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Made in us
Waaagh! Warbiker





Hey Everyone,

I recently pulled my Ork Army out of the closet to sell them. As I was looking through models and taking pics, I kinda felt like painting them up and maybe even crafting some Kustom Models...

Anyways, I'm almost tempted to play again, but I haven't played in 5 years or more, way back in 4th edition?

I'm wondering what Orks are like now with their new Codex. Are they better or worse than before?

I've read online that trucks really suck and they changed Da Mob Rule so they're no longer Fearless.

Should I try to pick up Orks again? Or Maybe just Paint/Kustomize models to sell? Or just Sell as is and Don't look back..

Just in case you're curious, this is the Army I have left for Orks...

40 Shoota Boys
65-75 Slugga Boys
20 Gretchen + Runtherd
10 Gretchen NIB
2 BattleWagons (with DeffRollas)
1 Kustom BW (with extra bitz)
2 Trukks
18 Lootas
13 Burnas
5 Big Meks
1 Big Mek w. KFF (Kustom)
3 Killa Kans
1 Metal Killa Kan
1 Metal Killa Kan in Box
6 Nobz (w. Extra arms)
3 Nob Bikers (Kustom Built)
10 Stormboyz
10 warbikers
1 WeirdBoy (new)
1 WeirdBoy (OOP)
1 Boss Snikrott (NIB)
8 Tankbustas
1 Ork Codex
3 Looted Tanks
3 Warbuggy + Warbuggy Bitz

   
Made in us
Shadowy Grot Kommittee Memba






Looks like a great army to me.

Deffbuggies, Tankbustas, warbikes, and speed freek type lists are very strong at the moment.


Automatically Appended Next Post:
First off, trukks do not suck. Put a big Mek on a bike with a KFF and he grants 5+ invuln to all your trukks and they're quite hard to take out before they do their job and hammer the enemy lines.

Besides that, there's a formation that allows you to take a ton of Battlewagons...and you've got those in spades.

This message was edited 1 time. Last update was at 2014/11/15 21:29:58


"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in de
Been Around the Block




Almost every "Kan" is really bad with the new codex. Besides that, the rest is pretty much playable. Most Ork armies I know of consists of 3-5 Boyzs in Trukks in order to catch those maelstrom missions, one lucky waaghboss with boyzs in a battlewagon, and dok grotsnik or similiar hq with meganobz in another battlewagon. Also Loobas and the other Mek gunz are pretty damn good right now.
   
Made in us
Cog in the Machine





You've also got a good start for a green tide. Hundred boys on the table is nothing to sniff at. Stormboyz also have a significantly higher threat range than before, being able to move 24" and still charge on WAAAGH! turn. Kans aren't bad, but they're outclassed by other options. More Lootas is a good bet.
   
Made in gb
Knight Exemplar




UK

Yeah that looks pretty good, just drop all of the kans and the horde.

Then get a stompa and the gorkanorts and some more bikes.
Then fill those with meks to keep them alive.

Also drop the looted tanks the trucks and the stormboyz.

Drop the weirdboyz as well, no point if you don't take 4-5 at once.

Oh and make like 15 more Nob bikers

 
   
Made in us
Ork Boy Hangin' off a Trukk





Silicon Valley, CA

When I saw your list, I kept thinking that you have enough Boyz to run a Green Tide!! We are working our way toward that - but have nowhere near as many Boyz as you've already got!
   
Made in ru
!!Goffik Rocker!!






Firstly, look in for formations to get a wider view on stuff you could possibly run - they add a lot to orks. Secondly, decide on the theme of your army: footslogging horde / speed freaks / walker wall / some mix.

Some general stuff:

Get a Warboss, convert one of your meks to a painboss or get one from a nob kit. BAM! You have a decent 1500+ pt list that can win games and that's fun to play.

Basically, everything you got is good except for kanz and looted tanks that are a bit worse than mediocre for the price tag. And burnas are hard to fit anywhere but they're a nice occasional tool vs some armies.

Boyz - good as always. Don't let the "OMG we're not fearless anymore" fool you. With mob rule boyz are still close to an immovable object morale-wise and new 'ere we go + the return of old run + charge are huge buffs. Either stick them in battlewagonz, trucks or run on foot in large blobs, however, try to stick to the theme. If you're running a bunch of wagonz, trucks, bikers - adding a bunch of slow footsloggas is not a great idea. It's generally better to go all fast or all horde-ish. Also, consider 'eavy armor. It's not an auto-include but definitely has it's place. Especially on truckboyz. I run a squad of those and am really happy with how they perform.

Warbikers are one of the best units out there and work great with a bunch of wagonz. You can even form a biker-star. 15 bikes including a pk-bp nob + biker boss + biker painboss. The guyz are durable, insanely fast and relatively cheap. Boast good shooting and are quite capable in mellee.

Warbuggies are decent and can find a place in any list. Go with tl-rokkits cause you've never got enough of those and rokkits now cost the same as bigshootas.

Tankbustas are just wonderful in a motorised list when you have a bunch of fast stuff. They're worth taking in a full squad of 15 in a wagon or a squad of 5-7 in a truck. But i don't think they're good for a footslogging list just cause the opponent focusesthem down too fast knowing how killy the guyz are.

Nob bikers are a bit underwhelming compared to regular bikers now. But a squad of 3 with a single power klaw will find it's place alongside regular bikers.

Snikrot + Kommandoes are playable and are basically nice in some situations - when the opponent is not too mobile and can't target them down with ignore-cover stuff too easilly.

Lootas are now HS and compete with wagonz and awesome big gunz. But are still a nice unit if you have spare HS slots. Albeit, not nearly as mandatory as before cause of cheap rokkits everywhere.

Stormboyz - i use 10 of them in my footslogging list. People tend to underestimate stormboyz. But when the guyz pull a charge at: 12+2d6+2d6 with 1 rerollable dice - resulting in a 24-27 reliable charge range - it's nothing to sniff at. Besides, they fly over terrain and other units on the first 12'. Great tactical possibilities.

Wierdboy - not a bad character. Usually doesn't find place cause of warboss and painboss occupying HQ slots. But when you're running double foc or using a horde detachment allowing 3 HQ-s, he might find his place. Ran him with a footslogging list yesterday and he was fun. Didn't do much but provided 5+ dtw and at least some psychic protection to the squad. I think they could be useful within a greentide formation or plain 30 footslogging boyz.

Big meks - same foc trouble. And KFF got more specific granting 5++ but only to the models within 6' and not squads. Making painboss a generally better option for anything organic. And the fact that KFF doesn't spread the bauble out of transports anymore just makes it worse and harder to use. However, you can still find a place for your mek in a list. For example, biker mek with a few koptas to follow your scouting battlewagonz (blitz-brigade formation). Or a mek close to the front of your boyz mob combined with a painboss resulting in a 5++ 5+++ protection.

This message was edited 6 times. Last update was at 2014/11/18 11:17:02


 
   
Made in us
Waaagh! Warbiker





Thanks for the responses so far, everyone!

So, I'm guessing Orks are slightly better or equal to what they were before? It seems like some units got worse, some got better so it's basically a shift in power. I think I'm gonna head to a LGS in my area tonight where people are playing 40k and see if I can browse their codex/talk to players there.
   
 
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