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Made in us
Fresh-Faced New User






Let me get straight to the point: I've been playing Orks for a year or two, starting with 6th edition, and I can count on one hand the amount of times I've actually won. I'm not a super competitive player, nor are the buddies I play with. However, I keep getting my arse whooped more often than not. I've run hoards and hoards of boys, battlewagons, lootas, metanobz, dakkajets, bikers, lots of the different formations, blah blah blah. I'm no tactical genius, but I do make reasonably sound decisions while playing. I swear my dice exist only to irritate me, and absolutely refuse to roll 5s or 6s. I've followed advice from other players--none of them ork players, though--but it just seems that no matter what I do or who I face, my opponent's army has all kinds of re-roll this or re-roll that, etc. I know Orks aren't considered competitive, but everybody seems so overpowered compared to what I can dish out. I'm at the point where I'm just not having fun anymore, knowing that once I deploy, I'll immediately have to put away my models--handfuls at a time. I lack the funds, time, and interest to start a new army, and after playing 4 games over the weekend--and losing them all, I'm just about ready to sell my 5,000 points worth of Orks and washing my hands of playing with little plastic toys. Any words of wisdom from the master warbosses out there?
   
Made in pl
Fresh-Faced New User





I really dont know what you would want hear but I'll throw some info about play style that orks players prefer on my local scene and have about 50/50 wins.
MSU Truck and orks with sluga and noob with power fist. Some of those units with eavy armor. Really it can be a lot of truck and they are really geting close fast and it is not easy to shoot that number of units.
Stompa espesially with meks for repair is really hard hitting and hard to kill unit and armies containing her are really feared.
Very popular and hard hitting unit are Deffkoptas that not only shoot well for the orks but also can be equiped with deadly CC weapon for hunting tans, as well as it is pretty fast.
Most popular formations on my scene are:
Boss Snikrot's Red Skull Kommandos and is used to surround enemy and either you shoot to commando either you shoot to incomming MSU horde

and

Skyboss Wingnutz' Air Armada

   
Made in gb
Longtime Dakkanaut





UK

Chop the shooty, shoot the choppy.

Orks aren't up there with Necrons, Eldar, SM and possibly DA now thanks to Grim Resolve but we can still kick it.

I've had great success with FW stuff, Zhadsnark makes Warbikers Troops and the FW Ork Vehicles are amazing in their own way. I've only been badly defeated and tabled once respectively, but that was against Pedro Kantor Crimson Fists (so Preferred Enemy: Orks and I kinda feel I was list tailored against) and the Necron Decurion (I had really bad dice rolls that game but still kept it close at 10-13 on Maelstrom).

Post a couple of your lists in 40k Army List and we should be able to help you out more.

YMDC = nightmare 
   
Made in us
Flashy Flashgitz





Man, I don't know what to tell you. Orks are hard mode these days. I've been playing since 4th, and we had it really good for awhile, then power creep and edition changes really slowed us down, then our new codex I really wanted to love, but...sigh... So I feel ya, but keep in mind with how fast these overpowered codes are coming out, maybe we'll get a new one and be again. Then again they may just give everyone 7th ed codices and we're @#$%& out of luck.

If our next codex is as awful, or they day they won't make anymore, I'm out too. Till then, I continue to get better and better at getting everything I can out of list building and movement and target selection. I am never losing by more than a point or two when I lose. If I'm outside a tournament I try to press maelstrom, because we can compete and win in maelsrom games.

Bit if you're selling stuff, send me messages. I need another Morkanaut and trukks and bikes... So yeah.

Warboss Troil
"Less chat, more splat!" 
   
Made in us
Fresh-Faced New User





Thanks for the encouragement. Let's see...this weekend I played a few 1,000-point games. I played various versions of this list. My last game was against Khorne Daemonkin--very assaulty, and I played this list:

HQ
Big Mek w/ KFF

Troops
27x shoota boys; nob w/ b-pole and big choppa
27x shoota boys; nob w/ b-pole and big choppa
27x shoota boys; nob w/ b-pole and big choppa

Heavy Support

10x Lootas
3x Mek Guns (lobbas) w/ 1x extra grot
3x Mek Guns (kannons) w/ 3x ammo runts

exactly 1,000 points (the extra grot with the lobbas was because I had 3 points left.)

Tactics: pretty obvious but I kept the heavy support in the back--and in cover to take care of light vehicles, etc. I then ran the large mobs of boys in range to shoot at stuff, using the KFF for the unit not in cover.

Results: Scattering really far with the lobbas, never hitting with the kannons, rolling 1s or 2s for the loota shots, rarely rolling 5s and 6s for the shoota boys!

   
Made in us
Implacable Skitarii





grogbutz wrote:

Troops
27x shoota boys; nob w/ b-pole and big choppa
27x shoota boys; nob w/ b-pole and big choppa
27x shoota boys; nob w/ b-pole and big choppa

Heavy Support

10x Lootas
3x Mek Guns (lobbas) w/ 1x extra grot
3x Mek Guns (kannons) w/ 3x ammo runts


So I didn't quote the entire post, but I did include the meat of the army. And I noticed that you only have 2 units which hit very hard at a range: Lootas and the Kannons. And Kannons aren't terribly reliable, unfortunately. Even the nobz in the infantry units are only sporting the +2 Strength Big Choppas, rather than klaws. Lobbas and Kannons aren't super scary, in my experience, and one unit of lootas can only handle one target a turn. Treacherous dice notwithstanding, a bunch of Boyz packing guns should be able to take on the same targets that Lobbas do, so I think some more heavy firepower (lootas would be best, I think) should replace them.

Also, large units of Boyz probably work better when they can deliver a Power Klaw nob to the enemy's face. If you're not heaping on bling to the units then you might do better with smaller, faster 10-man truck squads (perhaps even without shootas, to save a bit of points). 3 huge blocks of boyz aren't going to be able to pick where they fight, but if you turned that into something like 4-5 trukk squads plus a ton of fire support then you can blow away the scarier parts of the enemy army and use the trukks to deliver the Boyz to weaker units. Trukks can take rokkits now, so they might even be able to score the occasional S8 hit on something.


609th Kharkovian 2000pts
Deathwatch 2000pts
Sick Marines 1500pts
Spikey Marines 2000pts
 
   
Made in nz
Disguised Speculo





 Frozocrone wrote:
Chop the shooty, shoot the choppy.


This. Orks are gak. But we can beat up most shooty units and shoot up most punchy ones.

I find the more guns you take the better you'll do though. This army sucks at melee and this edition hates melee outside of horsegak deathstars. 5 man lootas are good even by a competitive standard, and Mek Gunz are hilariously durable for their points (until they run), though they eat up a lot of board space and so you will likely only have a good position for a single battery of direct fire guns (which you can supplement with several small lobba units)

You'll also do better and likely enjoy the army more using Forgeworld and also the Zaghammer errata for Orks. Unless of course you like half your units being useless and the other half rolling seven sets of dice to pass a goddamn morale test. If you do insist on Ork melee, remember that it is nothing more than an attack vector for power klaws, and that without multiple characters in the unit (ie cheap mek) those klaws will get challenged and murdered and the whole unit ceases to have any value. Even without challenges your typical Nob will miss twice and roll at least one 1 to wound and so do bugger all damage - really we should only use melee against extremely vulnerable targets like artillery and especially tanks.

This message was edited 1 time. Last update was at 2015/07/12 09:02:38


 
   
Made in gb
Longtime Dakkanaut





UK

With the Lobbas take Ammo Runts on every gun you can. Since they are barrage, you only need one to have a direct hit before you do barrage scatter. After that, keep using Gunz that haven't used their ammo runts in order to keep getting accurate barrages.

Ammo runts are basically a steal come to think of it, I would have one for every gun you could.

I would have MA over the KFF, and also a Boss Pole on the Big Mek to go with the Lootas. Da Lucky Stikk too and five more Lootas if you can squeeze points in. This gives you a mobile firing platform (thanks to slow and purposeful) that has a 2+ rerollable armour save tanking for them. Only downside is that you can't overwatch, but your WS5 from the Stikk and can just as easily detach.

Other than that, you'll love some Painboyz in footslogging squads. FnP is much better than a 5++, especially if you can get good cover saves.

YMDC = nightmare 
   
Made in us
Been Around the Block




 Frozocrone wrote:

Post a couple of your lists in 40k Army List and we should be able to help you out more.


Everybody on that forum just ignores my lists : (

As far as Orks go, you can make a game-winning army if you get really "creative" with the army lists. Stompa full of meks is a start, but I think the newer armies could just waste that in one shooting phase before you get a chance to repair it. With a great waaagh detachment you can spam deep-striking tankbusta mobs (if you get lucky) and you have access to 4+ inv saves and big bosspoles to make units fearless without paying for the Mad Dok or Ghazghkull. Field swarms of warbikers and fill every spare fast attack slot with a solo deffkopta and every heavy slot with 5 big guns.

You can always take advantage of the meta. Grav-spam is popular these days but not very useful against swarms of unarmored boyz and nobz. You could combine a green tide formation with a detachment that's just grots, a painboy for the green tide, lootas and the aforementioned mek-loaded stompa. Your opponents are unlikely to have their army configured to deal with both. All the grav cannons and arc rifles on Mars can't stop the green tide.
If you really want to get punched in the face then I guess you can run an unbound army that's just grot kannons, meks with force fields and painboys.

But looking past all of that, if you run a "standard" ork army against a "standard" army from a more recent codex then you'll probably die. The units are just badly overpriced for the amount of damage they're capable of doing.
   
Made in gb
Longtime Dakkanaut





UK

If it's ignored then you're free to bump it for a rate.

If it's further ignored, you can safely assume it's a pretty fine list

YMDC = nightmare 
   
Made in us
Oozing Plague Marine Terminator





Orks are designed to lose. It says so in their fluff. A big powerful war boss comes around, gathers up a Waaagh, and then fizzles out of steam and the in-fighting begins all over again.

The best way to play orks is anti-meta. So many MSU groups that all the opponents better equipped troops, fancier shooting, beefy vehicles and Uber death stars are wasted overkill.

This message was edited 1 time. Last update was at 2015/07/12 14:02:25


 
   
Made in gb
Longtime Dakkanaut





UK

You make me want to run a Gretchin horde and play to objectives

YMDC = nightmare 
   
Made in us
Squishy Oil Squig




Orks can be a tough army to win with because they are unforgiving (especially when playing hordes as a few well placed blasts can mean death for an entire squad) but definitely manageable. For those low point games there are a few things that REALLY shine for orks:

Manz Missile - 3 barebones meganobz in a trukk with a ram. Take 2, hide them behind LOS terrain first turn and then move 24 inches towards the enemy. Typically difficult to deal with unless you opponent is list tailoring.

Lobbas - A squad of 3-5 Lobbas to take advantage of multiple barrage. Absolutely brutal if the enemy isn't fully mechanized.

GunWagons - AV 13/12/10 w/ transport capacity of 10 for roughly half the points of a battlewagon. Great for housing tankbustas, Flash Gitz, & MSU boyz

Lukky Stixx Megaboss or BikerBoss - Absolutely brutal even in 2k games. Anecdotal evidence but I've had mine save boyz from 40 firewarriors only taking a single wound (saved by FnP though!) and take down a knight with some lucky rolling but it is almost crazy to not take one in a game.

Gretchen - even in 2k these guys are totally worth taking a squad of for back field objective holding, screening assaults, providing cover to other units, and just in general existing. Hide them out of LoS because of their size and any firepower the opponent throws their direction is less firepower against the rest of your army. Or if you're facing drop pod armies use them to create an block around your most prized vehicles

One idea for you since you like hordes of boyz is to do MSU wagon boyz, just ask your opponent if you can use trukks or looted wagons as gun wagons and load up on tons of boyz w/ PK nobz in gun wagons. Even in 1k you could easily take 4-5 of them. That many armor 13 vehicles in a small points game are really tough to deal with, just ask anyone who played Necrons with annihilation barge spam in 6th.
   
Made in us
Trigger-Happy Baal Predator Pilot






What type of armies are you facing? Do you play maelstrom or eternal war missions? Do you lose close or get curb stomped?
   
Made in us
Been Around the Block




 Nightlord1987 wrote:
Orks are designed to lose. It says so in their fluff.


The fluff says that Orks are never beaten in battle!
   
Made in us
Bonkers Buggy Driver with Rockets





Houston, TX

I agree that Orks are an uphill battle. You see more of these "frustrated player" threads for Orks than any other army, in my observations. GW designs their games based on fluff and the fluff for Orks is that they are losers and never a serious threat to the Imperium. Even the mightiest Ork Warlord of our times, Ghazghkull Thraka, couldn't even conquer the SINGLE planet of Armageddon in two tries! By comparison, other threats like Tyranids and Necrons conquer whole systems and are considered threats to viably wipe out humanity.

Also, Ork players typically play Orks because of the modeling opportunities and the fun of it, not for the powerful rules or to win tourneys. I fully believe GW has to make powerful rules for some armies to convince more people to buy their models. But since Orks always sell anyway, they tend to stay in the mid to lower power levels most of the time. Just my opinion here.

Orks definitely do better in Maelstrom missions, in my experience, because of our ability to control the board with lots of infantry models and fast vehicles.

I highly, highly recommend a Painboy for any large mob of boyz. I can't recommend one enough. Take a Force Org that gives you enough Painboyz for all big blobs (2 x Combined Arms Detachment or Horde, etc.). They always pay out way more than their cost for me.

I would think large mobs of shoota boyz with PK nobs, Painboyz, meks for challenges, and a Lukky Stikk Warboss would be effective.

Xhorik 87th Drop Troops P&M blog https://www.dakkadakka.com/dakkaforum/posts/list/775655.page

Project log and campaign featuring Orks, Imperial Guard, Marines, Tyranids: http://www.xhorikwar.blogspot.com/
Currently focused on our Horus Heresy campaign with White Scars, Death Guard and Imperial Militia.  
   
Made in us
Bonkers Buggy Driver with Rockets






think outside the box wih orks. their difficulty is based on old tactics that are no longer supported by the new codex (ork mob of boyz was great in 6th), the boyz mob really got the short end of the stick this edition. the old ork dogma was boyz before toyz, but the new dogma is toyz before boyz.
the more vehicles, bikers and artillery you field, the more you will see an improvement in your game. boyz are best relegated in hit squads in trucks that either act as a transport for a single pk of doom, or as a distraction for enemy fire away from your really frightening units.

game types can also effect your game. orks can win mealstrom reliably, but will almost always lose to games based on tabling the other guy. get out of the mindset that you can kill your opponent outright, get into the mindset that since you have more models, you have better chances of snagging all the objectives (ive won games on objectives while my army was mincemeat to enemy fire).

i know walkers are the worst they have ever been in the game, but i like my kanz and dredds, so i use them. what usually surprises my foe are my kanz and dredds that should be running into melee instead sit on objectives the whole game, scoring me points while he tries desperately to push them out of cover.

maybe some day orks will be given the power creep that they deserve, but until then we have to accept the fact that gw thinks we are the bunching bags of 40k. the most satisfying game you will ever have is going against someone who expects to go all captain rogers on the punching bag, only to have it rebound with the fist of gork (or foot of mork) in his face.

"dont put all yer boyz in one trukk" "umless its dredds, then take as much uf those as possible"

geargutz interpretation of the 'umies "eggs in one basket" 
   
Made in us
Krazed Killa Kan






grogbutz wrote:
Thanks for the encouragement. Let's see...this weekend I played a few 1,000-point games. I played various versions of this list. My last game was against Khorne Daemonkin--very assaulty, and I played this list:

HQ
Big Mek w/ KFF

Troops
27x shoota boys; nob w/ b-pole and big choppa
27x shoota boys; nob w/ b-pole and big choppa
27x shoota boys; nob w/ b-pole and big choppa

Heavy Support

10x Lootas
3x Mek Guns (lobbas) w/ 1x extra grot
3x Mek Guns (kannons) w/ 3x ammo runts

exactly 1,000 points (the extra grot with the lobbas was because I had 3 points left.)

Tactics: pretty obvious but I kept the heavy support in the back--and in cover to take care of light vehicles, etc. I then ran the large mobs of boys in range to shoot at stuff, using the KFF for the unit not in cover.

Results: Scattering really far with the lobbas, never hitting with the kannons, rolling 1s or 2s for the loota shots, rarely rolling 5s and 6s for the shoota boys!



Run those boyz as slugga boyz, and make a Green Tide formation (1 warboss, 10 units of boyz, combined into a ball of Orky Terror). Warboss has eavy armor, PK, big boss pole relic. Some of the Nobz need to have PKs (~4) and at least 2 naked nobz with nothing extra (to eat challenges). Drop the big mek and take a CAD with a painboy and some bare bones grot troops and you will have a 1K point ork tide army. 1250 will be able to fit in all your heavy support units.

If you have 5 Battlewagons you can run Blitz Brigade which is what I run in 1850 or higher lists (can work in 1750). Spamming warbikers is a sound strategy as well. Tankbustas are the real kings of the codes as well as using MANz missiles and those mek guns.

The real key to orks is target saturation and effective delivery of your orks to the enemy's face. Trukk spam, Biker spam, Blitz Brigade, etc get your boyz to the enemy quickly while also keeping your boyz "safe" in either durable units (Bwagons and bikes) or make up for lack of durability with even more redundancy (trukks). Boyz on foot need a means to keep them save from nasty shooting so green tide + painboy gives 100+ boyz 5+ FNP cheaply so it makes your army that much more durable to all the shooting coming your way. Void Shield is a really good combo with Green Tide as it shields them from tons of small arms fire. KFF big mek is also good when added to green tide to help shield a bubble of boyz with an invuln save. The enemy is going to want to cut down as many boyz before they can get stuck in to drop their bucket of CC dice on the enemy. Minimize the loses you take and you will have the upper hand in CC. Power Klaw Nobz are the stars of Boyz units so any way you can keep them out of challenges and swinging their klaw is a huge benefit for your army. Keep your army lean, focused on one or two main unit types, and force the enemy to have to deal with an overwhelming amount of the same thing. Don't let the enemy list tailor against you. Worst thing for Orks is to have the enemy bring a ton of "anti horde" weapons that they would never bring vs any non Ork or swarm nid army. If Space Marines love their grav and plasma so much then they should being them against Orks too and not be like "oh I ALWAYS bring flamers on my tac squads and 3 whirlwinds".

"Hold my shoota, I'm goin in"
Armies (7th edition points)
7000+ Points Death Skullz
4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise" 
   
Made in jp
Regular Dakkanaut





my mate used a mega armor nob with his str 8 artilllery for fun.
   
Made in ru
!!Goffik Rocker!!






You need poqwer klaws for nobs, a warboss and painbosses. This alone would make your army 2 times more threatening. Warboss is essential for WAAAAAAAAAGH! so that you would be able to run + charge. Painbosses make boyz more durable for relatively cheap.

You don't necesserely have to run squads of 30, especially if you're running full shootas.

I often run 30 sluggas + warboss + painboss + wierdboy when i have one. Than 2*20 shootaboyz with 2 rokkits and a squad of truck hardboyz. I've tried to run one squad of shootas and one squad of choppas but quickly found out that 2 squads are unfortunately not enough to block movement to all the fast stuff rolling around.

This message was edited 1 time. Last update was at 2015/07/13 04:04:24


 
   
Made in us
Lead-Footed Trukkboy Driver





The forgeworld stuff is great and adds a lot of character to the army. You can get the rules for free and convert most of the vehicles without too much trouble. They have a lot of solid units with major dakka that can really offset the limitations of the codex. I play a vehicle heavy shooting army combined with kans, dreads, and a Morkanaut and I am 6-0 against a variety of players with some fairly competitive lists (not super cheese, but some were tailored to fight my Orks nonetheless).

Examples - Gun trukks with Big Lobbas (48 inches, barrage, str. 6 ap 4, large blast) on a trukk for about 60pnts
Big Trakk with suppa kannon (60 inches, large blast, ordinance, str. 9 ap3) on an armor 12 3hp vehicle for 120
Lots of things in between with a variety of weapons and point costs, fantastic units for just MSU spamming the enemy while the CC units make their way forward.

Active armies, still collecting and painting First and greatest love - Orks, Orks, and more Orks largest pile of shame, so many tanks unassembled most complete and painted beautiful models, couldn't resist the swarm will consume all
Armies in disrepair: nothing new since 5th edition oh how I want to revive, but mostly old fantasy demons and some glorious Soul Grinders in need of love 
   
Made in us
Slashing Veteran Sword Bretheren






Yea I'd say you need to revamp that list.

Shoota boys, no power klaws, only light infantry support, no warboss, no painboys.

at 1000 points I like the trukk rush tactic. something like this.
Warboss, PK, da finkin cap = 100
Painboy = 50
Mek = 15
3x 12 boyz, nob, bp, pk, in trukk w/ ram = 441
10 boyz, nob, bp, pk, in trukk w/ ram = 135
5 tankbustas w/ 3 bomb squigs in trukk w/ ram = 115
10 lootas = 140
996

DR:80+S++G++MB--IPw40k12#+D++++A++/fWD013R++T(T)DM+

"War is the greatest act of worship, and I perform it gladly for my Lord.... Praise Be"
-Invictus Potens, Black Templar Dreadnought 
   
Made in us
Been Around the Block




Here is the list for the guy who went first place in the Silence of the Storms Tourny awhile back. Maybe try to see what his logic was on unit choices.

http://bloodofkittens.com/wp-content/uploads/2015/05/Chuck-Arnett-Best-Overall-Storm-of-Silence-Orks-2015.pdf
   
Made in gb
Stealthy Grot Snipa





Just going to throw a few points; as most of the big ork players have already thrown in.

Lobbas - take as many ammo runts as you can. I had lobbas kill 3-4 times their points cost. Your right, sometimes you scatter madly. but a re-roll each turn often results in being able to get them on target.

You had no PKs. I know you were probably saving points, but It might have been worthwhile to take a PK on something. that way you can still have a couple units that can do some heavy lifting. Meks for challenges.

I dont know what to say really, but perhaps, post some lists in the list forum here, let us have a look and we will see what we can do. Then let us know what happens in the battle and we can see how it goes and whether we can give any hints.

Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.

 
   
Made in us
Dakka Veteran




An ork player made top 8 of BAO fyi and hes not the first to do well so there is some hope.

I dabble in orks from time to time although I'm not a 'dedicated' greenskin. Anyway they are very hard to squeeze some power out of this edition but I've done pretty decent with them against strong but not necessarily OTT lists.

As others have stated get some 'teeth' into those mobs. My best success has been from units built like this.. ish:
klaw boss + stuff (or doc usually both in 2 mobs)
painboy
mek
nob- pk
30 boyz

Meks to soak challenges klaws to krump stuff. Not much survives the first round of combat against these units and they really apply pressure while dominating board space.

I personally don't rate lootas anymore outside of maybe thunderork dome style lists revolving around the usually banned void shield network. But maybe thats just my luck with them idk. I've personally had better experiences lately with flash gitz actually.

You pretty much need to meta game your list to do well but thats really the name of this game anyway whether local or large tournament.
   
Made in us
Been Around the Block




Are power klaws really worth taking on non-mega models? They're crazy expensive and they require you to get into CC. For one point more you could get two tankbustas, a better option for killing anything that doesn't have 2+ armor. You can kill terminators with them, but first you have to charge them. So they're just as likely to kill you (your multiple wounds are meaningless) and your PK nobz are more expensive than their terminators. The klaws might be better for killing stuff that's hiding behind cover, but if it needs cover then you probably don't need a klaw to kill it.
   
Made in us
Waaagh! Ork Warboss on Warbike





Waiting at the Dark Tower steps..

I love these threads cause they are a perfect example to show my friends who hate my orks with a passion! No need for pointers people here already got that...


But orks are good I have beaten the worst armies and horrible deathstars (except tau)


First rule of Avatars in a room is: you never call the mods. Second rule of Avatars in a room is: you never call the mods. -Tyler Durden 
   
Made in us
Slashing Veteran Sword Bretheren






destrucifier wrote:
Are power klaws really worth taking on non-mega models? They're crazy expensive and they require you to get into CC. For one point more you could get two tankbustas, a better option for killing anything that doesn't have 2+ armor. You can kill terminators with them, but first you have to charge them. So they're just as likely to kill you (your multiple wounds are meaningless) and your PK nobz are more expensive than their terminators. The klaws might be better for killing stuff that's hiding behind cover, but if it needs cover then you probably don't need a klaw to kill it.


Are you crazy? Anytime I can take a PK I do. They are one of the best tools in the Ork codex. A nob with a PK can kill almost anything in the game. Certain LOW and monstrous creatures excluded. But if you got two nobs with PKs in there, then yes, theoretically you can kill anything.

A unit of boyz DEMANDS a nob with a PK. Never leave home without it.

Okay, certain times you may not need the nob with PK, like if you just want 10 boyz in a trukk to go over and hold an objective. But if you want your boyz to actually do some work. put a nob with a PK in there.

DR:80+S++G++MB--IPw40k12#+D++++A++/fWD013R++T(T)DM+

"War is the greatest act of worship, and I perform it gladly for my Lord.... Praise Be"
-Invictus Potens, Black Templar Dreadnought 
   
Made in us
Angelic Adepta Sororitas





Try some simple things, and you will be winning plenty of games with orks. as opposed to what you said up top, I can only remember losing a handful of games with my orks in the past year.

Mad Doc in a 20+ man blob, shootas, nob-PK.

Start there, and start winning games. Seriously, its crazy how good this unit is against nearly every army.
   
Made in ca
Mekboy Hammerin' Somethin'




Kapuskasing, ON

By putting PKs on those Nob squad leaders and not fearing to go into assault with Shoota Boyz against shooty units you will be much more imposing. PKs are the Ork's swiss army knife and a certain amount is always needed for every list. Don't put Mad Dok in big blobs, stick him with Nobz or Manz whom can't number more then 10 models. He gives them a whole bunch more attacks with the Rampage ability when they are fighting units that outnumber them.

This message was edited 1 time. Last update was at 2015/07/13 19:17:47


 
   
 
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