Ezreal the crusader wrote:So i've been thinking for a while i want an ork army, and now one of my friends have 100 grey boyz that he wants to get rid of.
He's offering to sell them to me for 200 USD worth it or not?
and then what else should i buy in terms of what not to and what to buy
cheers (;: D)
Offer him less then 100. If anything, throw in a snack like a trade or something for him. box of something for however many, I don't know.
Base set for you would be a couple of mobs of boyz with a Nob for Each. Then add in a Warboss. Thats it.
1 of ten with shoota's, 1 of ten with ax and slugga's. Get yourself a Nob for each mob, a Boss for the whole mob, and a truck for each. maybe two or three trucks, but use one to start with.
( You do this to lear how to work with a mob, learn how you want to fight, decide if you want more shooters, then close combat, or how you like it with using the mob as a delivery device for the Nob weapon. You can add in the heavy weapon, but usually, I'd suggest that you hold off and use cheap no frills boyz, and later on its fun to get a few heavy weapons from other sprues, and let your orks get them. Got one with a
IG rocket launcher, another with a Space marine heavy shooter ( Heavy Bolter) etc. Get extra weapons from other players, add them into your mob, and you won't be bent over the cannon paying extra for stuff your guys can steal. The boxed sets are bad enough, so as an ork, its an unwritten rule to shoot and loot whatever your army needs, and cobble it up together with your bitz box. Goes double for vehicles.)
THEN, you add on another squad or two, a leader for each, and add in a buggie, or some sort of something for that mob. Some take a kan, some take a buggie, some take a squad of heavy shooers, like a kannon, or rocket launcher, and add it in there.
(You do this to represent your leader getting better, adding in more followers, and basicly expanding the mob. Later on, you can use the others as a basis for more ork armies.)
THEN you can add in 10 more boyz to the first and second mobs, while the other gits add in stuff like a second truck section, buggies, or artillery pieces.
( You do this to add up and expand your artillery section, add in transport for your troops, and expand your own army in how you've decided to expand it.)
Some people like kan walls, some like bike gang armies, some like mechanized infantry, with support, some like a "Ork Wave" approach, There is no "beset" way. Orks are user friendly.
Basicly, YOU have to decide how you want to play those Orks, becuase you need to take them on a test run, before you can honestly say- "Yeah, I killed a bunch of this and that, I like speed, and support weapons..."
Tanks are ok, you really need to stick to basic to start out with, though. Rocket launchers kill tanks. You can always scrape another tank together out of parts from a battlefield. So really, you don't need to go out there and buy everything up on one go.
A platoon of boys- 1-4 squads, a leader with a squad of something, and transports/ heavy support for extra punch.
Grots. Grots are a screen force, and used to tie stuff up until your boys get in there to light it up.
Kans. Depending on how you load them out, The cans are a blessing and a curse. Good like a sentinal for extra firepower, bad because they are bullet magnets.
It comes down to the basic boyz, thier Nobs, and the Warboss. Depending on how you want to play that boss is how you should fit out the Waagh.
I like orks and of all of the "New and Improved" codex's, I was happiest with the orks rework.