Orks are super fun to play.
I am going to make three assumptions:
1. Friendly Gaming here, since your friend is the one trying to convince you to play.
2. He/you have a good variety of models/units.
3. Since you are using the NetEpic rules, I am assuming it is a version of Epic Armageddon, so I will speak in those terms.
It has been a while since I played and haven't posted about it in a few years but my Epic playing days return soon and this exercise will help loosen my brains up.
Orks to me are a little wacky and they excel in friendly games. I think a mix of good units and fun to play units are best until you get the hang of the rules. Also, that Net Epic stuff is all seasoned fan produced, and playtested for years. I used to play with one of the authors like 10 years ago, and that was when
GW abandoned it soon there after, so those cats have been keeping the underground game going for years.
On to the Units.
One thing to keep in mind is unit size and how they scale: Normal, Big and 'uge are the three types and most agree that Big is the best way to go on most.
Epic Orks need Boys, just like all other Orks. They come in mobs. You can put them on foot or give them battle wagons. Big is the best size for these guys. If you load them in battle wagons, they are a mobile terror, but expensive. If you leave them on foot they are very slow, but gobble up most other infantry and even tank units in close combat. You can Garrison them, read that rule.
Gargants: Epic is about giant titans and warengines and Gargants are the orkiest of the lot. Always take one. If you are playing a big game, make it a Great Gargant, they are so fun the stomp around the board on.
Stompas, Supa Stompas, Dreads and Killa kans. You can skip the dreads and cans but a unit of stompas backing up a supa stompa is one of the best in the game. Go big if you have lots of points
Kult of Speed and Blitz Brigade: These are mobile hell raisers.
KoS is 8 unit strong at the normal size, so decent, BB is 4, so big is a better bet, with a couple mek boy upgrades. Without them, they are a numerous and kinda squishy tank unit.
Big Guns: lots of cheap guns manned by grots. These guys are weak and die easy, but they have decent shooting
AP and
AT and can get mek boy upgrades as well, AND can park in a central terrain piece for a cover save and good field of fire over lots of parts of the board.
Fighta Bommas and Landas: If you are doing air, both of these make good additions. The fighta bommas can make a good
AT run, and even if they die after making that run, sometimes it's very worth it. a Landa with a normal warband, doing a turn three air assault is really nice, especially on a soft back of the board objective holding unit, or to back up your back line.
I am happy to answer any direct questions. Waaagh on.
SS
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Also for 1500 points, which is kinda small for a really good game, I would do the following. (I think 2000-2250 is best. ) You'll have to look up points, I can't remember them of hand, but you can use your Net Epic Resource.
Unit 1: Big Warband
Unit 2. Big Warband
Unit 3. Gargant with all guns + Warboss
Unit 4. Stompa Mob + Soopa Stompa
Unit 5. Stomething fast, since all this is slow. Large Blitz Brigade of Gunwagons, + a 2 Zzap Mek Boy Upgrades, Big BB with all Deft Koptas
Unit 6. Big Big Guns + 5 Mek boy Soopa guns
Unit 7. Some Storm Boys as scouts.
This is probably way over 1500...
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These are the rules I am basing this on:
http://www.net-armageddon.org/page/rules
Not sure if that is the same as what you are using.
SS