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Made in by
Flashy Flashgitz






When the new codex came out I thought that my boyz were not going to see a table soon as I found the "toys over boys" approach more viable. But after playing a few games with them I fond that they are just as good as before, maybe even better. The point is that if you take boys you have to built a list around them to maximize there potential. Cheap boyz are gone now (for me at least). First thing I found is that Heavy armour is almost mandatory now, since it alows to migitate a lot if shooting and makes mob rule almost nonexistent. If you add a Painboy (why wouldn't you?) they become realy hard to beat. There is no point in making them cheap, you've got grots for that.
   
Made in im
Nasty Nob on Warbike with Klaw





Liverpool

Until they get hit by a Battlecannon.
Or anything S8 Ap4+, then it's no armour save, no FNP, and you're left wishing you'd bought more boyz!
   
Made in us
Nasty Nob





United States

I almost know the argument has been made before; If someone is shooting Str 8 at boyz then you are winning.

I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. 
   
Made in im
Nasty Nob on Warbike with Klaw





Liverpool

 Rismonite wrote:
I almost know the argument has been made before; If someone is shooting Str 8 at boyz then you are winning.
Not if your boyz lack numbers.
   
Made in se
Squishy Oil Squig




 grendel083 wrote:
Until they get hit by a Battlecannon.
Or anything S8 Ap4+, then it's no armour save, no FNP, and you're left wishing you'd bought more boyz!


That's why I run KFF & painboy instead of 'Ard boyz. Though, if I would start running trukks again, they would probably have 'ard boyz. For now, I'm mostly running Battlewagons or foot sloggas.
   
Made in by
Flashy Flashgitz






If you footslog them - yes, but footsloging was last edition. I prefer to give them a BW as transport. They can reliably charge on turn 2 (3 if you're realy far away) and will deal a lot of damage in melee. I've even heard Eldar complaining about them being too hard to kill. Unless you're charging close-combat monsters with low AP, then you're relyably dealing lots of damage, while taking much less. In my expirience anyway.
   
Made in gb
Lead-Footed Trukkboy Driver





United Kingdom

Hordrak, I am intrigued. How many painboyz do you take?
   
Made in by
Flashy Flashgitz






Usualy 2, one for every aquad of boyz. I run them only in the Ork Horde detachment, because I prefer having a Big Mek or a Warboss as my warlord. Might try runing 3 squads of boyz with 3 painboyz, could be fun also.
   
Made in gb
Longtime Dakkanaut






I've run 2 battlewagons of 'ard boys on a dual-detachment list, one with a mega armour warboss with the lukky stikk and a painboy, the other with a KFF Mega mek and a painboy. they spent the first 3 turns trying to catch the eldar, who were running, then they tore them apart when they got there.

my main feeling when not bringing cheap boys is that you need 2 powerklaws per unit, and ideally 3+ characters. that way challenges can't remove the powerklaw easily, and if you can throw a spare mek in there to take the challenge, the other powerklaws will all get to swing.

12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!

I'm Selling Infinity, 40k, dystopian wars, UK based!

I also make designs for t-shirts and mugs and such on Redbubble! 
   
Made in ca
Deadly Dire Avenger




Canada

I always take 'ard boys. I only play casual with my orks and they get a lot more time on the table that way. Helps mitigate mob rule as well, especially when my 5 blitz BW start exploding left, right and center.

Usually have Mad Doc in a big squad of slugga boys. Extremely tough for 10pt models

   
 
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