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![[Post New]](/s/i/i.gif) 2010/12/08 16:40:37
Subject: Arming Ork Boyz
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Stalwart Veteran Guard Sergeant
United States
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As a new ork player, I would like to know what is a good way to arm the Boyz. Should they all have sluggas with a few shootas? Should you have a model count of 30 20 or 15...or what?
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3000 Pts Astra Militarum
1800pts mess of Blood Angels
?? pts Mechanicus |
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![[Post New]](/s/i/i.gif) 2010/12/08 16:47:31
Subject: Re:Arming Ork Boyz
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Storm Guard
Minnesota
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It really depends what you need them to do. Also of note is that you cannot mix and match slugga/choppas and shootas in your mobs, the entire mob takes one or the other.
If you are using them on foot, shootas are often better as they allow you to kill a few models without retaliation before your assault, and it works out this is often better than the extra cc attacks from slugga/choppa. Also on foot you should run the largest mobs you can as their purpose is to provide extra wounds for the nob w/ PK. Whether this ends up in your army being several groups of 20 orks or a few less groups of 30 boys, either should work.
If you are giving them transports, take as many boys as can fit in the vehicle they are in, and give them slugga/choppas. This is because they will not be able to shoot when your trukks/BW move over 6", and you need the extra cc to make up for your smaller mob size.
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This message was edited 1 time. Last update was at 2010/12/08 16:47:47
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![[Post New]](/s/i/i.gif) 2010/12/08 17:19:12
Subject: Arming Ork Boyz
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Longtime Dakkanaut
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^Basically this.
Masses of shootas are fun, but with green tide you want at least a few mobz of slugga/choppa boyz to hunt super-heavy infantry. The thing about shoota boyz is that you have to remember that the shoota is something you use on your way into close combat, not instead of close combat. With BS 2, you're not going to ruin anyone's day except for Eldar.
As Viper217 says, transported boyz should always have sluggas, because they'll want to get stuck in as soon as possible.
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There's just an acre of you fellas, isn't there? |
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![[Post New]](/s/i/i.gif) 2010/12/08 17:30:06
Subject: Arming Ork Boyz
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Gargantuan Gargant
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I'm with Viper, more or less. The slugga/shoota/mix debate is still split, it seems, but anyone who denies the usefulness of either type is an idiot.  Personally, I run a mix (mobs of each type, not each type within a mob, of course). And my boys are more than just a PK delivery system. They're my babies! Ugly, expendable babies.
Squad size depends on available points, models, scenario, etc. but as a general rule, you'll want to A) fill your vehicles and B) provide plenty of bodies to delay that morale test and keep burying your opponent in CC attack dice. If it's between 3 units of 20 or 2 units of 30, then you've got some thinking to do.
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The Dreadnote wrote:But the Emperor already has a shrine, in the form of your local Games Workshop. You honour him by sacrificing your money to the plastic effigies of his warriors. In time, your devotion will be rewarded with the gift of having even more effigies to worship. |
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![[Post New]](/s/i/i.gif) 2010/12/08 18:04:38
Subject: Arming Ork Boyz
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Bonkers Buggy Driver with Rockets
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In a horde list, a mix of shoota mobz and slugga mobz is handy. And they should be 30 in size to really gain the number advantage. And of course, add Ghazzy.
Shooty lists I'd be tempted to say mobz of 20 for more flexiblilty. All with shootas of course, and big shootas.
Trukky lists its 12. What you have, a mix would work but it depends on what their roles are. Obj missions require shoota boyz while annihilate can pay more dividence to slugga boyz.
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![[Post New]](/s/i/i.gif) 2010/12/08 18:04:50
Subject: Arming Ork Boyz
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Flashy Flashgitz
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If it's between 3 units of 20 and 2 of 30 you really have more boyz to paint, a choice of 4 of 20 or 3 of 30 is much better, though you can go even more than that.
Everything else is spot on in here.
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![[Post New]](/s/i/i.gif) 2010/12/08 18:57:28
Subject: Arming Ork Boyz
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Mekboy Hammerin' Somethin'
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I like to run shoota boyz in my wagons so you have the option of not getting out when facing armies like nids.
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![[Post New]](/s/i/i.gif) 2010/12/10 01:30:12
Subject: Re:Arming Ork Boyz
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Lone Wolf Sentinel Pilot
Inside that little light in your refridgerator
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I find generally that shootas go in mobs of 30 on foot, and sluggas go in trukks/wagons in groups of 12/20.
And the obligatory PK/BP nob of course...
S_P
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Fafnir wrote:What part of "giant armoured ork suppository" do you not understand?
Balance wrote:Nothing wrong with feathers. Now, the whole chicken, that's kinky. |
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![[Post New]](/s/i/i.gif) 2010/12/10 03:25:49
Subject: Re:Arming Ork Boyz
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Smokin' Skorcha Driver
Tucson, Arizona
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I think its all situational for what type to go in wagons. It all depends on whether or not you want to remain in hand to hand for a turn so you dont get gunned down on your opponent's turn or if you want to just out right kill a squad with shootas and assault. As of right now I have all my boyz as shoota boyz only because they do better holding objectives.
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-5000 Pts. of Orks
-1750 Pts. of Ravenwing |
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![[Post New]](/s/i/i.gif) 2010/12/11 12:56:00
Subject: Arming Ork Boyz
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Growlin' Guntrukk Driver with Killacannon
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i agree with viper... sound advice... but mix it up a little
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mean green fightin machine |
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![[Post New]](/s/i/i.gif) 2010/12/11 15:13:26
Subject: Arming Ork Boyz
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Nasty Nob
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Viper has it. My own tweak is I take mobs of 30 slugga boys with 3 big shootas. Not so much to reliably soften targets Im going to assault. But for the random times when you have to stop a lightly armored vehicle from moving. Ill always run the boys otherwise. After the charge those extra attacks really help out.
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A man's character is his fate.
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![[Post New]](/s/i/i.gif) 2010/12/11 15:30:15
Subject: Arming Ork Boyz
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Lone Wolf Sentinel Pilot
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If you ran 5 x mobs of 20. 3 x Sluggas and 2 x Shootas you would have a very, very healthy number of Orks on the table, as well as a lot of PKs/Bosspoles to (hopefully) stop the Orks from running. Having lots of little units may help you use cover more effectively as well.
Or you could be insane and magnetise the arms on all your Orks for maximum flexibility game-by-game.
L. Wrex
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