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![[Post New]](/s/i/i.gif) 2018/05/08 18:58:54
Subject: Help with Ork army list (new to wh40k be gentle)
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Fresh-Faced New User
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Hi All,
I have come back to warhammer 40k after 15+ years and what little i can remember is no longer applicable. I've decided on an ork army which i'm currently painting and i have some questions around my army list so any help from the community would be greatly appreciated.
1. I will be having 2x 30 boys and would like to know what is a good ratio of sluggas to shootas? i love charging and melee attacking but wondered if just 30 sluggas is reasonable.
2. With the 30 groups of boys would you take a boss nob? or is this not a good idea?
3. Also with the 30 boys should i consider using any eavy' weapons?
4. I have 2x Weirdboys (one is actually a orruk weirdnob / shaman but i liked the model and prefer them to look different) should i be taking both or will one be enough?
5. Finally im considering some warbikes, is this a good idea and should i be converting one of my painboys to be on a bike? (i really would like to do this as it sounds fun)
thanks in advance for any help and any tips you can give would be great.
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Space Orks 4109 points
Necrons 1525 points |
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![[Post New]](/s/i/i.gif) 2018/05/08 19:06:20
Subject: Help with Ork army list (new to wh40k be gentle)
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Norn Queen
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1) Always sluggas. Shootaz I feel are pointless, but you can mix and match. Shootaz are nice in overwatch if something ever charges you.
2) Always ALWAYS take a Boss Nob. Slap a Big Choppa on them (or a PK but they aren't that good anymore).
3) No, Rokkits and Big Shootas are crap for the points, especially Rokkits.
4) Take both. Da Jump is the lynchpin of Orks right now and Smite is always good, and a backup for when the first explodes.
5) Sadly bikers other than SM Scout Bikers are garbage in 8th. Grab them if you like the book, maybe the codex will buff them.
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![[Post New]](/s/i/i.gif) 2018/05/08 19:07:21
Subject: Help with Ork army list (new to wh40k be gentle)
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Waaagh! Warbiker
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The boring answer will be to keep painting what you have and wait for the codex later this year.
If you want to make a conversion just do it, thats what orks are all about!
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![[Post New]](/s/i/i.gif) 2018/05/08 19:14:25
Subject: Help with Ork army list (new to wh40k be gentle)
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Locked in the Tower of Amareo
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Sluggas are good but i have found shootas to have use at clearing chaff or hurting squad other than the one you are going to charge. 2/3 of either i have used to effect and i also like spuad of 29 shoota plus nob. This is primary da jump squad. It's only 50-50 whether you do charge so shootas allow some damage anyway even if that fails and 87 plus 4 from nob can do wonders anyway. Especially if they got warpath as well.
Just be wary of shooting squad you plan to charge or opponent pulls casualties from front denying charge.
Oh and before codex hits brace for games you kill about nothing and just try to score objectives before time runs up. Alas that's the ork life atm. Luckily should be max 3 months before codex
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2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2018/05/08 20:00:15
Subject: Help with Ork army list (new to wh40k be gentle)
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!!Goffik Rocker!!
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Both sluggas and shootas have place. Shoota's damage output is miserable compared to what other armies get but it's better than nothing and they still chop good enough. Also, note that you can mix shootas and choppas in one squad now.
Boss nob is a free upgrade, so there is no reason to not get a boss nob. Klaw is not amazing anymore but it's reasonable for 13 pts in larger squads. Bigchoppas are nice for just 7 pts. But the end result is close to identical anywayz. Personally, i still prefer a pk because it's better at dealing with 2+ armor and t8. Anything below that is allready threatened by weight of attacks boyz put out.
Wierdboyz are great. Take 2. They also like to be near a painboy.
Special weapons are usually not worth it for squads of boyz. However, depending on your style, you could get those rokkits. For example, if you know your enemy will be trying to avoid combat and is fast to the point you won't be able to reach him. Or is fielding explictly 3 wound models - like custodes or crysis suits. Those rokkits will pay off in this case.
Bikers are underwhelming atm.
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This message was edited 2 times. Last update was at 2018/05/08 20:06:45
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![[Post New]](/s/i/i.gif) 2018/05/08 20:02:22
Subject: Help with Ork army list (new to wh40k be gentle)
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Fresh-Faced New User
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BaconCatBug wrote:1) Always sluggas. Shootaz I feel are pointless, but you can mix and match. Shootaz are nice in overwatch if something ever charges you.
2) Always ALWAYS take a Boss Nob. Slap a Big Choppa on them (or a PK but they aren't that good anymore).
3) No, Rokkits and Big Shootas are crap for the points, especially Rokkits.
4) Take both. Da Jump is the lynchpin of Orks right now and Smite is always good, and a backup for when the first explodes.
5) Sadly bikers other than SM Scout Bikers are garbage in 8th. Grab them if you like the book, maybe the codex will buff them.
Thanks very much this is helpful Automatically Appended Next Post: koooaei wrote:Both sluggas and shootas have place. Shoota's damage output is miserable compared to what other armies get but it's better than nothing and they still chop good enough. Also, note that you can mix shootas and choppas in one squad now.
Boss nob is a free upgrade, so there is no reason to not get a boss nob. Klaw is not amazing anymore but it's reasonable for 13 pts in larger squads. Bigchoppas are nice for just 7 pts. But the end result is close to identical anywayz. Personally, i still prefer a pk because it's better at dealing with 2+ armor and t8. Anything below that is allready threatened by weight of attacks boyz put out.
Wierdboyz are great. Take 2. They also like to be near a painboy.
Special weapons are usually not worth it for squads of boyz. However, depending on your style, you could get those rokkits. For example, if you know your enemy will be trying to avoid combat and is fast to the point you won't be able to reach him. Or is fielding explictly 3 wound models - like custodes or crysis suits. Those rokkits will pay off in this case.
Bikers are underwhelming atm.
Intersting thanks Automatically Appended Next Post: tneva82 wrote:Sluggas are good but i have found shootas to have use at clearing chaff or hurting squad other than the one you are going to charge. 2/3 of either i have used to effect and i also like spuad of 29 shoota plus nob. This is primary da jump squad. It's only 50-50 whether you do charge so shootas allow some damage anyway even if that fails and 87 plus 4 from nob can do wonders anyway. Especially if they got warpath as well.
Just be wary of shooting squad you plan to charge or opponent pulls casualties from front denying charge.
Oh and before codex hits brace for games you kill about nothing and just try to score objectives before time runs up. Alas that's the ork life atm. Luckily should be max 3 months before codex
Thanks tneva82 this is helpful
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This message was edited 2 times. Last update was at 2018/05/08 20:06:59
Space Orks 4109 points
Necrons 1525 points |
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![[Post New]](/s/i/i.gif) 2018/05/08 20:08:47
Subject: Help with Ork army list (new to wh40k be gentle)
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!!Goffik Rocker!!
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It's a topic of discussion but some people like mixed squads. Personally i like the 19 sluggas/10 shootas + pk nob composition. You often need all the shooting you can possibly get to thin down bauble wrap before charging in.
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![[Post New]](/s/i/i.gif) 2018/05/08 20:52:36
Subject: Help with Ork army list (new to wh40k be gentle)
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Locked in the Tower of Amareo
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koooaei wrote:It's a topic of discussion but some people like mixed squads. Personally i like the 19 sluggas/10 shootas + pk nob composition. You often need all the shooting you can possibly get to thin down bauble wrap before charging in.
Yeah I have squads like that. Well actually all my squads are bit different depending on(currently) clan. Goffs are all choppas, bad moons all shootas, evil suns 2/3 choppas(like your squad) and dethskulls are reverse.
In the end I haven't found to be generally lacking in h2h department anyway. Often enough I'm struggling to get all into where they can attack ANYWAY so less choppas is irrelevant. Casualties I can then take which I need. So the lack of extra attacks from choppas hasn't been as big deal as it might sound. Ability to threaten with shooting can be handy enough and at times there are stuff you don't really want to get into combat without softening up them first. Big 20+ unit of daemonettes make mincemeat of ork boy unit and stealers are pretty nasty as well for example.
One issue is going to be extra time it takes to shoot. I need to figure out quickly how many of each are shooting. Though cynically one could say the more time that takes since orks like ~3 turn games max.
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2024 painted/bought: 109/109 |
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