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Made in ca
Lieutenant Colonel






hey guys,

starting to build up my ork army again, havnt playe dorks since 3rd edition or so,

i only have a few nobs, warboss + gazhkull, and about 30 odd boyz and a truck or two at this point.

the style I like is super fast, hard hitting, CCW army,

and I think BIker orks from mars going fast for the gork with some trukks with boys,
followed wiht lots of lootas and boys moving in a green tide for the mork would work,

but I would like to hear thoughts, suggestions, neat tricks the orks can do that I maybe dont know about yet,

even sample lists are welcome,

I really want this ork list to be compettitive, so that its a challenge to play, but I dont want a 100% foot slooger horde army

 
   
Made in us
Stealthy Grot Snipa






New England

Well trukkerboys are still good. Take at least 4 units of them with ranged support. Toss in some bikers for more dakka.

The old tactics like "GorkaMorka" by Adrian Wood, "DreadBash" by Andy Chambers, or "Swamp 'Em" by....whoever he was are still pretty good. Afterall, those three wrap us up pretty well throughout all the editions.
(Being a vet of 3rd edition, I expect you to know what those are. Just check the "Making your army" section of the 3rd ed codex.)

Lootas and Dakkajets are going to be your friends because with the new flier rules, you will have to worry about hard to hit fighters. Our jets can meet them on their terms and our lootas have enough shots to at least do something.

Boomguns are like ye old Looted Vehicle Basilisk. Great fun, but they are not well armoured. Take three and stick em in cover.

Boys before toys still applies.

Nob bikers are dead ard. Whatever they charge will be dying. With new bike rules, they get a special attack and they only get auto-killed by str10. Their auto-coversave also allows them to ignore a lot of bullets.

These are a few things to start you off.

This message was edited 1 time. Last update was at 2013/03/05 06:51:12


   
Made in ca
Lieutenant Colonel






thanks, i apreciate the well written post,

so I am thinking a decent sized biker nob/boss squad,

3-4 full trucks,

the rest of the poiints in lootas and boys ( at least 30 lootas i think is good for AA)


 
   
Made in us
Fresh-Faced New User




Honolulu, Hawaii

You might also want to consider additional screening elements like buggies for your trukks. In this thread, Jidmah explains why in the fourth post. Of course, you'd be switching out the MANz for nobz. but the principle of AV10 saturation with the buggies should be the same. This would require up to six buggies to your 4 trukks, though.

How many more mobs do you plan to have, and what do you plan to do with them? I can see having one large mob of shoota boys in your deployment zone to sit on an objective, but if you're planning on having more mobs, I'm not sure how they would synergize with your fast attack elements. Unless you put them in battlewagons.
   
Made in nz
Disguised Speculo





You sound like me OP, I'm also rebuilding my Orks after not playing since 3rd.

In my case, I'm aiming for biker nobz and MANz wagons. In the meantime, about to play my first game in a decade in about 15 minutes using big boyz mobs and a cheesy battlewagon at 500-odd points because thats what I got for cheap.
   
Made in us
Stealthy Grot Snipa






New England

easysauce wrote:
thanks, i apreciate the well written post,

so I am thinking a decent sized biker nob/boss squad,

3-4 full trucks,

the rest of the poiints in lootas and boys ( at least 30 lootas i think is good for AA)



Normally about 20 lootas can suffice in the AA section. If you are still worried, toss in a jet or take shootaboys instead of sluggas. Afterall, when the bird flies overhead and has its back turned, you can throw some glancing hits up its turbines.

The nob bikers should number around 5-7 in their number. I like 5, because it is cheaper and does about the same. Any more is overkill, any less is two fragile.
3-4 full trukks of boys is perfect, good show.

Another thing to mention. Powerklaws seem not to be the obligatory option for nobz anymore. Now it is a debate between the Big choppa and the powerklaw, because the powerklaw has Ap2 and str 9, but initiative 1. The Big choppa has str7 on the charge and can swing initiative 3 with no Ap. Folks say that the cheaper option is better nowadays, up to you though. The bosspole is still a must eitherway.

   
Made in kr
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Other reason the bigchoppa is nice over the PK is 9/10 of the challenges you face, the nob will lose because he attacks last. Unless its a lowly sergeant or another I1 model, he usually wont do anything and youre throwing 40pts at a stall to keep the better character from plastering your boyz a turn. Now its 20pts youre throwing away, big difference.
I still take PKs though if i got the points because theyre still crazy...and there is that rule with challenges that if you are not able to strike blows when challenges are being called, you cannot be challenged. I just used that rule to piss off a Dreadknight actually lol...~10 boyz ran in front, my Nob could only move 2 inches due to models in the way - but still able to swing after the I1 3inch pile in. Didnt kill it cuz of loser rolls (quad 1s....really...) but i had the chance to wipe it out before Ghaz arrived (which was the sole reason i even took Ghaz anyway was to deal with that thing).

An ADL with 10 grots is great to support the lootas. Its only 140pts, gives you a cheap scoring unit, and a quad gun with interceptor. I usually put both my loota squads back there, but with certain terrain setups i'll put one elsewhere because of a nice field of view opportunity. Going to ground doesnt hurt lootas too bad, and behind an ADL they'd get a 2+ cover if they hit the deck. Just watch out for flamers.
I dislike relying on just lootas for AA alone. Theyre good at it, but with 30 shots shooting at a helldrake or a stormraven i'll MAYBE cause 2-3 glances or pens....usually i dont cause squat though. Those 30 shots could have wiped out a group of MEQs, a Rhino, or something else thats smaller but not small enough for my boyz to just walk right over with no issues unless i weakened it first.

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
 
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