shoota boys. Consider taking a squad of gretchin - you can spread them across your front lines to provide 4+ cover saves for your whole army. Alternatively, you can take a squad of ork boyz to do the same. If you make them 'Ard Boyz they gain considerably in staying power.

Want to get real freaky? Take a squad of 'Ard Boyz, stick Mad Dok Grotsnik with them for a 4+/4+. Spread that unit out 2+ coherence to minimize the damage that blast templates can do, and have the whole thing move+run in front of your army. Your screening unit has 4+ armor saves, 4+ feel no pain, and the rest of your army has 4+ cover saves now. If your points allow it, what really tops off the list is adding some fast attack Stormboyz. You can put them into close combat, or have them multi-assault to shake/stun some tanks/artillery, have them get in fast and tie up enemy units (hello Tau!), or if the situation doesn't call for it, you can leave them behind your screening unit and keep them in reserve to get in where you need supporting assault units at.

Here's a quick take on those various lists. 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.

   
Made in us
Been Around the Block



Tennessee

Thankyou for the great advice! Yes i understand that shoota is better and the only reason i have those slugga is that i got the AOBR set. I'm thinking of making a kan wall as it seems to be more cost effective and alot of people have been sugessting it. Would a kan wall support the use of lootas? Maybe to sit in the back and just shoot? Just trying to think of things to buy? Also whats the easiest way to convert my slugga boyz? Just rip of there arms and then purchase some shoota arms? I also heard some people saying to take deff dreads as the meks troop choice. I apologize for all the questions its just i'm new to this and want to do well (btw relating this to MMO's was quite helpful for me ). I'm still open to any and all advice from anyone (keep in mind i've only played 2 games with my friend who plays space marines [sidenote....i won both times ]). I'd like to thank everyone again
   
 
Forum Index » 40K Army Lists
Go to: