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Made in ie
Fresh-Faced New User




Well the old question, recently I have been wondering what are the semi decent ways to build orks?Not tourny winners of course but as competive as possible.

Ork horde with loads of weapons and take objectives?feral orks and do pretty much the same except madboyz?

Nobs with cc weapons or dakka weapons?Perhaps speed freaks?

Just a few simple questions....not hard to awnser im sure at all
   
Made in us
Krazed Killa Kan






South NJ/Philly

Feral Orks are tournament winners, though you really break the army by doing it, they are pretty top tier albeit boring.

Here's the rundown of what I like to do.

General Good Ork Stuff:
1.) Painboss w/ Cyborks in a Trukk.  This is like a trukk mob, but better.  It doesn't have a hidden PK Nob, but with 9 Cyborks who are T5, S4, 5+ Inv, you get the job done.  Also, it gives you a trukk mob without burning a very valuable fast attack slot.  This is huge since a lot of great things are in Fast Attack.

2.) Trukk Mobs.  See above, they get stuck in and tie things up for your other boyz to march up the field.  Many times for me, the game winner is having my Trukk boyz make it to turn 2 and being able to make their charge, if that can happen then my chances of winning go up exponentially.

3.) Buggies.  Rokkit Buggies provide excellent Tank hunting that Orks need a lot of help in, and screening for Trukks if you don't have a good amount of terrain.  Also Skorcha Buggies are cheap and extremely good for drawing some fire from the Boyz.  A lot of times you'll see them do great things if your oponent ignores them on the first turn.  Also, buggies in general are excellent last turn objective grabbers, they also always come with the Red Paint Job and Grot Riggers.

4.) Looted Vehicles.  You can get a Leman Russ, a Demolisher, or an Indirect Bassy.  In fact some clans let you take all 3.

5.) Boyz.  Slugga Boyz to be exact.  You could go with Skars or Ard boyz, but they die almost as easily as the regular boyz and if you can get any amount of Orks in combat you stand a great chance of winning, so I'm starting to take less Skars/Ard boyz and more regular sluggas.  My footslogging Orks always come with 3 Rokkits as their special weapons, since you NEED anti-tank badly, and even if they don't have tanks their AP3 makes them great against MEQ's for when they do hit.  Oh, and every Ork mob has a Nob with Power Klaw.  EVERY ORK MOB.

Klanz I like:

Deathskullz are a pretty good clan, as they let you loot 3 Tanks, giving you the Orky trinity of the Bassy, Demolisher, and a Russ.  I know it's unfluffy, but I'll take two minned mobs of Lootas with Mortars to meet the requirements for the klan, and then fill the list up with the above Ork good stuff as if it were a normal codex list.

Kult of Speed.  I'm converting stuff to use for this Klan list so I can field either a codex, Deathskull, or a KoS list with my Ork army.  It is probably stronger than the codex list, but not as strong as it was previously as I understand it.  It's a radically different play style and is actually pretty nice IMO
   
Made in de
Dominating Dominatrix






Piercing the heavens

-Kommandoz (with Tankbustabombs of course) are THE thing in Cityfight.
-never leave home without Tankbustaz. they get another +1 on armor penetrating and are easily overlooked
-don't use Warbikes against MEqs. but they're great against Guard and Eldar
-I love Battlewagons. they break faster than other big tanks, but you can fit 80 attacks in there if you use it right
   
Made in us
Banelord Titan Princeps of Khorne






I would be more apt to listen to Voodoo boyz advice then Anung Rama's

And any weapon you can fit in ought to be a rokkit. Slugga boyz with 3x rokkits and a nob with a rokkit are ace! Leave Tankbustaz at home. They have a small mob size, and are overly expensive. Regular boyz get the job done just fine.

Also, resist the urge to tool your warboss up. Keep him as lean as possible, he's just not really worth it. Cybork body is good though for the enemy's pucker factor.

Orky Trinity FTW!!!! Blood Axes also let you take 3 looted vehicles, as well as giving you extra access to commandos and Kustom Force Fields a plenty!

Basically you want a 1/3 or so of your force to get there quick or draw fire while the rest of your force slogs across the battlefield. By turn 4 or 5, you should be springing the mass of boyz on them and its all she wrote from there. The Ordnance you have should be at max range since orks have few other long range capability.

Other than that, you want alot of boyz

My list looks something like this

Warboss, PK, Rokkit, Cybork Body
Painboss with Rokkit with 9x Cyborks in Rokkit Trukk
20 Skarboyz (cuz they are cool lookin black orc conversions) 3x rokkits, PK nob and rokkit
2x10 Kommandos with rokkit and nob with PK and rokkit
20 Grotz with slaver and rokkit and squighound (invaluable)
3x20 sluggaz with 3x rokkits and nobs with PKs and rokkits
3x10 Trukkboyz with rokkits and PK nobs with rokkits in rokkit trukks
Leman Russ

Its been a while since I've totalled it all up, but I think thats about 1850
Basilisk with Indirect Fire

Veriamp wrote:I have emerged from my lurking to say one thing. When Mat taught the Necrons to feel, he taught me to love.

Whitedragon Paints! http://www.dakkadakka.com/dakkaforum/posts/list/613745.page 
   
Made in us
[DCM]
Longtime Dakkanaut






In da Mekshop

I'm not as rokkit-happy as whitedragon is, but rokkits do hav their place. Big shootas are excellent weapons and should not be overlooked, and are more than likely more useful against troops in Cityfight because of all the cover saves.
With orks, more is better, and if you can get more than that, go for it. Whitedragon's rokkit preference is a good example of this. When all those rokkits hit, they are going to do a lot of damage.
Power klaws on nobz is a must.
If you can get a Kustom Force Field somewhere - take it. It's like having a grot mob with your boyz, just cheaper and it doesn't fight back. Just keep your protected mob at least with 50% within the field and all the boyz get the protection. My Bad Moon list has 2 KFFs and a grot mob or 2, so my entire footslogging line has a 5+ cover save. This becomes less useful in Cityfight now.
If you want to loot, take a big shooty looted tank - Russ, Demolisher, Basilisk. I prefer the Russ or Demolisher with heavy bolter sponsons.
Painboss and cyborks are very 'ard.
If you go Flash Gitz, don't give them special weapons if you give them kustom jobs. Choose one or the other, otherwise you are paying too much.

-GrimTeef-
Proud mod of The-Waaagh forum and Vice-President of the Brian Nelson is a Sculpting God Club 
   
Made in us
Longtime Dakkanaut



Brotherhood of Blood

Trukk boys and Killa Kanz. First turn I zipped twenty four with the Trukk boys and stop next to cover so that when thier trukk goes they jump out in hard cover and are pinned for a round so I don't have to worry about leadership anyways. 
They are more surviviable and are a big target because they are in my opponents shorts making hard cover saves.  While they absorb fire the rest of my force advances.  I use three Kans for my support and they have owned some games and at 45 pts each are a steal.  I like to throw on armor plates just to watch my opponents reaction.  The rest of my army is nothing but boyz (Sluggas and tankbustaz) with hidden fists.
   
 
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