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Please help me to get the most out of the Ork start collecting box  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in fi
Fresh-Faced New User




Finland

Hello there! New poster here, nice to be here!

I apologise if this is the wrong place to post this, don't mean to cause trouble. I'm starting 40k as a new player and I've chosen Orks. My plan is to take it slow - especially until the new codex comes out (hopefully soon enough!) So I've gotten the start collecting Ork box and since I'm a slow painter, this should be enough for some time. Now, being a slow painter, I don't want to paint units that'll end up completely pointless, so I'd like to ask for your help of how to make the most out of the starter set army list-wise, i.e., which weapons choices should I get for them? I really would hate to build the models and paint them with weapons that are completely garbage on the field.

Any advice appreciated! Cheers!
   
Made in it
Waaagh! Ork Warboss




Italy

The painboy is monopose, so you can paint him with no regrets.

The deff dread is almost unplayable so it doesn't really matter what loadout you chose for it. I'd suggest to keep it as cheap as possible, with two big shootas. I'd suggest to magnetize it though.

The boyz can be equipped with shootas or slugga&choppas, it's really your choice and both options are ok.

The nobz could be magnetized as well but if you're not interested in that solution, I think 3 power klaws and 2 big choppas should be the best option.

 
   
Made in fi
Fresh-Faced New User




Finland

Thanks a lot, Blackie! These make sense to me. So sad to hear that the "good" units seem so limited in number (and even more annoying that nearly unplayable units are in the starter box).
   
Made in fr
Tough-as-Nails Ork Boy






I'm a newbie myself and recently finished a start collecting box and I agree with everything Blackie said.

I strongly encourage you to magnetize the lower arms of the dread. I did it as my first magnetization ever, and it's quite easy to do. Be carreful, the klaw arms are quite heavy. On one of them, even if it remained fixed, the klaw itself ended kissing the ground... I had to add a metal bit to stop it from slipping.

For the nobz, I did not bother to magnetize them but I have a lot of them. I do not use them as a single squad (that I find underwhelming even with a transport) but as squad leaders, so I mixed PK, BC and simple choppas to have versatility. Kombi-weapons are good looking, but definitily bad, even in friendly games.

Edit : You can also keep them to convert as "specialists" nobz, I myself converted one of them as Stormboyz boss and another as a Kommando boss (since kommandos minis are stupidely expensive).

This message was edited 2 times. Last update was at 2018/01/15 11:30:28


 
   
Made in fi
Fresh-Faced New User




Finland

Good ideas, Iron Slug! Thanks for the advice I also have never tried magnetising before but a good skill to learn in 40K, I guess!
   
Made in us
Yellin' Yoof




Texas

I usually go with slugga choppa boyz to start. They're easier to paint and I think the extra attack is great. Though I do still run shoota boyz.
   
 
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