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ORK WAAAGH! vs Necrons vs and/or Greynights vs and/or Dark Angels ..............HELP THE ORKS  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in gb
Yellin' Yoof




NORTH WALES, UK

WAAAGH! everyone

So im pretty new to the actual wargame part of warhammer, ive been collecting random odds and sods for around four years up untill i decided to get my act together and actually do something.
Im collecting Orks, and so far i have as follows :

1 Ork warboss ( converted with power Klaw and big shoota because i really like power Klaws )
1 Big Mek
1 Weirdboy

12 orks ( choppas and sluggas, 1 nob with power claw and bosspole and a big shoota)
2 looted battle wagons ( i thought save some money and convert a spare chimera* and a chaos space marine rhino)

Im waiting for a Ork Battleforce to come through the mail along with a painboy ( i know only Ork Nob squads can use them, but i wanted one as im really into narrative/ fluff aspects of armies)

So basicly, ive not got much , and i thought it would be a good idea to ask you all here
I have been studying the rulebook turing to learn asmuch as i can, but i need some good tactical and general Army advice for taking on these power armoured and terminatour-esk foes
I can tell that power weapons probably are going to be a must against most of the enemy's Im facing, i have not read the new necron codex or the grey Knight codex, but from what iv heard, i might not like much of what they will use

So any help that can be given, Much thanks to you all

" AWWW ........ DIS IS GONNA BE GREAT!" - Mekboy Rulk before the Necron invasion  
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






First of all, get a box of Assault on Black Reach, or just the ork half off ebay. You really can't get a decent amount of orks much cheaper.

I'll just repost what I've advised many people before you. Most of them are still around dakkadakka playing orks, so it can't be all bad

Best buys after AOBR in order:

1. Nobz box. Lots of klaws, big choppas and combi weapons. Don't be affraid to cut of the AOBR nobz arms to fit the better weapons on. Bonus: Nobz work quite well in low-point games, which you are playing at this point.
2. Boxes of Boyz. You can't make Shootaboyz out of AOBR boyz easily(stupid arms), so get the regular boxes. Each one allows you to build an additional boy /w rokkit and a nob /w PK and bosspole. You can add the rokkits and one nob to your other boyz, put the AOBR big shootas with your shoota boyz.
3. Kanz OR Battleweagons. Actually fully up to you which one. If you like huge amounts of boyz, go kanz. Magnetize the kanz arms, so you can switch weapons later. If you like tanks and ramming them into everything, go battleweagons. Do not glue any turrents onto the hull, so you can switch them. Last, but most important: Do not buy both kanz and battlewagons, as they don't work well together.
3. Yeah, two thirds. Get Lootaz&Burna boxes. Each box is missing three bodys to build all lotaz and burnaz, do not build the meks. You can use boyz boxes to compensate. If you keep the burna heads and use regular ones, you can use them and all the spare backpacks you will have by now(meks, boyz) to build quite good looking kommandoz. You need more bodies for that though, but AOBR boyz work fine.
4. BigMek with KFF. One of our best HQs, save boyzs, kanz and battlewagons.
5. Do not buy the battleforce, you do not want one trukk, three warbikes and twenty boyz. No ork army wants them in that combination, too many boyz for a trukk, too few trukks for the boyz, too few warbikers for anything.

If you got all that, you'll have pretty good idea where to go from there.

I know the advice for the battleforce might be a bit late, but I made the same mistake, didn't kill me
You can use those bikes for nob bikers though, worked great for me.

This message was edited 1 time. Last update was at 2011/12/15 10:19:17


7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in gb
Longtime Dakkanaut




In terms of your enemy....

Powerweapons:you give your nob of boy squad a powerklaw and bosspole, otherwise powerweapons are quite rare. In any case most models have inv. save so it is all about piling on attacks. You fire a good number of shoots before entering combat and then numerous attacks in combat.

DA and Greyknight armies you'll out number them, this is the key to your victory - they will have a few hard hits but having loads of models makes a mockery of this.

Necrons will be the usual ork tactics of charging in and most importantly just try wipe out whole squads to avoid them coming back. Multiassault can be good to tie up units.

Watch out for mindshackle scarabs and purifiers. These two have to targeted specially, they will destroy you.
   
Made in us
Lord of the Fleet





Texas

#1 rule for orks, boyz before toyz!

Make sure you have a good base number for orks so you can rely on them surviving into combat. Sure taking some tricked out wagons or walkers is cool but they're nothing without some decent troops.

 
   
Made in gb
Yellin' Yoof




NORTH WALES, UK

Thanks for the help guys
heres the responses to the previous posts, but anyone feel free to answer anything below
Jidmah:
Im trying to get the AOBR set, but i wasnt sure what too get at the time , so i got the battleforce but hey, i get free conversion parts from them, which i love using
1) The ork Nobz squad, how do i make them most effective against the grey knights, DA and necrons? im definiatly putting a painboy with them, because why wouldnt i ?
2) Ork boys , i prefer shoota boys close combat boys, but is there any majour disadvantages? i also came across an idea of putting a Warphead with a 30 mob of shootas , incase of teleport - shoot- next turn assult, warphead most likely to gain power weapon etc, would this be any good or just not effective?
3) Kanz or Battlewagon- how do i magnitise/where can i get the stuff to do it from?
4) luckily my Bigmek model has the forcefeild on it already
5) i have already got the battleforce unfourtunatly but atleast i get some boys and conversion parts

MFletch:
i agree with the outnumbering and power weapons, i think my Necron buddy is getting deathmarks and pariahs? what do the pahriahs do anyone?
could someone explaint mutiassults, is that just lots of assults in one turn or 2 ork units into 1 enemy or something?

Kenshin620:
What is seen as a good base number, 2 units of 30? or more? i realise my poor orkises will be decimated by the GK but how many would be expected.

i really like Burna Boyz, are a good choice against the enemys id mostly be facing? the template wouldnt do much granted but the power weapons in close combat? or would i be better of with lootas ?

" AWWW ........ DIS IS GONNA BE GREAT!" - Mekboy Rulk before the Necron invasion  
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Mekboy_Rulk wrote:Thanks for the help guys
heres the responses to the previous posts, but anyone feel free to answer anything below
Jidmah:
Im trying to get the AOBR set, but i wasnt sure what too get at the time , so i got the battleforce but hey, i get free conversion parts from them, which i love using

Heh, 20 boyz aren't exactly bad, and it's not like my trukks are gathering dust either.
As I said before, I got another 3 bikes and put the nob torsos from the boyz box on the biker legs to build nob bikers. That way I can still play those awesome biker models without finding a gold vein in my basement

1) The ork Nobz squad, how do i make them most effective against the grey knights, DA and necrons? im definiatly putting a painboy with them, because why wouldnt i ?

The way you would make them effective against anything. Make them 7-8 models strong, including the painboy, 2-3 powerklaws, some big choppas, a waaargh! banner, a boss pole and add combi weapons and a second bosspole to ensure no two nobz are identical. Then get them a transport, that trukk you just bought works great in the beginning

Don't know about necrons, as I have yet to play the new ones, against both DA and Greyknights they will pretty much tear appart anything wearing power armor and get their buts handed by terminators. This does include those GK purifers, even if many people don't believe it. My nobz have killed 12 units of 5-10 purifiers so far, and lost combat against only a single one.

2) Ork boys , i prefer shoota boys close combat boys, but is there any majour disadvantages? i also came across an idea of putting a Warphead with a 30 mob of shootas , incase of teleport - shoot- next turn assult, warphead most likely to gain power weapon etc, would this be any good or just not effective?

Shoota boyz on foot are in general better than slugga boyz, as you can shoot your opponent before charging them, causing them to lose models before they fight back.
A warphead is a fun model, give it a try. Just keep in mind that 30 boyz have a huge footprint and something terrible will happen if they scatter their deepstrike. In addition, a warphead will only have a powerweapon when he is locked in combat from the turn before - which is not going to happen, as your opponent can allocate wounds on and kill him first chance.

3) Kanz or Battlewagon- how do i magnitise/where can i get the stuff to do it from?

No need to magnetize battlewagons. Just put some weights on the bottom of the turrets and they will hold by them selves.
For kanz, search this forum, there is a great thread with pictures of all kinds of magnetizing them... I simply stole their ideas.

4) luckily my Bigmek model has the forcefeild on it already
5) i have already got the battleforce unfourtunatly but atleast i get some boys and conversion parts

MFletch:
i agree with the outnumbering and power weapons, i think my Necron buddy is getting deathmarks and pariahs? what do the pahriahs do anyone?

Pariahs have been removed with the new codex. They can be used as lychguard, which is an overcosted close combat unit which will die to boyz.

could someone explaint mutiassults, is that just lots of assults in one turn or 2 ork units into 1 enemy or something?

After the initial model reached the target unit, every other model may attack another unit than the target, but only if they do not break coherency with the rest of the unit.

Kenshin620:
What is seen as a good base number, 2 units of 30? or more? i realise my poor orkises will be decimated by the GK but how many would be expected.

Always try to aim for mobz of 20, that way you get more klaws, the mobs are easier to move and your opponent loses more wounds to overkill.

i really like Burna Boyz, are a good choice against the enemys id mostly be facing? the template wouldnt do much granted but the power weapons in close combat? or would i be better of with lootas ?

Burna boyz, like most ork elites, are only great when inside a transport. As they can't take a trukk and looted wagons are just terrible, a battlewagon is pretty much mandatory for them.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Yellin' Yoof




Milan, MI

Vs Necrons:

I recently played my friend and his Necrons at 1,500 points. I have a 10-man Nob squad (AoBR + Nob Box - a must for any true Warboss) with a painboy. It's not fully tricked out (*yet!) for maximum wound allocation, but as I collect more Boyz boxes I will adjust them. I put those bad boyz in a trukk with my AoBR Warboss, added a battlewagon with deffrolla and 15 Burnas inside, and went to town.

The Nobz were pretty much death on a stick to ANYTHING he had. The problem was getting into close combat range. The first of the two games we played, that wasn't a problem. He marched his troops up to be about 20" from me and I ran my trukk up, jumped out, multiassulted two units and made back 600 points in two rounds for my 470 point Nob + trukk unit. The Nobz then proceeded to mop up one unit after another. Feel No Pain is a MUST! The problem for him was trying to decide whether to shoot the trukk and Nobz or my battlewagon. Once the Nobz were engaged, the battlewagon zipped by and rolled the rest of his units back.

The second time wasn't so pretty. I still won, but both vehicles got blown up round 1. Footslogging Nobz vs Necrons =

So basically, what Jidmah said about Nobz is right. Works well on the Necrons. I always plan on having some kind of Nob unit in my army, as costly as they are, point-wise.

By the way, I do NOT have an optimal army. I have to use pretty much every model I have to get up to 1,500 points, so don't take the Nobz in a trukk and a battlewagon with 15 Burnas as the best mix. That's just what I have to work with. (Well... ok, I didn't need to put in 15 Burnas, but MAN were they fun!)

Happy Krumpin'!

- 2,000-ish
Daemons - 400-ish (Wife wanted to paint an army so she's working on this one for me. Yeah, she's that awesome.) 
   
Made in gb
Yellin' Yoof




NORTH WALES, UK

Again thanks for the replys and feel free to answer all responses below and in all posts

Jidmah:

so you converted the biker models into a nob squad with bikes? hmmm thats like something i could do also, that way i get a nob squad ( small expensive nob squad )

-Make them 7-8 models strong, including the painboy, 2-3 powerklaws, some big choppas, a waaargh! banner, a boss pole and add combi weapons and a second bosspole to ensure no two nobz are identical.-
by no two are identical you mean none have the same wargear? sorry if these are nooby questions, im just getting started and want to learn as much as i can

-A warphead is a fun model-
I know that it could go terribly wrong with that, but i figure with the warphead upgrade, as i get to re roll the result, if the headbursta result happens, the worst that could happen is that i roll it again

-For kanz, search this forum-
will do

-Pariahs/ lychguard-
thanks for the info there and the idea to swamp them with hungry orks

-multiassaults-
ah makes sense now thanks , i wasnt sure if it mean when the unit charges, the rest of the models have to pile in to touch asmany or get as close to enemy models as possible

-base number 20-
ok so i could get 3 20 boy squads with 3 power klaws and 6 special weps rather than 2 30 ork squads with 2 powerklaws and 4 special weps, nice

-burna boyz-
Id need a transport= battle wagon, over the campaign, we are going to play as many game modes as possible, so city of death etc, i wouldnt need a transport for them in Cities Of Death would i?

Nictolopy:
Sounds like the nobz worked well then and feel no pain is important , so i think i made a fluff reason to get one into a actual tactical reason , awesome
Also that they need transport then i suppose i could give them the truck from battleforce when i get the nobz models.


i have some more questions, hopefully im not grating anyone by asking them noob in the room, but once i know, i wont ask again
1) Wargear
Ive heard , and worked out myself from the rule book, that it would be a was of points giving many of my orks armour, as Ap on GK, DA and i think Necrons would negate it.
i think i should use the cover save from the CFF and cybork body/FNP from painboy on the nobs

2) Rocket vs Big shoota
Rockets would be usefull IF they hit on vehicles, which my mate necrons probly wont have, my GK friend is going termi heavy, and DA i dont have a clue as he's teetering on diciding on joining us
Big shoota would help add shots to my shooting phase, increasing the liklyhood of hitting/wounding, but can i shoot and move with them or not? would they be effective vs the enemies im facing?

3) Big mek/warphead
Im having to take the big mek, to let my orks have a hope of surviving
question is, is there point to upgrading him further with armour/ weapons?
And the warphead, i thought you roll for the psychic powers in the shooting phase, do i select a target then roll, or roll first? and if im locked in combat, would it not apply from the start? i thought if i rolled in the shooting phase on a shooting attack, then assulted, it would apply then.

4) Terrain
We are using terrain like buildings and barricade alot,
would it be better if i assulted necrons incover as id go to I1?
should i cling to cover because of shooting?
When holding an objective, should i go to ground in the terrain, or stay normal? ( the objective are going to be inside a ruin/ building and just outside a ruin/building

Thank for your time guys everything your giving helps alot, thanks



" AWWW ........ DIS IS GONNA BE GREAT!" - Mekboy Rulk before the Necron invasion  
   
Made in us
Shepherd





Boyz, lootas etc can get enough shots into most gk squads to whittle them down or even in the case of pallys get a wound on a few. Worst them for them is making lots of saves which boyz certainly can also do. Making sure you shoot up purifiers before assaulting so you can maybe make them only 3-4 would be what to shoot for if not even fewer. Cleansing flame is really the only real danger in assasult with 30 boyz lol. There seems to be a notion that gk are almost impossible to handle but thats not the case since they have so few a number. I'm not sure if you ever use a def rolla but I have seen a combo of lootas busting a rhino and then running over the squad with a def rolla and onto the next. Orks are a tough customer for gk espeacially loota and boyz heavy since not a ton of people using incinerator cept maybe on a dreadknight.

The enemy of my enemy is a bastard so lets kill him too.


 
   
Made in gb
Yellin' Yoof




NORTH WALES, UK

yeah, my friend who plays GK has got:
2-3 squads of just normal grey knights
1 squad of termi GK
1 named hero , he has termi armour, a sword (dont know last name but was in old GK codex , grand master if not played by hero)

Hes getting 2-3 more squads of termi GK which he plans on deepstriking.

i dont think he has any vehicles/ walkers

so basicly .... i dont know what he has armed them with other than the basic wargear they come with

" AWWW ........ DIS IS GONNA BE GREAT!" - Mekboy Rulk before the Necron invasion  
   
Made in us
Yellin' Yoof




Milan, MI

First off, no one here will ever insult a new player for seeking information. If anyone should be so foolish to do so, the vast majority of the Dakka community will likely flame them to death.

Mekboy_Rulk wrote: -Make them 7-8 models strong, including the painboy, 2-3 powerklaws, some big choppas, a waaargh! banner, a boss pole and add combi weapons and a second bosspole to ensure no two nobz are identical.-
by no two are identical you mean none have the same wargear? sorry if these are nooby questions, im just getting started and want to learn as much as i can


The idea is that no two Nobz will have the same wargear, so when you get four wounds dealt to your squad, you can assign a single wound to four different Nobz. If the Nobz were all the same and you failed all four wounds, you would put two wounds on two Nobz and lose both. If you spread them out, four failed saves just means each Nob takes a wound and you still have all four Nobz for krumpin'.

Mekboy_Rulk wrote:
1) Wargear
Ive heard , and worked out myself from the rule book, that it would be a was of points giving many of my orks armour, as Ap on GK, DA and i think Necrons would negate it.
i think i should use the cover save from the CFF and cybork body/FNP from painboy on the nobs


Putting a 4+ armor save on boyz is very expensive. I imagine if you did that and put in the Mad Doc to give them all Feel No Pain, it might make an interesting, tough unit, but that's a specific strategy, and not cheap. The sheer number of boyz is usually what we use for armor. They can kill 10 and the remaining 10 can still deal a lot of damage. I like the 4+ save on my Nobz, as they are already a big investment point-wise anyway so might as well put in a little more to keep them around longer. Cybork body is also a good option. I would pick one or the other, but a little more defense on Nobz is a good idea, I think.

Mekboy_Rulk wrote:
2) Rocket vs Big shoota
Rockets would be usefull IF they hit on vehicles, which my mate necrons probly wont have, my GK friend is going termi heavy, and DA i dont have a clue as he's teetering on diciding on joining us
Big shoota would help add shots to my shooting phase, increasing the liklyhood of hitting/wounding, but can i shoot and move with them or not? would they be effective vs the enemies im facing?


Orks stink at shooting. I would only include Rokkits or Big Shootas in squads with Shootas as the Sluggas are going to be running like mad to get into close combat. Both weapons are assault, so you can shoot and still assault. You aren't likely to hit that often with the Rokkit. 5+ seems about as common as rolling triple sixes for me during the shooting phase most of the time. That being said, we have troubles with high AV so more Rokkits gives you more chances to crack the tough nutz. If you are facing lots of infantry/swarms, the extra shots from the Big Shoota would help whittle down the foes before you assault. I'd probably not worry about having them in most of the time, and just put some extra in if have the extra points.

Mekboy_Rulk wrote:
3) Big mek/warphead
Im having to take the big mek, to let my orks have a hope of surviving
question is, is there point to upgrading him further with armour/ weapons?
And the warphead, i thought you roll for the psychic powers in the shooting phase, do i select a target then roll, or roll first? and if im locked in combat, would it not apply from the start? i thought if i rolled in the shooting phase on a shooting attack, then assulted, it would apply then.


For your KFF Big Mek, I wouldn't add anything else. He should probably lead your units from the rear. Otherwise on the first assault he'll get singled out, mauled, and all those extra points would mean nothing. Orks strike hard, but usually hit last so I'd try to keep him safe until he's escorted all of the units he can into close combat.

Mekboy_Rulk wrote:
4) Terrain
We are using terrain like buildings and barricade alot,
would it be better if i assulted necrons incover as id go to I1?
should i cling to cover because of shooting?
When holding an objective, should i go to ground in the terrain, or stay normal? ( the objective are going to be inside a ruin/ building and just outside a ruin/building


Cover is your friend. Learn how to move forward and keep as many of your units behind it as possible. That will help make the t-shirt saves go longer, (unless you're using that KFF Mek , in which case just get up in their grills ASAP!) I would NOT assault them into terrain if you can help it. Due to Furious Charge, if Orks initiate a normal assault they actually will strike before most of the Necron units. (Weird to be striking first with Orks, I know.) If you are just sitting on the terrain objective, put your units in that sucker to get a cover save from your opponent's shooting.

I'll admit I am nowhere near the Ork player level that some of these other guys are, so I may not be 100% correct on the logic here. I tried to put in where my opinion is vs (what I believe is) generally accepted principles. Also remember that there are often several good ways to go at it and will all be valid. Unless you're focusing on tourney play, do what would be the most fun for you.

- 2,000-ish
Daemons - 400-ish (Wife wanted to paint an army so she's working on this one for me. Yeah, she's that awesome.) 
   
Made in us
Shepherd





Mekboy_Rulk wrote:yeah, my friend who plays GK has got:
2-3 squads of just normal grey knights
1 squad of termi GK
1 named hero , he has termi armour, a sword (dont know last name but was in old GK codex , grand master if not played by hero)

Hes getting 2-3 more squads of termi GK which he plans on deepstriking.

i dont think he has any vehicles/ walkers

so basicly .... i dont know what he has armed them with other than the basic wargear they come with


If he was in the old daemonhunter then that hero is Stern. Normal power armor guys shouldn't be an issue and even regular termies shouldn't if you can get some shots in em. Well as to the ds, thats not too bad per se since he can't assault right after. He can at worst shoot. So at that point it just depends what hes armed them with.

The enemy of my enemy is a bastard so lets kill him too.


 
   
Made in gb
Yellin' Yoof




NORTH WALES, UK

Thanks for the responses guys

General idea is to swamp GK and necrons with troops and try sledgehammer hit units ( not literally )

" AWWW ........ DIS IS GONNA BE GREAT!" - Mekboy Rulk before the Necron invasion  
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Mekboy_Rulk wrote:
-burna boyz-
Id need a transport= battle wagon, over the campaign, we are going to play as many game modes as possible, so city of death etc, i wouldnt need a transport for them in Cities Of Death would i?

City of death might work without due to cover being everywhere, though ork vehicles really shine in CoD games, as they can pretty much drive through ruins everywhere, while other armies are bound to use roads or have vehicles stuck.


1) Wargear
Ive heard , and worked out myself from the rule book, that it would be a was of points giving many of my orks armour, as Ap on GK, DA and i think Necrons would negate it.
i think i should use the cover save from the CFF and cybork body/FNP from painboy on the nobs

That's pretty much what everyone does. Putting gretchin in front of you to get shot is usually cheaper than any kind of armor.

2) Rocket vs Big shoota
Rockets would be usefull IF they hit on vehicles, which my mate necrons probly wont have, my GK friend is going termi heavy, and DA i dont have a clue as he's teetering on diciding on joining us
Big shoota would help add shots to my shooting phase, increasing the liklyhood of hitting/wounding, but can i shoot and move with them or not? would they be effective vs the enemies im facing?

Well, as my orks tend to aim all their rokkits at the imperial strike cruiser in orbit above them, I usually don't use them. It's a matter of taste though really, there is no definite answer on which one is better.

3) Big mek/warphead
Im having to take the big mek, to let my orks have a hope of surviving
question is, is there point to upgrading him further with armour/ weapons?

I usually give him a burna if I got points to spare. Since the KFF replaces any ranged weapon, the burna at least allows him to shoot. Other people give him a powerklaw, so he can smash a rhino or something by himself. Again, a matter of taste.

And the warphead, i thought you roll for the psychic powers in the shooting phase, do i select a target then roll, or roll first? and if im locked in combat, would it not apply from the start? i thought if i rolled in the shooting phase on a shooting attack, then assulted, it would apply then.

If you rolled 1,2 or 3 for your power you apply them during that shooting phase. Because of this, you need to be in combat during your shooting phase to ever get a power weapon.


4) Terrain
We are using terrain like buildings and barricade alot,
would it be better if i assulted necrons incover as id go to I1?

Even if they strike first, necrons aren't exactly great in close combat. Don't mind I, you are going to wipe the floor with them anyways.

should i cling to cover because of shooting?
When holding an objective, should i go to ground in the terrain, or stay normal? ( the objective are going to be inside a ruin/ building and just outside a ruin/building

You can't really give a definite answer to that. If you need to assault/shoot next turn, you better don't go to the ground. If those orks aren't anywhere near a target, going to ground is no problem. Anything between that is called experience

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Anoka County, MN

Welcome! Orks are the best army in 40K, so you're already off to a great start.

I no longer play BW lists after 10 years due to Dark Eldar Dark Lance spam, and I no longer play Nobz Mobz due to Grey Knight Force weapons instant killing Nobz with ease. Kan wall is both fun and effective and allows you still great variation in your Elites and Fast Attack choices. Proxy every unit, play test, read online forums. Have fun.

Fighting crime in a future time! 
   
Made in gb
Yellin' Yoof




NORTH WALES, UK

Thanks for the replies

im sure playing the game itself will lend some help in learning whats good/works and what doesnt/isnt good
Whilst learning from the wise is also something not to ignore

My necron friend (well, Nemesis in wargaming ) is getting around 500-1000 points for xmas (i might add that xmas is also a great time to decide to splash out without justifying) , hopefully, i will have a similar amount of points and we can commence WAAAGH!
Im going to find the correct place to post questions etc on campaigns as we would like to get one started asap, but once we've learnt to rules to a sufficient level
Its not really tactics, but would anyone mind putting a short little answer of what set up/ game mode (like Dawn of war, annihilation ) would be best for two novices learning?

back to tactics, feel free to answer any/all questions or even add your own advice if you wish

Jidmah:

Putting gretchin in front of you to get shot is usually cheaper than any kind of armor.
sounds like a suitable orkish plan

I usually give him a burna if I got points to spare
Does the burna count as a power weapon in close combat like the burnaboy squad, im fairly certain it would but i had to read it twice

If you rolled 1,2 or 3 for your power you apply them during that shooting phase.
thanks for the explanation i want to play as fair as possible ..... which reminds me, the GK player is extremely competitive and isnt below trying to hide/not explain disadvantages/rolls/ casulties, which is baaaaad lol

you are going to wipe the floor with them anyways.
good bit of morale for Da Boyz

Anything between that is called experience
hopefully after a few battles under my belt i shall have some


PipeAlley:

Thanks for the welcome

I no longer play Nobz Mobz due to Grey Knight Force weapons instant killing Nobz with ease.
Ill keep that in mind against the GK player, but im sure they would be fine against necrons anyway

Kan wall is both fun and effective
I can imagine, and i dont think PA enemies like Kanz/dreads too much

Proxy every unit
Noob question, what does Proxy mean?

-general question-
i dont quite understand the vehicle upgrades, some of them look good on paper, but i doubt some would be much effect in reality, which would you guys recommend? for either battlewagon, trukk, dreads or kans etc etc
(ive decided to take the trukk and use it to ferry round a nobz squad until they get something better )


Thanks for your time everyone, youve all been a real help so far

" AWWW ........ DIS IS GONNA BE GREAT!" - Mekboy Rulk before the Necron invasion  
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Nobz work great against any Greyknights in Power Armor.
Any power-armored models with a special weapon don't get a NFW and even models with two attacks base can't produce enough wound to surive getting charged by nobz.

Stay the hell away from anything in terminator armor though.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in gb
Violent Space Marine Dedicated to Khorne





Hello and welcome to the world of 40k! I'm an ork player myself and you seem to be getting all of your tactics pretty sound so far and you seem to have a good variety of Orks so far but if you're hoping to get stuff for X-mas put stormboyz on the christmas list. 20 boys hitting the GK in assault is good but 20 boys hitting the GK in assault at about 100mph is lots better! For necrons (I know this has been said already) use burnas because at I3 on the charge with power weapons a squad of 10-15 on the charge will wreak havoc among most of the necron lines. If you're going to give your KFF mek a Burna put him in this squad. He'll help them get up the battlefield in one piece and make them hit a lot harder when they get there and if you put them in a vehicle it has cover and can be repaired by the mek. Indestructible battlewagon!
   
Made in gb
Yellin' Yoof




NORTH WALES, UK

Thanks for the replies

Anyone feel free to answer anything here

Jidmah:

Thanks for the advice, i tend to fear terminator armour more than anything else , and thats before actually having any experince in fighting them ill stay away from them anyway, i know Termi's can be defeated, but im not quite sure the best way to go about it
Can deepstriking GK do anything other than shoot the turn they arrive? as my GK friend has accidently let slip his plans of deepstriking all his units if he can
I thought deepstriking units could not assalt etc on the turn they deepstrike, so i was thinking if he does deepstrike close enough, i should assult him first

Ruarinator2:

Thanks for the welcome
What is the / is there an advantage of stormboyz assaulting over normal boys, other than deepstrike/ further movement ?
I was planning on having a burna boy squad, i love them just from reading the fluff in the codex
say , a unit of 10 with a mek with KFF and burna, then base 2-3 ork units infront of them to "sheild" them from incoming fire and advance? that way the units infront get the coversave from the KFF and my burna boyz squad and mek should reach the necron lines mostly intact?
I do not have a vehicle other than 2 looted tanks ( which i doubt ill use , just wanted a conversion peice ) , and a trukk, battlewagon is next after i get a core of boyz sorted out i suppose


Any other advice would be much appreciated, thanks for your time

" AWWW ........ DIS IS GONNA BE GREAT!" - Mekboy Rulk before the Necron invasion  
   
Made in gb
Violent Space Marine Dedicated to Khorne





Stormboyz are good at distracting and tying up the enemy while the rest of your army advances. Your plan for them is to get them really close to the foe and charge into any GK that might threaten the rest of your force. Another plan would be to include zagstruk. If your GK friend is deep striking with lots of his units launch a counter attack with da vulcha boyz and da boss by deep striking them next to a unit that has just arrived. Zagstruk has a power klaw that strikes at I4 and 5 attacks on the charge so he could even threaten terminators if you launch an assault before him. Another good thing is that he can charge on the turn he arrives so he can be an immediate threat. Waaagh!!!!!
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Mekboy_Rulk wrote:Jidmah:

Thanks for the advice, i tend to fear terminator armour more than anything else , and thats before actually having any experince in fighting them ill stay away from them anyway, i know Termi's can be defeated, but im not quite sure the best way to go about it

Boyz are great at beating terminators. Even against stupid extra attack+counter attack+grenades of doom+hammerhand GK terminators, they are still ok. Mostly because that awesome Nemesis Force Halberd is just as good at killing boyz as a pointy stick is. 2+ Models don't like taking lots of saves, as more saves mean more

If he fields Paladins, you're doomed
Pretty much anyways, try to move away from them and shoot them to death, no other choice, really. Think nobz in terminator armor with deff guns and BS4. That's paladins. Most likely accompanied by their babysitter Draigo, their variant of Ghazghkull Thrakka.


Can deepstriking GK do anything other than shoot the turn they arrive? as my GK friend has accidently let slip his plans of deepstriking all his units if he can
I thought deepstriking units could not assalt etc on the turn they deepstrike, so i was thinking if he does deepstrike close enough, i should assult him first

They can't do anything else, but they are great at shooting and can get counter-attack. If he uses Modrak and his ghost knights, he could even deep strike them turn 1 without scatter and a teleport homer(other IC). Then he uses their psychic communion to get everything in next turn. Anyways, best protection from deep striking is spreading out, and maybe even leave some areas open on purpose, to bait him into deep striking there. Even ghostknights are not goingt to survive an entire army shooting at them.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in gb
Yellin' Yoof




NORTH WALES, UK

Thanks for the replies

Ruarinator2:

I thought they would be a good distraction , stops them shootin my ork boyz as the advance = more killy killy time
Zagstruk, i was reading through his rules and i agree he would be usefull, im sure he could be effective against both Gk and Necrons


Jidmah:

Boys are the way to go then when facing terminators, but what does the nemesis force halberd do in the first place, im getting the idea that it possibly could ingnore multiwounded models and slay them instantly or something, but what does it do?

if he fields Paladins, you're doomed , Think nobz in terminator armor with deff guns and BS4. That's paladins.
yeah that sounds really painful on my behalf

Most likely accompanied by their babysitter Draigo, their variant of Ghazghkull Thrakka.
I know for a fact he does not have Draigo, but im sure once he learns of this, he will get him
also, mybe i should feild a Ghazza ( eventually but converted to be my own, i really dislike the idea of using actuall named models, prefer my own names and backstories to them , just feels more plausable to me

Modrak and his ghost knights, psychic communion to get everything in next turn.
That doesnty sound good for orks atall , but he is just as new as i am at playing the game , so i doubt he would think that far etc untill he learns the rules , im the only one with the rulebook you see


i was reading the WAAAGH! rule in the Ork codex, does it mean i get an extra dice roll movement in the shooting phase?



" AWWW ........ DIS IS GONNA BE GREAT!" - Mekboy Rulk before the Necron invasion  
   
Made in us
Shepherd





The halberd is a +2 I force weapon. Essentially if his squad hasn't used up all its psykers powers per turn he can roll a psy test to insta kill a model he wounded that tturn. If he doesnt activate the insta kill its treated as a power weapon(which ignore regular armor saves)

If he does start to field Draigo that could also be a problem for him till he learns how to play a small army. Most draigowings are only 16ish models. If he uses Modrak thatll be sorta rare since many don't field him due to his expense and inability to be a scoring.

The enemy of my enemy is a bastard so lets kill him too.


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






The Waagh! Rule gives all ork infantry models (not gretchin, jump infantry or bikes) the Fleet special rule.for one turn.

The fleet special rule allows you to run during your shooting phase instead of shooting and assault on the same turn. Without fleet, you can't assault if you have run.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in gb
Yellin' Yoof




NORTH WALES, UK

Thanks for the replies

Dragio:

Thanks for clearing that up for me now im gonna have to hide my ork nobz squad and Warboss from them
I can see how it would be difficult for him to feild Dragio and Modrak, i think hes just gonna feild standard GK marines and termis with a landraider (at some point)



Jidmah:

Thanks for explaining the WAAAGH! rule for me , now i can get to grips with the enemy even quicker


As of yet, i cannot think of anything else to ask, so any advice given in general or specific on anything would be appreciated
Thanks for your time

" AWWW ........ DIS IS GONNA BE GREAT!" - Mekboy Rulk before the Necron invasion  
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Anoka County, MN

Proxy means to use a model you have and pretend it's a model you don't until you decide whether or not you actually want to but it.

Proxy is great for trying to see if you really like using Kommandos, Snikrot, Maddoc Grotsnik, or anything else you're not sure about.

Fighting crime in a future time! 
   
Made in gb
Yellin' Yoof




NORTH WALES, UK

Just got 2 boxes of Ork Nobz. I have made 9 out of 10, here is a list of what they have modeled onto them.

3 big choppa nobz:
1 with bosspole
1with stikk grenades
1 with cybork body

3 combi shoota nobz:
1 with bosspole + rokkit combi
1 with stikk grenade + burna combi
1 with cybork body + rokkit combi

3 Power Klaw nobz
1 with bosspole
1 with stikk grenade
1 with cybork body

i have 1 left to make which i may use to lead a squad as i have ordered a painboy to go with the nobz squad.
What do you all think? i decided to make 3 of each so i can always play with a variety of weapons, and if i havnt got enough of one weapon type, ill be getting another box to increase it

" AWWW ........ DIS IS GONNA BE GREAT!" - Mekboy Rulk before the Necron invasion  
   
Made in us
Battlewagon Driver with Charged Engine




Ye Olde North State

Try converting a Waaagh! banner. The extra ws is great to give you an edge up on other dedicvated assaulters, and at 15 points, it's way undervalued.

grendel083 wrote:"Dis is Oddboy to BigBird, come in over."
"BigBird 'ere, go ahead, over."
"WAAAAAAAAAGGGHHHH!!!! over"
"Copy 'dat, WAAAAAAAGGGHHH!!! DAKKADAKKA!!... over"
 
   
Made in gb
Yellin' Yoof




NORTH WALES, UK

Thaks for the replie

Awesome idea loota boy might aswell make them ass killy as possible XD thanks for the idea haha, never crossed my mind XD

" AWWW ........ DIS IS GONNA BE GREAT!" - Mekboy Rulk before the Necron invasion  
   
Made in ca
Regular Dakkanaut




Boyz, boyz boyz. That's what you need. More and more.

Good anti-GK advice. Just know you are fighting an uphill battle. Orks don't fair well against GK in most cases.

Record:

8th edition:
Tyranids: 5-4-3
Orks: 4-2-1

5th edition

Orks:18-5-1
Tyranids: 17-10-4

6th edition

Tyranids: 6-4-1
Orks: 3-1-0 
   
 
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