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![[Post New]](/s/i/i.gif) 2014/08/13 18:46:14
Subject: Ork Noob Help
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Troubled By Non-Compliant Worlds
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Hey I've started orks recently now and I got the new codex and supplement. I haven't bought any models yet and I'm wondering how do you play orks or whats their 'feel' so to speak. I havent seem them in action at my game store but through poking around in the codex they seem like an obvious assault based army. Also whats better to use, the normal codex or the supplement? Whats their biggest strengths and weaknesses? Any tips or advice with them would help very much!
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![[Post New]](/s/i/i.gif) 2014/08/13 19:13:01
Subject: Re:Ork Noob Help
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Ancient Venerable Black Templar Dreadnought
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This may seem a bit too funny and simple but it has more truth to it when you think about it:
(More Tactikz below)
30 man groups of these guys are hard to deal with, make sure your "Nob" leader guy has a "Boss Pole" for their weird moral rolls.
I would suggest kitting them out for "Shoota boyz" for flexibility, they put out buckets of dice shooting and the Slugga boyz seem to be overkill in melee, not much survives that.
"Lootas" drop a lot of strength 7 dice, this can eat up armor 13 tanks and eat squads.
"Koptas" not many people suggest these but they are toughness 5, have 2 wounds and twin linked missiles can wreck many things.
"Big Mek" can help out the boys with an extra save with the "Kustom Force Field".
Check out the artillery, they are looking interesting.
Figure out your style: high mobility or a foot slog army, cannot go much wrong with these guys either way.
Orks are also scary shooty BUT murder in melee.
I really find few flaws with this army other than possibly the psychic phase of things.
You would also have some difficulty justifying allies, though chaos space marines might work (they are "not bad" for non-greenies).
Just remember, if the boyz are not "stuck-in" they are not having fun.
Love this quote:
The Orks are the pinnacle of creation. For them, the great struggle is won.
They have evolved a society which knows no stress or angst.
Who are we to judge them?
We Eldar who have failed, or the Humans, on the road to ruin in their turn?
And why? Because we sought answers to questions that an Ork wouldn't even bother to ask!
We see a culture that is strong and despise it as crude.
- From Culture vs. Kultur: Thoughts on Orkish Society by Uthan the Perverse, a controversial Eldar philosopher
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A revolution is an idea which has found its bayonets.
Napoleon Bonaparte |
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![[Post New]](/s/i/i.gif) 2014/08/13 20:16:01
Subject: Re:Ork Noob Help
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Slaanesh Chosen Marine Riding a Fiend
Maine
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My top units as a dedicated Ork player:
Boyz with a Nob: I never leave home without them, and I doubt ANY Ork player does. The Slugga/Choppa Boyz can pretty much murder anything in CC with the sheer amount of attacks they get. Shoota Boyz can unload a devious amount of shots, but are limited by semi short range with it. Either option is good, but Shootas tend to be the go-to variant these days, since the edition favors shooting. I, personally, still spam Slugga/Choppas, and I do well enough. You'll want a Nob in virtually every squad you bring, so they can keep the Boyz in line with their Bosspole to keep them from running away, as well as hauling much needed Power Klaws into battle. The Klaws will rip tanks and enemies apart.
DeffKopters: I don't think they get enough love. I prefer them over Buggies, since they can't Explode! They have T5, can Jink to get a 4+ cover save, can be equipped with a Twin Linked Big Shoota (S5 Ap5 Assault 3) or Twin Linked Rokkits (S8 Ap3 Assault 1). They can Scout, meaning they can start horrifically far on the board, or they can stay in reserve to Outflank...which is why they are so damn good. for 30 points, you have a T5, 2 Wound, Outflanking, Jinking, Twin-linking Rokkit firing tank or marine buster. They can be brought in squads of up to 5, but do best in squads of 3. They can Hit and Run, meaning if something scarey gets them into combat, and they live, they can break away and fire rokkits at their faces...a unit that seems to get overlooked a little more than it should. Especially since Buggies are hard to get (harder than Kopters) and are far more frail, especially with so much Ap2 out there. These guys can win games, they have for me so many times.
Big Mek: If you're going to run a lot of foot bound Boyz, a Big Mek with a KFF. The invul bubble is so darn helpful, its scary. Since you have the supplement, you can even use the detachment in that book so your Big Mek can gain access to the improved KFF, so its a 4++ instead of a 5++. It may only seem like a marginal boost...but saving 50% of the time...you'll be shocked at how many more Boyz will live.
Mega Nobz: They are big, mean, and will tear everything apart. They can be costly (Both money and points wise) and tend to need a ride of some kind (Trukks are the cheapest, both money and point wise, but can be destroyed quickly due to weak armor). These guys run best in squads of 3, tucked in a vehicle and thrown up the field to terrorize everything that is unable to get through their armor.
Tank Bustas: Even a single Squad will be helpful. They all carry rokkit launchas, which will help you pop marines and tanks alike, and are pretty cheap point wise. These guys can also reroll when attacking Tanks, making them essentially twin linked, which is nice. They have become the new All-Stars of our codex it seems. They can be scratch built very easily, to save you money. You basically just need to tweak their guns to give them a rokkit on the end :p It's what I've been doing. Not spending 60 bucks on them when I have a bunch of Boyz I haven't even painted yet XD
Lootas; These are great for early Heavy Support slots (Until you decide if you want to spend more for Walkers or the Mek Gunz). They are squishy though, using only the Boy statline, and require good cover. But their gun's reach is nuts (48 inches S7 AP4 HeavyD3 attacks). They can really lay down the pain from a distance.
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![[Post New]](/s/i/i.gif) 2014/08/13 20:23:26
Subject: Ork Noob Help
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Hauptmann
Hogtown
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Is there any way to run stormboyz effectively? I love this unit and would like to use it at some point.
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Thought for the day |
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![[Post New]](/s/i/i.gif) 2014/08/13 20:58:40
Subject: Ork Noob Help
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Slaanesh Chosen Marine Riding a Fiend
Maine
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Las wrote:Is there any way to run stormboyz effectively? I love this unit and would like to use it at some point.
i love them as well, but they got a little trickier to run this edition. Mainly because zagstruk is an HQ and not an upgrade, which kind of sucks. You WANT to run him with the group, but must sacrifice an HQ to do so. They are still insanely fast, but die pretty quickly. The best way to run them (I feel) is you need to bring at least 2 squads of them. They die just as easily as Boyz, so you need the numbers. They get where they want to go quick. They are, typically, a distraction unit. Your opponent is foolish to let them live, and they will get into combat turn 2 with the greatest of ease if they are left unchecked. Use as much blocking cover as you can, and jump around like Mad Boyz
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![[Post New]](/s/i/i.gif) 2014/08/14 13:38:15
Subject: Ork Noob Help
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Bonkers Buggy Driver with Rockets
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Stormboyz are only 2 points more than Shoota boyz these days. Pretty cheap for the speed they have. They also got a lot faster with their special jet pack rules. Finally I'd just like to continue the Deffkopta praise. They are good even in squads of 1, because they are so cheap my opponent rarely wastes shots to kill them. Also in maelstrom they can get to the far objectives and get easy points all game long.
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For the guy who leaves it all on the field (because he doesn't pick up after the game).
Keep on rolling |
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![[Post New]](/s/i/i.gif) 2014/08/15 03:44:49
Subject: Ork Noob Help
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Big Mek in Kustom Dragster with Soopa-Gun
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Stormboyz did NOT get faster with their new rules, they got nerfed pretty damn hard because of their new rule. Old rules: Move 12 + D6" in the movement phase if using jumppacks. Roll of a 1 kills a boy automatically, still move an extra inch. Runs normally. New rules: Moves 12" with jumppacks. Runs 2D6 even if they used their packs to move, however EVERY MODEL takes a Dangerous Terrain check. This means that with our tshirt save you will on average lose 4-7 out of a full 30man squad JUST because you decided to run them to get the same exact speed they used to have for almost no risk. Both rules gives them a possible of 12 + 2D6 movement if you ran, but old rules had one D6 in movement so it benefited you on a charge since you closed the gap further than usual. New rules they only get the same benefit during our waaagh! turn AND you lose a good chunk of them from danger tests/failed t-shirt saves. Their cost is what they should be now, their number limits are unexpected and cool, but the running rule....that just kills them entirely. That being said though, it does say "may" so you dont HAVE to use the 2D6 run you can simply run them normally...but now theyre slower than their older incarnation.
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This message was edited 2 times. Last update was at 2014/08/15 03:47:16
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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![[Post New]](/s/i/i.gif) 2014/08/15 07:32:02
Subject: Re:Ork Noob Help
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!!Goffik Rocker!!
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Stormboyz are still worse than mediocre when you consider what else is there. Bikers, buggies, koptas. All have their uses with bikers and buggies being great in almost any list. Besides, truckboyz are doing the same thing but are somewhat better with os rokkit-truck and fill a mandatory troop slot.
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![[Post New]](/s/i/i.gif) 2014/08/15 13:49:13
Subject: Ork Noob Help
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Longtime Dakkanaut
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i plan on trying out 30 stormboys with a biker painboy. not something I'd want to face...
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![[Post New]](/s/i/i.gif) 2014/08/16 03:33:23
Subject: Ork Noob Help
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Regular Dakkanaut
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Note that the rokkit rules (2D6 run) works only if all model sin the unit have rokkit pack. Meaning that you really cannot mitigate these dangerous tests (unless you find a way to give them move through cover - autopass dang. Tests)
Anyway, unless you Waaagh or you run after deepstriking, you should not use this run ...
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