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Made in us
Regular Dakkanaut




Ive been running games in the 1250 range and have been using IG allies for my Orks.

Basically what I use is a CC squad with a ML team.Vet Squad with a Lascannon team,one troop with Meltagun.And Russ with a Eradicator cannon and Lascannon Bow gun(ive also run a vanquisher as well).The total cost is just shy of 350 pts for the contingent .I also use an Aegis line with either quadgun or ILC.This has worked out pretty well though I have had games were my gun line was focused down and ran off by turn two.And fights were I was deepstriked behind my line and they were taken apart..though ive since added a Deffdread to keep back for the first cpl turns and the deep striking seems to have stopped..go figure,hehe.

Anyhow my main question is what could I use from the ork list that costs in the 350 pt range that would be comparable in utility and firepower to my IG allied force?.I mean I really like having that BS4 on all those guns and the Russ draws alot of attention away from my transported orks.
I know that lootas are "the bom" now but really would 23 lootas in 2-3 formations be able to do what this IG group can do?.Or should I be thinking in terms of maybe a couple loota groups and maybe some big gunz?

Thoughts appreciated

Thnx for the read
   
Made in us
Maniacal Gibbering Madboy






Juneau, Alaska

If you're looking for "Cheap", "Shooty", and "Lots of them", then Lootas are your best bet, hands down. They're only 15pts/model and you can take up to 15 of them in a squad. So you could field roughly 23 Lootas broken up into 2 squads (since it's advisiable to take them in at least 10-Ork squads rather than the min of 5). That's lots of Long Range Dakka for what it looks like you're going for and you get to roll for how many shots they get every time they fire! Yes, that includes overwatch! STR 7 / AP 4 with a 48" range? you can easily mow down your average SM squad with that kind of firepower.

Big Gunz are great, however, if you really want to steamroll someone with mathhammer, Lootas all the way bro! May the WAAAGH! be with you!

"Orkses never loses a battle. If we win, we win, if we die, we die fightin' so it don't count. It we runs for it we don't die neither, cose we can come back for annuver go, see!"
-The Gospel according to Ork.

8000pts of WAAAGH!
Indiorkalypse Koltz - Ork BB Team

Ork P&M Blog:
http://www.dakkadakka.com/dakkaforum/posts/list/0/546562.page#5955022
Blood Bowl P&M Blog:
http://www.dakkadakka.com/dakkaforum/posts/list/0/594998.page#6826981 
   
Made in us
Resentful Grot With a Plan





Orks aren't going to give you the long range fire power that the guard has unless you want to consider a SAG with its random strength.

anything else in the ork army is most likely not going to draw firepower from the transports

For 350 points you are looking at killa kans, The first might draw fire from trukks, and if not there are a ton of str 10 swings coming in, but my experience is they die too fast to be useful unless your opponent doesn't know to kill them in the first two turns.
A biker force wtih a biker boss (not nobs). This might not draw fire, but you will be in their flank very quickly, or their backline which will draw fire, or do some damage. You don't want them getting shot at though, and won't really be able to answer av 12 fliers like guard can.

The thing thing about any discussion concerning why orks did something usually ends with because they are orks, and noone seems to argue, or offer further questioning.
 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Regular bikers can still cause a bit of a threat if not dealt with. With that force you dont "technically" care about the dakka from them since they lack 2 wounds or the invul/FNP so theyre way easier to take out, so they move 12 turbo 12 and basically say "You deal with me, or i charge something tasty behind yo lines brah" and the 4+/4+cover still goes into effect for the most part. Unless you flop all your saves right off the bat, it'll draw a good portion of the flak off your trukks. Immediate threats tend to be a bit of a priority over next turn threats lol. And i'd rate 8 bikerboyz right next to my artillery or lootas or (name random long range unit here) a bit more dangerous than 4-5 trukkboyz in the midfield as theyre harder to kill and can immediately charge my bigger things whereas boyz gotta deal with the bubblewraps up front first.

Thats me though, some people might rather pop the trukks first then try to deal with the boyz. Either way, you may lose the wheels but your boyz might be fine.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in gb
Ghastly Grave Guard



Uk

Dark eldar go great with orks.

This message was edited 1 time. Last update was at 2013/03/16 21:54:50


 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

The few times ive ran allies though my allied detachment was roughly 450-500pts. At 1250 i dont know how you can have an effective ork army with allies, it might be better to do the other way around and just have a mass of boyz be allied in lol

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Battlewagon Driver with Charged Engine





Are you looking for a new allied army or do you want something from the orks to make up those 350pts?

If you want new allies, maybe try and grab some tau for some heavy shooting and great AT? Hammerheads do nicely since they can have the disruption pod and jink which gives you a 3+ cover when you move I believe, and it still has the railgun that can have a large blast utility.


For orks, a squad of nob bikers are dead killy, but expensive. You can probably get 4 or 5 nobs in for 350 ish, but you wont get a bikerboss to make them scoring :(

 Tactical_Spam wrote:
You never know when that leman russ will punch you back

 
   
 
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