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Made in gb
Squishy Squig




Britain

I've just started to collect wh40k and i was wondering, what exactly makes a good ork army list, and how should i play them?
   
Made in us
Nasty Nob






Buy what you think looks cool, customize it till its nearly unrecognizable and then make sure its painted how you like it.

No worthwhile tips are going to stay worthwhile for very long apparently, rumors were ork gets a codex that will change how things work this summer.

ERJAK wrote:


The fluff is like ketchup and mustard on a burger. Yes it's desirable, yes it makes things better, but no it doesn't fundamentally change what you're eating and no you shouldn't just drown the whole meal in it.

 
   
Made in ca
Mekboy Hammerin' Somethin'




Kapuskasing, ON

At the moment full sized Boyz mobs with a sprinkle character buffs and Kustom Mega Kannons is the only thing viable we got. But our Codex will be released soon. Might want to wait for that. Still if you want a head start on building your army then get lots of Boyz. 90 is good amount to start with.
   
Made in us
Fixture of Dakka





MOAR DAKKA,
   
Made in ca
Monstrously Massive Big Mutant






Atm spam ork boys and nobs, and bring a couple pain boys and maybe weird boys. Bust as mentioned above, do not buy too heavily into it yet, as the codex will probably change this heavily.
   
Made in gb
Squishy Squig




Britain

Thanks for all the feedback! I'll be sure to keep an eye out for the new codex.
   
Made in fi
Locked in the Tower of Amareo





Boyz are fairly safe buy and paint so if you don't already have pile painted they are good. Weirdboy is also unlikely to be total junk. Mek guns if you get magnetize them to be safe. All 4 junk in codex unlikely.


2024 painted/bought: 109/109 
   
Made in vn
Battlefortress Driver with Krusha Wheel






Depends. If you want to play for fun comp... for fun then just getbwhat ever you want and have fun... that's the best thing about orks... it all sucks so just go all in and do what you want. For comp? Buy 300 boyz.
   
Made in gb
Sadistic Inquisitorial Excruciator




Step one : WAAAARRRGGGGGHHHH

Step two : ???

Step three : Loot.

Disclaimer - I am a Games Workshop Shareholder. 
   
Made in gb
Pyromaniac Hellhound Pilot






Stormboyz are also good at the moment, with easy potential for a first turn charge at 24". Plus they have the advantage of being orks strapped to rocket packs and therefore awesome.

Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights  
   
Made in us
Battlewagon Driver with Charged Engine





As others have said, Boyz, Nobs, Weirdboys, Warbosses and KMKs are your bread and butter. Rumors of the new codex coming out soonish, so I would hold off investing too heavily until then.

That being said boys will always be a good choice so those should be safe to buy now.

 Tactical_Spam wrote:
You never know when that leman russ will punch you back

 
   
Made in gb
Norn Queen






Stormboyz and Boyz before toys imho. Always take them in pairs so if the enemy shoots 1 unit the 2nd unit gives them effective immunity to morale. A warboss on bike to allow the Stormboyz to move and charge quickly (as per FAQ the warboss overrides the Full Throttle) or a KFF Big Mek to try and shelter a unit of Boyz as they move up. A Painboy to double the amount of saves you make can't hurt either.

This message was edited 2 times. Last update was at 2018/05/31 17:00:57


 
   
Made in gb
Squishy Squig




Britain

Thanks! I think having a few units of Stormboyz would be a great idea, i'm guessing they work well as shock troops.
   
Made in ca
Regular Dakkanaut





Boyz. Then sit on objectives and slow play till you win turn 2.
   
Made in gb
Squishy Squig




Britain

Solid
   
Made in us
Decrepit Dakkanaut





Better wait a bit to learn - the codex looks like it just might come out in June!
   
Made in it
Waaagh! Ork Warboss




Italy

I'd suggest to understand the mechanics of the game for now, since the codex will be dropped in a few months and it will probably change completely the current way of playing orks.

Just buy the units you want anyway, paint them and try a few friendly games.

60 boyz would be a safe start even without any clue about the codex.

 
   
Made in us
Willing Inquisitorial Excruciator




Orks codex isn't out so it's hard to predict what styles of Ork lists will be good.

Right now, a "good" Orks list is all about taking well over a hundred Boyz and just letting them camp on top of objectives and/or charge your opponent's entire army to lock them up. This probably won't be the ideal Ork list once the codex drops.
   
Made in gb
Longtime Dakkanaut




Halandri

Cheat! It's brutally cunning!
   
Made in gb
Longtime Dakkanaut




Worth keeping in mind that while a lot of the fluff shows Orks roughly the same as Soviet conscripts, I.e. a near endless tide of low skilled infantry who advance towards machine guns and hope the enemy runs out of bullets before they run out of bodies, there is no actual need to play them like a mindless horde.

there is merit to a few large units of boyz, with "da plan" being for some to be distractions to help others reach the enemy at full size.

there is also merit to learning how to play them quickly, even if you're not that confident with them, the sight of a large army can be slightly intimidating, the sight of one in the hands of someone who apparently knows how to run them quickly is more so - it also limits your opponents time to react and think.

Basically you have a lot of bodies who are reasonably dangerous in they get close, and a bunch of support units that can be dangerous if they are left alone - you can help say Tankbusta survive by having constant pressure from the boys
   
Made in gb
Squishy Squig




Britain

That sounds like a good idea
   
 
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