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Made in us
Automated Rubric Marine of Tzeentch





ft. Bragg


--------------------------------------------------------------------------------

Okay I need some help guys... I have never really been a fan of orks, but I have a crazy idea I just came up with and I am going to be using another line of miniatures, but going to use the Ork rules. I need to know what would a fun but somewhat competitive list look like? I am not looking for "Can Wall" as that is competitive but boring to me. I want to actually have some dudes..anyway if some of you long time Ork players could help me get a grasp on these guys I would appreciate it. Not asking you to build a list for me, just what units work what ones really dont...vehicles; which are good, which are overpriced...ideal squad sizes? is there one? how do you outfit your squad leaders? etc. Thanks in advance for your time....as Iwill have to do every model as a conversion I want to plan this out before I start working it....

respectfully,
Quickfuze

Let a billion souls burn in death than for one soul to bend knee to a false Emperor.....
"I am the punishment of God, had you not committed great sin, God would not have sent a punishment like me upon you" 
   
Made in us
Bonkers Buggy Driver with Rockets






Riverside, CA

Okay chief, one thing that'll help, read the tacticas. Allow me to toot my own horn and paste something from my own:

Cardinal Rules
[Edit]
1. Nobs

If the unit can upgrade a nob, do it. Nobs provide a couple options that are necessary to a unit, and provide the base of a close combat terror supported by many cheap bodyguards.
[Edit]
2. Bosspole

Don't leave home without it. If a unit can take a bosspole, pay for it. A Standard group of boyz, or ANY non-HQ ork unit has a leadership of 7. Without modifiers, a basic leadership test(from gunfire for example) will succeed 58.3% of the time. For 5 points, a re-roll is allowed. This re-roll increases the chances of success to 82.6%, which is comparable to having a leadership of 9 (83.3% success). Granted, this re-roll inflicts a wound on a model. Don't forget to make an armor save, because you might just get a free re-roll! If you lose an assault by 2( Leadership 5 after modifier) you have a 47.7% chance of success versus a 27.7% chance.

Independent characters rarely have a need for bosspoles. The units they join should have bosspoles, and this is better because independent characters get singled out in close combat, and are killed quickly. A nob leading a group of boys should have the bosspole, not your warboss or big mek.

I will always argue for the validity of bosspoles. I just recently lost an assault against Black Templars by 5, requiring snake-eyes to stay. I missed the roll, used the bosspole, the boy made his armor save so NO wound, and then rolled a 2. I was amazed myself, but there it was: PK stuck around to kill more of the Emperor's finest.
[Edit]
3. Power Klaws

A nob with a power klaw is a menace to everyone. 4 attacks at strength 9 that normally hit on a 4+ is a nasty thing. Nobz with powerklaws shred MEQs like paper. They can pop any vehicle(though Land Raiders and Monoliths slow them down). Ultimately, every unit of boyz with a PK nob is a threat to anything it can get its klaws on. As a rule of thumb, if a unit can upgrade a leader to a nob, do it. Give it a bosspole(see #2) and a power klaw. The exception to nobs always taking power klaws is a Nobz unit. Approximately 1/3 should be appropriate. Full groups of nobz typically wield 3-4 PKs. You want enough to kill your enemy unit on the second turn of assault, which should be the ENEMY'S assault phase. This allows you to move and charge another unit on yours. Too many PK's, and you've spent too much. Remember that those other nobz are basically a delivery system for the PKs. They'll cause a few deaths, but those PKs will destroy MEQ units.

That's a basic start.


Automatically Appended Next Post:
Now some basic rules:

Don't mix foot-slogging and mechanized. Orks work best overwhelming the enemy simultaneously. Don't balkanize your force and attack in waves....your opponent just gets to cut you up.

Get the charge. Ork boyz are a fantastic unit....but they do the best when they charge.....and really need it for consistent victories.

Mohr boyz. It's said often enough to newer Ork players. Orks are not an "elite" army....they need the basic backbone of boyz units to dish out damage and take it.




With these things in mind, it sounds like you need to go mechanized. You want battlewagons to be competetive. Deffrolla, armor plates, grot riggers, and a single big shoota on them. The job is to deliver 20 boyz(okay 19 and a PK, BP nob) to the enemy and get the charge. Ork vehicles are open topped....we need that advantage to survive.

Let's break down some units quickly:

HQ's: Big Mek w/KFF. Best ork purchase after boyz. Keeps you alive to do more damage.

Warbosses are so-so, but fun. Ghazghkull is for foot-slogging slugga boyz. The named bosses are all less competitiive.

Elites: Nobz are pretty good and can take advantage of wound allocation with different equipment. Meganobz are a great buy. Both those units can have battlewagons as dedicated transports. Burnas boyz are great in a battlewagon....don't footslog them. Tankbustas are more a fun unit, as "Glory Hogs" can screw your targeting up. Kommandos are so-so....can wreak havoc with Snikrot who allows them to come in from reserve on the enemy's side. Lootas are perhaps the most popular elites choice. Fantastic light-AV dakka, and reasonable AP.

Troops: Boyz. You need them. Slugga and choppa if mechanized, shootas if slogging is best. Take a nob w/PK and BP all the time, as stated above. Don't add big shootas/rokkit launchas unless they're shoota boyz..

I don't bother with gretchin, though I love them. I don't take them to hold objectives. I spend points on more things that can kill more.

Fast Attack: Warbikes. My favorites, but they're a finesse unit. Placement and distancing is crucial, as is choosing your assaults. They look tougher on paper. A T5 with a 4+armor AND 4+cover is still 25 points lost 50% of the time you need to make a save =/

Deffkoptas: Commonly taken as buzzkoptas or suicide koptas. TL-rokkit launcha and buzzsaw. Turbo-boost during the scout move for a 3+cover save, then move in, shoot at a tank or other expensive vehicle, then assault it with 3 x S7 attacks.

Buggies: Rokkit buggies are another favorite of mine. AV10 vehicles can still stay around a bit. Good for screening, and with rokkit launchas can shoot some too.

Stormboyz aren't so great. I love them, but they're inefficient. The price of a unit of 20 is comparable to 20 boyz in a battlewagon. I'll take the AV14 transport for safe delivery, and the d6 S10 hits from the deffrolla every time. Zagstruk is almost completely counter-productive.

Heavy support: Battlewagons as mentioned above.

Deff Dreads are so-so...intimidating and fun. Kill Kanz are great and priced well, great for the Kan Walls. Flash Gitz are way too overpriced and die too easily outside a battlewagon. Big Gunz are great for Green Tides, or lower point games where you have a slot open and a few points to spend. let's face it, 20 points for a kannon on the field is awesome.

Looted Wagon are pretty bad. Boomwagons just don't do it for me. 105 points for a S8 AP3 Ordinance at 36" from an AV11 opentopped that goes forward 12" and can't fire 1/6 times during the movement phase is ridiculous when compared to a 115 point AV13 S10 AP2 that is the vindicator.....24" range or not.

Well, there's your units in a nutshell, so to speak.

This message was edited 1 time. Last update was at 2012/05/14 05:05:07


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Yeah pretty much everything that guy said above to a T.

"For the greater good....Of blowing your head off from the comfort of the other side of the map."

















 
   
Made in us
Automated Rubric Marine of Tzeentch





ft. Bragg

Thnk you all for yourfeedback....its greatly appreciated

Let a billion souls burn in death than for one soul to bend knee to a false Emperor.....
"I am the punishment of God, had you not committed great sin, God would not have sent a punishment like me upon you" 
   
 
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