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Made in es
Fresh-Faced New User





Ok, it’s time to paint my entire Ork army I’ve built, however, I have a plan to one day bring this army to official tournaments, with official rules and my question is related to which factions should I paint my Ork army as official tournaments often require you to paint your armies colours according to the corresponding faction in your list so as not to confuse your opponent. Bearing this in mind I want a mixed faction range of Ork detachments in my army and wish to have the ‘best’ faction painted up for the corresponding unit. Now the term ‘best’ is a a bit of a wooly term because the same unit could arguably be the best according to what weapon loadout he has for the different Ork factions so say for example a Deff Dread with 2x Dread Klaws+2xDread Saws would be the ‘best’ perhaps painted up and played as the Goff Clan but if it had 2x Big Shootas+2x Rokkit Launchas then instead maybe it would be better painted up and played as a Bad Moons Clan unit. Also consider this … should everything with the <Speed Freeks> keyword be painted red according the Evil Sunz and played according to their rules (e.g.. Clan Kultures and specific stratagems). Also the transport vehicles (Battlewagon/Trukk), which faction rules should they be played with, again the Deff Rolla on Battlewagon and the Wrecking Ball on the Trukk can give these vehicles a melee advantage so maybe a particular faction may be more suitable with these loadouts or maybe Evil Sunz is the clincher. When considering which faction at the basic level it’s perhaps best to consider whether the unit will be “shooty” or “melee” (sure there’s more to it than these two basic styles but they are nevertheless fundamental. I’m particularly interested in what you also think about which factions should apply to the different flying (FlyBoz) vehicles so here we go here is the list of Ork units I’m undecided on, feel free to comment on what you think is the best Ork faction for each unit type and it’s varied loadout:

A) Boyz (remember say Boyz with Shoota/Big Shoota Vs Boyz with standard Slugga and Choppa, what I was stated before for example with different loadouts, shooty vs melee)..
B) Nobz
C) Gretchin
D) Mek
E) Burna Boyz
F) Tankbustas
G) Meganobz
H) Kommandos
I) Warbikers
J) Kustom Boosta-Blastas
K) Shokkjump Dragstas
L) BoomDakka Snazzwagons
M) Megatrakk scrapjets
N) Rukkatrukk Squigbuggies
O) Stormboyz
P) Deffkoptas
Q) Mek Gunz
R) Battlewagon
S) Gunwagon
T) Bonebreaka
U) Trukk
V) Killa Klans
W) Deff Dreads
X) Morkanaut
Y) Gorkanaut
Z) Dakkajet
AA) Burna Bommer
BB) Blitza Bommer
CC) Wazbom Blastakjet
DD) Stompa

   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

I can't really give you a good answer for this, because there isn't a good answer for it. Which Kultur is best is primarily gonna depend on your battle plan and what the rest of the Detachment looks like. Quite literally every Kultur can be useful for every unit in this game, depending on what loadout you give them and what you want to do with them. Going for a "sit on Objectives and outlast" approach? Then I can say "yeah, you'll want Deathskullz, Blood Axes, or Snakebitez". If you wanna go for DPS, then the answer changes (Bad Moonz or Deathskullz, depending on whether you have multi-shot or single-shot focus), even with the exact same units and weapon loadouts. If you wanna know what's working in the tournament scene, check the OP of the Ork Taktikz thread and look at some of the top lists out there. Otherwise: just play what you want.

Tldr; Kultur choice is more dependent on your playstyle than individual units. It would take literal days to run through the "best choice" for each unit and each unit's variable loadouts, and I ain't got time for what would essentially be a worthless endeavor.

This message was edited 1 time. Last update was at 2019/07/19 01:44:10


 
   
Made in us
Regular Dakkanaut




Savannah

The list in the Ork Tactics thread would be a place to start, but, as was said, choice of clan is tied to what you want your whole army to do as much as anything.

As a hugely simplified overview, though:
Death Skulls is great for small units that make the most out of the rerolls (since every unit gets one hit, wound, and damage reroll per phase) but does still give a 6++ for the larger mobs.
Evil Sunz is, ironically, much better for slow, footslogging things (like big blobs of boyz or dreads) than it is for the fast things you'd expect, as that +1"to +3" of movement matters a lot more when your base is 5", rather than 60". Also amazing for teleported units for that charge bonus.
Freebootaz is an all or nothing choice, as you really want everything in your army to benefit from/proc the +1 to hit. Great for shooting, as you can get the +1 from a Mek Gun (they don't get it, but they can give it as grots) and then go to town.
Bad Moonz is ok for big blobs of shoota boyz, but really you take it in order for a big unit of lootaz (or tank bustas) to shoot twice. Often seen just as a single detachment of lootaz+grots+weirdboys (since they don't care about clans) just to have that ability, while the rest of the army takes a better clan.
Goffs is very melee-centric, and you'll likely be plastering anything you hit in melee, anyway, so it's not super competitive.
Snakebitez give everything a little more staying power, but it's nothing to write home about.
Blood Axes, unfortunately, doesn't do a whole lot for Orks, as hanging back far enough to get the minor buff (when you could have just stood in cover in the first place) puts you out of range of a lot of your weapons.

Most people will run either all Freebootaz or some combination of Death Skulls MSU, Evil Sunz infantry blobs, and/or a Bad Moonz loota+grots detachment.

This message was edited 1 time. Last update was at 2019/07/19 02:19:04


 
   
Made in us
Longtime Dakkanaut





My opinions- with short reasonings

Assumptions- playing 2k+ points, any time I say freebooterz I am assuming you are playing mostly freebooterz as it becomes harder to get their klan effect the less units of them you have your army relative to other units.

A) Boyz Trukk boyz (10 models) If shooty deffskullz/freebooterz [badmoonz re-roll ones is not as good for 10 models with a big shoota/rokkit] If choppy Goff, Evil sunz. For 30boyz; if choppy Goff/Blood Axe For shooty Bad Moonz/Freebooterz
B) Nobz Shooty nobz- Bad moonz/Freebooterz, choppy nobz- Goff/evil sunz. Honorable mentions- Skorcha blood axe nobz (fallback and shoot is pretty good with flamers) 5 model nobz with ammo runt and 2-3 rokkits as deffskullz
C) Gretchin Freebooterz are the only ones that can benefit klan traits in any way, but you need them as bullet shields for any foot slogging infantry of same klan
D) Mek Deffskullz- re-roll to hit
E) Burna Boyz Evil Sunz if you tellyport them- the +1 to charge, Blood axe or goff if you put them in trukks. If a trukk falls back the burna boyz can still shoot burnaz while embarked if they are blood axe, and getting extra burna attacks with 6s from goff is pretty good.
F) Tankbustas Freebooterz, Blood Axe (10 tannkbustaz is PL1 so you can ambush them for 1 cp), if you run MSU of 5 units Deffkull or freebooterz again
G) Meganobz Evil sunz, Freebooterz, Goff. Getting more attacks on 6s with powerklaws is always good, Evil Sunz for added movement, especially charge after da jump or tellyport. Freebooterz because if you get +1 to hit in assault phase it offsets the -1 from powerklaw.
H) Kommandos Evil sunz, blood axe seems like it would be good because you are in cover past 18" from shooting, but you often will be shot by what you are ambushing in near which will be within 18"
I) Warbikers Evil sunz, Freebooterz, Blood Axe. Bonus movement from evil sunz is huge for this unit, going to BS 4+ with that many shots as freebooterz is insanely good, and being blood axe to fall back and shoot is really good- also charging something, then falling back 14" to shoot the next turn is a lot of moevement across the table as blood axe
J) Kustom Boosta-Blastas Blood axe, Freebooter. You want to charge and use the flamers, getting close to flamers means you can be charged before you charge so being able to fall back and shoot or charge is strong. Freebooterz because this is a unit that has a high chance to kill a screening unit and grant the freebooterz buff within 24"
K) Shokkjump Dragstas Evil sunz or Deff skullz, the movement you get is crazy and tellyporting on a 3+ is good utility, the rerolls for the low shot high strength attacks with deffskullz is strong
L) BoomDakka Snazzwagons Freebooterz, same reason as Kustom boosta blasta, Bad Moonz due to number of shots
M) Megatrakk scrapjets Deffskullz, blood axe, freebooterz. Being able to fallback to charge with drill or shoot rokkits is utility, this is another unit which is good at killing 5 model MEQ for freebooter buff within 24" in assault or shooting. Deffskullz really benefits a lot with low shots
N) Rukkatrukk Squigbuggies Freebooterz, Bad Moonz. This unit is kind of a mediocre unit that can do pretty mediocre at various targets.
O) Stormboyz Evil sunz, Goffs, Freebooterz, Blood axe. Evil sunz for the +1 to charge when they deep strike in, goffs for more attacks on 6s and Zag grants morale immunity. Freebooterz because they pair well with letting you have a shot at killing some unit across the table near freebooter other units to give the 24" +1 to hit buff. Stormboyz make good use of the blood axe fallback or shoot, since they have fly they can do both but falling back with an unit which can ignore models and has large movement is really tactically powerful.
P) Deffkoptas Deffskullz if they have KMB, or Rokkits, Badmoonz for twin big shoota. Honorable mention evil sunz/blood axe for utility (evil sunz +1 to charge when they arrive, blood axe because with fly you can fallback and get to shoot AND charge if you want)
Q) Mek Gunz Freebooterz, because they can give +1 to hit buff if they kill something
R) Battlewagon Too situational/loadout dependent to pick.
S) Gunwagon Freebooter/Bad Moonz/Blood axe Assuming you took a big gun and 4 other gunz getting +1 to hit as freebooter is big, badmoonz re-roll ones benefits many shots, and blood axe lets you fallback and shoot if something assaults you
T) Bonebreaka Freebooter, Goff, Blood axe Evil sunz +1 to charge from evil sunz is good but ramming speed is better, extra attacks on 6s is pretty big from goff with the amount of attacks you can get with a bone breaker. Blood axe being able to fallback and charge is pretty huge unless you get wrapped. Freebooter, because this thing is good at granting +1 to hit in assault phase to units within 24"
U) Trukk Evil sunz for movement, trukks arent good at shooting or assault- but any klan that you might need to transport would need you to run trukks from that klan except freebooter which can ride in ork transports freely
V) Killa Klans Currently freebooter, because they can grant the +1 to hit buff if they kill something
W) Deff Dreads Shooting loadout is deffkullz or freebooter, you could do badmoonz with 4x big shootas or rokkits but you are either wasting points on something that is not worth taking or deffkullz/freebooterz is doing it better. 4x close combat weapon is evil sunz, goff, or bloodaxe Goff and evil sunz being the better pick. An unit of 3 deff dreadz is 2 cp total to tellyport, and gets three chances to pull off a charge when it comes in within 9", +1 to those is really good chance to get 1-2 in.
X) Morkanaut Deffskullz, or freebooterz. They have the best bonuses for low rate of fire high damage ranged attacks.
Y) Gorkanaut Bad Moonz, freebooterz, or goff. Bad moonz is a better high rate of fire shooting bonus, freebooterz because +1 to hit in either shooting or assault is good. Goffs for the bonus hits on 6s in assault when you have 18 attacks is good.
Z) Dakkajet Bad Moonz or freebooter. Honorable mention for blood axe (+1 armor save beyond 18") deffskullz (Reroll, but 6++)
AA) Burna Bommer same as dakkajet
BB) Blitza Bommer same as dakkajet
CC) Wazbom Blastakjet Deffskullz or freebooter
DD) Stompa This unit is so bad for its points it just doesnt matter. I would argue blood axe is the worst choice here as you can already fall back and shoot/charge, and the +1 armor isnt going to help as much as getting an invulnerable save or having a 6+++
EE) Lootaz [you left these guys out ] bad moonz for re-roll and strat, freebooterz if you want to have lootas and save on CP.

Thoughts-

I didn't really mention snakebitez, but I feel snakebitez is interchangeable with freebooterz at 2k. The +1 to wound stratagem in any phase is similiar to getting +1 to hit at the end of all the mathhammer, and the 6+++ is a good all around buff for any unit. The 6+++ is a big deal in tournaments. A lot of players have an idea of what average rolls for their units do against GEQ, MEQ, TEQ, Knight-EQ based on pre thought out saves. When you start reducing their average effect by rolling a few 6s here and there it messes up their plans, it's not huge but things like this are under-rated factors people ignore for "re-roll 1s" etc.

I think its better to generalize what klanz are good at things than what are the best klan selections.

Best All rounder/hybrid shooty/assault
- Snakebitez/Freebooterz honorable mention Deff Skullz for low dice count high damage attacks and because their elite/heavy/fast infantry are ob sec. Either klan trait or stratagem can allow you to benefit in either Shooting or Assault when you with the right situation. Monster hunterz is any model with 10+ wounds, which tend to be the models which gives ork the hardest time.

Best Shooty- Badmoonz for high rate of fire units (lots of dice of same attack) Deffskullz for low rate of fire high damage attacks. i.e. mobs of 30 shoota boyz with 3 big shootaz bad moonz is good, a mob of 10 trukk boyz with a rokkit and a nob that has a kombi rokkit deffskullz is good. Honorable mention, Goff Skarboyz boyz with Shootas. Yes Shootas. They end up causing as many wounds as non skarboy choppa boyz but have the shooting output of shootaboyz to back it up against T4 and T5-9. 30 Skarboyz vs T4 = 90 Attacks, 60 hits, 40 wounds. 30 Non skarboyz with choppas vs T4 = 120 attacks, 80 hits, 40 wounds.

Best Asssault- Goff. Honorable mention for Evil sunz due to +1 to charge from reserves, and getting across the table fast.

Freebooterz caveat- you need to run all freebooterz to really benefit from their buffs. It is possible to benefit with fewer, but its harder to make sure one freebooter unit kills something to give the buff to another 1-2 units, in effect you will often not benefit from the klan trait at all.

FWIW most of the units I play are Freebooter, blood axe, or Evil sunz - not all in the same list.




This message was edited 8 times. Last update was at 2019/07/19 03:02:57


 
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

I'd say the best "All-Arounder" is, hands down, Deathskulls. It has something for you no matter what you wanna do with your army. 6++ for more durability. Rerolls in Ranged *and* CC. Obsec for all Infantry (including hard to remove ones like a Cybork Warboss or MANz). If you have no idea what your playstyle is, you really can't go wrong with Deathskulls. Even if you do, Deathskullz will still be a decent choice. The only place they really "lack" is in mass shooting/CC, but even there you get a lot out of it. Even their Stratagem and Warlord Trait are nice (their Relic is kinda lackluster, but to be fair, the generic Relics are better than the Kultur ones anyway).
   
Made in es
Fresh-Faced New User





Some awesome replies for 8th edition WH40K Ork unit faction recommendations guys, thanks... I'd better get cracking with the paint job.
   
Made in us
Pyro Pilot of a Triach Stalker





The Eternity Gate

Evil Suns for Boyz of any number. That extra movement really adds up.

Bad moons for for anything shooty.

Deathskullz if you don't know what to take as it's good (but not specialized) on anything.


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Made in us
Roarin' Runtherd




Go with a unique color scheme. Just paint them with orange, purple and brown. You can now play them as any clan. Orange is in between red and yellow so you have evil sunz and bad moonz covered. Purple is in between red and blue so you can play deathskullz. The brown is for snakebites and the garish color scheme will mean that no one will question you if you want to play them as freebooterz

Mine are currently painted in a red, black and grey camo scheme with fancy gold painted bits on their weapons. I play them as goffs, blood axes, evil sunz or freebooterz as all of those factions are within my color scheme.


   
Made in de
Regular Dakkanaut





Mind the gap, your approach to orks is troubling me to no end.

Orks is about cool factor, no matter how you look at them. Painting will only be a trouble at official tournaments as long as the color scheme is very clearly an official one.

Also, rules come and go but you orks will hopefully stay with you. Chose a color scheme based on looks rather than rules.

This message was edited 1 time. Last update was at 2019/08/02 11:35:06


 
   
Made in us
Regular Dakkanaut





Eureka, CA

Snakebites for Killa Kanz? That way they won't run away
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

Only if you give that Trait to your Warlord, and you'll be giving up some really nice options to make a pretty subpar unit slightly better.
   
 
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