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Made in ua
Fresh-Faced New User




Boyz and Nobz, i need your help in my orkish debut! I googled a little, and came to the conclusion that any orks gang starts with 30 boyz (20melee / 10shoota) and 1 HQ (preferably a wierdboy). But still there are nuances that confuse me for the start :

1) I can buy 3 boxes of boyz + HQ (I would like SAGmek, but need a grotshield to protect him)

2)Or starter + HQ (?) + box of boyz.

3)ork spearhead detachment for 90$ + something for real madness.

In my Mordor, most who play warhammer prefer age of sigmar. So I don’t have a large selection of opponents... But whoever chose 40k is truly a fan base, and not quickly but gradually overgrowing the army. Chaos and primaris Raven Guard are gaining straight.

Anyway thanks for your attention and for your advice!)
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Its always hard to recommend purchases to someone when you dont know their playstyle or intentions.

Yes, 20slugga 10 shoota boyz is generally standard, but even that is up for debate depending on your kulture you want to run. I generally run strictly bad moonz, so i want pure shoota boyz. Heck i tend to run multiple min-sized ork boy squads stuffed in a wagon since i usually run mechanized orks, footslogging boyz just die in a heartbeat in a mechanized list since theres not many targets for basic infantry weapons to shoot at.

What kulture are you planning to use? Do you play any other tabletop games, and if so what kind of tactics do you generally like doing? Do you like the idea of just sheer numbers, or do you like big toys?

Orks are probably the worst army to get into if you dont know what you want to get. They dont work unless you maximize what you are doing, mixing archtypes just spells doom for you. Im a prime example of this....i bought orks following the trend at the time (boyz and trukks) and ended up regretting that decision. Now i have close to 10k points in orks because i have just about everything lol. I tried to add some units to get a different tactic to fall on in case the trukk idea failed, and wound up not having enough trukks to do anything and not enough whatever else i brought to matter either.
Changing up tactics in an ork list usually means an entirely different list, and that can be pricy.

This message was edited 1 time. Last update was at 2019/09/23 03:34:50


An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Stealthy Warhound Titan Princeps






Generally you can just take lots of shoota boys, you don't need melee ones. The extra shooting damage on the way in makes up for fewer attacks. Most ork lists have 60 to 90 of them, so you will be busy for a while
   
Made in ua
Fresh-Faced New User




 Vineheart01 wrote:
Its always hard to recommend purchases to someone when you dont know their playstyle or intentions.

Yes, 20slugga 10 shoota boyz is generally standard, but even that is up for debate depending on your kulture you want to run. I generally run strictly bad moonz, so i want pure shoota boyz. Heck i tend to run multiple min-sized ork boy squads stuffed in a wagon since i usually run mechanized orks, footslogging boyz just die in a heartbeat in a mechanized list since theres not many targets for basic infantry weapons to shoot at.

What kulture are you planning to use? Do you play any other tabletop games, and if so what kind of tactics do you generally like doing? Do you like the idea of just sheer numbers, or do you like big toys?

Orks are probably the worst army to get into if you dont know what you want to get. They dont work unless you maximize what you are doing, mixing archtypes just spells doom for you. Im a prime example of this....i bought orks following the trend at the time (boyz and trukks) and ended up regretting that decision. Now i have close to 10k points in orks because i have just about everything lol. I tried to add some units to get a different tactic to fall on in case the trukk idea failed, and wound up not having enough trukks to do anything and not enough whatever else i brought to matter either.
Changing up tactics in an ork list usually means an entirely different list, and that can be pricy.



I prefer the deffskull clan. In my opinion they are the most universal. I would also like to have a SAGmek in my army. Its potential with the Deffskull culture and DreadWaagh detach seems effective. Well, at least funny)

But I am constrained by the financial issue. So I’m looking for some optimal and cheap(lol) start. At first I tried to combine the basic 30 guys(1 rocket launcher for reroll) with the SAGmek. But under focus he won’t survive, so I need to buy grots for a shield. And the plan is to throw the boyz behind enemy lines and support them with SAG. The grots will protect him against snipers or other troubles. This is of course a commonplace strategy of two actions, nothing special. Buying a starter is certainly an interesting idea, but why do I need deffdread, painboy and 5nobs if the previous strategy is more effective. The only ones are different and interesting units, but will they survive in battle? Next, I was interested in the 90$ box “ork spearhead detachment”( 2 deffdread 6 kans and most importantly SAG mek). But here again to protect the mej, therefore, grots are needed at least, the kans have very low morale + clan culture does not affect them. Ad of course how to deliver them to the enemy back lines before they crumble? But in any case, in the future I would buy one more deffdread (three are already good for teleportation), a boss for kans morality, a psyker for teleportation and maybe a gorkanaut)

I don’t know how to make basic and effective orkish horde of greeny models :(
Maybe 30 boyz, 15 lutaz/tankbuster on truck, warboss, psyker and painboy. But it’s significantly more expensive than I plan to spend for a start.

Anyway, I'm a newbie and would be very happy to hear your advice

This message was edited 1 time. Last update was at 2019/09/23 14:46:17


 
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

https://www.dakkadakka.com/dakkaforum/posts/list/767149.page

I suggest taking a peek at the first post of that thread. It'll give you a run-down on what units, Kulturz, and Stratagems work well, and which fall flat. And the bottom of that post had winning lists from various tournaments that you can use for inspiration.

That said, if you're brand-new, I'd suggest going with the classic Green Tide. It's simple to understand and use. Just get yourself a Weirdboy with Da Jump and a bunch of Boyz (Evil Sunz works best, but you can pull it off with Deathskullz too). Limit the number of vehicles you bring as much as possible, and just overwhelm your opponent with more bodies than they can reliably put down. You'll probably want at least 90 Boys or so, and with a Weirdboy you'll still have over a thousand points to play around with.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

If you want to use Deathskullz then the starterbox is a fine purchase.

Painboy in there is trash but the Deffdread is pretty decent with double KMB as deathskullz. It may nuke itself a couple times but with a reroll its a lot less likely to happen. If i were you though i wouldnt take just 1, i dont know how large your games you intend to play are but in general for orks bringing a single vehicle is a really, really bad idea. If you bring any you should bring as many as you can. Green Tide (tons of boyz) or Mechanized (lots of vehicles), never mixed. An example, at 2000pts i usually have no more than 80 boyz. The rest is vehicles and "special boyz" (lootas, tankbustas, flash gitz). Its pretty common for me to bring 10+ vehicles to a game lol

But yeah i'd read through the first page of the ork taktiks thread to get a gauge on unit viability. Keep in mind that thread is primarily for competitive play, anything not Red is usually playable in a casual scene but may be difficult to use.

This message was edited 2 times. Last update was at 2019/09/23 15:12:09


An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Roarin' Runtherd




The super shokk attack gun detachment looks something like this.
SSAG Big mek with grit oiler, wierdboy, 10 gretchin x 3.
This detachment can be any kultur, but deffskullz is the best do to how it buffs the super SAG.

In addition to that battalion another one with a wierdboy, 30 boyz x 3, and another character of your choosing (warboss on foot or bike, deffkilla wartrike, or even another SAG mek) makes for another useful battalion that can be slotted into any ork army.


These are the core battalions of most of the competitive lists. Once you have built up these two battalions you can then put whatever units appeal to your taste and playstyle.

This message was edited 1 time. Last update was at 2019/09/26 03:50:04


 
   
 
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