Author |
Message |
 |
|
 |
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2016/08/31 23:30:43
Subject: Starting an Ork army, new to Orks
|
 |
Fresh-Faced New User
|
Hello, I am new to Orks and was wanting suggestions on some units that I should get for Orks. So far I'm getting 60-90 boyz(leaning towards shootas for mass dakka),1-2 painboy, 1 warboss, 1 weirdboy, 10 nobz(for the boyz).
Some units I am interested in are lootas, dakka jet and Gorkanaunt. Are they any good and what other units should I consider?
Also, which formations are recommended or fun to run? Thanks
|
Space Wolves 2500pts
Orks 1500pts |
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/09/01 00:02:39
Subject: Re:Starting an Ork army, new to Orks
|
 |
Longtime Dakkanaut
|
Sounds good so far - Dakkajets can be pretty damn good thanks to their Strafing Run rule, and are easily the best variant of the Ork Bommer. The Gorkanaut is a little too pricey for what it does, and Lootas are in the middle. Consider Mek Gunz if you can afford the actual price tag, as they can be highly effective for not very much points.
Still, if you aren't planning to play competitively, you should be fine with any of those choices
Happy Hunting, and may Gork (or possibly Mork) help you crush your enemies!
G.A
|
G.A - Should've called myself Ghost Ark
Makeup Whiskers? This is War Paint! |
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/09/01 01:05:36
Subject: Starting an Ork army, new to Orks
|
 |
Mutilatin' Mad Dok
|
Lootas, in my experience, kill absolutely everything ever or do nothing the entire game. Regardless, I take them in pretty much every list. They look cool, they put out a crapload of s7 shots, and they draw fire from your assaulters.
I'd skip the Gorkanaut. If you're really set on walkers either get a bunch of Killa Kans or some Deff Dreads. It's really hard to say which is worse, but they both look amazing and are probably better than the Nauts.
Also, I'd do a mix of shootas and choppas. Choppas are cheaper and better in CC, so if you're hurting for transports put those guys in front of your shootas.
|
"The undead ogre believes the sack of pies is your parrot, and proceeds to eat them. The pies explode, and so does his head. The way is clear." - Me, DMing what was supposed to be a serious Pathfinder campaign.
6000 - Death Skulls, Painted
2000 - Admech/Skitarii, Painted |
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/09/01 06:44:20
Subject: Starting an Ork army, new to Orks
|
 |
!!Goffik Rocker!!
|
It's not necessery to buy mek gunz from GW. You can get models 5 times cheaper and orkify them. It'd look even better.
Automatically Appended Next Post:
I think you should proxy the models for a few games. There's nothing bad in getting 20 boyz - they'll likely fit in most of your lists. But than getting 60-90 is a questionable decision. You might not like how they perform. It's not an easy task to play footslogging horde properly and fast at the same time. And as a new player you'll quickly get tired of moving 90 bodies for the only purpose of getting shot off the board.
I have a total of 100+ boyz and only 20 of them see play in 1850 games nowadays. Just because i started to grow tired of footslogger issues. And they have a lot.
If you're allready set on footslogging style, than take a closer look at ranged support - namely mek guns and lootas. Walkers don't really work all that well for such price. They're quite fragile and will hurt your boyz with explosions and difterrain. And they're even slower than boyz so it's gona be hard to play on the target saturation (impossible against a dozen of more shooty oriented opponents). If you really want an ork walker, go for the forgeworld stompa. It's tough, it's fast, it's shooty and it's reasonably priced. Furthermore, it provides a good 12" fearless bauble that your orks need so much. That's probably one of a few ways of making hordes decent in competitive play that are still left for us.
|
This message was edited 4 times. Last update was at 2016/09/01 07:00:22
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/09/01 21:45:39
Subject: Starting an Ork army, new to Orks
|
 |
Fresh-Faced New User
|
Yeah I do want to play a style of horde orks that has lots of boyz, at least 60 boyz. I may not get the Gorkanaunt since I keep hearing its not great at all. Dakka jet i will get as well and the mek guns.
Now should I just split the boyz in 20 to fit them in the transport for protection and to avoid running them up the field?
WIll definitely get a 15 loota squad and 60 boyz.
|
Space Wolves 2500pts
Orks 1500pts |
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/09/01 23:10:44
Subject: Starting an Ork army, new to Orks
|
 |
Regular Dakkanaut
|
Don't forget about warbikers. a unit of 6 has always done me well.
As for transports, you can either opt for trukks (10 per) or battlewagons. If you're going the trukk route, plan on buying/making a bunch, since you'll need target saturation to have most of them go where you want them to be (they 'splode nice and easy).
I've been having more luck with battlewagons lately (bully formation), but those are a bit of an investment also.
Also consider adding more Painboys. I keep one in pretty much every large unit I have on the table (except the lootas; the lukky stikk big mek in mega-armour goes with them) and they've saved my bacon more times than I can count!
|
If you're not part of the solution, you're part of the particulate. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/09/01 23:13:56
Subject: Starting an Ork army, new to Orks
|
 |
Longtime Dakkanaut
|
So far I'm getting 60-90 boyz (leaning towards shootas for mass dakka)
Not really worth its points, but there are a few formations that are kinda cool and use tons of boyz. I like slugga boyz more than shoota boyz. The old method was to run them foorslugging in blobz of 30. This isn't working that good any more, but it is still impressive looking. The other alternative is to run them in squads of 10-12 and put them in trukks. 1-2 painboy, 1 warboss, 1 weirdboy,
Warbozz in mega armour + lucky stick is insane good. Painboyz and weirdboyz are fun and decent buffs but they are kinda expensive in points for what you get. 10 nobz(for the boyz).
You don't need to buy them separate, normal boyz boxes come with a nob option. lootas
Good longrange dmg output, but can't really cope with enemy shooting attacks. dakka jet
Some like them, I don't . But there is a nice trick to them that might fit your style Gorkanaunt.
There are 2 alternatives that kinda fill the slot that this thing should fill. -> renegade Imperial knight. Count as CSM so you can ally them without any downside. There are quite a lot of good conversions of "looted" based on Gorkanaut + Knight parts. Look it up you will like it. ->Kustom Stompa ( rules can be found in imperial armour 8). these can be kitted out cheaply 400-500 pts, the kit is only slightly more expensive and it is rules wise everything you would want the Gorkanaut to be and on top of it it gives off a fearless aura. This model is almost worth it just for the Aura alone. look for some conversion options on the web, there are a few simple ones that really up the model back to modern standards. The Battle wagon bits faced one is a classic. Formations. There is a formation in the back of the ork codex based on a lot of boyz squads. It isn't that popular since you need a lot of boyz, but you want a lot of boyz so that doesn't really matter for you. The huge advantage that it gives you a waaagh every turn, making your dakka jets better and your orks assault further. And there is a 1/3 chance on rolling prophet of the waagh with your warbozz. This makes your entire army fearless, instatly removing the biggest downside of playing orks. Other good units are: deffkoptas-> Single model jetbikes are just really good at being annoying, forcing over watch, killing light vehicles and capturing objectives Tank busta's ->But only if they can use all their melta bombz this isn;'t sure due to the upcoming FAQ Looted wagons, Gun wagons, big trakks -> Transports with a decent armour value, with sort of a fair price.
|
This message was edited 3 times. Last update was at 2016/09/02 04:58:59
Inactive, user. New profile might pop up in a while |
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/09/01 23:19:33
Subject: Starting an Ork army, new to Orks
|
 |
Mutilatin' Mad Dok
|
I still run boyz heavy lists, but it's pretty much necesary to put them in Battlewagons, raising their cost significantly. This does do me well, though, and I've had good success with this in friendlies. Against a lot of armies, heavy armor is pretty much mandatory, further inflating the cost. Could I do something more cost efficient? Sure. But I find it just a lot of fun to vomit 20 boyz out of a battlewagon. A horde of 20 orks with 4+ armor and a FNP is actually pretty tough to remove, especially if you have two blobs of them. But, again, battlewagons are necesary for this to work.
|
"The undead ogre believes the sack of pies is your parrot, and proceeds to eat them. The pies explode, and so does his head. The way is clear." - Me, DMing what was supposed to be a serious Pathfinder campaign.
6000 - Death Skulls, Painted
2000 - Admech/Skitarii, Painted |
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/09/02 07:35:25
Subject: Starting an Ork army, new to Orks
|
 |
!!Goffik Rocker!!
|
I'd recommend to stick to 5-7 strong squads of lootas. It's generally better to have 3 squads of 5 than 1 squad of 15. The only problem is the amount of free heavy support slots. It's not that hard to go around for orks with double or even tripple CAD (Combined Arms Detachment - 1 HQ, 2 Troops min). You're gona run a lot of boyz anywayz.
If you're not against mechanised lists with lots of boyz, than you definitely have a lot of nice options.
First one is truckboy spam. A lot of trucks with 10-12 boyz in each one of them. The weakness is that you're very vulnerable to alpha-strikes as trukks are paper thin. It's partially solved with fortifications such as a Void Shield Generator (which i'd recommend taking in every mechanised list).
Second one is Battlewagon spam. 20 strong boy squads in av14 opentopped transports - what else can you dream of? Well, unfortunately there are some serious problems with this build. Battlewagons are just too expensive for boyz. They are still pretty vulnerable as they have enormous av12 sides and there are plenty of ways of killing them nowadays. Another problems is that they eat up heavy support slots really fast and you're forced to go double CAD. And in the end, you spend 30% points on transports that won't win you games on their own. The good part is that there's a formation of 5 battlewagons that get scout.
Third is a mix. You get a couple wagons and a bunch of trucks. It has it's pros and cons - namely target saturation. The enemy will always have something to shoot at. But it allows you to mix and match.
Fourt - most powerful option imo is forgeworld transports. Gun wagons are av 13-12-10 - right in the middle of trukks and battlewagons but with the same av12 sides (yet smaller). They cost just 60 points (65 with ram and 70 with boarding plank+ram) and can be squadronned which is a huge benefit cause you can put a cheaper squad in the front and more expensive squad like meganobz or 'eavy armored boyz in the back and they'll get front protection cause the enemy will have to wreck the cheaper transport first. Though, gun wagons have transport capacity of 10, so, no indeps and just min squads. There's another transport...something with trakks, which is an av 12-11-10 with higher capacity iirc. Can also be squadronned and cost 45 pts (50 with ram and 55 with boarding plank+ram)
All the options are viable in a way. All of them can use a bunch of meganobz and tankbustas to help out your boyz. Personally, i'm using boyz to help out meganobz but that's another story.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/09/02 09:00:26
Subject: Starting an Ork army, new to Orks
|
 |
Longtime Dakkanaut
|
I think an important question to ask is whether you really want to assemble/paint almost 100 figures which are going to be more or less the same model.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/09/02 21:57:10
Subject: Starting an Ork army, new to Orks
|
 |
Fresh-Faced New User
|
Yeah, I thought about all that painting and the movement phase so I am going to probably start with 40-50 boyz and put 20 in a battlewagon and the rest footslogging with a warbozz in mega/lucky, painboy.
I don't like the trukk transport capacity for the boyz unit composition I want and their stats look bad and seem like an explosion would wipe out most them inside with the 6+ they have. Battlewagon looks like something I want.
I really like shoota boyz and really don't understand why GW made them 1pt more to kit them out with their basic rifle but I have the urge to run them still.
As for lootas, how should I protect them, add a character?
|
Space Wolves 2500pts
Orks 1500pts |
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/09/04 06:38:53
Subject: Starting an Ork army, new to Orks
|
 |
Yellin' Yoof
Hive Helsreach
|
For big games (1500+ points) I've had good luck with running a Green Tide formation with Warboss carrying Da Lukky Stik along with a CAD containing another Warboss with Da Big Bosspole (for fearless) and a Painboy. This CAD brings 2 squads of Shoota Boyz (for the Troop tax) and then I bring Lootas and Lobbas for Heavy Support and, if I have points, some Stormboyz for Fast Attack and maybe a Deff Kopta or two.
The 2nd Warboss and the Painboy join the Green Tide along with the first Warboss. This makes your 100 boy Tide have Fearless and FNP, which is really nice. I add 4-5 Nobs to the Green Tide and give them Powerklaws, and it goes without saying that the two Warbosses have Powerklaws as well.
Maneuvering one giant unit of 100+ models is a challenge in itself - you have to flow around obstacles - but it's absolutely murder in CC for obvious reasons.
In smaller games - and I only play casual, with friends, so you mileage may vary - I have had good luck running 2-3 mobs of 30 Slugga boys with Nob + PK along with 1-2 mobs of Shoota boys. Lootas and Lobbas, as many as I can get, and the Fast Attack stuff if I can fit it in. I've been enjoying a Warboss with Mega Armor lately, he joins one of the Shoota boy mobs since he is Slow and Purposeful. I thorw a Painboy in as well, to buff one of the units that will be soaking fire with FNP.
Honestly, it's really fun to run huge tides of boys. It feels very thematic and there's something truly special and cool about seeing your entire table side, from deployment line to back edge, covered in boys. IMHO all Ork players should get to experience that.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 0012/09/04 10:01:21
Subject: Starting an Ork army, new to Orks
|
 |
!!Goffik Rocker!!
|
Kloaked wrote:Yeah, I thought about all that painting and the movement phase so I am going to probably start with 40-50 boyz and put 20 in a battlewagon and the rest footslogging with a warbozz in mega/lucky, painboy.
I don't like the trukk transport capacity for the boyz unit composition I want and their stats look bad and seem like an explosion would wipe out most them inside with the 6+ they have. Battlewagon looks like something I want.
I really like shoota boyz and really don't understand why GW made them 1pt more to kit them out with their basic rifle but I have the urge to run them still.
As for lootas, how should I protect them, add a character?
Battlewagons explode almost as easilly as trukks nowadays. If you're gona have both footsloggas and boyz in transports, you're better off with a biker boss+ biker mek for your footsloggas. Megaarmored characters make all the squad slow and purposeful - meaning it's gona be very hard to keep pace.While biker characters don't prevent run moves and can help with charges a lot.
From my experience, the best size for footslogging shootaboyz is 20-man squads. 30 is gona be a waste cause you won't be able to shoot with everyone cause of 18" range of shootas. Get yourself bigshootas or rokkits - they're not bad for shootaboyz.
I've run 30-strong choppaboyz with boss and dok and 2 * 20 strong shootaboy squads. They did ok. Not amazing but not too bad.
The man problem with footslogging boyz is maneurability. There's a lot of stuff that is literally immune to damage. We can't reliably deny psy powers and can't deal with choppy deathstars. All in all, we can't outshoot the shooty stuff and can't outchop the choppy stuff. The way of dealing with it is speed and scoring. Footsloggas' staying power is not great now. Too many ways of killing 20-30 boyz in a single turn without much effort. So, you'll quickly find out that you do need speed. And when you start looking in for transports you'll quickly find out that 1 battlewagon or 1 squad of bikers is not enough.
That's just my opinion ofc. But keep in mind that i've taken all the same path from the start. 5- th ed style footslogging hordes. Than started adding gunline elements like big guns, lootas and tankbustas in trukks. Than the more competitive i got, the more problems my footsloggas faced. In the end they were just there to score objectives cause they couldn't catch up the enemy shooters and couldn't oppose dedicated melee units. Got to accept it and play to it's strengths. I've found out that it's best used defensively cause the footslogging offence is not too frightening. Take the midboard, score points, deny their scoring, take as few casualties as possible, pray for early game end. That's the tactical somewhat boring game of footslogging hordes now. Ofc, if the opponent is running a deathstar, you have to kill his other stuff to win on scoring - that's where trukks and your own shooters come in super handy.
|
This message was edited 2 times. Last update was at 2016/09/04 10:05:54
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/09/04 10:12:46
Subject: Starting an Ork army, new to Orks
|
 |
Regular Dakkanaut
|
Get a Pain Boy. The extra survivability of the Feel No Pain makes a huge difference - and it's great to see the look on the face of players who thought they were shooting at T-shirts...as the mob gets closer....muhahahahhahaha
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/09/04 20:26:08
Subject: Starting an Ork army, new to Orks
|
 |
Fresh-Faced New User
|
Yeah I was wanting to run the Green Tide formation at first and I even bought the Waaagh Ghaz supplement and it wasn't even in there -__- .
Yeah I really do like the Painboy and will get at least 1 of them.
You make some good points koooaei, was set of running a lot of infantry but now I'm convinced.
This is my first Xeno army and was going to start at 1000pts. I was planning on getting my army within days so what would a typical or good 1000 point Ork list look like?
Also, I need some more thoughts on the ork fliers. I like the burna with the ignore cover weapons and going to magnetize all of them.
The blitzabomber(the one with boom bombs) now caught my interest the most. Anyone with experience on how they perform?
|
Space Wolves 2500pts
Orks 1500pts |
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/09/04 21:39:32
Subject: Starting an Ork army, new to Orks
|
 |
!!Goffik Rocker!!
|
Kloaked wrote:Yeah I was wanting to run the Green Tide formation at first and I even bought the Waaagh Ghaz supplement and it wasn't even in there -__- .
Yeah I really do like the Painboy and will get at least 1 of them.
They faqued it back luckilly. And yep, painboyz are great for the points.
Kloaked wrote:
You make some good points koooaei, was set of running a lot of infantry but now I'm convinced.
This is my first Xeno army and was going to start at 1000pts. I was planning on getting my army within days so what would a typical or good 1000 point Ork list look like?
Massed infantry can still be run with some good results - they just perform a bit differently from what they should. Just too slow, unwieldy, yet squishy and lack punch. It's not unheard of swinging 120 times and getting 0 wounds delivered. There's just too much unkillable stuff nowadays.
A more or less conventional ork list usually includes a warboss for WAAAGH - be it megaarmored boss or biker boss. Always get a PK. S10 is invaluable. Da Lukky Stikk is amazing too. A painboy for FNP (but not always, yet i take painboyz in all my lists. They always have a place), some troops - but don't go overboard here. You can have trukk/gunwagon/battlewagon boyz or some footsloggas. Don't shy away from grots when you just need to fill up cad. Than you definitely need ranged support. Can't go wrong with lobbas - to be honest, can't remember a game where they didn't pay off. Even vs Imperial knights + sm cad they killed sm and than screened my scoring from IK. Lootas and/or trukk tankbustas are also good. Some of the other mek guns aren't bad either - depends on taste. Than you can go wild with whatever leftover points you have. Megaarmored nobz are nice, some bikers, koptas, even a min squad of kommandoes with 2 special weapons. Might even use a plane but they're not amazing.
Yep...about planes. I've tried out dakkajets and blitza bombers. Blitza bombers looked nice on paper and yet they didn't do much. 1 bomb isn't great against vehicles and their primary targets - jinking bikers - can just spread out. It's also quite hard to perform a bombing run from the get go as you need to fly over the enemy and you can't predict when you come on the board. 10-10-10 is super squishy even for the flyer and now we can't even jink + bomb thanks to faq. Dakkajet is a bit better but still not even close to decent. All in all, they're too expensive for what they do. Can't even land to score points. Have great models tho.
|
This message was edited 2 times. Last update was at 2016/09/05 06:26:12
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/09/05 02:50:53
Subject: Starting an Ork army, new to Orks
|
 |
Longtime Dakkanaut
|
koooaei covered it pretty well but let me reinforce this lesson. Ork flyers are utter trash. None of them are worth the points you pay for them and no matter what tactics you do they will never be even remotely competitive.
With that said, if you like the model get one. I have two flyers but I never field them because they are so bad. Dakkajets are just to expensive/squishy to do much with, and S6 AP4 isn't all that great, even 9 BS3 TL shots. You can get the same amount of dakka on a better (somewhat) survivable platform in the form of Lootas and worse, Flyers take up FA slots you need for your Warbikers (probably the best unit in our codex)
To summarize, if you like how they look, get one. otherwise avoid them at all costs.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/09/05 14:59:54
Subject: Starting an Ork army, new to Orks
|
 |
Nasty Nob
Crescent City Fl..
|
I like Ork aircraft, I tent to get 3 or 4 turns out of them. I have to choose one or two that will achieve something my other units wont. By that I mean If I plan to get my green tide or all my mobs stuck in then they wont be shooting. Aircraft gives me some flexibility and some extra reach my other guns might not have.
So a little planing ahead of the reason for each flyer is important.
I like to improve my mobs chances by thinning out their targets before assault. So a Dakka Jet might be good for that. I like the Blitz bomber for the shock factor. I take two or three of them when I have the points. I fly head on to the enemy and try to get right in front of the other players back units. This has freaked out a few players. Bombing runs happen before interceptor fire.
Then if my bomber's still alive my next turn may see them off the board or turning to bomb again.
The Blastjet is actually a little stronger than you'd think. those Teleyporta blasters have that good ap and blast weapons can cause all kinds of panic depending on how packed the board is.
Just food for thought.
|
The rewards of tolerance are treachery and betrayal.
Remember kids, Games Workshop needs you more than you need them. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/09/05 18:57:53
Subject: Starting an Ork army, new to Orks
|
 |
Longtime Dakkanaut
|
warhead01 wrote:I like Ork aircraft, I tent to get 3 or 4 turns out of them. I have to choose one or two that will achieve something my other units wont. By that I mean If I plan to get my green tide or all my mobs stuck in then they wont be shooting. Aircraft gives me some flexibility and some extra reach my other guns might not have.
So a little planing ahead of the reason for each flyer is important.
I like to improve my mobs chances by thinning out their targets before assault. So a Dakka Jet might be good for that. I like the Blitz bomber for the shock factor. I take two or three of them when I have the points. I fly head on to the enemy and try to get right in front of the other players back units. This has freaked out a few players. Bombing runs happen before interceptor fire.
Then if my bomber's still alive my next turn may see them off the board or turning to bomb again.
The Blastjet is actually a little stronger than you'd think. those Teleyporta blasters have that good ap and blast weapons can cause all kinds of panic depending on how packed the board is.
Just food for thought.
Ork flyer vs 4 SM Devs with Missile Launchers. 4 shots 3 hits, 1 glance 2 pens. (on average). If you choose to jink your dakka just became even more laughable, but lets say you did. 4+ jink = 1 Pen maybe a glance or another pen, but definitely at least 1 of those saved. Now on the damage table anything thats 6+ makes the Flyer explode (if you immobilize a flyer bad things happen). So If you don't jink you just lost your 120+pt flyer. If you do Jink you still take at least 1 HP possibly 2, have a 1/6 chance to crash and burn, and have gimped your dakka to rolling to hit on 6s. And that is against average anti air.
Ork flyers are fun in non-competitive meta, if you go into tournaments with them, you will lose.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/09/05 20:42:09
Subject: Starting an Ork army, new to Orks
|
 |
Nasty Nob
Crescent City Fl..
|
Sure. we just play differently here. My Tau friend know's I won't jink and don't care if I crash onto his forces. Which I have.
I haven't faced down Devs in a long time there not popular here as far as I can tell. My 30K friend tried twin assault cannons but nothing of noticeable value happened. But like everything else Ork, just using one may not be the best idea. "Everything counts in large amounts." still applies.
|
The rewards of tolerance are treachery and betrayal.
Remember kids, Games Workshop needs you more than you need them. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/09/05 22:16:27
Subject: Starting an Ork army, new to Orks
|
 |
Longtime Dakkanaut
|
warhead01 wrote:Sure. we just play differently here. My Tau friend know's I won't jink and don't care if I crash onto his forces. Which I have.
I haven't faced down Devs in a long time there not popular here as far as I can tell. My 30K friend tried twin assault cannons but nothing of noticeable value happened. But like everything else Ork, just using one may not be the best idea. "Everything counts in large amounts." still applies.
That is very true, its just crappy that GW priced the Flyers at such HUGE amouts. 145pts for a Dakkajet upgraded to be BS3 and have that 3rd TL Supa Shoota.
You can spam 3 of them but there goes 1/3rd of your army.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/09/05 23:30:23
Subject: Starting an Ork army, new to Orks
|
 |
Nasty Nob
Crescent City Fl..
|
True enough. It's easy to get discouraged. I keep thinking a Blast jet could be monstrous in a 1000 point game. I admit I haven't spent any real time working on a list like that.
All I can do is relay what's worked for me. I'm not really sure how well I like the Dakka Jets. if your able to WAAAGH every turn they'r better, WAAAGH Plane.
Sadly I've nevr really heard anything good about the Burna Bomba.
I have some...which I've never fielded. I keep thinking they're good for killin TAU guys but I get distracted when thinking up my lists and forget them.
|
The rewards of tolerance are treachery and betrayal.
Remember kids, Games Workshop needs you more than you need them. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/09/06 00:28:50
Subject: Starting an Ork army, new to Orks
|
 |
Longtime Dakkanaut
|
warhead01 wrote:True enough. It's easy to get discouraged. I keep thinking a Blast jet could be monstrous in a 1000 point game. I admit I haven't spent any real time working on a list like that.
All I can do is relay what's worked for me. I'm not really sure how well I like the Dakka Jets. if your able to WAAAGH every turn they'r better, WAAAGH Plane.
Sadly I've nevr really heard anything good about the Burna Bomba.
I have some...which I've never fielded. I keep thinking they're good for killin TAU guys but I get distracted when thinking up my lists and forget them.
'
The only problem with the Blasta Jet is that its just to expensive as well. When you upgrade it to be useful, even if you don't take the telly-porta blasta your looking at 185pts for an AV10/10/10 with a 5++. So 20% of your army is easily killed by a lucky shot. If you spam them like you said its even more untenable.
The Burna Bommer is fun but your firing BS3 blasts and....yeah that doesn't work. The only thing this brings to the table that orks lack a lot of is Ignores cover. But since your enemy is probably not an idiot, he will have spaced his models out so at best your going to hit 1-2 jetbikes or equivalents, and they still get their 3+ armor save.
The Dakkajet is just terrible because it doesn't have DAKKA. Fully upgraded your still looking at only 9 TL S6 shots at BS3. This thing would be worth taking if the shots were S7 and each gun had 4 shots instead of 3, but that isn't going to happen anytime soon.
Finally the Blitza Bommer is just to unreliable for what it can do, a S7 Armorbane weapon is nice but the randomness of it makes it a very hard weapon to use. That teamed with the GW habit of giving us tables to roll on that have Horrible results and meh results makes it even worse. Again, if GW could just balance out the tables it would be better. As it stands you have 11 possible results with dice, a 2 kills you, a 3 you and the target get hit with a S9 AP2 hit (your flyer is going to die) and for the good results you have 10-12. These are you get to drop your bomb and shoot your targets rear armor with your incredibly great Supa Shoota and a Big shoota....which equates to not a whole hell of a lot.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/09/06 00:49:37
Subject: Starting an Ork army, new to Orks
|
 |
Nasty Nob
Crescent City Fl..
|
I thing this just illustrates how challenging Orks are in this edition.
We rally have to have a plan of some kind that works with our lists.
It ain't easy being Green.
|
The rewards of tolerance are treachery and betrayal.
Remember kids, Games Workshop needs you more than you need them. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/09/06 02:10:22
Subject: Starting an Ork army, new to Orks
|
 |
Battlewagon Driver with Charged Engine
|
Tankbustas got nerfed hard with the 1 meltabomb rule...unless GW reverses that FAQ decision they aren't nearly as good.
Probably still an autotake in most lists as disposable units in trukks or slightly tougher mobs in a battlewagon.
Even nerfed they are better than just about anything else in the codex.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/09/06 02:26:47
Subject: Starting an Ork army, new to Orks
|
 |
Longtime Dakkanaut
|
JimOnMars wrote:Tankbustas got nerfed hard with the 1 meltabomb rule...unless GW reverses that FAQ decision they aren't nearly as good.
Probably still an autotake in most lists as disposable units in trukks or slightly tougher mobs in a battlewagon.
Even nerfed they are better than just about anything else in the codex.
My only problem with Tankbustas is that they were basically a Fire and forget unit, a lot like Meganobz. Point them at their target, if they get there, they have a good chance of killing it, but they won't live beyond that.
With the nerf to Melta bombs I dont see a reason to take them over Meganobz. Do the math, 10 Tankbustas firing at a target = 3 hits with S8 AP3 weapons. Not bad but really not worth the investment when they are just as weak as Lootas in regards to Armor/survivability, and Lootas have TWICE the range, only at S7 though.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/09/06 03:26:36
Subject: Starting an Ork army, new to Orks
|
 |
Loyal Necron Lychguard
|
Remember that a lot of units are based on the boyz and Nob's bodies. For example:
2 boxes of Burnas/Lootas and 1 box of boyz makes:
8 Burnas
8 Lootas
1 Nob w/Klaw
4 boyz with Rokkits (Could be tank bustas if you throw in a lot of extra biz on them)... heck of a way to fill out some of your elite/heavy slots.
Similarly, mix a Nob and Flashgitz box to make a full 10 Flashgits for significantly less.
Oh, and the same FAQ that nerfed Tankbustas a bit, confirmed that we still have access to the Green Tide formation.
Speaking of formations, I like the Blitz Brigade and Ghazgkhull's Bullyboyz formations from Waagh! Ghazgkull. Deffkoptas are pretty good as well with rokkits. Nothing is quite as fun as burna boyz in a fast, open topped transport just burning somthing to death on turn 1-2.
Long and short, I've never had a bad game as or against Orks. They are made to die, and something crazy always happens. Play the game to have fun and forget competition.
|
This message was edited 2 times. Last update was at 2016/09/06 03:31:47
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/09/06 03:30:56
Subject: Starting an Ork army, new to Orks
|
 |
Mutilatin' Mad Dok
|
SemperMortis wrote: JimOnMars wrote:Tankbustas got nerfed hard with the 1 meltabomb rule...unless GW reverses that FAQ decision they aren't nearly as good.
Probably still an autotake in most lists as disposable units in trukks or slightly tougher mobs in a battlewagon.
Even nerfed they are better than just about anything else in the codex.
My only problem with Tankbustas is that they were basically a Fire and forget unit, a lot like Meganobz. Point them at their target, if they get there, they have a good chance of killing it, but they won't live beyond that.
With the nerf to Melta bombs I dont see a reason to take them over Meganobz. Do the math, 10 Tankbustas firing at a target = 3 hits with S8 AP3 weapons. Not bad but really not worth the investment when they are just as weak as Lootas in regards to Armor/survivability, and Lootas have TWICE the range, only at S7 though.
Bombsquigs can nearly double the hit count, though, and they have range. Plus, there are times when killing a vehicle in the shooting phase is more important, like in the case of transports since we don't get to keep assaulting the guys who pop out.
|
This message was edited 1 time. Last update was at 2016/09/06 03:31:15
"The undead ogre believes the sack of pies is your parrot, and proceeds to eat them. The pies explode, and so does his head. The way is clear." - Me, DMing what was supposed to be a serious Pathfinder campaign.
6000 - Death Skulls, Painted
2000 - Admech/Skitarii, Painted |
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/09/06 11:05:39
Subject: Starting an Ork army, new to Orks
|
 |
Krazed Killa Kan
|
SemperMortis wrote:
The only problem with the Blasta Jet is that its just to expensive as well. When you upgrade it to be useful, even if you don't take the telly-porta blasta your looking at 185pts for an AV10/10/10 with a 5++. So 20% of your army is easily killed by a lucky shot. If you spam them like you said its even more untenable.
The Burna Bommer is fun but your firing BS3 blasts and....yeah that doesn't work. The only thing this brings to the table that orks lack a lot of is Ignores cover. But since your enemy is probably not an idiot, he will have spaced his models out so at best your going to hit 1-2 jetbikes or equivalents, and they still get their 3+ armor save.
Not familiar with the blasta jet or burna bommer so I won't go into them but... The Dakkajet is just terrible because it doesn't have DAKKA. Fully upgraded your still looking at only 9 TL S6 shots at BS3. This thing would be worth taking if the shots were S7 and each gun had 4 shots instead of 3, but that isn't going to happen anytime soon.
I do know quite a bit about Dakkajets and don't go gak talking those beautiful claptraps in the sky. Dem skyboyz bring da dakka and give the Orks some impressive shooting reach which is something of use in the Ork codex. Ignoring DftS (its basically hot garbage) the Dakkajets are shooting BS3 against ground targets with twin linked guns which makes them hit fairly reliably. S6 shooting is no joke against infantry/mounted units and its quite good against targets that just need volume of fire thrown at it or hitting backfield targets that the Orks have trouble reaching. I tend to run 3 of them using the formation that gives them tankhunter against flyers and they do a good job for me. Often times they can fly around and soften up targets for my ground forces to chop up and if they get shot at ill jink and surprisingly often survive to fly off the board and come back for another go the next turn. They got nerfed in an edition that nerfed flyers already which was a poor decision by GW (its nothing compared to the unwarranted shellacking Killa Kans got). One huge plus for the Dakkajet is that all of its weapons are the same so it can focus on shooting optimal targets instead of the schizo loadouts a lot of other flyers/vehicles are plagued with.
Finally the Blitza Bommer is just to unreliable for what it can do, a S7 Armorbane weapon is nice but the randomness of it makes it a very hard weapon to use. That teamed with the GW habit of giving us tables to roll on that have Horrible results and meh results makes it even worse. Again, if GW could just balance out the tables it would be better. As it stands you have 11 possible results with dice, a 2 kills you, a 3 you and the target get hit with a S9 AP2 hit (your flyer is going to die) and for the good results you have 10-12. These are you get to drop your bomb and shoot your targets rear armor with your incredibly great Supa Shoota and a Big shoota....which equates to not a whole hell of a lot.
In the realm of bombers in 40k its one of the better ones as its not terribly expensive and its payload is actually quite powerful. S7 AP2 Large Blast is no joke and armorbane is just outstanding for smashing vehicles. The RNG is silly but for Orks its really mild. This a 2d6 dice roll so the 2 result is 1/36 chance while the 3 is still rather unlikely. Everything else is normal while the positive results are actually more common than the negative (unheard of for Ork RNG tables). Again an high strength AP2 large blast weapon that isn't super RNG like the Shokk Attack Gun is something the Ork codex generally lacks and the Blitza Bommer provides that. Honestly the weakness of this flyer is that it really needs to drop a bomb when it arrives from reserves which on certain deployments can be challenging to do.
|
"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" |
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/09/06 12:22:58
Subject: Starting an Ork army, new to Orks
|
 |
!!Goffik Rocker!!
|
My experience with planes is quite limited as i've said before. Here are a few results:
1. Dakkajet. Turned up turn 3. Killed 2 space marines total. Got ignored. Wasn't worth it.
2. Dakkajet. Turned up turn 4. Wrecked a half-dead rhino. Killed a few marines. Got ignored. Wasn't worth it.
3. Dakkajet. Turned up turn 2. Killed sorc and a dog on WAAAGH! Than proceeded killing a few cultists here and there. Got ignored cause the enemy couldn't kill it. Was worth it.
4. Blitza bomber. Turned up turn 3, tried to bomb centurions but inflicted 0 wounds due to scatters and cover saves. Than i unintentionally broke the rules, landed it for the 2-d run where it managed to kill 1 centurion (it can't land as it doesn't have the rule, i just forgot about it). Didn't do anything else. Wasn't worth it.
Than i just stopped trying. If the dakkajet was at least 30% cheper - around 100 points with 3 supashootas and flyboss, i'd probably field one. But as is, it's just a dakka boat without much dakka for the points. It's gona likely wreck a rhino and kill a few marines across the whole game.
As for the bomber, it has more issues. If the enemy is really afraid of being bombed, he'll just spread out and gona make it jink the next turn or just kill it with some shooting - doesn't take much to kill av10 even with snapshots. If it doesn't get a rule change, it's current price is also around 100 - maybe lower.
|
This message was edited 6 times. Last update was at 2016/09/06 12:35:32
|
|
 |
 |
|