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![[Post New]](/s/i/i.gif) 2014/02/20 02:51:02
Subject: Starting Ork Army, where to from here?
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Hurr! Ogryn Bone 'Ead!
Castro Valley, CA
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I currently own the Black Reach starter Orks and want to play a Green Tide army. So unless I'm wrong, I should be getting a lot of boyz so my first question is should I get loads of shootaz since this is a shooty edition or get loads of sluggaz to go against the status quo and mob my enemies? My second question is for a non-competitive Green Tide army, how are Nobz and Kommandoz?
Edit: I should also note that I'm planning on getting some Gretchin for objective holding at the back.
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This message was edited 1 time. Last update was at 2014/02/20 02:57:14
DS:90S-G++MB--I--Pw40k12+D+A++/aWD-R++T(Ot)DM+
"It is said remorse is the pain of sin. We feel no remorse."
 You are Red/Blue! Take The Magic Dual Colour Test - Beta today! <small>Created with Rum and Monkey's Personality Test Generator.</small>You are both rational and emotional. You value creation and discovery, and feel strongly about what I create. At best, you're innovative and intuitive. At worst, you're scattered and unpredictable. |
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![[Post New]](/s/i/i.gif) 2014/02/20 04:02:29
Subject: Starting Ork Army, where to from here?
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Lead-Footed Trukkboy Driver
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Welcome to orks! You are on the right track. Any good green tide army is full of large units of boyz, usually 25 plus. I personally believe shoota boys are the way to go due to their massive volume of shots. I would take all or the majority of your boys as shootas but i could see brining one unit of sluggas to really apply some pressure to a portion of the map. Some people may argue against it but it is almost always a good idea to take nob with a pk and bosspole In your units. Check ebay for great deals on big lots of boys you can find some great deals if you are vigilant.
The next thing i would buy for green tide is lootas. Lootas are very good for any ork army. I like to take units of ten, but small ubits of 5 and full units of fifteen also work.
Nobs and komandos arent great on their own. Nobs on bikes are very pwoerful, especially with a warboss on a bike riding with them.
Warbosses with pks, cybork bodies on foot, on a bike, or in megaarmor and in a transport (dont footslog mega armored warbosses or nobs  ) are great beatsticks if you can keeo them safe.
Big mekks with kff are highly impottant for green tide armies. Although cover saves are more vulnerable this edition, giving your boys a 5 up save is huge. Remeber his kff bubble gives it to all units thag have at least one guy in range, so he can buff multiple units.
After that i would say for green tidw armies lobbas and dakkajets would be your next best things. Both are good and fun to build/paint.
Sadly a lot of thibgs in the ork codex are not very competitive and take away from brining more boys, which is the whole mentality of your army. In general a good green tide army in my mind has a 100 boys, 4 uunits of 25 shoota boys, kff, lootas and dakkajets. Its fun army to play. Just make sure you get good at moving models forward and to spreas your guys out 2inches against blasts!!
Hope this helps and isnt too much info! Automatically Appended Next Post: Feel free to pm me if you have any questions!
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This message was edited 1 time. Last update was at 2014/02/20 04:04:20
I always press dat, if you know what I mean. |
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![[Post New]](/s/i/i.gif) 2014/02/20 05:25:44
Subject: Re:Starting Ork Army, where to from here?
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!!Goffik Rocker!!
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Be warned that greentide is a weak build atm. If you want to have at least any chances - go full shootas. Right now, our codex has only 2 core options - battlewagon spam and nob bikers. They're effective and still work. Can even compete with top tier armies as long as you outplay the opponent and are lucky.
If you really like greentide - you can still use it in small games - up to 1k and it's most likely not gona be a waste. In any case orkses need a bare minimum of 40 boyz for 1k or lower games. I'm more comfortable with 60+ though. Right now shootas totally outclass choppas. U'll definitely need a KFF mek to add survivability. And ranged support in face of allies or lootas+lobbas.
Something like this. Also, if you got blackreach koptas - use them with a bigshootas or rokkit. They're a nice distraction and snipe-out unit and can work sometimes, so you can take 2 instead of lobbas, but from my experience, lobbas are awesome especially for greentide. If you take koptas - separate them in multiple squads with one kopta in each. It really enchances their tactical use and eliminates ld problems.
Grots can either be used as backfield point-sitters or as a frontline distraction and a charge-sponge for u'r boyz. Besides, they can man a quadgun with bs3.
Sometimes it's a good idea to take heavy armor on nobz.
Automatically Appended Next Post:
Oh, btw. I've found out that 20 strong shootasquads with bigshootas act quite nicely. And later on if you get nob bikers - they'll be a way to go.
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This message was edited 5 times. Last update was at 2014/02/20 05:36:00
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![[Post New]](/s/i/i.gif) 2014/02/20 06:17:22
Subject: Starting Ork Army, where to from here?
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Hurr! Ogryn Bone 'Ead!
Castro Valley, CA
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Thanks for the guidance on this newbie Ork player!
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DS:90S-G++MB--I--Pw40k12+D+A++/aWD-R++T(Ot)DM+
"It is said remorse is the pain of sin. We feel no remorse."
 You are Red/Blue! Take The Magic Dual Colour Test - Beta today! <small>Created with Rum and Monkey's Personality Test Generator.</small>You are both rational and emotional. You value creation and discovery, and feel strongly about what I create. At best, you're innovative and intuitive. At worst, you're scattered and unpredictable. |
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![[Post New]](/s/i/i.gif) 2014/02/20 06:29:53
Subject: Re:Starting Ork Army, where to from here?
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!!Goffik Rocker!!
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U're welcome! Btw, we're gona get a new dex pretty soon, i think 3-4 months from now. So i'd not spend too much on stuff other than boyz right now.
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![[Post New]](/s/i/i.gif) 2014/02/20 06:35:57
Subject: Starting Ork Army, where to from here?
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Lone Wolf Sentinel Pilot
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Green tide with close combat was killing power at 5 edition, in 6ed it's just meat.
Assaulting from battlewagons is better idea. Put 20 boys in wagon. Ram the enemy and then chop them.
how are Nobz
Nobz are few, boys works better
Kommandoz?
Probably, 10 Kommandaz with 2 scorcha and Nob will be good to kill something like artillery platforms and other supporting things behind
And use Aegis + Quad gun with grotz. They like to shoot it a lot.
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Mordant 92nd 'Acid Dogs'
The Lost and Damned
Inquisition
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![[Post New]](/s/i/i.gif) 2014/02/20 21:18:34
Subject: Starting Ork Army, where to from here?
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Flashy Flashgitz
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The only requirement for a Green Tide is 100 Boyz and 1 Warboss. Boyz include, Kommando, Storm, Burna, Pain, Weird, Mek, Tank Busta, Lootas, 'ard, and The Boyz themselves. so your options are wide open.
Warboss, Big Mek, Nobs, Warbikes, all vehicles, and Grots are not counted as boyz.
because of the 18" range and Assault 2 Shoota fair much better than slugga. If you had a way for them to teleport (weird boyz, SAG) the slugga will work better for you.
Kommandos have been weakened because of the inability to assault after reserve, having Snikrot was a plus but no longer. One of the things you can do is add Old Zogwort to the full compliment of 15. If you infiltrate 18" away from their IC you could change them into a Squig.
Nobs are always awesome though you can only take 10 of them. unless you put them in a battlewagon or put them on Bikes they are footslogging it across the board. They are great but they will eat severely into the number of boyz to points you have.
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Not loud, on fire, or explodin' yer doin' et wrong |
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![[Post New]](/s/i/i.gif) 2014/02/20 21:26:59
Subject: Starting Ork Army, where to from here?
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Disguised Speculo
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If you want to run a Green Tide, play Fantasy man. Try moving 180 boyz 6", then d6". See how tedious that is and understand that *this* is your 40k now
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![[Post New]](/s/i/i.gif) 2014/02/20 22:53:15
Subject: Starting Ork Army, where to from here?
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Hurr! Ogryn Bone 'Ead!
Castro Valley, CA
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Dakkamite wrote:If you want to run a Green Tide, play Fantasy man. Try moving 180 boyz 6", then d6". See how tedious that is and understand that *this* is your 40k now
Unfortunately, I've pledged my allegiance to the Warriors of Chaos.
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DS:90S-G++MB--I--Pw40k12+D+A++/aWD-R++T(Ot)DM+
"It is said remorse is the pain of sin. We feel no remorse."
 You are Red/Blue! Take The Magic Dual Colour Test - Beta today! <small>Created with Rum and Monkey's Personality Test Generator.</small>You are both rational and emotional. You value creation and discovery, and feel strongly about what I create. At best, you're innovative and intuitive. At worst, you're scattered and unpredictable. |
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![[Post New]](/s/i/i.gif) 2014/02/20 23:02:31
Subject: Re:Starting Ork Army, where to from here?
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Stubborn Dark Angels Veteran Sergeant
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When playing orks you'll either wat to pick things which are fun (like shokk attack gunz) or effective (lots of boyz, lootas, biker nobz).
Either way, get lots of boyz to start with, and give them shootas. You can't go wrong with this.
Afterwards you should choose what kind of character you want your army to have, do you want lots of vehicles, or bikes, or a horde? Do you want an army led by a warboss, or a group of big meks?
I would say Orks more than any other army have the potential to be as diverse or as specialized as you want, and really the best way to build them is the one that fits your image of your future army in your head.
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![[Post New]](/s/i/i.gif) 2014/02/21 02:45:05
Subject: Starting Ork Army, where to from here?
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Hurr! Ogryn Bone 'Ead!
Castro Valley, CA
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So on a scale of 1 to 10, how bad would it be for me to footslog maxed slugga squads at my enemy?
Says the foolishly idealistic newbie.
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This message was edited 1 time. Last update was at 2014/02/21 02:45:53
DS:90S-G++MB--I--Pw40k12+D+A++/aWD-R++T(Ot)DM+
"It is said remorse is the pain of sin. We feel no remorse."
 You are Red/Blue! Take The Magic Dual Colour Test - Beta today! <small>Created with Rum and Monkey's Personality Test Generator.</small>You are both rational and emotional. You value creation and discovery, and feel strongly about what I create. At best, you're innovative and intuitive. At worst, you're scattered and unpredictable. |
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![[Post New]](/s/i/i.gif) 2014/02/21 03:19:00
Subject: Re:Starting Ork Army, where to from here?
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Disguised Speculo
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Terrible. Honestly, you won't understand how terrible terrible is until you do it.
This is edition dakka, and the rules will fight you just as hard as your opponent will. You'll get across the board, only to find yourself failing charges due to terrain, units blocking each other, your Nobz getting challenged out, overwatch stopping you 1" short, and finally, after all of that, your boyz strike either at I2 or I1 (if enemy is in terrain, which they are) and get killed before they swing - and then not even hit that hard when they do!
And thats before you realize that most of the good armies are too fast for you to assault (Eldar, Tau, biker marines) or just plain better than you in assault anyway (daemons)
Down this path lies madness, just don't do it
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This message was edited 1 time. Last update was at 2014/02/21 03:20:09
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![[Post New]](/s/i/i.gif) 2014/02/21 04:45:56
Subject: Starting Ork Army, where to from here?
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Nasty Nob
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A couple of months we get a new codex and then there is also rumor of a new edition around the same time.
If you want to compete with the best stuff at all then right now you don't want to run green tide sluggas.
Lootas Shootas Battlewagons all have nice plastic kits, acquire some. But I would bank on them not getting better at all considering the rumors on what kits are going plastic soon.
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I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. |
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![[Post New]](/s/i/i.gif) 2014/02/21 05:00:07
Subject: Starting Ork Army, where to from here?
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Hurr! Ogryn Bone 'Ead!
Castro Valley, CA
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Is mass sluggas adequate at any point level?
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DS:90S-G++MB--I--Pw40k12+D+A++/aWD-R++T(Ot)DM+
"It is said remorse is the pain of sin. We feel no remorse."
 You are Red/Blue! Take The Magic Dual Colour Test - Beta today! <small>Created with Rum and Monkey's Personality Test Generator.</small>You are both rational and emotional. You value creation and discovery, and feel strongly about what I create. At best, you're innovative and intuitive. At worst, you're scattered and unpredictable. |
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![[Post New]](/s/i/i.gif) 2014/02/21 05:42:43
Subject: Re:Starting Ork Army, where to from here?
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!!Goffik Rocker!!
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It was in 5 ed. It is not now. At no levels. Just proxy them as shootas and wait for 7 ed to fix mellee hordes. Currently, shootas are plain better. This 1 attack loss is not worth the loss of versatility and shooting capabilities. They allready have 2 base attacks and ws4.
U might use a squad of choppas if they're in a truck. Probably, in this role they're not that much worse than shootas. And sometimes even outperform them. U've got 1 truck from blackreach so it won't harm if you put 11 choppaboyz + 1 pk, ha, bp Nob in it and take a good use of los blocking terrain. But meganobz are probably better in this role. However, i see choppaboyz in trucks working in friendly games.
Anywayz, don't get desperate. We''ve got one of the oldest codexes right now. 2007 iirc. And it was written for 4 edition. We still can do stuff even in 6 ed. Maybe not with greentide but wagonboyz and bikernobz are working good. Let's hope a new dex that's gona come out soon won't screw da boyz.
And don't forget that you can use allies. Why doesn't horde work right now? Cause there's too much long-ranged effective firepower that kills da boyz outright and slows them down. When playing infantry vs infantry - even sluggas can make it. But when it comes to fast shooty cheezy stuff - they can't do nothing. So why not shoot that stuff down in the first place so that it won't kill too many of your boyz. I've managed to win triptide + eldar allies playing with 30+30+20+20 shootaboyz with a warphead just cause i had imperial guards allies with shooty leman russ, master of ordnance and lazcannon vets. Ig allies shot down markers and scoring units and it made the day. While you can't do much with pure greentide, you can still use a massive horde with some effect - they just need good support. Oh and you must outplay the opponent - we've got a somewhat worse effectiveness per pointcost just due to old codex pricing but it's not drastical. Yep, a savage ork Warboss must be more cunning than an eldar farseer.
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This message was edited 10 times. Last update was at 2014/02/21 06:06:07
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![[Post New]](/s/i/i.gif) 2014/02/22 00:16:21
Subject: Starting Ork Army, where to from here?
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Flashy Flashgitz
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on the scale of 1 to 10 (10 being "you must do this", 1 being "why are they in the codex"). it's a solid 2. It's suicide and you shorten your shooting range to 12" and halved the firepower. The truth is there is no viable way to get slugga boyz across the board. Even with 5th edition rules, Shoota boyz were far superior.
Don't forget the Ork Codex is 4th edition with the idea that 5th was coming out. There were a lot of Units that made it through the transition from 4th to 5th and the transition to 6th has made being an Ork very difficult, since they are still effectively running on 4th ed. rules.
Knowing that you want to create a Green Tide, means 1 of 2 things. 1. You and your opponent should realize that no matter what this will not be a fast game - you can not have an hour to kill. If you play against other Horde armies (Nids or IG) you are going to be playing for a very long time. 2. You are having fun, if you go up against any army with a strategy (such as blasting one side of your force and staying away from you shooting the entire time), you should lose every time.
Green Tide tend to lack in being the unpredictable Ork. This makes any strategy you might have go out the window and you will be force to play it exactly the same way everytime. If you opponent knows how to counter this you have lost.
As for the Ork Codex coming out in a couple of months. consider this GW currently does not have a release date for the 6th edition codex. The rumors have put it near the end of this year. Like with the Tyranids that were suppose to come out in November, they didn't get released until January - so it still holds true that there is a 2 month lag time from the release date. If you want to start playing Orks now. Them don't worry about the 6th codex ever coming out. You have a great starter with Black Reach. You can never go wrong with more Orks Boyz. But I suspect that it wont be until 2015 before the codex is released.
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This message was edited 1 time. Last update was at 2014/02/22 00:19:34
Not loud, on fire, or explodin' yer doin' et wrong |
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![[Post New]](/s/i/i.gif) 2014/02/22 00:29:10
Subject: Starting Ork Army, where to from here?
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Dakka Veteran
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I just played a game last night (first time with Orks). I had sme Slugga boys cut down at a rate of 8 to 1 by a squad of Vanguard Vets. Points wise casualties should not be that high but I seems this is probably to be expected. At that rate I am not sure how to even get enough boys on the table to match up. You run out of points or force org slots quick.
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![[Post New]](/s/i/i.gif) 2014/02/22 11:59:37
Subject: Starting Ork Army, where to from here?
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Nasty Nob
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Loborocket wrote:
I just played a game last night (first time with Orks). I had sme Slugga boys cut down at a rate of 8 to 1 by a squad of Vanguard Vets. Points wise casualties should not be that high but I seems this is probably to be expected. At that rate I am not sure how to even get enough boys on the table to match up. You run out of points or force org slots quick.
Sorry to hear that Loborocket. But that happens with Slugga boyz. A lot. You can mitigate this with the KFF Mek to gain a 5+ cover save, unit spacing to minimize blast template casualties, etc. Orks can win games, but it's not as easy as with some other armies. Shoota boyz are better in almost every respect than Slugga boyz in this edition. Go with it, and have fun. Take some other units you like. I love Deffkoptas, and if I owned more I would take the max to every game. And I have heard the call of Lobbas, and completely agree they're one of the best units in the Ork codex right now, so they're an auto-include for me now.
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![[Post New]](/s/i/i.gif) 2014/02/23 04:54:17
Subject: Re:Starting Ork Army, where to from here?
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Yellin' Yoof
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I'm still new to 40k, but my base is 60 sluggas and 30 shootas. I don't play in a crazy competitive area, and we just have fun. But I like running 30 shoota boyz down the middle, flanked by 30 slugga boyz on both sides ( different units beyond that depending on which army I play ).... If anything it's fun!
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![[Post New]](/s/i/i.gif) 2014/02/23 11:05:54
Subject: Starting Ork Army, where to from here?
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Stealthy Space Wolves Scout
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I run green tide also. I like half my squads shootas, half choppas, put the shootas up front with the Kustom Force Field towing in the back. Bring the choppas in behind. When the shoota screen is almost whiped, bring up the choppas up, and put the Big Mech in their squad. Then proceed to chop faces off.
I also bring Tankbustas more than Lootas, personally. Automatically Appended Next Post: Yes, Also, each squad gets a Nob with PowerKlaw. I typically dont worry about the 3 option Heavy Shootas in each squad, but definitely dont give the squads 3 rockets. Thats just a waste at BS2.
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This message was edited 1 time. Last update was at 2014/02/23 11:08:12
DR:80-S++G+M-B---I+Pw40k#10++D+A++++/cWD-R+++T(T)DM+
(Grey Knights 4500+) (Eldar 4000+ Pts) (Tyranids 3000 Pts) (Tau 3000 Pts) (Imperial Guard 3500 Pts) (Doom Eagles 3000 Pts) (Orks 3000+ Pts) (Necrons 2500 Pts) (Daemons 2000) (Sisters of Battle 2000) (2 Imperial Knights) |
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![[Post New]](/s/i/i.gif) 2014/02/23 12:29:59
Subject: Re:Starting Ork Army, where to from here?
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Nasty Nob
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It's not that you can't run green tide -- you can. And yes, it can be fun! But given the number of template weapons available, rapid fire, etc, you stand a good chance of getting destroyed before you get to the enemy. Granted, if you take advantage of 2" unit spacing, you'll survive better against blast and large blast templates. Once you're within assault range a flamer template can really ruin your assault plans. If you are careful not to bunch up your models as you set up for an assault, you will do OK, maybe losing 1-3 models. Combination assaults play to Orks' advantage, so yes if you're going Green Tide, throw 2 or more squads of Boyz at an enemy unit, and it will go down.
Some of the best advice I picked up when starting Orks (and I'm still in my first year of 40k btw) was bring some Big Gunz. Lobbas are amazing for their points cost; 3 indirect-fire small blast templates per turn, for only 75 points? Yes please. This is an inexpensive (points-wise) addition to your army list that can really add another dimension to your army. I scratch-built my Lobbas, and they work fine in friendly games. Maybe when the new edition comes out they will come down in price.
Anyway, I agree that running Green Tide can be fun. The idea that you can potentially roll 120 attacks for a single unit will make any opponent cringe. Muahahahaha!
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