For my 1000th Post I decided to write a Summary of some of my favourite Ork Units, and the strategy a Synergy between them. In an attempt to give my most useful post I've done for this forum.
Before you read on I would like to recommend Dash of the Second best Condement or more commonly known as DashofPepper and his fabulous guides and Kingcracker being second to only Gork and Mork in the Orky universe.
Unless you've got all the Tactical Acumen of a Dried starfish or the attention capacity of a Gnat I would hope you read on.
Let the ramblings start!
The three main force compositions are:
Green tide
Kan Wall
Battlewagon Rush.
Now let's start first and foremost with the Green tide.
The Green tide makes use of Denial in many forms, the fact that
AT weapons are now wasted and the amount of board space it can cover giving your opponent to many targets to shoot at, or target saturation, and making Drop podding a dangerous affair. The basic composition of a Green tide is as many boyz as possible, when you hit 1500p games, you should have no less than 180 Boyz. The flaw or weakness with this is Ranged
AT. A favourite quote of mine is "Unless your shooting rokkits out of every Orifice you've not got enough Rokkits" or something along those lines. So that's what you should do. 3 Rokkits per squad should manage a Hit a turn. And with 6 Squads of them you could affectively take out 6 Tanks. Or a more realistic 2-3. Now thats not to shabby but at 180 Points for all those Rokkits it might not be the points affective
AT method but
IMHO It's worth the versatility. Now to accompany that you want your Lootas. Lootas are a staple diet for most Ork Players and you either want Maximum or Minimum. So 3 Squads of 5-7 or 15. You may mow ask why. The reasoning is simple. 5-7 with Decent rolls can take out a Tank with ease and they're a small enough squad to keep in cover. 15 have ridiculous firepower and can gain cover from the Boyz, which makes them far more Vulnerable in the later turns.
A squad in the middle is to big for cover and will have to be behind the Boyz with less firepower than the Mob of 15 and are far more vulnerable. With the Leaders of a Green tide, you've got a couple of options.
A Warboss with
PK, pretty solid choice a Big hitter who's tough enough to survive their opening blows.
A Warboss with Warbike and
PK, another good choice. The reasoning for the Bike is for when you see a Nasty steel Box where the Squishy Humies hide. You uncouple from your squad max out the throttle and slam into the Tank like a Comet. With lots of attacks and Str10 not much can survive and your Boyz can do the clean up job.
A Weirdboy, a must have
IMO, the propensity for am extra Waaagh is a must have for your Foot sloggin Boyz. That and a
Str 10 36" Melta weapon isn't to shabby. I wouldn't reccomend the Warphead upgrade If at low points It's a 30p sink. At higher point levels you can use it to try and force the result you want. Now you may think what about him blowing himself and a chunk of Boyz up? Well theirs a solution effectively a Tether. Make a line of Boyz stick out to one side at the rear. You don't want him to get into combat. Blow if he blows up one Boy could possibly die and he could lose a wound. Now you may be thinking but now he's out of the Unit he'll get niched by firepower. Well remember you've still got that run with the Ork Boyz, maintain the foward momentum and string a couple of Boyz out to nanny the Weirdboy and keep him in the unit.
Kannons and more Kannons, a 60p Investment that can decimate tanks and Infantry alike with uneering BS3. I would suggest chucking in an Ammo Runt or two just for when you really need that tank dead.
Suicide Koptas, I don't advocate them as they're an easy
KP and unreliable, and for 70 Points they're not cheap.
The deployment tactics for Green Tide are simple. Boyz upfront covering the whole front line, Kannons back covering major lines of sight the Lootas in cover or behind the Boyz covering major lines of Sight. Most armies struggle because not many can take out 180 Boyz especially when deployed right giving all Boyz behind the screen squad a 4+ Cover save. A fun list and very competitive
IMHO.
Now onto Battlewagon Rush/Trukk spam at least its not the Dreary Kan Wall yet. A personal pet hate.
The trick with the Battlewagon rush is speed, a Blitzkrieg of sorts, they go at max speed Deff Rolling tanks as they go.
The basic set up:
Rokkit Buggies, 3 Battle wagons minimum depending on the Squads inside. 2
KFF Meks, the 4+
SV on a AV14 Vehicle really irratates even the best of players. The effective Idea is to steam roller the enemy smashing Vehicles with the Rokkit buggies Deff Rollas and
PK's.
Your Wagons set up should Include a Deff Rolla
RPJ Big Shoota and Grot Riggers. The big shoota is their for multiple Weapon destroyed results so you don't lose foward momentum. The rest is pretty self explanatory.
The Boyz should be outfitted with Shootas, mabye a Mob with Sluggas for that extra
CC punch. This is so you can Dakka Dakka those pesky
CC units that even a Boyz mob can't hurt. If you want some extra punch to your army I suggest 15 Burnas in a Wagon. A lethal unit. Tank shock to bunch things up a flame them to death. Or hop out and hit them with power weapons, I would only use the latter when hitting
MSU's. Remember most things will hit before us, Multi assaulting is key.
The 9 Rokkit Wagons act as a Screen, also benefitting from the
KFF It's a hard one to budge, It's cheaper and more Mobile than Kanz, the reason why you take them for Foot Sloggin armies is for the AV11, even though you can still use buggies to great affect.
A wiseman once wrote "Boyz are but a means to Transport the
PK" now this is true is some regards, the
PK is the Heavy hitter but as a collective the Boyz hit harder.
Now if Its alright by you I'm going to Ignore the Kan Wall, I think everyone has the gist of it, and It's something we shouldn't encourage, It's slow boring and Un-orky.
Here I will sign off at since I'm writing this from a Mobile Telephone speaking device a long arduous way to write this I think you'll agree.
I will add more in the way of Tactics in General. Hope this helps, but It's a pale immitation.