Switch Theme:

New ork player any tips  [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
Brain-Dead Zombie of Nurgle



You don't get to know ya git

Ok just got assault on black reach I am using Orks and had 4 battles and lost 3 tied 1 any thing I need
I was fighting crons and space marins and in the fucher nid's

This message was edited 1 time. Last update was at 2011/12/28 01:32:21


Time to get more skulls for my pointey stick  
   
Made in us
Blood-Raging Khorne Berserker





Riverside, Cali

Battle Wagons and Kans....lots of em....that will make the Necrons and Marines respect you more. Nids well deff rollas on every vehicle mash em right an loads of boyz fer dat choppin when needed. Just got me a squadron of Deff Coptas and a War Copta

Chaos rules you all drool! Blood for the Blood God!
10,000 pts Black Legion
2,000 pts Traitor Catchian Guard (1067th).
8,000 point Sam Hain Eldar.
2,000 pts Squat Biker Force.
1,500 Orc Hoard (painting for a friend).
 
   
Made in us
Brain-Dead Zombie of Nurgle



You don't get to know ya git

Thanks man I will try it but I whoud like any one else ideals

This message was edited 1 time. Last update was at 2011/12/28 02:59:33


Time to get more skulls for my pointey stick  
   
Made in us
Land Raider Pilot on Cruise Control





Denver

More Boyz. The more the merrier.

Maybe pick up a Big Mek w/KFF

This will open up the door to whatever army you want to build. Search the forums for Kan Wall, Battlewagon Spam, Green Tide, Speed Freeks, Nob Bikers etc...

Those will help you understand what strengths the Orks have in the codex.

::1750:: Deathwatch 
   
Made in us
Wicked Canoptek Wraith




South of Heaven

It'll be said time and time again, but if you think you have enough Boyz, you need more. And Trukks to get them to the krumpin quicker.

Someone in another thread used this line, and it holds true:
BS 2 bascially means you HAVE to assault everything
.

My 'Cron list is mid-range heavy. So we have a hard time against horde armies. MEQ armies do to in most circumstances. Overwhelm them with numbers is the best bet.

Against other horde armies, bring the big gunz. You may not hit alot, but alot of shots will hit enough.


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






A whole lot of bad advice for a new player here, guys.
Lord Wynne:
- Kanz and Battlewagons don't belong in one list
- Deff rollas aren't exactly the choice of weapon against nids, they get their usually decent armor saves and your are in CC range after the tank shock
- War Kopta? Advising buying a FW model as your first buy isn't exactly helping.

Ecurb:
- Trukks are not something a player new to 40k should field. If you don't know all the tricks to play them, all you will see is them exploding and killing your boyz in the process. You also need a truckload of trukks to make them viable.
- BS2 doesn't matter if you shoot twice as much as anyone else. Ork boyz outshoot a tactical squad of marines or imperial infantry any day. Lootaz even outshoot most other autocannons in terms of point efficiency.
- You shouldn't assault everything. Knowing what not to assault is halfway to being a good ork player.

As for building your army, 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 battlewagons. 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. Searching for the keywords Dodgywop gave will also help you specialize your army.

This message was edited 1 time. Last update was at 2011/12/28 09:24:30


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




nob with powerklaw and bosspole - first lesson. Second is kff.
AoBR doesn't have that many points. I would also say that for the points it isn't that bad a list especially to what other armies can do at low cost.

Actually I can defend trukks and battleforce. 4 trukks can just about work if put with rocket buggies at about 1000 pts, 4 trukks isn't that much of investment compared to the number of battlewagons you would need, then trukks can work well with battlewagons. Bikers are fun unit to also have.

To add to the above post I would describe list building.
Building a list for orks is not about balance as it is for every other army. You want to spam either footslogging orks, kanz, trukks or battlewagons. The point being if you have few of everything they arrive at different speeds and with different weaknesses and most armies can deal with the drip feed threats.
I would suggest a green tide style army to begin with, this mainly consists of something like 3 lots of 30 boyz with a nob with powerklaw and bosspole. You take so many foot slogging models that you the enemy can shoot all of them by the time you have managed to run across the board and cc with the enemy.

The other issue about list building is finding room for ranged antitank. Lootas, kannons, buggies and koptas are all god for this but do not fit all lists.

Finally the enemies:
Marines have many different builds. In most cases play like an ork and charge in. You need to take a list that works together and has enough antitank.

'crons everyone is still learning. In general play like an ork and charge in. Necrons have little range, little antitank and little anti ork cc units. You can exploit one of those, you could take loads of lootas and out shoot them for example. At the moment I worry more about scarabs, the small snotling sized things either slowing or destroying vehicles, in either case they need to die and also mindscarabs taking control of your ork nob in a boy mob is worrying.
Also concentrate on wiping out whole units to ignore their reanimation protocol.

'nids you need to not play like an ork. Ork tactics of charging in will kill you. 'nids need cc, just refuse them it as best you can. Usually sitting back and shooting is the thing to do, especially shooting genestealers and deploying centrally to avoid their outflank is needed.
'nids will try pairing monsters against your big units and then swarms against hordes: you want the other way around, boyz can deal with monsters and nobz are hard enough to stand up to the attacks of swarms.
Do you know about synapse? Basically without the monsters the hordes are useless, on the other hand without swarms the monsters are vulnerable.
One other killing move is the multiassault against a swarm and a fearless monster. Ork boyz can lay the hurt on the swarm, the swarm and the monster will not do enough attacks so you will win combat, then a T6 monster has to take fearless wounds
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






MFletch wrote:Actually I can defend trukks and battleforce. 4 trukks can just about work if put with rocket buggies at about 1000 pts, 4 trukks isn't that much of investment compared to the number of battlewagons you would need, then trukks can work well with battlewagons. Bikers are fun unit to also have.

If you are familiar with blocking, cover, hiding vehicles and multi-assaults, while having a bunch of cash lying around, sure, get four battleforces at $100 each and give those four boxes of boyz you don't need(not counting the AOBR orks you already have) to a random kid in your store - you're still making a profit.

However, if you are new to table-top gaming, stay away from trukks like the plague. GW goes into great lengths explaining how awesome trukks are, and fails to mention that any weapon stronger than a big shoota will blow it to bits. Sure, you can compensate that with KFFs, hiding and buggies, but those are advanced strategies, not fit for a brand new player.

For the price argument, following my list of advice:
A BW with the GW deff rolla bits is about $80, a box of nobz to go with the AOBR nobz is $25, two boxes of boyz are $58, total for three battlewagons+content is $323
A Kanz box is $44.50, four boxes of boyz are $116, total for a full kan wall is $249.50
Four trukks+content, twelve bikes from a battleforce are already $400, even with self-built buggies you are way past the both the above lists.
Plus you can't buy it in steps, as you army is just terrible before you have everything, while two battlewagons or three kanz already have a notable impact on the game.

Don't get me wrong, neither the battleforce nor trukks are terrible, I plan on getting some myself once I have some money to spare. They just aren't great for new players, speaking from experience.


Automatically Appended Next Post:
Anyways, everything else in you post is great advice

This message was edited 2 times. Last update was at 2011/12/28 14:24:59


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
[ARTICLE MOD]
Fixture of Dakka






Chicago

ork advice for a new player:

Buy lots of boyz. Give them all powerklaw nobs with boss poles. The more boyz you have the better you will do. If you think you have enough, buy 60 more. Divide the squads roughly evenly between slugga boyz and shoota boyz. Give all squads as many rokkit launchas as you can.

Learn to play with boyz. Learn what they can do (just about anything, if there are enough) and what they can't (assault genestealers or purifiers). If you're in range of most things, charge them. If you're not in range to charge, run and get closer, unless you want to fire your rokkits.

Lead them with a mek with a forcefield and he'll keep many alive. And, to spice things up a bit, add lootas which are good for killing enemy transports.

You can win a lot of games with orks with a list that's as simple as lots of boyz, a few small squads of lootas for ranged support and a mek with a forcefield. Everything beyond that is 'advanced' for orks.

   
Made in se
Longtime Dakkanaut





Gothenburg

My opinion, dont play orks until they get their codex remaked.
I dont see how orks can even be competitive right now.

Maybe I just met a lot of bad ork players but the lists I face can all be seen here on dakka so nothing rookie about those.
I am however still to find one single ork player and/or one single ork list that can touch my marines or grey knights.
I get kicked by other armies sure but never, ever orks.

If anyone here on dakka can give me a good ork build (1850p) that is competitive against SM and GKs so that I can actually ask my opponents to try it out (if they havent already) and in doing so actually have a game that isnt completely over for the orks by turn 3-5 then I would be grateful.

Salamanders W-78 D-55 L-22
Pure Grey Knights W-18 D-10 L-5
Orks W-9 D-6 L-14
 
   
Made in us
Sneaky Kommando





Maybe show us the list you are running, what point levels are you playing?

Listen to Jidmah, he has helped me alot with my lists and I have only been playing for a about 3-4 months now. I play 500/1000 point lists still.

I personally don't use Kans because I don't own any, people swear by them though and having Av11 with BS3 rokkits up front is a good thing.

I can tell you my first purchases:

2 ABOR sets. Nobz box. 2 Boxes of Lootas, 2 boxes of boyz(make them shootas).

I don't think battlewagons at 1000 points is really a valid setup, but I haven't tried it or heard of anyone using them at 1000 points either.

It's really hard to recommend anything till we know what you are using so post us an army list.
   
Made in us
Land Raider Pilot on Cruise Control





Denver

Ecurb The Mighty wrote:

Someone in another thread used this line, and it holds true:
BS 2 bascially means you HAVE to assault everything
.



IMO this is bad advice and is not true.

They have plenty of shooting power when you bring enough.

Switch all the boys to Shootas, take some Lootas as well as some Kans and you have a very viable shooting army. The BS 2 = Bad only holds true when you have very few people shooting. 90 Boyz with shootas however, send so many bullets through the air that things WILL die.

Added with the fact that they are assault weapons, you still get to charge after the wall of bullets.

Orks can't shoot......PFFFFT -- WE'S ORKSES CAN DO ANYFING DA 'OOMIES CAN, AND CAN DO IT WIF DA FLASH.

::1750:: Deathwatch 
   
Made in gb
Longtime Dakkanaut




Pyriel- wrote:My opinion, dont play orks until they get their codex remaked.
I dont see how orks can even be competitive right now.
Can I mention empirically you are wrong as orks seem to relatively well in tournaments, which I guess has to be the definition of competitive. There are very much knocking on the door of the 5th ed. codices('nids and SOB excepted.)

Casual play then well built orks stand up.
There is the habit of getting a bit of mix when you first buy orks and fielding a list that doesn't work well together, this nearly always leads to losing.

Normal SM builds vs. normal ork builds are good fights.

Purifers destroy green hordes.
Non crowe lists vs. non green horde, normal, ork build are good fights.

I thought Jidmah already mentioned that BS2 misses the point, numbers really matter. Let me also support this view and add that a squad of lootas are a bad rifledread that doesn't die under one shot, numbers really do matter.
   
Made in us
[ARTICLE MOD]
Fixture of Dakka






Chicago

MFletch wrote:
Purifers destroy green hordes.


Only if you fight them in assault. Fortunately, shoota boyz can shoot purifiers from outside of assault range Get yourself a cover save and you win the shooting battle. Each one of their guys who dies costs as much as four of yours and if you stay in cover (even Mek cover) and out of assault, you'll win the battle of attrition.

Battlewagons at 1k work just fine. Two AV 14 vehicles are a lot for most armies to handle at that point level, and it leaves you roughly 750 points for boyz and an hq.




   
Made in au
Frenzied Berserker Terminator




In your squads, doing the chainsword tango

Pyriel- wrote:My opinion, dont play orks until they get their codex remaked.
I dont see how orks can even be competitive right now.

He just started playing! He's not going to be attempting to scale then dominate a competitive scene within a few weeks! What terrible advice to put up. Remember when we started playing this for fun? Or do you seriously spend all this money to compete in a game of plastic mangs and rolling dice? I know I like to play to win, but I play for the purpose of fun and good times with friends. I'm not going to even start on the whole "orks aren't competitive" carp, since others already have and it just displays gross ignorance by yourself.
Pyriel- wrote:
Maybe I just met a lot of bad ork players but the lists I face can all be seen here on dakka so nothing rookie about those.
I am however still to find one single ork player and/or one single ork list that can touch my marines or grey knights.
I get kicked by other armies sure but never, ever orks.

If anyone here on dakka can give me a good ork build (1850p) that is competitive against SM and GKs so that I can actually ask my opponents to try it out (if they havent already) and in doing so actually have a game that isnt completely over for the orks by turn 3-5 then I would be grateful.

"I know ork players who use the netlists and still loose Orks are !"
Sooooo If i get a "pro" list off the net I'm going to win? Gross incompetence by the general does not mean the army is flawed.

   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Pyriel- wrote:My opinion, dont play orks until they get their codex remaked.
I dont see how orks can even be competitive right now.

Maybe I just met a lot of bad ork players but the lists I face can all be seen here on dakka so nothing rookie about those.
I am however still to find one single ork player and/or one single ork list that can touch my marines or grey knights.
I get kicked by other armies sure but never, ever orks.

If anyone here on dakka can give me a good ork build (1850p) that is competitive against SM and GKs so that I can actually ask my opponents to try it out (if they havent already) and in doing so actually have a game that isnt completely over for the orks by turn 3-5 then I would be grateful.


If playing magic tournaments for years has told me one thing, it is that there is absolutely no point in giving someone a list they can't use (and netlisting in MTG is much more effective than in WH40k).
I know I have gotten tabled in turn three by doing stupid mistakes, and have tabled the same opponent by turn three with the exact same armies. Maybe you are just a great player and your ork players are not. Unless the dude who wrote their lists is moving their models for them, they won't get any better from using that list.

Grey Knights require insight into both codices to beat, and then it's not that hard. Usually they lack the guns to handle both hordes and battlewagons. Tailored purifier lists can be countered by tailored anti-purifier lists, like a dread bash or pure dakka lists. Fight fire with fire. Actually, you should fight everything with fire.

Vanilla Space Marines really don't have any great strengths that will make winning against them any more difficult than against any other army out there. I'd even wager that the armies are pretty much exactly equal in terms of power when facing each other.

Also, everything what Redbeard and Jihallah

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




Redbeard wrote:
MFletch wrote:
Purifers destroy green hordes.


Only if you fight them in assault. Fortunately, shoota boyz can shoot purifiers from outside of assault range Get yourself a cover save and you win the shooting battle. Each one of their guys who dies costs as much as four of yours and if you stay in cover (even Mek cover) and out of assault, you'll win the battle of attrition.
IN a crowe list there just too many of them. Also landraiders and stormravens stop you shooting them.
Fearless and st5 stormbolters means the shoot out still isn't easy but if there are not too many you can just shoot the offending squads.

On the other topic I have to like the idea that a net list doesn't equate to autowin. Though for orks I think the list is far bigger percentage of winning strategy than other armies. Due to the number of models and the importance of the list consider carefully when buying orks. Asking other people on forums may be a good idea
   
Made in us
Sneaky Kommando





http://www.pbase.com/crusader40k/image/99518827

This message was edited 2 times. Last update was at 2011/12/28 23:27:14


 
   
Made in us
Land Raider Pilot on Cruise Control





Denver

Grots R OP wrote:http://www.pbase.com/crusader40k/image/99518827


Not only is there a LOT of dice to roll. But your opponent get's to make lots of saves!

::1750:: Deathwatch 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Shooting? Assault is even better!

*roll a ton of dice*
"Ten hits"
*pick up dice*
*roll again*
"Seventeen hits"
*pick up dice*
*roll again*
"Twenty-five hits"
*starts picking up dice*
"Could you please stop rolling now?"

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
Mekboy Hammerin' Somethin'




Kansas City, Missouri

You want a good starting point to be something like 70-90 orks this gives you a wide birth for modification later is will probably be the most expensive part to building your army. But once you have the 80ish boys you will want to make sure you have 1 nob per every 20 boyz. The equipment should be Power Klaws and bosspoles this is in the standard box but the Nobz box has AMAZING PIECES. Once you've covered your Nobz you will wan to flesh out your HQ i highly suggest taking a Big Mek with Kustom Force Field model it's the best bang for buck and really possesses the best flexibility in your armylists.

From here, I would say it depends on your preferance of playing. IF you like fast aggression you might want invest in buggies or deffkoptas

If you like armor you will want to consider the Killa kan and Deff Dred wall (properlists could have 11 walkers + your orks, I do this often!)

If you want to to learn some alternative ork tactics I suggest Lootas or Burnas

If you want a nearly unbeatable squad i suggest the Nobz box all over again!


" I don't lead da Waagh I build it! " - Big-Mek Wurrzog

List of Da Propahly Zogged!!!
 
   
Made in se
Sneaky Kommando




Gothenburgish

Pyriel, I'm almost tempted to try to give you a good game.
But, my list wouldn't work for your buddies, as it's a list that has evolved from what works for me, for the last 10-12 years of playing orks.

To stay a bit on topic: alot in 40k depends on how you play, local meta etc. If I take my "meet all comers" list of orks, and play just about any list specificly designed to destroy orks, I will most likely loose. Odds are also still against me if i make a list geared to handle a specific foe, and he does the same.

Orks are best in a general meet all comers environment. And if everybody uses mert al comers lists, orks tend to do well.

My suggestion would be to make a 1k list building from the Aobr box. As others have said, a kff big mek, a trukk or two, a nob box, and a box or two of shootaboys will serve you well.

Personally, I stay away from nob squads, as they've never worked for me. But as everybody else swear by them, I say give 'em a try. Same with lootas really.

/Calle

 
   
Made in us
Sneaky Kommando





Yeah the odd thing with orks, is that you can build a mech/warboss, 30 shoota boyz ,30 choppa boyz , 2 nobs and you are pretty good to go. Make no mistake, an ork army without ork boyz is not an army at all. I learned this rule first game ever when all I could think to myself was "Dammit, I should have just brought 10 more orks and I would have won!" One more ork is almost always the best upgrade you can buy lol.
   
Made in us
Regular Dakkanaut




Nashville - The Music City

Grots R OP wrote:Yeah the odd thing with orks, is that you can build a mech/warboss, 30 shoota boyz ,30 choppa boyz , 2 nobs and you are pretty good to go. Make no mistake, an ork army without ork boyz is not an army at all. I learned this rule first game ever when all I could think to myself was "Dammit, I should have just brought 10 more orks and I would have won!" One more ork is almost always the best upgrade you can buy lol.


I agree completely!!! Never enough dakka!!! Never enough boyz carrying it!!!
   
Made in us
Mekboy Hammerin' Somethin'




Kansas City, Missouri

MakersHitstheMark wrote:
Grots R OP wrote:Yeah the odd thing with orks, is that you can build a mech/warboss, 30 shoota boyz ,30 choppa boyz , 2 nobs and you are pretty good to go. Make no mistake, an ork army without ork boyz is not an army at all. I learned this rule first game ever when all I could think to myself was "Dammit, I should have just brought 10 more orks and I would have won!" One more ork is almost always the best upgrade you can buy lol.


I agree completely!!! Never enough dakka!!! Never enough boyz carrying it!!!


Boyz will be the majority of your army if you'd like competitve nature, they are numerous and only 6 points for a boy combining it with a KFF makes it well worth it's points then because you have 30 models with constant cover saves and ready to kill with gunz then their choppas for only 225 pts or so normally. I normally run at least 70-90 in my army as well as walkers and a big mech they just work so well in concert I am hard pressed to really ever need to change the tactics.

" I don't lead da Waagh I build it! " - Big-Mek Wurrzog

List of Da Propahly Zogged!!!
 
   
Made in us
Longtime Dakkanaut



Beaver Dam, WI

3 trukks
3 battlewagons
3 deffkoptas
76 boyz including 5 nobs with PK and Bosspole
15 Burna boyz
1 Warboss
1 KFF mek

This works and plays fast enough to do the dirtywork. If you have points left over, you can add whatever fun you need but this will do the trick. Its cross your fingers for turn one and then you hit em like a tidal wave.

2000
2000
WIP
3000
8000 
   
Made in us
Mekboy Hammerin' Somethin'




Kansas City, Missouri

3 trukks = not enough punch for most ork players
3 battlewagons = You probably won't need these many starting out or at all (depends on tactics)
3 deffkoptas = good purchase
76 boyz including 5 nobs with PK and Bosspole = required purchase
15 Burna boyz = I'd opt for lootas before Burnas less you want a Burna Wagon considering in combat burnas have very low armor and init despite power weapons while lootas can hide in buildings instead and always do their job great!
1 Warboss - Egh, i have one but i never use him again depends on tactics
1 KFF mek - Highly suggested purchase right after boyz + nobs


" I don't lead da Waagh I build it! " - Big-Mek Wurrzog

List of Da Propahly Zogged!!!
 
   
Made in us
Hurr! Ogryn Bone 'Ead!




A Place

Buy a Codex. Specifically Codex:Orks
   
Made in us
Tough-as-Nails Ork Boy





I'd listen to some of the dudes in this thread, they've helped me some. And I just started recently too. But I will add my two cents.

Rolling with part of what Jidmah said, though a few differences.

You now have the AoBR set, so now what? You have 20 boyz, that's a lot of boyz for now. You have a fantastic HQ, the Warboss. He is the only Warboss GW sells with a power klaw, and power klaws are a must. You have five nobz. Ok, you can do better. Naked nobz aren't too effective.

I will make my own list as well.

1. Nobz. The box comes with all of their upgrades besides the Waaagh! Banner. Thats a pretty nifty deal for $25. Their different upgrades gives you a trick called wound allocation. So instead of killing off one of your nobz after two wounds, you can give that other wound to another nob. So now you are keeping nobz alive longer.

I usually field my nobz with this set up: Two nobz with power klaws, one with a bosspole and the other with a Waaagh! banner. Two nobz with rokkit/kombi weapons, one of them having an ammo runt. One nob with a Big Choppa. Then one of more nob with just base weapons. Add a pain boy and cybork bodies and that's it. It works pretty well for me.

2. Buy battlewagons, I suggest buying them before you start buying killa kans as it's probably a cheaper investment. You can run around with only two battlewagons pretty well in lower point games rather than buying 3 boxes of killa kans. I don't think your current HQ will compliment kill kans too well either.

The problem with battlewagons is that their best bit doesn't come in the box, because GW are cheap like that. The deff rolla.

3. Now buy boyz. Why battlewagons before boyz? Because I believe footslogging boyz aren't very easy for a new player. I was personally frustrated when they were getting shot up and picked off. The box doesn't come with many however, only 10. Which kind of sucks because they aren't fearless, and orks will fail leadership tests a lot. Good thing that the box has a nob with a power klaw and bosspole upgrade. But still it's only 10 guys so I suggest buy at least 2 boxes.

4. Trukks. This was a hard one but I suggest you buy at least two trukks to carry the rest of your boyz. I disagree with Jidmah about trukks. I don't think the tricks are too hard to keep your trukks alive. From what I play I say that they get my boyz across the field just fine, even if a spitball will make the engine explode into bits.

5. Lootas and Burnas. In terms of cost, the box is a ripoff. It even insults you buy giving you both weapons but not enough bodies and the mek is useless. But the both units are viable to your army, extremely effective and deadly units. And plus if you put 15 burnas in a wagon, oh boy. I say again, buy at least two and maybe magnetize them in some way so you can switch between the weapons.

6. The Big Mek with a Kustom Force Field. The 6 inch radius and 4 up cover save can save a lot of units. (including transports/heavy support) You can give him a burna and have him roll with the burna boyz in a battlewagon.

There is my list of what I think you need. Orks are expensive but I guess that comes with playing a horde army. After you have that stuff I think you should have a good idea what you want/need next.

Pyriel- wrote:My opinion, dont play orks until they get their codex remaked.
I dont see how orks can even be competitive right now.

Maybe I just met a lot of bad ork players but the lists I face can all be seen here on dakka so nothing rookie about those.
I am however still to find one single ork player and/or one single ork list that can touch my marines or grey knights.
I get kicked by other armies sure but never, ever orks.

If anyone here on dakka can give me a good ork build (1850p) that is competitive against SM and GKs so that I can actually ask my opponents to try it out (if they havent already) and in doing so actually have a game that isnt completely over for the orks by turn 3-5 then I would be grateful.


I don't know why I'm replying to an ignoramus such as yourself but having it posted on dakka makes it a pro list, and are the lists the only thing that matter? And maybe not everyone plays cheesy armies or cheesy lists because they want to be competitive, some people actually play for fun. Imagine that.

This message was edited 1 time. Last update was at 2012/01/11 07:19:26


 
   
Made in us
Longtime Dakkanaut



Beaver Dam, WI

Sovspot wrote:
Pyriel- wrote:My opinion, dont play orks until they get their codex remaked.
I dont see how orks can even be competitive right now.

Maybe I just met a lot of bad ork players but the lists I face can all be seen here on dakka so nothing rookie about those.
I am however still to find one single ork player and/or one single ork list that can touch my marines or grey knights.
I get kicked by other armies sure but never, ever orks.

If anyone here on dakka can give me a good ork build (1850p) that is competitive against SM and GKs so that I can actually ask my opponents to try it out (if they havent already) and in doing so actually have a game that isnt completely over for the orks by turn 3-5 then I would be grateful.


I don't know why I'm replying to an ignoramus such as yourself but having it posted on dakka makes it a pro list, and are the lists the only thing that matter? And maybe not everyone plays cheesy armies or cheesy lists because they want to be competitive, some people actually play for fun. Imagine that.



I have to give an amen to what you are saying. We are playing a league game right now lots of marines, one eldar, one dark eldar and my "poor" orks. Want to guess who is winning? That's right me and my poor orks.

My personnal opinion: The true joy of orks is making your army list. You have a number of ways to skin a cat and it often comes down to determining what is the best way. The core of an ork and the tactics used stay basically the same it is whether you brought your rapier, skinning knife or 20 lb maul. I have one loss -vs eldar who took to jet councils. I can attribute the loss to 3 things -

1. He got some hot fortune saves on the initial assault. 3 trukk boys hit one council, result of 3 nobs and 33 boys was 1 casualty. By mathhammer I should have gotten 4 or 5 of them.
2. Bad dice rolling to end the game - I had it won on Turn 5, drawed on Turn 6 but we rolled to 7 and orks just don't have the staying power vs a jet council.
3. I took nob bikers instead of burna boyz. 15 templates would have done me more good than the power of a nob biker group.

Orks are agressive and need to be played that way. One passive turn and orks will fold up like a lawn chair. There is some truth to orks imagining things and making it so. Part of my pregame ritual is to get myself in the mindset that orks are invincible and impervious to fire. When you play them like that, quite often they are invincible and I imagine the 20 out of 100 surviving orks think they are impervious to fire.

2000
2000
WIP
3000
8000 
   
 
Forum Index » 40K General Discussion
Go to: