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![[Post New]](/s/i/i.gif) 2012/06/11 16:36:04
Subject: Ork Elite Slots
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Agile Revenant Titan
In the Casualty section of a Blood Bowl dugout
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So, simple question: What do you think best fits in the 3 Elite slots for Orks.
I've been having an "Orky-sort out" recently, trying to get all the stuff together for my Ork Army and get it to a good round size. I'd originally planned to have one large unit of Nobz, chilling with my Warboss; A squad of 10 Lootas and a squad of 10 Burnas in a Looted Wagon for burnin' and slicin' stuff.
However, I played a game at my FLGS with another Ork Player (we teamed up against some DE and Marines), and we each had a big squad of 10 Nobz with the usual wound allocation cheese. And my God, didn't they destroy! True, the game wasn't exactly close, but not a single Nob was killed, whereas the units themselves chomed through some Vanguard + Sternguard Vets, Terminators, 2 Incubi Squads (one of which had an Archon), a Vehicle or two and the odd Kabilite Trueborn squad for dessert.
So, it got me thinking, I should really include two large Nobz units like this. Probably in place of Burnaz. I mean, Burna boyz have power weapons, which is great, sure, but they only strike at I3 (I think, don't have my Dex on me) on the charge. That's not outspeeding much, may as well have a few PKs, then swamp the rest of the unit with a ton of S7 Attacks. And Burnaz don't get FNP. The only thhing that makes me still want to take Burnaz is the fact they'll be cheaper and, besides, they're cool
So, with this dilemma, I decided to come to the wonderful people of Dakka, to see what you make of it. As for my army, it's generally a Speed Freeks one, with some footslogging troops bringing up the rear, hopefully not being shot at as my fast units close with the enemy
Thanks in advance
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![[Post New]](/s/i/i.gif) 2012/06/11 16:47:31
Subject: Ork Elite Slots
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Battleship Captain
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The Shadow wrote:So, simple question: What do you think best fits in the 3 Elite slots for Orks.
I've been having an "Orky-sort out" recently, trying to get all the stuff together for my Ork Army and get it to a good round size. I'd originally planned to have one large unit of Nobz, chilling with my Warboss; A squad of 10 Lootas and a squad of 10 Burnas in a Looted Wagon for burnin' and slicin' stuff.
However, I played a game at my FLGS with another Ork Player (we teamed up against some DE and Marines), and we each had a big squad of 10 Nobz with the usual wound allocation cheese. And my God, didn't they destroy! True, the game wasn't exactly close, but not a single Nob was killed, whereas the units themselves chomed through some Vanguard + Sternguard Vets, Terminators, 2 Incubi Squads (one of which had an Archon), a Vehicle or two and the odd Kabilite Trueborn squad for dessert.
So, it got me thinking, I should really include two large Nobz units like this. Probably in place of Burnaz. I mean, Burna boyz have power weapons, which is great, sure, but they only strike at I3 (I think, don't have my Dex on me) on the charge. That's not outspeeding much, may as well have a few PKs, then swamp the rest of the unit with a ton of S7 Attacks. And Burnaz don't get FNP. The only thhing that makes me still want to take Burnaz is the fact they'll be cheaper and, besides, they're cool
So, with this dilemma, I decided to come to the wonderful people of Dakka, to see what you make of it. As for my army, it's generally a Speed Freeks one, with some footslogging troops bringing up the rear, hopefully not being shot at as my fast units close with the enemy
Thanks in advance 
Nobs are excellent units and capable of doing Throw in a warboss and their troops and even more deadly the draw back is getting them there. I would recommend battlewagon transport with only a deff rolla and big shoota to keep up with the speed freaks. other than that if they foot slogg take a foot sloggin ork army and enjoy life.
I also suggest lootas for fire support but like 1-2 two 10 man squads to pop transports other than that they dont do much and you wont need much more than that from them. But really the elite slots come down to how you flavor your army.
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This message was edited 1 time. Last update was at 2012/06/11 16:48:35
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![[Post New]](/s/i/i.gif) 2012/06/11 16:48:26
Subject: Ork Elite Slots
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Stormin' Stompa
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1, Do not field two large fully-diversified Nob squads or you will quickly find yourself without anybody to play with. 2. While Burna Boyz can indeed use their burnas as power weapons it is almost always better to use them as a flamer instead. ...
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This message was edited 1 time. Last update was at 2012/06/11 16:49:04
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"He died because he had no honor. He had no honor and the Emperor was watching."
18.000 3.500 8.200 3.300 2.400 3.100 5.500 2.500 3.200 3.000
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![[Post New]](/s/i/i.gif) 2012/06/11 16:51:28
Subject: Ork Elite Slots
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Agile Revenant Titan
In the Casualty section of a Blood Bowl dugout
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cormadepanda wrote:The Shadow wrote:So, simple question: What do you think best fits in the 3 Elite slots for Orks.
I've been having an "Orky-sort out" recently, trying to get all the stuff together for my Ork Army and get it to a good round size. I'd originally planned to have one large unit of Nobz, chilling with my Warboss; A squad of 10 Lootas and a squad of 10 Burnas in a Looted Wagon for burnin' and slicin' stuff.
However, I played a game at my FLGS with another Ork Player (we teamed up against some DE and Marines), and we each had a big squad of 10 Nobz with the usual wound allocation cheese. And my God, didn't they destroy! True, the game wasn't exactly close, but not a single Nob was killed, whereas the units themselves chomed through some Vanguard + Sternguard Vets, Terminators, 2 Incubi Squads (one of which had an Archon), a Vehicle or two and the odd Kabilite Trueborn squad for dessert.
So, it got me thinking, I should really include two large Nobz units like this. Probably in place of Burnaz. I mean, Burna boyz have power weapons, which is great, sure, but they only strike at I3 (I think, don't have my Dex on me) on the charge. That's not outspeeding much, may as well have a few PKs, then swamp the rest of the unit with a ton of S7 Attacks. And Burnaz don't get FNP. The only thhing that makes me still want to take Burnaz is the fact they'll be cheaper and, besides, they're cool
So, with this dilemma, I decided to come to the wonderful people of Dakka, to see what you make of it. As for my army, it's generally a Speed Freeks one, with some footslogging troops bringing up the rear, hopefully not being shot at as my fast units close with the enemy
Thanks in advance 
Nobs are excellent units and capable of doing Throw in a warboss and their troops and even more deadly the draw back is getting them there. I would recommend battlewagon transport with only a deff rolla and big shoota to keep up with the speed freaks. other than that if they foot slogg take a foot sloggin ork army and enjoy life.
I also suggest lootas for fire support but like 1-2 two 10 man squads to pop transports other than that they dont do much and you wont need much more than that from them. But really the elite slots come down to how you flavor your army.
Of course, Warboss makes one unit troops! Well, that makes things easier I guess, but there is still more to discuss
Steelmage99 wrote:1, Do not field two large fully-diversified Nob squads or you will quickly find yourself without anybody to play with.
2. While Burna Boyz can indeed use their burnas as power weapons it is almost always better to use them as a flamer instead.
1. They're nasty, that's for sure: but are they really that badly viewed.
2. Are they? Against stuff like Marines too?
-----
Well, even if one Nobz unit is troops, I still don't know to sure whether to include a second unit. There's also the issue of whether I could field 2 units of Lootas.
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This message was edited 1 time. Last update was at 2012/06/11 16:51:52
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![[Post New]](/s/i/i.gif) 2012/06/11 17:01:12
Subject: Re:Ork Elite Slots
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Battleship Captain
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Well a fun foot slogg thing i do is play grazskull because auto 6 on the wagghhh and a warboss. So the idea is your scott land and the marines are england and you are going to charge and win because you want to not because thy took your land. HQ - Graz -225pts HQ - WarFace - 60+25+15+5 - 105pts ------------------------------------------------------------------------------------ Troops - Nob Squad A - 400pts (roughly this can vary) Troops - Nob Squad B -400pts (roughly this can vary) Troops - Boyz - 220pts x30 Nob, PK, BP, - 220pts x4 = 880pts ------------------------------------------------------------------------------------- roughly 1680+330 = 2010 - or a 2k pt list. It really is just run at them watch nobs/boys soak up bullets turn 2 waghh in and smash their transports and turn 3-5 chase them on the board. Its silly and fun
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This message was edited 1 time. Last update was at 2012/06/11 17:01:44
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![[Post New]](/s/i/i.gif) 2012/06/11 17:16:38
Subject: Ork Elite Slots
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Roarin' Runtherd
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Lately I've started using Kommandos en masse. I usually take 2 full-size units of them with 2 rokkits in each, and then outflank (or Ambush, if I have the extra points to use for Snikrot).
They're perfect for ambushing enemy artillery, or at the very least, distracting their fire away from your battlewagons and trukks, and by taking 2 units, the likelihood of at least one unit of them showing up on turn 2 is pretty decent.
Especially useful if your opponent likes to hide his Vendettas in the back corner of the table like a weedy git.
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![[Post New]](/s/i/i.gif) 2012/06/11 17:20:21
Subject: Ork Elite Slots
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Agile Revenant Titan
In the Casualty section of a Blood Bowl dugout
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That's another good point, actually, marauder. I've recently gone off Kommandos, but I at one point I was intent on fielding a large unit of them.
I guess they'd fit into my list too, they close with the enemy quick, just in a different manner.
Thoughts?
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![[Post New]](/s/i/i.gif) 2012/06/11 17:20:28
Subject: Ork Elite Slots
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Battleship Captain
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marauder6272 wrote:Lately I've started using Kommandos en masse. I usually take 2 full-size units of them with 2 rokkits in each, and then outflank (or Ambush, if I have the extra points to use for Snikrot).
They're perfect for ambushing enemy artillery, or at the very least, distracting their fire away from your battlewagons and trukks, and by taking 2 units, the likelihood of at least one unit of them showing up on turn 2 is pretty decent.
Especially useful if your opponent likes to hide his Vendettas in the back corner of the table like a weedy git.
I agree commands are always a excellent choice. And if you really want that good ambush place a warboss with sniki and get that rear armor destruction on that parking lot turn 2.
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![[Post New]](/s/i/i.gif) 2012/06/11 17:32:38
Subject: Ork Elite Slots
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Stormin' Stompa
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The Shadow wrote:
Steelmage99 wrote:1, Do not field two large fully-diversified Nob squads or you will quickly find yourself without anybody to play with.
2. While Burna Boyz can indeed use their burnas as power weapons it is almost always better to use them as a flamer instead.
1. They're nasty, that's for sure: but are they really that badly viewed.
Of course your mileage may vary. Just a fair warning about what might happen, I suppose.
2. Are they? Against stuff like Marines too?
Yep
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10 Burnas vs. 10 Marines
ALL BURN
Shooting
(assuming 3 hits per model, not unlikely IMO)
30 hits - 15 wounds - 10 saves - 5 dead Marines
Assault
(9 Burnas hitting back after Marines are done)
27 attacks - 13, 5 hits - 6,75 wounds - 4,5 saves - 2,25 dead Marines
TOTAL: 7,25 Marines dead - 9 Burnas still standing
ALL POWERWEAPON
Shooting
NA
Assault
(8 Burnas hitting back after Marines are done)
24 attacks - 12 hits - 6 wounds - 0 saves - 6 dead Marines
TOTAL: 6 dead Marines - 8 Burnas still standing
HALF-n-HALF
Shooting
15 hits - 7,5 wounds - 5 saves - 2,5 dead Marines
Assault
(assuming you take casualties from non- PW Burnas)
(8,5 Burnas still standing after Marines are done)
24 attacks - 12 hits - 6 wounds - 1,5 saves - 4,5 dead Marines
TOTAL: 7 dead Marines - 8,5 Burnas still standing
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Note that in the case of "All burn", the Marines get a -1/-2 modifier to their Break test after CC.
In the case of "All powerweapon", that modifier is -4.
In the end you'll lose another Burna, but double the modifier imposed on the Marines.
This is very relevant in determining whether you keep your Burnas in combat or not. Marines might choose to auto fail the Break Test via Combat Tactics (if available) if given the chance, leaving our boyz stranded. This means that we should inflict as many casualties as possible in the shortest amount of time. Leaving "All burn" as the preferred option.
Conclusion: Remember to almost always make them do the Burny Dance. It is just a question of how long the dance is.
An important thing to remember is that all use of the flamer-aspect of the Burna assumes that 3 enemy models are hit. This is a very conservative number, I'm sure you'll all agree. More hits will, of course, point towards more use of the "All burn" option. Which almost always is the preferred option anyway. Exceptions are show below. Calculations are not shown due to laziness.
Tactical Marines: Use "All burn", expect to kill 7,25 Marines and WIN cc by 1-2.
Normal Terminators: Use "All burn", expect to kill 3,75 terminators and LOSE CC by 4
Use "All power", expect to kill 5 Terminators and WIN cc by 1.
Assault Marines: Use "All burn", expect to kill 6,75 Marines and LOSE cc by 1-2.
Use "All power", expect to kill 4,5 Marines and WIN cc by 1.
Thunder hammer Terminators: Use "All burn", expect to kill 3,75 terminators and LOSE CC by 4
Use "All power", expect to kill 2,5 terminators and LOSE CC by 1,25
Lightning claw Terminators (this is going to hurt!): Use "All burn", expect to kill 3 Terminators and LOSE cc by 5
(Use "All power", expect to kill 1,5 Terminators and LOSE cc by 6)
Grey Knight Terminators are even worse. Let's not go there.
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"He died because he had no honor. He had no honor and the Emperor was watching."
18.000 3.500 8.200 3.300 2.400 3.100 5.500 2.500 3.200 3.000
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![[Post New]](/s/i/i.gif) 2012/06/11 18:23:58
Subject: Ork Elite Slots
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Longtime Dakkanaut
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I really like Nobz, I use 2 large squads of them (used to be 3). However, they are best as Troops, so I've started using Lootas and I really rate them as well.
They give you a good base of long range firepower which is something that Orks would naturally lack, they're also decently durable in cover.
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-Tom Leighton
- Ireland ETC - Eldar - 2016
-Former 17 year old intro welcomer for dank post count. Pls forgive me <3 |
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![[Post New]](/s/i/i.gif) 2012/06/11 18:36:03
Subject: Re:Ork Elite Slots
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Fresh-Faced New User
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I also found that giving the nobs feel no pain pays off almost every time
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![[Post New]](/s/i/i.gif) 2012/06/11 18:40:27
Subject: Ork Elite Slots
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Longtime Dakkanaut
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Oh completely, I never leave home without my Painboys.
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-Tom Leighton
- Ireland ETC - Eldar - 2016
-Former 17 year old intro welcomer for dank post count. Pls forgive me <3 |
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![[Post New]](/s/i/i.gif) 2012/06/11 18:51:54
Subject: Ork Elite Slots
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Longtime Dakkanaut
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Nobs can die too easily. For one against grey knights they get die a little too easily. Then nasty things like vindicators are common enough. Then they cost a bomb. Sure they are good but are not so amazing as this thread someone paints them, at least for a take all comers sort of list.
Burnas really want to stay in a battlewagon, so the debate on whether to shoot or powerweapon should not really occur. If anything you shoot the ones in good positions to template and powerweapon the rest.
Kommandos and even tank bustas deserve a mention. Manz are good to provide a cheap battlewagon and they what they do well.
Lootas are great again with weaknesses like being unreliable and static.
As mentioned above it is up to your style and how you want to play. They all great, just think in any case 2 squads of nobs cost too much.
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![[Post New]](/s/i/i.gif) 2012/06/11 18:56:12
Subject: Ork Elite Slots
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Pyromaniac Hellhound Pilot
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I like running mega nobs and kommandos. mega nobs almost always make it into my list from 1000 points up. Put them in a truck at 1000 points, 5 of them, and watch the fun.
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javascript:emoticon(' '); 3,000 pointsjavascript:emoticon(' ');
2,000 points
265 point detachment
Imperial Knight detachment: 375
Iron Hands: 1,850
where ever you go, there you are |
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![[Post New]](/s/i/i.gif) 2012/06/11 18:58:54
Subject: Ork Elite Slots
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Longtime Dakkanaut
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On Lootas, not really, a squad of 15 Lootas should pop most transports even if they only get 1 shot each.
On Nobz, yes they can die easily to massed S8 fire, I'll agree with that, but that is mainly found in Grey Knights, Space Wolves and Manticore heavy IG lists. Yes I understand that they're the 3 most powerful codecies and that they are common, but my Nobz have rarely let me down, I've been playing my Nobz heavy list for 3 years now and they have all died on only 1 occasion, and yes that was against a Grey Knight Purifier army with 5 Psyfleman Dreads.
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-Tom Leighton
- Ireland ETC - Eldar - 2016
-Former 17 year old intro welcomer for dank post count. Pls forgive me <3 |
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![[Post New]](/s/i/i.gif) 2012/06/11 19:04:04
Subject: Ork Elite Slots
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Hurr! Ogryn Bone 'Ead!
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Sorry people but its all about the grotz!
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You know what they say kids, drive it like its a rental.
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![[Post New]](/s/i/i.gif) 2012/06/11 19:15:38
Subject: Ork Elite Slots
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Joined the Military for Authentic Experience
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I once built an entire army out of the ork elite slots (with a token gretchin mob and two hqs.
Truck with a warboss and a diversified nob squad was troop 1, truck with mega armoured warboss and nobs was troop 2. Then I had a battlewagon with 15 burnas, Snikrot and his full kommando unit and a full unit of Lootas. It was an entertaining and surprisingly effective build!
As to elite choices, well if I was including Nobs, I'd try and include a warboss and make them troops so that I have a nails as hell scoring unit that can easily take objectives and hold them all on it's own. I would even consider putting them on bikes, if you have the points. But depending on the rest of your army:
Lootas are great if you can spare the points and if you don't have a lot of rokkits in your mobs (I mean, 9+) or other rokkit platforms.
If you are running a horde, Kommandos with snikrot are very useful as they prevent castling by the opponent and generally always do tremendous damage. Snikrot is often my MVP.
If your meta demands lots of power klaws, meganobs are great. I think they are best run with Ghaz to give them a real punch and the option of a turn of fearless- having a mob escorted off the board by a tank shock is really depressing.
So really, it depends what you want to do. The only elites choice I would steer clear of is Tankbustas.
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![[Post New]](/s/i/i.gif) 2012/06/11 20:37:27
Subject: Ork Elite Slots
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Battlewagon Driver with Charged Engine
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I think 1 group of Nobs and 2 units of lootas is a pretty safe bet (or 3 units of of lootas if you make nobs troops). but if youre speed freaks you might consider burnas, but they really shine in a BW.
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![[Post New]](/s/i/i.gif) 2012/06/12 04:40:14
Subject: Re:Ork Elite Slots
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Yellin' Yoof on a Scooter
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The big thing about nobz is they can assault a unit many times their number, soak up huge amounts of damage, and then deal it back. If they don't outright kill the unit, they'll be stuck in combat and keep them tied up for another turn. Sure, as some have mentioned, boyz have the numbers to deal with certain things (such as multiple S8 weapons), but I've seen nobz absolutely terrorize their part of the battlefield. I can count on them almost every game to table at least two units.
That being said, I also love me some Kommando's. Since I usually run a warboss and have the nobz as troops, my favorite use of the elites slots is Kommandos with Snikrot and then either 2x5 Lootas or one 10 Lootas mob with 12 burna's in a battlewagon. If the boss ambushes with Snikrot, and you have a truck full of nobz leading the charge on the front lines, you have Gork and Mork incarnate. One's too sneaky to counter until he's right in your face, the other's too tough to kill without a fight!
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![[Post New]](/s/i/i.gif) 2012/06/12 04:45:15
Subject: Re:Ork Elite Slots
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Frenzied Berserker Terminator
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warboss_grimjaw wrote:The big thing about nobz is they can assault a unit many times their number, soak up huge amounts of damage, and then deal it back. If they don't outright kill the unit, they'll be stuck in combat and keep them tied up for another turn. Sure, as some have mentioned, boyz have the numbers to deal with certain things (such as multiple S8 weapons), but I've seen nobz absolutely terrorize their part of the battlefield. I can count on them almost every game to table at least two units.
Well you obviously haven't seen Kharn+8 berserkers and a PF Champ charge a unit of 10 nobs + Warboss, fully kitted out. Lets just say, there was lots of Skulls and Blood for Khorne that day...
but anyways, I think Lootas are a great choice, the ability to dish out that many shots is too tempting to pass up!
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Veteran Sergeant wrote:In the grim darkness of the far future, the guy with a rifle is the weakest man on the battlefield, left to quake in terror, hoping the two or three shots he gets do the job before somebody runs screaming across the battlefield to hit him with an energized stick.
http://www.dakkadakka.com/dakkaforum/posts/list/440996.page
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![[Post New]](/s/i/i.gif) 2012/06/12 05:19:09
Subject: Re:Ork Elite Slots
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Lead-Footed Trukkboy Driver
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From my experiences, I take two elite slots, one for MegaNobz and one for Kommandoz. I run a speed freak army, so getting Meganobz to the scrap isn't the problem. The problem is those cursed gun lines setting up on the back line trying to get that extra turn of shooting. Kommandoz change that. Suddenly your opponent is setting up in a way that he normally wouldn't, just to deal with a 200 point squad.
So Kommandoz force your opponent into the waiting arms of your boyz. Meganobz fulfill an important hammer in your list. Your anvil will be your boyz.
Assault units can be pretty much broken up into three classes. Top tier is things like Death Cult assassins, paladins, wraiths, (anything you DO NOT WANT TO CHARGE), middle tier is occupied by a variety of units, such as wyches, daemons, etc. Lowest tier is things like assault marines.
The problem is, the top tier assault units are generally better than anything you can field as an ork player. Most ork armies naturally deal with every problem through assault, therefore suddenly hit a brick wall the moment you hit a unit that bests you in hand to hand. This what the meganobz are for. You can't just charge them in face first, because they will get eaten alive by an alpha level assault unit. You have to charge boyz in to tie the unit up, and then squeeze the meganobz onto one or two of your opponents unit. Yes, you will lose your entire unit of boyz probably, and maybe a meganob or two. But the return flurry of powerklaw attacks will remove the threat.
Why meganobz? Points efficiency. A normal nob with PK is already 5 points more expensive than a meganob. When you need powerklaws, and lots of them, accept no substitutes.
Especially with the rumored changes to power weapons and wound allocation, meganobz are a no brainer choice next edition.
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![[Post New]](/s/i/i.gif) 2012/06/12 22:19:43
Subject: Ork Elite Slots
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Agile Revenant Titan
In the Casualty section of a Blood Bowl dugout
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Firstly, Steelmage thanks for your very in-depth analysis of Burna Boyz, it certainly helped. Very kunnin' indeed
Thanks as well, everyone else, for your comments
It seems that Kommandos have really been recommended and, I have to say, I'm very tempted. So I think they will fill one Elite slot. I'll have Lootas as well, they've never failed me, and I can use my tooled up Nobz as Troops.
So that leaves one Elite choice.
It seems that Meganobz are actually pretty good, although I'm not too keen, as buying the models is very expensive. I suppose I could do some konvertin' though.
Someone mentioned Nob Bikers... Well, I played in an Apoc. game the other week and, in order to get my points as high as possible, I ran my Warbikers as Nob Bikers. Although there were only three of them, they were remarkably effective. So they're worth consideration.
So basically, it's Burnaz vs Nob Bikers vs Meganobz for that last Elite Slot.
Keep the thoughts coming
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![[Post New]](/s/i/i.gif) 2012/06/12 22:36:29
Subject: Ork Elite Slots
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Shas'o Commanding the Hunter Kadre
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Meganobs. Put them in a battlewagon and point at the enemy, then fire them like a bullet. Trust me on this one.
Burnaz are kinda a one trick pony, not worth it.
Nob bikes are basically a unit that will make sure no one want's to play with you, even though they are just nob squads on bikes.
There are plastic meganobs in the pipeline, they will come in the next few months.
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![[Post New]](/s/i/i.gif) 2012/06/13 06:51:21
Subject: Ork Elite Slots
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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The Shadow wrote:Firstly, Steelmage thanks for your very in-depth analysis of Burna Boyz, it certainly helped. Very kunnin' indeed
Thanks as well, everyone else, for your comments
It seems that Kommandos have really been recommended and, I have to say, I'm very tempted. So I think they will fill one Elite slot. I'll have Lootas as well, they've never failed me, and I can use my tooled up Nobz as Troops.
So that leaves one Elite choice.
It seems that Meganobz are actually pretty good, although I'm not too keen, as buying the models is very expensive. I suppose I could do some konvertin' though.
Someone mentioned Nob Bikers... Well, I played in an Apoc. game the other week and, in order to get my points as high as possible, I ran my Warbikers as Nob Bikers. Although there were only three of them, they were remarkably effective. So they're worth consideration.
So basically, it's Burnaz vs Nob Bikers vs Meganobz for that last Elite Slot.
Keep the thoughts coming 
You shouldn't be fielding more than one unit of nobz though, mega armored, on bikes or otherwise. Nobz are extremely expensive, and lower you model count drastically. Orks survive by having more models on the board than opponents can shoot, so if you field a Nob with a powerklaw, you are not fielding 8 boyz or 3 elite orks. Even barring instant death, you regular orks can take more wounds than nobz.
Nob bikers are great, but I have found them to become kind of a lynch pin in my army. If they are identified as the biggest threat on the board, your opponent will do everything to stop them - and even at T5, FNP and 4+ cover they are not hard enough to survive that. Winged monstrous creatures, psychic powers, a squad of suiciding meltas or simply a heavy ordnance shelling will do away with them quickly. They are simply way too expensive for that. I won't discourage you though. If you like them, replace your regular nobz with biker nobz, and see how they work out for you.
As far as I can tell, you are fielding a footslogging list, right? In that case burnaz (as well as tank bustaz) suffer from the problem of simply being boyz. Every single weapon in the game has a pretty decent chance of killing a boy, even the grot blaster. In addition, heavy anti-infantry weaponry is now being used to get all those rhinos and chimeras off the table, so if you don't bring any target for them to shoot (like kanz or bommers), they will target your elites and rejoice about killing a 15 point model every shot. Because of that, you are usually better off fielding a unit of boyz instead, because you get twice as many and a PK nob for the same points.
If you are running a kult of speed - style army, you could use them from a battlewagon like you do now. The hard shell protects them from getting shoot up. In addition, you can fire a single template from any point of the battlewagon and multiply the hits by the number of burnaz, which is usually enough to kill almost any unit in the game (commonly referred to burna wagon). Just make sure you stick your warboss with them. The burnaz benefit greatly from the boss pole and powerklaw he brings, while the warboss isn't sticking out as much, and is more likely to survie multiple combats. Especially marines will want to kill burnaz over the warboss in close combat.
My personal advice would be lootaz though. Even if one unit is able to kill one transport/monstrous creature, two units can kill two transports or monstrous creatures. Either split your current unit up into 2x 5 and spend the points else where, or add another 15. The number inbetween don't work as well, because of leadership issues. 15 require your opponent to kill at least five before they even think about running away, and they are less susceptible to backfield units like wolf scouts or deep strikers, 15 boyz are still a force to be reckoned with. On the other hand, 5 lootaz are cheap enough to simply shrug off loosing them.
Opening transports is something orks don't do well, so you need all the help you can get. After all, the 5th edition is also known as transporthammer.
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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. |
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![[Post New]](/s/i/i.gif) 2012/06/13 10:37:36
Subject: Re:Ork Elite Slots
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Mutilatin' Mad Dok
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Well, let's have a look.
Nobz
The infamous highlight of the Orky elites, and fantastically devastating - particularly the Biker variant. Just be warned, they are VERY expensive, and you'll likely have to build your army around them. Also be aware that many players have learned to deal with them, and many armies have to tools to get the job done. Any weapon that's str8 or higher will be killing off an entire nob for each failed save, ID rules force you to remove and entire model per ID wound suffered, and ap2 will deny them FNP. ID (due to str8+). Keep your eye open for these types of weapons, otherwise you will find a very large part of your invested points evaporating.
It's generally recommended to not run your nobz with your Warboss - it's overkill. Rather separate the two to kill more efficiently.
Lootas
The ones I use personally. Mass str7 ap4 is mostly used to destroy av10-11 vehicles, and suppress av12. Their ability to do so at long range is nearly invaluable to an army that must otherwise close in to danger vehicles. They are also fantastic defence against fliers (currently, we shall see how 6th changes that). They have fantastic range, but don't take it for granted - things can stay out of their reach and fire on them.
Considering how they work with that collective D3 shot, they tend to swing between great and poor performance within games. You may consistently only roll 1-2 for their shots the entire game (which I've gone a few times), or you my keep rolling 5-6's (which I've also done). Their two largest cons are their leadership, and their static nature. They have mob rule, but you can't take a unit larger than 15. This means that a unit of of 9-12 only need to lose 3 boyz in the shooting phase before they have to test leadership. As such, players tend to take them in either units of 5, or 15. The former, so that if they run you don't lose much, the latter so that they can make use of Mob Rule and get as many shots out.
Their static nature can be problematic, since they can't fire their weapons in the turn they moved. If you're forced into a Dawn of War game, they will only be firing on turn 2, and likely not in cover (where you really, really want them).
Burnas
The burnawagon is a fantastically devestating unit - one I've only stopped using recently for variety. Due to the Open Topped special rule, you place the template once over the target unit, and multiply the hits by the number of burnas in the wagon. "Oh, I hit 7 of your guys? I've got 11 burnas in there, so I hit you 77 times  ". Just remember - your wagon needs to get close enough for them to flame, which will potentially open it up to be assaulted.
Burnas, when outside of a battlewagon, don't perform nearly as well. You can't place burna templates over friendly models, so burnas in the back can't fire on targets in the front. That said, due to their burnas counting as power weapons (if they didn't use them to flame) they make surprisingly good shock troops if you intentionally get them out to assault an MEQ unit, particularly non LC terminators.
Meganobz
You know, I've never actually used Meganobz - I've always been put off by their slower movement and lack of an invul save. As such, I can't really comment!
Kommandos
A really great unit when used with Grotsnik, and a healthy dose of scare for those opponents who prefer to park on the opposing table edge. Toss in the Warboss with them, and you can really tear things up when you arrive. BUT, I've never felt comfortable fielding them - mostly because I've never felt comfortable having that much less on the table, in combination with the unreliability of when they will arrive. Still, when they work, they work brilliantly.
Tankbustas
A love-hate unit. Their lower BS means only a third of their shots are going to hit (sometimes less, sometimes more), but they have Bomb Squigs (which are great!) and the cheapest Powerklaw in the codex (15pts!). They all have the equivalent of melta bombs, and can toss out their rokkits for Tankhammers. Basically, they have a fantastically good chance of popping any vehicle they assault - arguably the best in the codex. BUT, they are weedy out in the open, and like the Burnas, don't cope well when outside by their lonesome. Put them in a transport that either takes them to their target, or houses them while they fire away, and you've got a fantastic unit - albeit an expensive one that will likely attract a lot of attention!
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![[Post New]](/s/i/i.gif) 2012/06/13 13:48:56
Subject: Ork Elite Slots
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Agile Revenant Titan
In the Casualty section of a Blood Bowl dugout
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Thanks Jidmah + Kharrak for even more detailed analysis. I have to say, the BurnaWagon sounds pretty deadly, so I'll probably give that a go.
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