Switch Theme:

Ork Boyz and other assorted questions  [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
Yellin' Yoof





I have a few questions regarding how to implement ork boyz into my army. I'm assuming "mob" is ork for "unit." I have about 40-50 ork boyz and originally I was going to have 4-5 mobs of 10 boyz, each with a Nob and big shoota. Then I read the part where mobs of more than 11 gain Fearless. So should I have a max mob of 30 and then one of 10-15 (give or take based how much custom work I do with the extra figures)?

In regards to the 'ard boyz option, you wouldn't want a big mob of 30 at 4 point a pop I assume, so would it be preferable to make the 10-15 mob the 'ard boyz unit?

I only have 10 shootas and I am unsure on whether to keep all 10 in one unit or to pepper them among the different units. I can see how having them in one unit would make it easier on me and my opponent for gameplay, but to pepper them among the boyz seems more fluff-like as all da boyz take arms wiff whateva they 'an get theyz hands on. What do you all suggest or prefer?
(never mind on this, just read that "the entire mob may replace their sluggas and choppas for shootas-free" so I would assume since I only have 10 that the mob size would be 10)

Only Nobz mobs and Ork Boyz mobs can take dedicated transports correct? So for Burna Boyz lets say, I would need to take the Trukk at cost? Would they be able to deploy in the trukk or need to embark before high tailing it towards the baddies?

That's it for now, thanks for any and all advice.

This message was edited 1 time. Last update was at 2011/05/26 01:48:13


Do or do not, there is no try.  
   
Made in us
Lord Commander in a Plush Chair






This is more of a tactics, or Armylists question(Tactics truthfully) and not a rules question.

I will alert the mods to move it for you.

This is my Rulebook. There are many Like it, but this one is mine. Without me, my rulebook is useless. Without my rulebook, I am useless.
Stop looking for buzz words and start reading the whole sentences.



 
   
Made in us
Yellin' Yoof





Kommissar Kel wrote:This is more of a tactics, or Armylists question(Tactics truthfully) and not a rules question.

I will alert the mods to move it for you.


Thanks for the heads up. I thought about army list but the majority looked like full army set ups whereas my question was to one unit. Tactics does look like the ideal place! My monitor at work is only 10 inches so the page is shrunk and I didn't get that far down

Do or do not, there is no try.  
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Firstly Orks dont generally do well in smaller units. The only time its ok is if you run a few trukk mobs. And then, its still smart to run 2 trukks together at least, so when they assault the same unit, they are basically a 24 sized mob with 2 pk/nobs. Running on foot, the smallest you want is 20 with pk/nob. thats how I run my boyz on foot. Still plenty to soak up wounds and dish out a hefty amount of attacks, also you can take more units which means more pk/nobs then loading them all up in 30.


when it comes to choosing shootas or sluggas, you have to have 1 for the whole mob. You cant have 3 shootas and 27 slugga boyz. Its either all shootas or all sluggas.


Transports for the non dedicated types. Kindda. Using the boyz trukk as an example. Youd have to buy a unit of boyz, so lets say 12 boyz, and then their trukk. You deploy the trukk and the boyz unit outside of the trukk. If you want the burnas to go into that trukk, deploy them next to the trukk so that when the game starts they jump into the trukk. They cannot start the game IN that trukk. It would probably be easier to just buy a battle wagon for the burnas and start them next to the BW, that way you dont have a small mob of boyz running around being almost useless
   
Made in us
Mekboy on Kustom Deth Kopta






ChocorateMirk wrote:I have a few questions regarding how to implement ork boyz into my army. I'm assuming "mob" is ork for "unit." I have about 40-50 ork boyz and originally I was going to have 4-5 mobs of 10 boyz, each with a Nob and big shoota. Then I read the part where mobs of more than 11 gain Fearless. So should I have a max mob of 30 and then one of 10-15 (give or take based how much custom work I do with the extra figures)?

In regards to the 'ard boyz option, you wouldn't want a big mob of 30 at 4 point a pop I assume, so would it be preferable to make the 10-15 mob the 'ard boyz unit?

I only have 10 shootas and I am unsure on whether to keep all 10 in one unit or to pepper them among the different units. I can see how having them in one unit would make it easier on me and my opponent for gameplay, but to pepper them among the boyz seems more fluff-like as all da boyz take arms wiff whateva they 'an get theyz hands on. What do you all suggest or prefer?
(never mind on this, just read that "the entire mob may replace their sluggas and choppas for shootas-free" so I would assume since I only have 10 that the mob size would be 10)

Only Nobz mobs and Ork Boyz mobs can take dedicated transports correct? So for Burna Boyz lets say, I would need to take the Trukk at cost? Would they be able to deploy in the trukk or need to embark before high tailing it towards the baddies?

That's it for now, thanks for any and all advice.


yes, orks work best in large numbers. the smallest unit i would ever consider fielding is 11 (12 with the nob) in a trukk, but even then i don't like trukk spam cause trukks are made of tissue paper and even a bolter can stop em. in general you want at least 20 per mob thats enough boys for fearless to last a good bit. I'd also suggest droping the idea of a nob with a bgi shoota. you want your boys where they are happy, and they are happiest in an assault. you want your boys to be happy right? so give that nob a power claw and a bosspole (so when the boys start to drop the nob can keep em in line) then call it good.

Ard boys are almost never worth it. the only time i take ard boys is trukk spam so they have a better chance of living in case the trukk blows up and since losing boys forces morale checks to quickly.

as king said burners can't go in a trukk unless you use the method described. and i agree with him battlewagons are much better, 14 armor on the front is AWSOME and 12 on the sides is still pretty strong, combine that with a big mek for a 50% chance to ignore any sucessful hit (counts as vehicle obscured) and works for any other vehicle in 6 inches of the hull of the vehicle.

hope it helps, good luck on your waaaagh , and may your dice always come up 6's unless its a leadership check then may they always come up snakeeyes

10000 points 7000
6000
5000
5000
2000
 
   
Made in gb
Bonkers Buggy Driver with Rockets






ChocorateMirk wrote:I have a few questions regarding how to implement ork boyz into my army. I'm assuming "mob" is ork for "unit." I have about 40-50 ork boyz and originally I was going to have 4-5 mobs of 10 boyz, each with a Nob and big shoota. Then I read the part where mobs of more than 11 gain Fearless. So should I have a max mob of 30 and then one of 10-15 (give or take based how much custom work I do with the extra figures)?

IT's either big units or small. Squads of 20 or more is ideal for horde based lists, 20 for battlewagon lists, and 12 for trukker lists.

ChocorateMirk wrote:In regards to the 'ard boyz option, you wouldn't want a big mob of 30 at 4 point a pop I assume, so would it be preferable to make the 10-15 mob the 'ard boyz unit?

You CAN have a huge mob of 'ard boyz. Dead tuff against small arms fire but once the big guns come out they're toast. A neat (yet pts expensive) trick is to add Grotsnik to the unit and give the 'ard boyz Cyborks. Dead 'ard boyz

ChocorateMirk wrote:Only Nobz mobs and Ork Boyz mobs can take dedicated transports correct? So for Burna Boyz lets say, I would need to take the Trukk at cost? Would they be able to deploy in the trukk or need to embark before high tailing it towards the baddies?

Basically the unit affected takes a trukk or wagon, doesn't deploy within it, then does something else. Meanwhile the burnas jump into the vehicle from turn 1 and off it goes. I'm not 100% sure if you can get away with taking both a battlewagon AND a trukk for a nob squad but I'd assume no so.



Grimjaw's Doom Riderz - 1500pts, 98% WIP 
   
 
Forum Index » 40K General Discussion
Go to: