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![[Post New]](/s/i/i.gif) 2016/03/07 15:15:23
Subject: Tyranids or Orks for new player?
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Fresh-Faced New User
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Hello all,
I am trying to decide between an army. I first started out with Necrons, but quickly realized that they were simply too boring for me (visually) to look at and paint, and of thus the gaming aspect was less fun for me. So before i get too invested in them, i wanna switch sides to another army.
I have my eyes on either Tyranids or Orks, but i just can't lock it down as to which one i should get. I know these kind of questions are impossible to answer as it comes down to personal preference, but i just have a few questions that hopefully can help me decide:
1. Which is easiest to learn? Since i am new this factor matters.
2. Which army has the most "variety". And by variety, i mean number of viable list / unit / combinations. I don't wanna play an army that only has 1 viable list.
3. Fluff - which fluff do you think is the best? Again, might come down to personal preference, but still.
4. What are the main differences between the two armies? Both fluff and playing wise?
I hope you will take your time to answer and help me. I really look forward to starting up a new army, but really wanna get it right.
Thanks
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![[Post New]](/s/i/i.gif) 2016/03/07 15:26:45
Subject: Tyranids or Orks for new player?
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Loyal Necron Lychguard
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seerex wrote: 1. Which is easiest to learn? Since i am new this factor matters. 2. Which army has the most "variety". And by variety, i mean number of viable list / unit / combinations. I don't wanna play an army that only has 1 viable list. 3. Fluff - which fluff do you think is the best? Again, might come down to personal preference, but still. 4. What are the main differences between the two armies? Both fluff and playing wise? 1. Orks would be the most straight forward to learn, if we're just talking in a casual sense. Tyranids have to deal with learning rules like unit screening, Shrouded bubbles, Synapse, Psychic powers, ext. Orks typically you can just put units on the board and start shooting or smacking with them. 2. As far as viable builds? Orks. Orks can do Greentide, a bunch of boys in trukks, gunline orks, mek orks, speed freaks, ext. All of which are viable, albeit not super competitive, but that has to do with the codex itself not being as powerful as others. Nids typically are just going to play with Hive Tyrants, Mawlocs, and Venomthropes. Everything else is sub-par, even in the casual sense. 3. I personally don't care for Orks. They're just trying to kill stuff, and they smash heads wherever they go. Tyranids, while they do something similar, have a bit more purpose in the grand scheme of things. They pose one of, if not the greatest threat to the galaxy, and they have a lot to wonder about, such as where they came from. 4. Fluff wise, see above. Playing wise, they can play similarly, or completely different. Orks can do gunlines with Lootas, Mek Guns, ext. They can also do very fast lists and can hit hard in CC, if and when they get there. Tyranids, theoretically, can do decent CC, though Orks are better at it in my opinion. Tyranids can also do shooting, but only with a handful of units. Tyranids can also do Swarms, though you'll rarely see that on the table, as it's not very good. Tyranids are also very slow, and their fast units are really squishy.
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This message was edited 3 times. Last update was at 2016/03/07 15:28:44
40k:
8th Edtion: 9405 pts - Varantekh Dynasty |
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![[Post New]](/s/i/i.gif) 2016/03/07 16:36:25
Subject: Tyranids or Orks for new player?
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Longtime Dakkanaut
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seerex wrote:Hello all, I am trying to decide between an army. I first started out with Necrons, but quickly realized that they were simply too boring for me (visually) to look at and paint, and of thus the gaming aspect was less fun for me. So before i get too invested in them, i wanna switch sides to another army. I have my eyes on either Tyranids or Orks, but i just can't lock it down as to which one i should get. I know these kind of questions are impossible to answer as it comes down to personal preference, but i just have a few questions that hopefully can help me decide: 1. Which is easiest to learn? Since i am new this factor matters. 2. Which army has the most "variety". And by variety, i mean number of viable list / unit / combinations. I don't wanna play an army that only has 1 viable list. 3. Fluff - which fluff do you think is the best? Again, might come down to personal preference, but still. 4. What are the main differences between the two armies? Both fluff and playing wise? I hope you will take your time to answer and help me. I really look forward to starting up a new army, but really wanna get it right. Thanks 1) Orks. Tyranids need to be hyper aware of synapse, Shrouded bubbles, tarpit units and stuff. Ork units work best together but the basic stuff can work well alone. 2) Orks have more variety. Tyrnaids focus on two/three styles, Horde (lots of little bugs) Nidzilla (lots of Big Bugs) or Tyradactyl (lots of flying Big Bugs). Orks can do Greentide, Dread Mob, Kult of Speed, Gunline, Blitz Brigade and more. 3) Tyranids have a grand scheme of consuming all biomass and have actually posed a threat to key IoM armies, such as getting Commander Dante of the Blood angels to exterminate and destroy a planet to stop the invading Tyranid species on the BA stronghold, and even then they were only slowed down. Ork fluff is basically getting whooped by the IoM. Having said that Ghazghkull Thraka is assembling the biggest Waaagh! seen and can be argued as one of, if not the greatest threat to the IoM - I'm not aware of anything that has managed to successfully stop Ghaz, only slow him down. 4) Gamewise, Tyranids are better, but they have one of the top ten units in the game. They have more mobility than Orks despite having access to no vehicles - a lot of their stuff can move 12" or more, or can Deep Strike, made easier thanks to their Drop Pod. Orks suffer from being a true 7th edition Codex that is quite weak and just got a release that basically did nothing for them. Tyranids have a 6th edition Codex that is due an update that might put them in line with the big five ( SM, Tau, Necrons, Eldar, DoC)
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This message was edited 1 time. Last update was at 2016/03/07 16:38:09
YMDC = nightmare |
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![[Post New]](/s/i/i.gif) 2016/03/07 21:10:18
Subject: Tyranids or Orks for new player?
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Regular Dakkanaut
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I have a large number of both and am only painting right now and haven't gotten that far into it, but that being said, tyranids seem way easier to paint. Not really one of the things you are asking about, but perhaps a small point to consider.
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![[Post New]](/s/i/i.gif) 2016/03/07 21:20:15
Subject: Tyranids or Orks for new player?
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Infiltrating Broodlord
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we play both,
I really think Tyranids are more powerful - but personally I enjoy painting Orks more!
Orks reallly have no easy mode and they're somewhat neglected by GW. The models, of course are fantastic. That said, one of our armies is a stompa, one battlewagon full of boyz and a trukk full of Nobz and they can beat mid-level oppostion, while looking fantastic and offering more thrills and cusomisation. But I thnk we're fien about losing with Orks knowing we have a more powerful army, if you think you'll be depressed by losing, choose Nids!
(and please check our our P&M blog with nids and orks!)
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This message was edited 1 time. Last update was at 2016/03/07 21:21:47
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![[Post New]](/s/i/i.gif) 2016/03/07 23:05:13
Subject: Tyranids or Orks for new player?
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Battlefortress Driver with Krusha Wheel
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Another important question? Hoe much do you want to win. If you don't care about winning just fun, go orks. Otherwise tyranids.
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warhammer 40k mmo. If I can drive an ork trukk into the back of a space marine dread and explode in a fireball of epic, I can die happy!
8k points
3k points
3k points
Admech 2.5k points
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![[Post New]](/s/i/i.gif) 2016/03/08 00:34:09
Subject: Tyranids or Orks for new player?
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Oozing Plague Marine Terminator
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As an ork player, I'd recommend Tyranids instead.
Most of my games end turn 3 because I have no armor saves, no cover saves, low morale (with mob rule casualties for extra fun) and nothing but power klaws to actually hurt things with, if they ever make it into combat, and I use a trukk spam fast moving list.
Tyranids at least have options to go shooty and/or melee, troop spawning MCs, easy access to fearless, psychic warp charge overdose, and delivery systems (tyrannocyte spores, tunnels, and mawlock surprise).
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![[Post New]](/s/i/i.gif) 2016/03/08 02:11:18
Subject: Tyranids or Orks for new player?
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Shadowy Grot Kommittee Memba
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Depends what you mean by viable builds. Tyranids have 1-2 tournament level builds, centered around a single model with one specific gear configuration.
Orks are kind of freed in that they have nothing that can get to the "top tables" of a tournament - where the best generals paired with the top tier armies end up.
A good ork general can romp around the mid tables (with the best generals playing less powerful lists and the weaker generals with high tier lists) and they can play with a variety of loadouts. There are fewer units that are just god awful compared to Tyranids.
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"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!" |
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![[Post New]](/s/i/i.gif) 2016/03/08 03:31:33
Subject: Tyranids or Orks for new player?
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Tunneling Trygon
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seerex wrote:
1. Which is easiest to learn? Since i am new this factor matters.
2. Which army has the most "variety". And by variety, i mean number of viable list / unit / combinations. I don't wanna play an army that only has 1 viable list.
3. Fluff - which fluff do you think is the best? Again, might come down to personal preference, but still.
4. What are the main differences between the two armies? Both fluff and playing wise?
1. Any army that you love, you'll learn to play in short fashion. The difference between these two armies, on the whole, is not much at all. There is definitely a difference in learning curve (and difficulty in using certain units) depending on what models you want to use, but in general neither is categorically easier or more difficult to pick up. Don't let this be a deciding factor. Play what you love and you'll have a great time.
2. It depends what you mean by "viable". Do you want to go win a 6 round grand tournament? Can't really recommend either army for that, but truth be told, any army that you play usually has one "most viable list", with very few variations at the top of the competitive scene. Unless you're Eldar. Then do whatever you want. If you're just looking to play semi-competitively and maybe go to some 3 round RTTs from time to time, either army will serve you well. Both have at least 3 distinctly different builds that do just fine at the medium end of the competitive spectrum, which TBH is where most people fall, whether they want to admit it or not. AGAIN, though, play what you love. If you know your army inside and out, that is better than most power gamers and you can absolutely still win against a much "better" list if you know how to be a good general. Focus on that, not how OP OP your units are.
3. Totally personal preference but I'm Nids all the way. I do, however, REALLY love the Gestalt psychic abilities that Orks have. I mean, according to the fluff, they really build nothing that ACTUALLY works. They just BELIEVE hard enough, so it does. Red painted vehicles really DO go faster. Because the BELIEVE. If you look under the hood of the battlewagons, you will see nothing that resembles an internal combustion engine. They just BELIEVE that the "mechanic" work that they do will cause the vehicle to go, so it does. It might as well be a hamster connected to a patch of bubble gum that powers the battlewagon, but somehow....it moves.
4. Fluff-wise, they're actually sort of similar. They both wage endless war on everyone (Orks because they like fighting and proving that they're the best, and Tyranids because they're hungry hungry hippos). In game, They both combine average to above average melee capabilities with the philosophy that more shots are better than accurate shots (for the most part). But that's on a very macro level. You really could play either army in a variety of ways. Never really going to be able to go pure melee, but that's not the codices' fault - that's the fault of how 7th edition 40k works.
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![[Post New]](/s/i/i.gif) 2016/03/08 09:25:12
Subject: Tyranids or Orks for new player?
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Infiltrating Broodlord
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The points above are all well-made.
I think you can have fun with either army; two relevant points to add are that it's easier to get a painted tyranid swarm on the table than an ork horde - use a coloured basecoat and wash and you're good to go, you can always paint the carapace and claws later. Our ork tide took ages to paint, we went for Bad Moonz but if we'd chosen red it would've been much quicker.
Secondly, an ork army will cost you less in terms of pounds or dollars, as it's so easy to swap stuff or pick up AOBR boys. As mentioned before, the Stompa is powerful and a bargain (in GW terms).
Both armies have the benefit of great communities, as you'll see in the tactics threads for both armies on dakka.
Finally, 'nids lately have the added attraction of genestealer cults.
Let us know whatever you choose... and good luck!
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![[Post New]](/s/i/i.gif) 2016/03/08 10:37:59
Subject: Tyranids or Orks for new player?
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Longtime Dakkanaut
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seerex wrote:Hello all,
1. Which is easiest to learn? Since i am new this factor matters.
This hobby is a huge investments you will spend hundreds of hours and even more money on it. The difference in learning these armies doesn't even come close to the time investment you will make the next few years. Choosing an army based on this alone is like choosing to buy a Laptop based on the time it takes to unpack it.
2. Which army has the most "variety". And by variety, i mean number of viable list / unit / combinations. I don't wanna play an army that only has 1 viable list.
Tyranids have way more unit entries, wargear options and different types of models. Orks have more conversion options. Orks lack monsters, Tyranids lack vehicles.
3. Fluff - which fluff do you think is the best? Again, might come down to personal preference, but still.
You should figure out this for yourself. Both are interesting but we can't decide this for you
4. What are the main differences between the two armies? Both fluff and playing wise?
You should really do some research for yourself.
Automatically Appended Next Post:
One additional piece of advice.
Do not listen to advice from a salesman / gw store employee, both armies have quite a few really expensive but cool looking models that are unusable in the game. Most of them will try to sell them to you from the moment you ask them for advice or when you mention starting with the army.
Things that you should not buy other then to put them on a display shelf are:
Tyranids
-Toxicrene / Maleceptor
-Zoanthropes -> Always build Venomthropes
Orks:
-Deff dreads
-Gorkanaut /Morkanaut.
-Flash gits
-Stompa ( Ork Codex stompa's are not fun to play with and way to expensive in point cost.)
-The ork fliers ( some do like it )
Other things that you should be wary for:
buying too much at once, GW sells lots of big boxes that don't give any discount or a small discount but are filled with units that you might not want to use.
Slowly build your army and do research on the units before you buy them.
Also buy magnet. seriously buy 100+ small cheap rare earth magnets, they will be of great help allowing you to swap out heads arms and weapons.
Giving you more models for your money.
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This message was edited 8 times. Last update was at 2016/03/08 10:59:44
Inactive, user. New profile might pop up in a while |
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![[Post New]](/s/i/i.gif) 2016/03/08 11:28:04
Subject: Tyranids or Orks for new player?
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Krazed Killa Kan
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seerex wrote:Hello all,
I am trying to decide between an army. I first started out with Necrons, but quickly realized that they were simply too boring for me (visually) to look at and paint, and of thus the gaming aspect was less fun for me. So before i get too invested in them, i wanna switch sides to another army.
I have my eyes on either Tyranids or Orks, but i just can't lock it down as to which one i should get. I know these kind of questions are impossible to answer as it comes down to personal preference, but i just have a few questions that hopefully can help me decide:
1. Which is easiest to learn? Since i am new this factor matters.
2. Which army has the most "variety". And by variety, i mean number of viable list / unit / combinations. I don't wanna play an army that only has 1 viable list.
3. Fluff - which fluff do you think is the best? Again, might come down to personal preference, but still.
4. What are the main differences between the two armies? Both fluff and playing wise?
I hope you will take your time to answer and help me. I really look forward to starting up a new army, but really wanna get it right.
Thanks
Disclaimer I have an Ork bias so take it for what it is but I honestly have nothing against the Nids
1. Orks are fairly straight forward to play and model but I don't believe Nids to be all that complicated either.
2. Nids are really mono build right now if you want to be semi competitive. Basically spam flyrants and the variety comes from the "support" units. Orks have some variety in how you build them but they are usually semi competitive at best. Trukk spam, Blitz Brigade (Battlewagon spam), Biker Spam, Dreadmob (Walker spam), Greentide (giant unit of boyz but recently this is technically no longer exists), and possibly the Ghazzcurion Deathstar (basically a unit with ghazghkull thraka and a bunch of nobz and warbosses go on murder rampage across the board).
3. Orks Orks Orks Orks. Probably the richest fluff in the entire 40k universe that isn't an ego stroke like Space Marine fluff. See site name for an example of one of the many things that is 40k Orks. Crazy ramshackle (Mad Max) tech and fueled by psychic insane troll logic in which what they think starts to become reality (the red ones go faster being the most well known example). Nids are interesting but they basically come down to Nom Nom Nom *Hive Mind* Nom Nom Nom.
4. Orks are basically about the combination of unit redundancy (bring lots of stuff), throwing buckets of dice at a problem until its not a problem anymore (dakka dakka dakka), deadly squad leaders surrounded by fodder units ( PK Nob with Boyz), lots of relatively cheap vehicles but generally low durability. Nids are some mix of big bugs and swarms of little bugs, no vehicles but monstrous creatures instead, uses synapse which when in synapse the smaller bugs are fearless but when not in synapse they have terrible leadership and can start acting randomly. Nids have a decent amount of psykers in their armies but their current pool of psychic powers isn't all that impressive, Orks have a psyker but its rarely used (not because its bad so much as you could have a painboy instead). Both are reliant on cover saves, both want to get in close to shoot/chop the enemy to death, casualties will be high win or lose.
oldzoggy wrote:
Things that you should not buy other then to put them on a display shelf are:
Orks:
-Deff dreads
-Flash gits
-The ork fliers ( some do like it )
Deff Dreads in standard lists are generally not good but they are the bread and butter of a Dread Mob. Honestly the biggest issue hurting Deff Dreads (besides the universal walker rule being hot garbage) is that you can't take enough of them in a typical list to generate target saturation.
Flash Gits are honestly decent when compared to shoota boyz and actually a lot of fun to play. I've had good results with them over a large amount of games with my Blitz Brigade (great synergy between the two). Personally I would recommend converting them from the Nobz box over buying the expensive Flash Gits box.
Burna Bommers are meh (the new formation for them have pique my interest though), Blitza Bommer pack some serious damage potential, Dakkajets are honestly just ok at best. The flyers are far more useful than say Stormboyz or Kommandos
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This message was edited 1 time. Last update was at 2016/03/08 11:54:43
"Hold my shoota, I'm goin in"
Armies (7th edition points)
7000+ Points Death Skullz
4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise" |
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![[Post New]](/s/i/i.gif) 2016/03/08 11:54:26
Subject: Tyranids or Orks for new player?
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Longtime Dakkanaut
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To go deeper into the variety. Orks have: -Mek, -Painboy -Warbozz -Ork boyz with different wargear and a few different special rules -Ork nobz with different wargera options. -Grots -Arillery -2 transports / tanks + some FW ones -fliers with differnt wargear -Big and small walkers Tyranids have: - Gaunts with different wargear. - warriors with different wargear. - Guard with different wargear. - flyers with different wargear. - Biological drop pods. - Biological Atillery - Big and small spore mines. - Lictors - venomtrophes -Zoantrophes - Genestealers ( +cult) - Mawlock + different head -And tons of other different big monsters. just look at the GW site and see the different models. Sure tournament players only use a few tyranid models, but to be fair most tournament players just skip all ork models. Outside the low diversity cutting edge tournaments you can enjoy the full diversity of both armies. Automatically Appended Next Post: No store owner will be trying to sell you those since storm boyz are one of the cheapest ork kits and Kommandos are not for sale in a store.
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This message was edited 4 times. Last update was at 2016/03/08 13:20:02
Inactive, user. New profile might pop up in a while |
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![[Post New]](/s/i/i.gif) 2016/03/08 13:18:51
Subject: Tyranids or Orks for new player?
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Nasty Nob
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Orkz is tha bes
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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) 2016/03/08 13:48:08
Subject: Tyranids or Orks for new player?
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Krazed Killa Kan
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oldzoggy wrote:
No store owner will be trying to sell you those since storm boyz are one of the cheapest ork kits and Kommandos are not for sale in a store.
Sounds like a bad salesman to me. Your probably fine with 1 dakkajet but if your using stormboyz your going to need like 4 or more boxes to make a decent unit. But the point is that the Ork flyers serve a purpose and while not the most efficient unit they aren't terrible at their role and can serve a practical purpose in a casual/semi competitive list.
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"Hold my shoota, I'm goin in"
Armies (7th edition points)
7000+ Points Death Skullz
4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise" |
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![[Post New]](/s/i/i.gif) 2016/03/08 13:52:11
Subject: Tyranids or Orks for new player?
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Thane of Dol Guldur
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Here are my opinions.
1. Which is easiest to learn? Since i am new this factor matters.
Orks are easier to learn, because you don't have to deal with the Synapse issue.
2. Which army has the most "variety". And by variety, i mean number of viable list / unit / combinations. I don't wanna play an army that only has 1 viable list.
Kind of depends if "competitiveness" is a priority. Tyranids have lots of ways you can take them, but only a couple ways are torunament-level competitive, and these build can be easily exploited if you're opponent knows how to deal with them.
3. Fluff - which fluff do you think is the best? Again, might come down to personal preference, but still.
Tyranids. I like Orks, I like them alot, but there is a large dose of comic relief there, and that's not personally my cup of tea.
4. What are the main differences between the two armies? Both fluff and playing wise?
Synapse for Tyranids, as well as the ability to run nothing but monsters. Orks are more of a "normal" army, and they have much better basic infantry. If you want a horde-style army, Orks are going to do it alot better.
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![[Post New]](/s/i/i.gif) 2016/03/08 14:58:53
Subject: Tyranids or Orks for new player?
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Longtime Dakkanaut
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jasper76 wrote:Here are my opinions.
Orks are more of a "normal" army, and they have much better basic infantry. If you want a horde-style army, Orks are going to do it alot better.
I would dare to challenge you on that.
Homagaunts + Venomtrophes + some synapse tricks or perhaps even a Tervigon spam list make better horde armies then orks.
Ork boys are really over costed, are slower then tyranids and have horrible special rules.
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This message was edited 1 time. Last update was at 2016/03/08 14:59:45
Inactive, user. New profile might pop up in a while |
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![[Post New]](/s/i/i.gif) 2016/03/08 15:20:43
Subject: Tyranids or Orks for new player?
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Longtime Dakkanaut
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For Tyranids, you just have to get rid of the Synapse beacons and the horde army crumbles. You thought Mob Rule was bad? Instinctive Behaviour is by far worse. At least you can do something about Mob Rule by attaching characters or wargear.
Tervigons are way overcosted. Great in 5th. Great in 6th. Gutted in the new Codex with a price increase to boot.
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YMDC = nightmare |
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![[Post New]](/s/i/i.gif) 2016/03/08 15:24:09
Subject: Tyranids or Orks for new player?
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Thane of Dol Guldur
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oldzoggy wrote: jasper76 wrote:Here are my opinions.
Orks are more of a "normal" army, and they have much better basic infantry. If you want a horde-style army, Orks are going to do it alot better.
I would dare to challenge you on that.
Homagaunts + Venomtrophes + some synapse tricks or perhaps even a Tervigon spam list make better horde armies then orks.
Ork boys are really over costed, are slower then tyranids and have horrible special rules.
If you're going to list peripheral buffs, I'm not sure it evens out. That gaunts get fearless through Synapse just underscore the weakness that they have the Instictive Behavior rule to overcome. And gaunts have nothing that lets them run and charge on the same turn, so the quickness argument is debateable.
Also, gaunts have nothing that will hit at high strength/low AP like a squad of Boys have.
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This message was edited 1 time. Last update was at 2016/03/08 15:25:19
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![[Post New]](/s/i/i.gif) 2016/03/08 15:27:43
Subject: Re:Tyranids or Orks for new player?
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Fresh-Faced New User
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Wauw thanks for all the great replies guys!
Some people asked how "viable" or competitive i was. I am not really. By viable, i mean a list that can just be fun but still do "ok" at a casual scene. I will rarely go to tournaments. I do not care about winning, i just wanna have fun. Although, the most fun games are games that are close and not just a roflstomp. Wether or not i win a close fight i don't care about, i'd rather my army / list is fun and interesting.
I must admit i am really torn. I think, on some level i kinda like Tyranids more, but the fact that my friend also plays them is holding me back (every other time, he alternates between Eldar and Tyranids). We all know that having different armies is more fun in a gaming group, and currently my group has:
- The imperium guy
- Tyranids / Elder
- Tau
- Space Marines
So no one really plays orks, which is also drawing me to them. I also like the fluff of orks from what i've been reading the past few days. Model wise, i actually think i like Tyranids more, but the Orks also have a very unique style. The only thing bothering me with Orks is how they kinda look like "garbage cans" if you know what i mean. No real "uniform" army feel. When you look at an ork army it looks more confusing and smashed together than Tyranids, that more looks like they belong.
However, i don't really care much for the synapse rule.
Maybe i should just buy both codexes and the Start Collecting! for both armies and have a few games with those formations and see which i like the best to play, and build from there.
If all else fail i can always just collect both armies ^^ i stll have a spare kidney i can harvest and sell.
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This message was edited 1 time. Last update was at 2016/03/08 15:28:56
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![[Post New]](/s/i/i.gif) 2016/03/08 15:40:20
Subject: Tyranids or Orks for new player?
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Longtime Dakkanaut
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Na don't start with both armies. Watch battle reports and do some test runs with proxies or online platforms such as vassal or table top simulator until you finally know what you like.
Starting 2 armies will just be a waste of money.
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Inactive, user. New profile might pop up in a while |
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![[Post New]](/s/i/i.gif) 2016/03/08 15:56:11
Subject: Re:Tyranids or Orks for new player?
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Fresh-Faced New User
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Unless you end up playing both armies, in which case it is not a waste of money ;D
I just can't freaking decide between the two. I know for sure that i am after a fun army (gamewise) and i don't care about winning, but i still wanna provide my opponent with a decent challenge. I like horde-styled lists, but i also want the option to run smaller unit sized lists.
So in short:
- Don't care about winning.
- Like horde-styled lists, with the option of having non-horde if i get tired of moving all those units ^^
- Want lots of paint schemes available to me
Gawgh why is it so hard to decide! Sometimes this free-will crap is a bitch
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![[Post New]](/s/i/i.gif) 2016/03/08 16:07:46
Subject: Tyranids or Orks for new player?
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Dakka Veteran
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You are picking between two of the current weaker armies, however my friend plays Tyranids and can muster a decent army but it does rely on a few key units.
Orks are in a similar situation whereby they can compete with a not too competitive army as long as they pick a few key units.
That's not say however you can't add variety using your own favourites, just don't expect too much from them.
Tyranids are probably more powerful, but Orks are probably easier to play and I would argue more fun to build and paint
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I've been playing a while, my first model was a lead marine and my first White Dwarf was bound with staples |
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![[Post New]](/s/i/i.gif) 2016/03/08 16:11:15
Subject: Tyranids or Orks for new player?
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Thane of Dol Guldur
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@OP: Tyranids do have horde options, but you can also take nothing but monsters.
Orks have other options than hordes too, though.
I'll say that while any color scheme is as simple or complex as you make it, Orks tend to have more details, and Tyranid armies without a uniform paint scheme I don't think would look right, YMMV.
I'd go back to the old standard bit of advice. Pick which one looks cooler to you and/or has he fluff you like most.
Also worth noting, almost any vehicle Ork related can be converted. In have a couple friends who have 10k+ points a piece and almost all he vehicles are conversions. If this aspect of the hobby appeals to you, Orks win hands down for conversion possibilities.
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This message was edited 1 time. Last update was at 2016/03/08 16:12:05
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![[Post New]](/s/i/i.gif) 2016/03/08 16:17:40
Subject: Tyranids or Orks for new player?
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Longtime Dakkanaut
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The thing is they don't play the same all nor do they paint the same. So you might discover that you like one or the other better.
One thing to consider when going horde is if you really enjoy buying and painting hordes. For buying a horde army is more expensive and you will have to paint the same model over and over again. Most players do not like this as much when they are half at it.
The best way to collect a horde is by never buying to much models at once. So that you will be painting a few models at a time instead of facing a seemingly impossible task.
if you don't mind spending ~5 hours playing a computer game you might want to try them out first on vassal.
https://vassal40k.wordpress.com/
The game isn't that crowded but you should be able to find some games in there that help you in deciding what army you want.
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This message was edited 1 time. Last update was at 2016/03/08 16:19:02
Inactive, user. New profile might pop up in a while |
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![[Post New]](/s/i/i.gif) 2016/03/08 16:34:28
Subject: Tyranids or Orks for new player?
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Esteemed Veteran Space Marine
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I say go with Orks. A fully painted Ork force on the table is a sight to behold and can be as colorful or as muted as you want it to be. Also, you can easily change color schemes from unit to unit without it looking disjointed, as Ork hordes are often comprised of multiple clans.
One other thing to keep in mind, as far as pick-up/casual games....you will never want for an opponent. People love playing against Orks for the most part, and the Ork player base is one of the more dedicated and creative of the lot. I had a sizable Ork army from 1st, 2nd, and 3rd edition, and sold it when I got out of the game for a while....I've been kicking myself ever since because they were so fun to play and so flexible, but starting over just isn't in the cards for me.
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![[Post New]](/s/i/i.gif) 2016/03/08 16:45:44
Subject: Tyranids or Orks for new player?
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Longtime Dakkanaut
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Not all players love to play vs ork hordes. Mixed orks sure. But ork hordes or any other horde are high on the I wish I never face that list of some players.
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Inactive, user. New profile might pop up in a while |
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![[Post New]](/s/i/i.gif) 2016/03/08 17:04:39
Subject: Tyranids or Orks for new player?
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Sister Vastly Superior
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From the sound of it, if you are leaning towards the Tyranid's fluff and unit selections, then you should pick Tyranids. Having multiple people play the same army in a group can work provided you have some way of separating which models are whose (or just painting them). It can allow for some fun doubles action too if you ever want to play a bigger game. The important thing is to pick an army that you will enjoying playing and painting.
oldzoggy wrote:Do not listen to advice from a salesman / gw store employee, both armies have quite a few really expensive but cool looking models that are unusable in the game. Most of them will try to sell them to you from the moment you ask them for advice or when you mention starting with the army.
I would like to stress this statement. If you walk into a gaming store and are unsure of what you want, they will pounce. They have a lot of stock sent to them by GW which they need to find some way to shift onto people. One local gaming store I used to visit would push Blood Angels onto every non-regular customer that walked into the doors to look at GW product. He also regularly pushed less than useful models onto his regular customers. I can't count the number of times that he tried to convince me that what my biker army really needed was a gorkanought.
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Still waiting for Godot. |
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![[Post New]](/s/i/i.gif) 2016/03/09 06:10:57
Subject: Tyranids or Orks for new player?
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Screamin' Stormboy
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To continue what has been said about Ork conversion potential, you can very well use Nid models as add-ons to orks and still "play with both". By that i mean, instead of a battlewagon, you could instead get a trygon or carnifex and make a platform/ fence thing to keep all the boys in and have some mechanical bits coming oyt of the head of the monster saying that your big mek wanted to use it and... Repurposed it by cramming some gesrs into its skull.
Or you could have some gaunts that are being ridden by boys with some armor plating, saying that your orks fed some gaunts to the squigs, which took on some traits of the gaunt: basic looks and stuff, but as a side effect (and ti explain the smoke cloud from the bikes for turbo boosting) the gaunt-squigs expel more methane than the average orkoid, and because of this they go a lot faster (it helps if the gaunts just happen to be red).
You can literally turn any other army's vehicle into your own.
For the uniformed look, you could, in theory, have a Warboss that is so militaristic that everyone under his command is an actual, trained soldier, not just some bloke who wants in kn the fight. Then you could have some uniformity in the paint scheme!
Orks can require a lot of imagination, which is why i was drawn to them in the first place. With every box of biys you get, you can easily find bits someehere else to turn the basic model into whatever you meed it to be. Ive biught a box of lootas/burnas and used the left over equipment on regular boy bodies and doubled that loota box's value,
If you want to invest a lot if love into your army, have a very unique look to it, and have the ablility to grab a bunch of models and have a fun game regardless, pick Green.
I played nids for a bit, and could just not get over the fact that i wouldn't have much of a creative licence in terms of modeling, and felt that they would ALL have to be painted the exact same way to look amy kind of decent (hive fleet and all that), and i grew bored of them. Good news though, they've been recycled into my other armies to put my own spin on things.
TL;DR: orks can be built with anything, nids all look the same. Go with what's fun.
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Check out my blog!
http://my40klife.blogspot.com
I've got modeling Skills!
http://www.Facebook.com/MrJ5829 |
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![[Post New]](/s/i/i.gif) 2016/03/09 10:51:11
Subject: Tyranids or Orks for new player?
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Brainy Zoanthrope
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Look at an ork boy and look at a gaunt. Which one would you rather paint 100 of, and would it be a chore?
Not saying that s the only option, but that will give you a sense as to where your heart is.
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