Tactica Organization
Unit Evaluation
What Im going to attempt to do is go through each unit in the new Ork Codex and evaluate its overall level of
Utility (Bad, Semi-Competitive, and Competitive). Then we will go into various configuration options (if any) and identify optimal ones, fun alternatives, and what to avoid.
General Advice
I would like to come up with some general advice that will be useful to Ork players. One of the biggest topics here will be proper application of the Waaaggh move. Other areas can include identifying proper Ork arch types (shooty horde, Kult of Speed, etc) and the unit composition that makes up those choices. Anything else useful that should be communicated to wanna-be Warbosses can go here.
If youre going to post something, please preface it with which section youre writing for.
Im going to move right on to evaluating the units, starting at the top with
HQ.
Unit Evaluation: HQ
The special character
HQ choices are all decent enough, but none of them stand out as obvious take me over the standard choice! like Eldrad, Lemartes, or Mephiston, Im going to leave off discussing them for a while and focus on the main choices.
Warboss
Utility: Competitive
The Warboss has seen a significant upgrade in his stats with getting T5. He no longer fears instant death from S8 attacks, which includes 99% of all Power Fist attacks. His points have stayed modest, however he is lacking in a few crucial areas:
He can not take a power weapon.
He can not get a good armor save while staying mobile.
These two crucial options leave him somewhat limited in effective builds. Because the Warboss is no longer a mandatory character for an Ork army, there is no point to minimizing him out. If you want a minimal cheap
HQ, there are better choices. So in order to make him effective you really have to make him a close combat unit. The only effective option hes got here is the Power Klaw, either through the Klaw itself or Mega Armor. This leads to two eventual paths, one of which is readily more optimal: The Biker Boss.
Close Combat
ICs that cant move quickly are near useless. The Warboss can be kitted out on a Warbike that gives him a 4+ armor save and a 4+ Cover save from shooting. It makes him T5(6) so hes harder to wound for non-rending or no-power fist units. It also lets him be extremely mobile which can allow the Ork player to get into combat unmolested, since he is still an Independent Character and thus can not be shot at if hes not the closest model to an enemy unit.
By abusing his
IC status in this method, it should be very easy for Ork players to get the Boss into combat almost wherever they want him to be, which can include taking out units like Shooty Carnifexs, non-powerfist squads, or almost anything that doesnt have rending. He will need luck to charge headlong into a Demon Prince and come out living, but hes decent enough vs. most
HQs. Hes even got a good chance at taking down Hive Tyrants, especially if theyre carrying around some guns and didnt take implant attack.
The key is understanding what he can and can not kill. Many times its better off playing conservatively, and some games you just have to sacrifice him to make him worthwhile. Its not always a good idea to go up against enemy
HQs, and some squads should be avoided at all costs. But if you use him right, I think he can be a great addition to any Ork army.
Building your Boss
When kitting the biker boss, there are some simple choices to take, below Im going to summarize the best biker boss I think that can be built:
Warbike, Power Klaw, Cybork Body (5+
Inv), Attack Squig (+1 Attack).
The boss comes with a second
CCW already, so this bumps him up to 6 Attacks, 7 on the Charge with a S10 power klaw. He will have to swing simultaneously with Power Fists, but hes got the attacks and
WS to do the damage.
The alternative is Mega Armor, which has its own host of problems with regards to movement. This nearly necessitates that your Warboss be mounted in a Trukk, joined to a unit in order to see combat. There isnt much reason to take a Mega Armored Warboss, over the biker boss, but if I had to Id kit him out as such:
Mega Armor, Cybork Body, Attack Squig
Hes got less attacks but is moderately more survivable from normal attacks than the Biker Boss. I say moderately because the Mega Armored Boss is T5, where the Biker Boss is T5(6), which makes it much harder for most things to put wounds on the boss (including Demon Princes, Hive Tyrants, and S6 Power Fists). Against the attacks that actually threaten the Warboss, they have the same invulnerable save.
After these two configurations I cant see any other configurations for a Warboss to take. If you want something cheap, take a Mek or Weirdboy. If youre taking a Warboss it should be because hes effective and in terms of outright killyness, and its hard to get a better all rounder than the Biker Boss described above. And you certainly wont get a decent warboss by taking options like the Combi shot weapons (which remove your ability to have 2CCWs) or a Big Choppa, which is as useless in the new dex as it was in the old one.
Special Considerations
One thing about the Warboss is that taking him allows you to take a unit of Nobz or Meganobz as a troops choice. While this is not the most efficient thing that you could do in the new Dex, it is something very fun. Not every game is at a tournament, and sometimes sub-optimal units are very fun to use. If youre looking to make an Ork army that is more for fun than for winning a
GT, this is something to consider.
Big Mek
Utility: Competitive
The Big Mek is an interesting choice for an Ork army. He is more of a support unit than anything else. Because of his profile hes not going to be a
CC monster like the Warboss, more like a Nob on steroids. You can give him a power weapon, but it wont get extra attacks for multiple
CCWs, and hes only I4 on the charge. Suffice it to say, if you want a close combat character, the Mek is not for you. He can be made decent in close combat, but nothing as good as the Boss.
Building your Big Mek
The Big Mek brings two big support options to an army: The Kustom Force Field (
KFF) or the Shokk Attack Gun (
SAG). Sadly, the two can not be combined onto one Big Mek. You also can not combine either weapon with Mega Armor or a Warbike, which would have made either option much better for different reasons.
The
KFF is defensive in nature and can be useful to support a horde of Boyz by giving them cover saves even out in the open. It is somewhat expensive and its only for units within 6, although it no longer says that the whole unit must be within 6 to claim the cover save, which can extend the range over the old version. In fact, this is one of the most compelling reasons to take the new Big Mek. Because if the unit must be within 6, but it doesnt specify that the whole unit must be within 6 as the old version, then you are looking at the potential coverage area for a single Big Mek with
KFF to be an absolutely huge area as it balloons up to cover an entire mob of 30, where only a few Boyz string along to be within 6 of the Big Mek. This is an interpretation, based on
RAW for the Kustom Force Field. I just wanted to point this out as this potentially huge advantage for the Big Mek may be
FAQed away in the future or at the very least contested by opponents or judges in a tournament.
The
SAG is offensive, and luckily it does not roll to hit but fires like an ordinance weapon. The problem is that while its potentially destructive, you end up with a 22% chance of a misfire. Not all the results are terrible for the misfire though, some are even better, so its actually still pretty good, even if a bit risky! I would be remiss if I did not mention the fact that you have a 1/36 chance to roll a double six for the
SAG result, which basically means that wherever the template touches is automatically removed from play. Yes, on the basic reading of the rules this is not instant death and can remove monstrous creatures wholesale. Granted this is not something you can plan on happening, but it shows the potential of the
SAG. Additionally, this is one of the rare sources of AP2 that you can reliably get in an Ork list, which is something to be pointed out.
The benefits to either loadout is that you can abuse the Meks
IC status to prevent him from being shot and in many cases, assaulted. With the
KFF, by not joining him to any units keeps your cover save active where you want it, and with the
SAG you can get a weapon that will be able to fire almost all game without worry about getting shot back.
The only question remains on how to finish kitting out the Big Mek. A lot of this depends on your choice of
SAG or
KFF. If the Mek has a
KFF, its likely that he will eventually see
CC, so giving him a burna or
PK is not a bad option. Since the best use for a
KFF Mek is in between big mobs of Boyz to distribute the cover save, many times hell be charging, which is when the Burna becomes an I4 S5 power weapon, NICE!
For the
SAG Mek, I wouldnt recommend giving him anything else. If hes getting shot, hes likely dead no matter what other options you give him, and if hes in assault, its also probably something bad as well.
The Mek can be given other guns, but the best option is the Kustom Mega Blasta (KMB), which has almost as good a chance of wounding the Big Mek as it does actually hitting its target, so it should be avoided.
Special Considerations
One thing about the Big Mek is that taking him allows you to take a DeffDread as a troops choice. While this is not the most efficient thing that you could do in the new Dex, it is something very fun. Not every game is at a tournament, and sometimes sub-optimal units are very fun to use. If youre looking to make an Ork army that is more for fun than for winning a
GT, this is something to consider.
Weirdboy
Utility: Semi-Competitive
Believe it or not I feel that the Weirdboy makes almost as good of a second
HQ choice as a
SAG Big Mek. He has very little options, but he has the ability to significantly enhance your army.
First things first, you should always upgrade the Weirdboy to a Warphead. Rolling a 1 for your psychic power is not fun, and the re-roll is pretty essential to using the weird boy.
The main
Utility that I see in a Weirdboy is the fact that you can get a Waaagh move off with him. The trick is sticking him in a giant unit (20 or more Boyz) to give him LD10, and then just pray for that 6 roll for your power. Dont get the 6? Re-roll.
What I see with the Weirdboy is a way to make footslogging slugga boyz (an old favorite of previous Codex Orks players) at least somewhat viable. By even using two Weirdboyz, you have a little better than 50/50 to get a Waaagh power off each turn, not accounting for things like Pyschic Hoods or Runes of Warding.
After this kind of application, there really arent any other ways to use him. Hes not much good in a
KoS or speedy kind of list, mainly because you cant really rely on getting the Waaagh power. Still, I can see him being a fun choice, and if youre looking for the dirt cheapest
HQ you can get for an army that maxes out on units or troops, then a Weirdboy is a pretty good choice.
HQ Summary
Who knew that they could write a codex where each
HQ choice is actually good enough to warrant taking? And a new dex where the special characters dont completely overshadow their unit entries they are meant to replicate? I think its a pretty good sign for the section overall, because any time you actually have to think about what to take its a good thing.
This isnt to say that there isnt a Winner of the
HQ selection. In terms of direct damage and reliability, I dont think you can do much better than the Biker Boss outlined above. S10 Power Klaws come in handy against things like Monoliths or any AV14 Tank that cant reliably be dealt with at range. Plus its always nice to have that extra fast close combat unit lying around.
Each
HQ choice does bring about its own risks, and the Biker Boss is no exception. The thing that puts him over the others, in my opinion, is that you have the most control over his risk. By using him carefully, and abusing the hell out of his
IC status, you can make sure he gets into a favorable close combat where he will certainly earn more than his points back. He can be used as a throw-away unit to cause disruption and still earn his keep in an army, or he can be played conservatively and thrown against targets hes sure to wipe out with little risk of being killed (Las/
Plas or Devastator squads really are not going to like the Biker Boss).
Still, the Biker Boss is not a clear-cut winner, like say a Hive Tyrant is for a Tyranid army. As stated by Yakface, the type of army you are fielding will really determine what the 'winner' is going to be for your army.
If you are playing an
KoS or Stormboy heavy army, then taking a Biker Boss is pretty much mandatory. If you are taking a shooty horde army then 2 Meks with
SAGs can be a great idea because they fit in with the style of rest of the army and give you some much needed AP2 devestation (something you don't get too many other places in the list). If you're playing a horde assault army then a couple of Warpheads or a couple of Meks with
KFFs (or one of each) would definitely help get your Boyz into combat more safely.
Additionally, the Biker Boss costs as much as a budget Leman Russ Battle Tank. Two
KFF Meks or two Warpheads would cost only marginally more points.
Unit Evaluation: Elites
The Elite section is pretty crowded in the new Dex, and sadly its also the beginning of the pattern for the rest of the codex: Lots of options, only a few really good choices.
This isnt to say that there are units here that can be taken for fun and still be decent, but in terms of being competitive there are only one or two choices from this section that stand out as something to include in Ork tournament lists.
Nobz
Utility: Poor
Sadly the unit of Regular Nobz is pretty poor in terms of performance. Even in their best configurations
These are one of the sadder units in the codex, especially in light of similar units like Mega Nobz or Flash Gitz. Theyre very expensive and dont have any good options. They do have some fun configurations that arent half bad, but as youll find out they are the epitome of a mediocre unit that you can sink a ton of points into with little return. Whats worse is that they end up simply replicating what is already available in similar mobz for far less points.
Equipping the Nobz
Lets start with the obvious things not to take: Big Choppas or any of the shooty options. They all suck. This mob is made for
CC, not shooting. If you want shooty Nobz take Flash Gitz.
There are a few things that can be done to make these guys decent:
-Painboss. This is an expensive upgrade, but it gives the unit Feel No Pain which is necessary for a unit with T4, 2W and a 6+ Save. Additionally he lets you give each model a 5+
Inv save; with an additional cost per model.
-Bike Upgrades for the unit make them even more expensive, but at least useful. Combined with the Painboss you can get a T4(5), 2W, 4+ Armor, 4+ Cover (always), and Feel No Pain unit. And if you want you can throw the
Inv Save on there too. Itll be as expensive as all get out, but itll be survivable.
As far as
CC weapons, every Nob can take a Power Klaw, but it will be expensive. Youre likely better off only taking one in the mob, maybe two.
One upgrade that is pretty essential is taking a Waaagh Banner. This is the only unit that can take this, and it gives the unit +1WS, which when you think about it, on the charge the regular Nobz will hit with 5 Attacks each at WS5, S5, I4, and they have twin linked Big Shootas that run at half range.
Off the Bikes, they can take a Trukk or Battlewagon transport to help get to
CC. Both have their plusses and minuses to their use. The Wagon is expensive but has the Armor of a Leman Russ and is open topped so you can assault. The Trukk is cheaper and faster, but more fragile. The only downside to the Battlewagon, besides the cost, is that its both expensive and non-scoring, unlike a Heavy Support Battlewagon. Because of this, if youre going to stay on foot, Im going to recommend the Trukk over the wagon, but its not completely a clear cut choice.
That all said, this mob will never be cheap, and their minimum costs will still be very expensive. At the high end you can get some expensive models that are pretty survivable. But this brings another problem: Leadership. Without numbers, these Boyz will run at the first sign of trouble. Get hit with an opposing power fist and lose combat? You very likely can run away. This is the problem for any Elite Ork unit which is saddled with poor
LD and doesnt have the Numbers to use the Mob Rule to keep fighting.
This unit can be used in friendly games as a heck of a points sink, but still a fun unit that can be effective. Much like how a Land Raider with Assault Terminators and a Chaplain isnt exactly tournament worthy, but it is a fun unit to use in friendly games that can do wonderful things. So are kitted out Power Klaw Nobz.
Meganobz
Utility: Poor
This is one of those units that really arent all that good, but its not as bad as regular Nobz. For the points, theyre probably not worth it, but taken in a Trukk and used as a super styled Trukk mob, they can be pretty fun.
There isnt any real choice to how to equip them, its just about the squad size. Your basic question is Trukk or Battlewagon, which has all the problems mentioned before. The Trukk is probably better, but a case can be made for the Battlewagon in fun games.
The crunch on these guys is that theyre Slow & Purposeful (so no +1 Attack for charging), and the fact that they have no
Inv save. And again they have the problem that there will never be a lot of models in this unit, and if they get smacked by a Power Fist and you really start losing models fast (because of instant death), your expensive Meganobz are going to run away faster than a mob of grots.
They really epitomize the kind of unit that is fun to use and can be decent in fun games, but at a tournament theyre going to struggle to earn their keep.
Tankbustas
Utility: Poor
These guys are really one of the worst things to happen to a previously great unit. No more tank hunters, but they all get Rokkits! Wow sounds great right? Wrong. Due to their Glory Hogs special rule, they will always have to fire at a tank if it is in
LOS, regardless of range. So if you have an empty Rhino sitting out in the field and the Tank Bustas are 6 away from a squad of Marines, they have to fire at the tank, despite the fact that youd much rather fire at the Marines.
To top it all off, theyre expensive. In fact theyre the same points cost as the Burna Boyz and Lootas. The problem here is that theyre still T4 6+ save models, and they have to get close to fire their Rokkits. This is a recipe for failure, especially because they can not take a transport.
This is not to say that they do not have their uses. One area as pointed out by Yakface is area denial. Bomb squigs (apparently) do not require line of sight to use (nor do they appear to be slowed by difficult or impassable terrain) you can take a minimum sized unit of Tankbustas, give them 3 bomb squigs and keep them hidden behind cover.
This can give you a scoring unit that has an 18" bubble that vehicles will be afraid to enter. Plus if you get really desperate you can always move the unit into the cover and get one round of desperation shooting off before your opponent obliterates them.
Overall they certainly aren't competitive but the squigg bombs deserve a little attention considering how few points they are.
Equipping the Tankbustas:
Their upgrades are likewise cool, but pretty damn well useless. The issue being that Bomb Squigs have to get close, and the Tankhammer has to get even closer. There is no way a competent opponent is going to let them get anywhere near where they have to go to be worthwhile. Even upgrading the Nob is pointless, exchanging his Rokkit for a
PK just isnt good sense.
And its not like they really present a threat to AV14 tanks in the first place. Even if you buy 15 of them (which is a ridiculous amount of points), you will average a little less than one glance on AV14. Theyre just not that good.
For fun, I can see putting 12 of them in an Open Topped Battlewagon (with a Killkannon) to just shoot at stuff like crazy, if you can get a target in range. They are a pretty bad choice no less, but if you can get close enough, itll be hilarious to set off Bomb Squigs!
Another Perspective
Not everyone agrees whole heartedly with my assessment of the Tankbustas, and 40kenthusiast presented a pretty well versed argument in favor of the Tankbustas being something worth considering.
I really don't agree with you about the competitiveness of the Tankbusta boys. I feel that they are an excellent unit.
Every Ork has a rokkit. They are shooty orks. They are going to outshoot marines at 24, marines kill 2/3 * 1/2 vs. 1/3 * 5/6...cover doesn't change this as both sides are currently APing. They cost less than marines, and outshoot them.
Some other things:
1. Escalation. No Glory Hogs to worry about for 2 rounds as they wipe the opponents infantry off the field with a barrage of rokkits. When the vehicles do come in, the bustas are safely ensconced in good cover, ready and waiting to surge forth and return fire.
2. Kill 2 vehicles. With their bomb squigs the Glory Hogs are actually able to kill more than one vehicle in a turn. Shoot at a far away vehicle and release the squigs to get the closer one.
3. Fire magnet. A bunch of boys who each got rokkits may seem like an appetizing target, but remember that this is Codex: Orks we are talking about here. Da Boys are getting closer and closer, in trukks and fortresses, on jetbikes or jetpacks. If they take the time out to fire on your tankbustas and as a consequence get charged by a full boys mob, I think you'll be satisfied. Tankbustas in cover will require 2 or 3 squads fire to wipe out (at long range, rapid fire will cut em down, but if they are that close you'll crump em wif yer fists anyway).
I see the Glory Boys rule as being like the "Don't Touch That" rule on the looted basilisk last time around, its a small check on the power of a very nice unit, and orky in the extreme.
Here are the conditions that must be fulfilled before you lose your shots.
At the beginning of your turn
1. Vehicle in
LOS
2. No vehicles within 30".
3. No friendly vehicle can be moved into a position to block
LOS to the vehicle.
4. Tankbustas can't move in such a way as to lose their
LOS to the vehicle.
5. Nobody else can pop the vehicle first
This may not be enough to change someones mind on Tankbustas, but maybe its cool that two reasonable people can read the same codex and come off with different ideas about a unit's viability.
Burna Boyz
Utility: Poor
These poor Boyz shall be remembered as The Little Mob that Could Have. They could have been so good, they could have been a staple choice to take in many lists, if only they could take a Trukk.
Equipping the Burnas:
Do not upgrade any of them to Meks, it would be a crime against all Ork kind to commit such a travesty. You give up the burna for a Kustom Mega Blasta that has a good chance of frying the Mek shooting it instead of the enemy.
Using them is going to be rough and like Tank Bustas, they wont work in escalation. As they are now, your only good bet is putting them in a Battlewagon to get them where they need to be (up close and then in
CC). On foot, theyre an expensive mob thats T4 6+ Save, and any opponent worth playing against is going to shoot them before they hit your lines.
In fact, their only
Utility in fun games is in a Battle Wagon, Zooming to get into
CC via Waaagh Move + Assault.
Kommandos
Utility: Semi-Competitive*
These Boyz just barely earn the rank of Semi-Competitive, especially in light of what they compete against in the Elites section. On their own however they can be a pretty good unit, and more importantly they can really provide you with a number of interesting tactical options.
It is also worth pointing out up front, that these guys are the cheapest Elites choice available, on a model by model basis.
Equipping the Kommandos
The way you equip them will depend largely on their intended use. They can take two of any special weapon (burna, rokkit, big shoota), regardless of mob size (max 15). The only upgrade I feel is useless is the Big Shoota, since if you want dakka you can get it elsewhere in the list. Rokkits and Burnas on the other hand absolutely shine in completely different areas.
First are Rokkits. One tactic that can be used is that for a cheap-as-chips squad, you can take 5 Kommandos and 2 Rokkits and use them as a throw-away unit that can infiltrate and with luck (and first turn), can take turn 1 shots at side armor or at skimmers that havent moved yet. This is a pretty useful unit that will die the moment something sneezes at them, but they are going to require immediate attention or there will be problems for the other player.
The only thing I dont like here is that even vs. normal Tanks, youre still relying on 2 Rokkits to do their job, thats hitting on 5s. That and the fact that their main
Utility is really first turn dependent, which I dont like. Itll be awesome when it works, and theyre cheap enough to risk it many times, but there are always other units that those points could be spent on elsewhere. Still, if you like this sneaky git idea, then go for it.
The second method to equipping the Kommandos is to throw two burnas in the unit and then probably max out the squad and put in the obligatory Power Klaw Nob. Between infiltrate and Waaagh, they can do some damage. If you combo this with a Weirdboy or two and get a first turn Waaagh power, you can do some serious damage. Even without that, theyre a turn 2 hit and area denial unit. Not friggin bad.
As a side note, if you do go this route, add the Bosspole to the unit. With their small squad size its going to be rough getting them to stick around. Part of their
Utility is the fact that they can tie units up nicely, they cant do that if they run when they lose combat.
*
Speshul Konsiderations:
One unit of Kommandos per army may forgo upgrading to a Nob and take Boss Snikrot instead. He carries a heaftier price tag than a
PK Nob, and he cant ignore armor saves, but he is something that pushes this unit from Semi-Competitive to Competitive.
His ambush rule allows the Ork player, if they so chose, to allow the unit to go into reserves and when available, they may enter play from any table edge.
This is a pretty big deal because of the possibilities it allows, this nearly guarantees them the charge on many units if your opponent isnt careful and something is within 12 of a table edge, and if they are careful, it could be useful to declare the Waaagh and use Fleet to catch your target. And while Snikrot doesnt ignore armor saves, he can be counted on to put a few wounds on almost anything, especially on the charge. It should be noted that if you do need anti-armor punch, two Burnas in the unit CAN ignore armor saves, making this the ideal unit to take down
MEQ squads.
Hopefully it should go without saying, but if youre going to run Snikrots mob, take Burnas and the max squad size. This unit will be expensive in almost any configuration you want to use for close assaults, which is a downside, but with Snikrot you really stand a chance to make your points back. This is more so vs. certain armies (like Marines), but in general if they dont make their points back they will certainly tie key units up at the right moment, which may not make back its points, but it can win you games in its own right and should not be ignored.
Lootas
Utility: Competitive
In true
GW fashion, what used to be one of the worst units in the old Codex is back with absolutely amazing set of rules.
In every list, almost always in the Elite section, you find that one unit that just screams out TAKE ME! above all the other choices. This is one of those units for the Orks. Its not because theyre much more survivable than the other Boyz, or because their damage output is amazing for their points (though it can be at times), but because you simply need them.
Lootas are the only unit in the Ork army that can reliably deal with tanks up to and including AV13 at long range. They are quite possibly the best anti-skimmer unit in the entire game. You will pay points for this ability, but it is available to you. And remember folks, any time you can put the screws to a Mech Eldar player with Orks a Nob somewhere out there gets his Power Klaw.
Equipping the Lootas
Theyre already equipped as well as any Ork. Upgrading any of them to a Mek will immediately relegate your rank from Warboss to Grot by any Ork players in a 2 mile radius who gets word that you actually exchanged the Deffgun for a Kustom Mega Blasta or something worse.
On to actually using the Lootas, their application is very specific. These Boys are expensive, and theyre still just T4 with a 6+ save. What they do have compared to other Elites that fit this criteria is a 48 range with a S7 AP4 gun that does D3 shots. To use Lootas effectively you will have to deploy them in cover where they will have a good line of fire to a good portion of the board.
Thats really all there is to using them. Their application once deployed is to sit still and just keep firing at anything thats a target. They can put wounds on Dakka Fexs, present a credible threat to any skimmer, even ones with Holofields+Spirit Stones, and can put glances on Predators.
Some people may disagree on the methods of statistics used for Lootas, but if there is one thing that everyone can agree on is that a unit of Lootas is one of the few credible threats to a Holofields + Spirit Stones Grav Tank in
40k. Fact is that if a Mech Eldar player has to spend a turn in
LOS and range of a unit of Lootas they will not like it.
Likewise one unit of 12 can open fire on a Dakka Fex, at 48, and depending on the number of shots for the unit can put anywhere from 2 to 8 wounds on it reliably, and once you get a Dakka Fex rolling that many saves on a 3+, he will start to go down. Now imagine firing this on a unit of Marines or equivalent and you see why they can be so devastating.
Because of these things, this is a unit that screams to be taken in multiples.
I recommend going with Mob sizes over 10. Im finding that 12 to 14 is about the max I want to use, mostly on the lower side. One of their main problems is that they will never have a lot of models and they cant get a Bosspole. So if they really start taking casualties, they will run. And if theyre low on models their
LD will be poor to take target priority tests. So keeping the mob at a healthy size and in a place that will make engaging them difficult is crucial to using them well.
The thing to remember about Lootas is that unlike the other really good stuff in the Ork list, or in any list, is that while they are extremely potent, you have to use them well or you will see them die. These guys are not Terminators, they are not Harlies or Dragons delivered via Falcons, but I think theyre going to be used just as much as those units, despite not being as survivable. They leave very little room for error and will take skill to use, but when used correctly they can be devastating. And most importantly they do things that nothing else in the Ork list can replicate.
On the other hand
I feel that it should be pointed out that after some experience with the Lootas, they are indeed as killy as they seem to be. However, while they are something that should be taken in multiples I feel that maxing out on them would be a bad idea for two very important reasons:
1.) They are expensive and fragile
2.) You may not always get enough terrain to deploy them in safely with good
LOS. This is especially true if you take three large squads of them.
So while this does not take away from Lootas being the premier Ork Elite choice, it does give pause to any player who thinks that they should therefore max out on them in any competitive list.
Elites Summary
With
GW, and even with Phil Kelly, not everything in a codex can be useful, and Elites is a section that is crowded with a lot of bad choices and a few very good ones.
Competitively speaking, Lootas stand out above the rest of the choices like a Nob in a Grot Mob. Kommandos make a good showing, but ultimately in the context of the rest of the army, the Lootas are what really win out in a number of competitive builds simply because they can reliably put down skimmers at very long range. Its a fact of the Meta-game that you need to be able to glance at least 3 Falcons/Hammerheads per turn reliably. These Boyz give you that option and nothing else in the list can replicate that.
This is not to say the other units arent fun. In terms of character and fun, the choices in the Elites section is one of the best in the dex! When playing friendly games, there is no reason to ignore Meganobz in a Trukk or maybe even go nuts and put down a mob of Bike Nobz with a Painboy. And either unit can be Troops if you take a Warboss!
That is what makes the Ork dex so successful. If you want to be competitive at a tournament, you can. But if you want a crazy fun choice with a lot of Character, there is a wealth of options you can take. Just dont expect them to do well in a very competitive environment.