Switch Theme:

SWA: orks  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in ru
!!Goffik Rocker!!






Hey, we're about to start testing out the new necromunda reincarnation and i've got a few questions regarding orks.

1. Boss nob.
Looks deadly, however, there is a range of shooting weapons that deal more than one wound, for example the heavy bolter - the one which is probably gona be most common to meet. Is it worth kitting him to the toof? And if i got it right, it's not possible to shoot + charge, so is it really worth taking any ranged weapons for the nob? I've taken a combi-skorcha and it's also quite pricy.

The power klaw - looks reeeeally deadly - especially without regular unwieldy, no bonus attack stuff. But 85 pts... Yep, it's gona kill things dead with nob's 3 attacks, ws4 and +1 bonus for charging but is it really worth taking over a regular 10 pts choppa that's gona have s5 and -2 rend cause of str?

Another thing is that i haven't found the limit to how many weapons i can take even though there's a mention on "can't hold anything else in the lightning claw hand".

My nob's currently equipped with a power klaw, 'eavy armor (that reduces him to i2), kombi-skorcha and a slugga(which i think i'll exchange for a choppa or get rid of to get more gear for others).

2. Boyz.
They seem to be pretty costly. In fact, twice as expensive as Yoffs but they are ws4 and have 2 attacks base. So, they seem to be suited for cc. But their low ini is gona make climbing and jumping really bad. And the fact that they're ini1 with 'eavy armor will make them almost constantly pinned if they want to approach the shooty targets.

A boy with slugga+choppa+'eavy armor is 105 pts. Not that cheap but seems reasonable. Is it worth equipping them with shootas instead of sluggas? Cause they allready have knives and could use them for cc together with choppas. Buzz choppas look interesting too. An extra value of rend.

I don't know how cc will play out but it seems that spamming shootas could be quite effective. Especially with lazer sights. orks are gona be bs4 when up close! Sure, it's gona get downgraded by enemy runs and cover but still.

3. Yoffs.
Extremely cheap ork boyz - twice as cheap in fact, but they have ws3 and 1 attack. So, they seem to be prime wielders of shootas. just 55 pts for a Yoff with a shoota! What's not to like. Is it worth giving them all lazer sights, though? The jump from 55 pts tot 70 pts is pretty significant - in fact, you could almost get an extra Yoff for every 3 with sights. I get that it's not worth equipping them for mellee - especially when we get mandatory boyz with ws4 and 2 attacks.

4. Gunners.
Now, the most difficult question of all. Are ork gunners really worth it? They are extremely expensive. 70 for a gunner and whooping 150 pts for a bigshoota! Don't get me wrong, it has amazing stats - s5, sustained 2, 36 range, rend -2 and a modest 5+ ammo roll. But the gunner is still bs2! Even with lazer sight, he's mostly gona be hitting on 6-s. And he's pretty vulnerable to enemy gunners that cost roughly the same but have better bs. His advantage is that the bigshoota is not heavy. But...245 pts for just one bs3 (with sights) gunner with climbing gear. And this weapon is probably gona get stuck pretty often with his rof. At first i was like: yeah, expensive but we got to get ranged support, right? And than when i took a look at other armies i'm not sure it's worth taking him over 2 boyz and a yoff any more. On the other hand, tanking termies can really be a thing. And shootas ain't gona cut it. Whereas a bigshoota can probably frighten off something like this from simply walking over the ork mini-tide.

Also, there seems to be no other way of threatenning enemy gunners on top of buildings cause our ini1-2 really keeps boyz close to ground.

This message was edited 5 times. Last update was at 2017/04/21 08:16:33


 
   
Made in ru
!!Goffik Rocker!!






Well, noone answered but i'll write the results anywayz.

I've played 3 games with orks so far.

1. Nob. There's really no use overinvesting here. At least for the start. It's kinda hard to get anywhere near the shooty armies cause of all the constant pinning going on. But the nob can be handy vs mellee opponents as a counter-charge. So, the power klaw doesn't seem to be worth it as simple choppas allready have s5 and -2 rend for nob. And cost 10 pts instead of 85. It might be worth it in the progression when you get to face terminators. But other than that...not really much use. I think that the ideal start for a nob is to go very cheap - like 'eavy armor and a choppa or two. Maybe a shoota or a kombi-skorcha if you have spare points.

2. Boyz haven't been of much use for anything other than staying closer to the front lines and providing help for yoffs trying to get up after pinning. Only once have they managed to get into combat and it was vs a chaos champion that murdered everything cause of power sword's parries. Not even sure they deserve 'eavy armor. But maybe if you have spare points, a choppa and a shoota could do the trick. He's still kinda useful for a counter-charge if there is one. But not many things will just rush the orks that would be able to counter-charge.

3. Yoffs. Basically, the meat of our list. I just gave them shootas and they ran around catching bullets and grabbing objectives. Ok for the price. But don't expect them to actually hit anything.

4. Gunners. I was wrong about the gunners. They were absolutely worth it in every game. I took a big shoota and red dot upgrade for +1 to hit. And big shootas are amazing. They're not as killy as heavy bolters but they allow the boy to move and shoot which is a gamechanger. They eventually run out of ammo but they're still MVP in every game. Take two.

Overall feeling about SWA and orks.
SWA is pretty fun and a nice change from regular 40k games. But don't try it if you don't have enough terrain to fill at very least 50% table space with it. Shooting is quite powerful - mostly due to pinned mechanics. It's very hard to get to shooty armies if you only have mellee dudes. Well, maybe harlequins could be an exception but at least orks are screwed in this department. Mellee is hard to begin but when it eventually starts, it can be a game changer cause those who get down in mellee are automatically out of action. And you can get a lot of hits on the charge if you have 2 ccw and suffecient enough ws.

I've played vs csm, ig and eldar. CSM was the first game and we made a ton of mistakes. We didn't use missions, just ran around trying to kill each other. In the end, the single bigshoota boy killed around 600 pts. Than he ran out of ammo. But before he managed to deal with the enemy's 2 gunners, they pinned and wounded half of the boyz including a badly placed nob - the only one who had chances vs a nurgle champ with a power sword. So, the champ just ran around finishing everyone off and winning every mellee with a help of parries - a very powerful mechanics (it might be a good idea to get 2 swords - they're not that expensive).

2-d game was vs ig team where orks won in 2 turns cause ig lost 2 dudes and failed a bottle-neck test.

3-d game was vs eldar consisting of 5 dire avengers. Those are very annoying with battle focus, so, don't forget about overwatch - like i did. Anywayz, orks were winning but in the end failed a ld9 bottle neck test and fled. It might be a good idea to squeeze in a 9-th ork. I think i'll even strip the regular boy from all the gear to get an extra one just to avoid bottle neck tests for 2 models down. Or give a shoota to him instead of the yoff - and yoff could just run forward w/o any gear whatsoever and eat bullets.

This message was edited 2 times. Last update was at 2017/04/23 16:11:33


 
   
 
Forum Index » 40K General Discussion
Go to: