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![[Post New]](/s/i/i.gif) 2014/12/05 02:05:33
Subject: [963] - Ork - Useful?
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Fresh-Faced New User
Australia, NSW
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Hey Guys, Im hoping to go to WAAAAAAAAAAAGH!!!!! with this army but im not sure if this list is good, please give me feedback
HQ:
Warboss
Kaptain Badrukk
Core:
20x Ork Boys
20x Ork Boys
Fast:
1x Trukk
Heavy:
10x Flash Gitz
Please let me know what you think,
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![[Post New]](/s/i/i.gif) 2014/12/05 08:56:52
Subject: [963] - Ork - Useful?
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Stinky Spore
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Both Badrukk and Gitz are pretty mediocre, so unless you really like them and don't mind shooting yourself in the foot a bit I'd avoid them.
Unless you play on a unusually terrained table, the boyz will get butchered without a transport.
Trukks are so fragile they die from a stern look, and are almost guaranteed first blood VP for the enemy. But If you want to use trukks, you'll have to spam them, supported by other vehicles like Buggies and bikes or looted tanks and Battlewagons.
For someone just starting out though, I'd recommend battlewagons instead. You should be able to kitbash the trukk to serve as a wagon, then get another one and you've got transports for both your boyz mobs.
18 sluggas along with a Warboss with Da Lukky Stikk and a Painboy (Which you can easily convert, Spellcrow sells some great bits for that) make for a decent assault unit in a Battlewagon.
The remaining 20 boyz you could build as shootas and stick in another wagon for some mobile dakka. Maybe add a Mek to them as well, a surprise killsaw and the ability to repair the wagon is always useful.
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![[Post New]](/s/i/i.gif) 2014/12/06 19:12:44
Subject: [963] - Ork - Useful?
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Tough-as-Nails Ork Boy
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Flash Gitz are not worth the points. You can get a nob withe an actual armour save for cheaper. Only good thing is if you roll low for a you can go crazy damage, but range of gun is horrible Automatically Appended Next Post: Flash Gitz are not worth the points. You can get a nob withe an actual armour save for cheaper. Only good thing is if you roll low for a you can go crazy damage, but range of gun is horrible, The
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This message was edited 1 time. Last update was at 2014/12/06 19:13:46
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![[Post New]](/s/i/i.gif) 2014/12/07 10:51:07
Subject: [963] - Ork - Useful?
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Dakka Veteran
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wowowow... cant really go with this advise given here.... first off a nob cant take eavy armour without the entire mob taking it. secondly there are some groundrules for every ork army out there: - always get a nob for your mobs and get him a bosspole - the slugganob gets a powerclaw - if nobs take a special CC weapon, they always give him a free shoota - shootaboyz get the maximum number of heavyweapons - trukk should always take a ram (and a rokkit) - warboss gets always a powerclaw + bike/eavyarmour or magaarmour or the headwompa and about the flashgitz... while bardrukk isnt simply worth its points, flashgitz are pretty usefull. u'll sacrifice CC prowness for better shooting. (compared to regular shootaz) against heavy infantry the firepower gap between gitz and shootaz becomes more than significally. also their range is 24", which is a absolutly fine range. (shootaz have 6" less...) also 20 shootaz are a wholly appropiate troop choice. especially at such a low pointlist. for your corelist i would recommend: 20 shootaz, 2bigshootaz/rokkits nob, BP, PC 190 20 shootaz, 2bigshootaz/rokkits nob, BP, PC 190 (u could ditch the powerclaws for uge choppas, freeing another 30 points. but you should have some CC potential in your army) 5 flashgitz, looted wagon, 3 rokits/BS, ram 162 5 flashgitz, looted wagon, 3 rokits/BS, ram 162 (or give both mobs trukks - total of 145 points for each mob) thats about 700 points. for the rest you can take nearly everything you want. a meganob mob with a MANly stikk warboss a biker nob with an warbossbiker or you could upgrade the gitz with killkannon battlewagons or get 30 sluggaz and a eavy-warboss
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This message was edited 9 times. Last update was at 2014/12/07 10:57:15
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![[Post New]](/s/i/i.gif) 2014/12/07 11:34:33
Subject: Re:[963] - Ork - Useful?
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Slaanesh Chosen Marine Riding a Fiend
Maine
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The thing with Flash Gitz is they look good on paper, but they can be so iffy with their results, it might not be worth taking them. Now, this is being said if you're seeking advice for a competitive list. If you're just looking to have fun, and build a Freeboota army, then knock yourself out.
As for how you take the Gitz, you'd be best to split them into smaller squads. A single, 10 Git squad is going to get a major target in their forehead. If you split them up, you'll have better chances of them actually living, as well as being able to split up their shooting a bit more. The Snazzgun is one of our best weapons, which of course, is exclusive to the Gitz. 24" is to be expected for most assault weapons, which isn't terrible. Assault 3 is amazing, S5 isn't too terrible either, though the AP is where it can get a little wonky. Against MEQ, on average, you'll have a 50/50 chance of actually punching through their armor with what few shots you'll actually get to hit/wound with (Since Orks BS is so low).
You'll want to bring a couple Trukks at minimum, stick your 5 Git squads in each. I'd suggest Battle Wagons, but they are too costly for what they bring, and they are honestly better used to tote a lot of Boyz around safely as opposed to the already too expensive Gitz.
Badrukk isn't TERRIBLE. In fact, he is our only HQ that gets an Invul save of any kind without KFF assistance and he actually gets a 3+ armor, which is pretty awesome. His warlord trait is OK at best. His weapon is pretty good too, a S7 Assault 3 Ap 2 gun, though has Gets Hot!. He also gets built in Bosspole, and a Gitfinda as well (Situational, but could be helpful). He's a bit costly in points, but if you're running a Freeboota theme, you army won't be complete without him. He isn't a bad model, but just be careful with what you put him up against.
As for the core of your army, Boyz are always useful. If you plan on going shooty, then keep em all Shootas, but you'll want to load up on the extra Special Weapons you can take too. If you want a lot of shots, add Big shootas. They got some nice range, slightly better stats, and pump out an extra shot as opposed to normal shootas. Rokkits can be alright, but I'm not sure I'd recommend them. If you want rokkits, I'd just get Tankbustas instead, since you want to use those on vehicles, and Tankbustas get to do some reroll action while those two Rokkit Boyz will undoubtedly miss, and you'll have wasted your shooting and/or run move.
Nobz in the Boy squads should, usually, have Power Klaws and Boss Poles. Pretty standard stuff. PK will hack up any vehicles that get too close, or chop up armored foes. Bosspole keeps your Boyz from running easier. I'd also suggest getting a couple slotless Meks as well if you can find the points. Tuck them in the Boyz squads to eat challenges for the Nob so he can use his Klaw to clear out non Character units before being forced to take on a sergeant or a suped up Chapter Master or some nonsense.
What do you have on your warboss? Taking him naked is a pretty bad idea, even if just using him for his WAAAAGH rule. He needs a PK at the very least. S10 is a bad idea to pass up.
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![[Post New]](/s/i/i.gif) 2014/12/07 13:21:11
Subject: Re:[963] - Ork - Useful?
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Dakka Veteran
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Melevolence wrote:The thing with Flash Gitz is they look good on paper, but they can be so iffy with their results, it might not be worth taking them. Now, this is being said if you're seeking advice for a competitive list. If you're just looking to have fun, and build a Freeboota army, then knock yourself out.
I dont know whats "iffy" about gitz... for 110 points, u'll get more firepower than your normal boysquad. we had a topic about that in the tactical forum, so i wont go into detail abaout that, just keep in mind that the gitz will outshoot shootaz on nearly every occation. dont expect em to wipe out a terminator squad, although they sometimes do...
the downside of gitz are their petty CC ability, no objective secured and the fact that they take up an support slot (although that can be mitigated by taking a battlewagon as a transporter)
and yeah badrukk is pretty terrible... he costs as much as 5 gitz and his gun wont do much due to orky aiming. orks can put out heavy firepower due to massive amounts of shots. a single character or a single "good" gun wont get much done. also his invul save is all good but doesnt really add anything to your army... since he should always be in a mob, he cant be targeted 90% of the time anyway and if he'll end up in CC, you've done something wrong and the game will be over for him...
you have to ask yourself what role does bardrukk fullfill in your army?
shooting infantry? -> 5 gitz will do a better job.
shooting light vehicles? -> 7 lootaz or 8 tankbustaz are superior
killing 2+ heavy infantry? -> SAGs are the way to go
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![[Post New]](/s/i/i.gif) 2014/12/08 06:07:13
Subject: Re:[963] - Ork - Useful?
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!!Goffik Rocker!!
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If you're up for gits, they're fine in a wagon. Truck's a bit too fimsy for such a centerpiece unit in your army. Well, at least, split them up and get 2 trucks. And warboss ain't really necessery here as you've got mostly shooty stuff. I'd just go for big gunz instead. Some KMK. PK nobz for boyz and rokkits to have at least some way of dealing with armor other than Badrukk.
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This message was edited 1 time. Last update was at 2014/12/08 06:09:48
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![[Post New]](/s/i/i.gif) 2014/12/09 02:07:10
Subject: Re:[963] - Ork - Useful?
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Stinky Spore
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RedNoak wrote:the downside of gitz are their petty CC ability, no objective secured and the fact that they take up an support slot (although that can be mitigated by taking a battlewagon as a transporter)
That's their biggest problem. The HS slot is one of the most important slots in the army. And with no armour or close combat power coupled with a medium range, they're simply too hard to use effectively. For about the same cost as 5 Gitz, 7 Lootas do a vastly superior job at camping from cover, while 18 Shootas give you a much tougher unit that can properly into CC as well. If the Gitz had Ap 3 all the time I would definitely see their appeal, but as it is the 50% chance of stomping through MEQ saves is quite a gamble for such a inflexible unit.
But yes, if you do take them with a supa kannon wagon or something as transport then at least you won't waste the HS slot.
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![[Post New]](/s/i/i.gif) 2014/12/09 08:56:24
Subject: Re:[963] - Ork - Useful?
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!!Goffik Rocker!!
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I'd not call git'z mellee abilities petty. You shoot, you charge and get 4 s5 attacks per model. It's gona wreck face unless you're facing some specialised mellee unit. Gitz are pretty much capable of doing a mellee cleanup. Don't forget - they're still nobz. Just no power klaws.
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This message was edited 1 time. Last update was at 2014/12/09 08:57:19
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![[Post New]](/s/i/i.gif) 2014/12/09 11:23:29
Subject: Re:[963] - Ork - Useful?
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Dakka Veteran
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Baman wrote:That's their biggest problem. The HS slot is one of the most important slots in the army. And with no armour or close combat power coupled with a medium range, they're simply too hard to use effectively. For about the same cost as 5 Gitz, 7 Lootas do a vastly superior job at camping from cover, while 18 Shootas give you a much tougher unit that can properly into CC as well. If the Gitz had Ap 3 all the time I would definitely see their appeal, but as it is the 50% chance of stomping through MEQ saves is quite a gamble for such a inflexible unit. But yes, if you do take them with a supa kannon wagon or something as transport then at least you won't waste the HS slot. you are comaparing apples with gretchin... lootaz fulfill a totally different role than flashgitz. they're a static, long range, doug up in cover, high strenght unit primarally designed to deal with light to medium vehicles and flyers... i mean you wouldnt start to compare battlewagon vs mek gunz would you? or tankbustaz vs dakkajets... when you have lootaz in the back of the field and their LoS is blocked by some terrain, THEN unit types like gitz come into play... MANEUVERING around the terrain to engage those foes. the only question you gotta ask yourself is gitz or shootaz? like i said shootaz are moderatly better in CC and have objective secured... but if you already got that covered up (like he did with his list) knock yourself out with gitz... they are definitly better at shooting than shootaz. and yes i'll take my 50% chance. because guess what. with shootaz (or lootaz in this instance) you have 0% of getting through MEQ armour. also you dont get 18 shottaz for 110 points... at a total minimum you have to pay for the nob and the bosspole. thats 13 shootaz, one bigshoota and a nob with bosspole... if you ask me not much superior toughness compared to 5 flashgitz. also dont forget that s5 can actally harm T8 models and AV11 vehicles... also... (well maybe im wrong with this) but if a trukk explodes the wounds are distributed randomly, meaning that u'll end up with less dead models due to the two wounds each git has. EDIT: by the way here is the git discussion: http://www.dakkadakka.com/dakkaforum/posts/list/622567.page#7348695
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This message was edited 2 times. Last update was at 2014/12/09 11:24:06
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![[Post New]](/s/i/i.gif) 2014/12/09 14:37:42
Subject: Re:[963] - Ork - Useful?
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Been Around the Block
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