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Made in us
Humming Great Unclean One of Nurgle





In My Lab

See title. I've yet to grab a codex, but am looking to look over one soon.

But what should I be looking for in it?

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in nl
Jovial Plaguebearer of Nurgle





Do you mean that as an opponent of Orks looking for the important rules and data sheets or as someone who wants to start an Ork army? And what exactly do you want to know?
   
Made in us
Guard Heavy Weapon Crewman





https://www.frontlinegaming.org/2018/11/05/chapter-tactics-88-freebooter-edition-ft-val-and-da-boyz-ork-codex-review/

Frontline gaming's chapter tactics podcast just had some of the best Ork players in the hobby go over the units in the new Codex. Might give you some ideas.
   
Made in de
Longtime Dakkanaut





Bigga is betta. Buy a Stompa!
   
Made in us
Regular Dakkanaut





I haven’t seen the new codex yet either, but from twenty years of non-competitive experience, if you want to begin an Ork army you’ll be well served to begin with Ork Boyz. Collect a pair of mobs of at least twenty boyz, because you will almost certainly have need of them, and possibly a box of nobz to make some nice power klaw bosses to bully your mobs intimidate action.

From there, it’s really up to you. Look for synergies with klan kultures, decide if you want stompy robots, or fast buggies, or both. Both work, but usually as a compliment to big swarms of Ork Boyz.

...and, if you really want a strategic tip for this codex, check out the Tracta beam, and then work out how to collect enough of them at $45 each...
   
Made in gb
Norn Queen






Due to the Green Tide rule needing 20 Boyz to work, you want to take 30 Boyz or none at all.
   
Made in us
Fixture of Dakka




NE Ohio, USA

Oggthrok wrote:
...and, if you really want a strategic tip for this codex, check out the Tracta beam, and then work out how to collect enough of them at $45 each...


That's easy. You buy 1 & build the chasis/gunshield so you've got a good idea of its look/size/etc. Then you scratch build similar chasis out of whatever. Don't worry that they aren't all identical, orks aren't using STCs....
Then you learn how to make a silicon resin mold (it's not hard) & cast as many copies of the actual gun as you need.

Alternately you could just look at p.56 of the codex & cobble the guns together out of similar looking bitz from a stroll through a craft store or hardware section. Heck, I think the one drawer in the kitchen has what I need for at least one gun....
   
Made in fi
Locked in the Tower of Amareo





Oggthrok wrote:
I haven’t seen the new codex yet either, but from twenty years of non-competitive experience, if you want to begin an Ork army you’ll be well served to begin with Ork Boyz. Collect a pair of mobs of at least twenty boyz, because you will almost certainly have need of them, and possibly a box of nobz to make some nice power klaw bosses to bully your mobs intimidate action.

From there, it’s really up to you. Look for synergies with klan kultures, decide if you want stompy robots, or fast buggies, or both. Both work, but usually as a compliment to big swarms of Ork Boyz.

...and, if you really want a strategic tip for this codex, check out the Tracta beam, and then work out how to collect enough of them at $45 each...


Don't overload with boys. They are now junk except for deep strike+charge combo and that costs 2CP or 1 per turn with da jump so you don't want TOO many squads. 1-2 squads of 30 strong will be plenty. 3 if you go want go uber heavy. Beyond that waste of points.

Nobs meanwhile are much better though might be smart idea waiting for FAQ to clarify it juuuust in case GW rules out big choppa+choppa or twin choppas illegal. Maybe not, maybe will, building those and then having to remodel sucks.

Tank bustas and lootas are good units.

Gretchin are pretty much mandatory. You will easily be looking 40-60 of them and even that could be thin.

New trike HQ is pretty awesome thing to have around.

Weirdboys. By minimum 1. Da jump is too awesome to pass up. You could easily take up 2nd da jump for backup. And 3rd for other spell. Especially when you get to 2k army and will want 2-3 battallions or brigade+battallion etc.


Traktor gun is good but it's not automatic uber weapon(it's expensive, traktor gun causes against most targets more hits and of course vs necrons traktor guns fly vehicle bonus HURTS you...). Smasha gun gives good run for the money and KMK isn't total crap. Bubble chucka is bad but thing is with mek gun box+trukk box even bad kitbasher like me can do all 4. Or if you want to save bit of cash get like 4 boxes of mek guns and 3 boxes of trukks and you get 4 each of traktor gun/smasha gun/kmk and one bubble chucka. Still bit pricey but lot cheaper than getting 12 mek guns on their own! And all will be useful.

This message was edited 1 time. Last update was at 2018/11/07 07:34:30


2024 painted/bought: 109/109 
   
Made in us
Fixture of Dakka




NE Ohio, USA

tneva82 wrote:
Nobs meanwhile are much better though might be smart idea waiting for FAQ to clarify it juuuust in case GW rules out big choppa+choppa or twin choppas illegal.


And then? Whatever the result you'll get told to hold off on it again because in Sept another FAQ arrives & might change something. And then you'll immediately hear "Oh No!" Wait some more. The 2019 CA will arrive in Dec...."
Seriously, I've asked this before, & I'll ask it again. If you're always stuck in a loop waiting to see what the next FAQ/CA brings before building something.... When do you build it?

tneva82 wrote:
Maybe not, maybe will, building those and then having to remodel sucks.


You know what'd suck more?
Not getting to use the choppa options on a foe NOW while you definitely can - because you let some guy on a forum talk you into waiting 5 months.



But if you're worried about it you can always future proof things by just magnetizing your ork arms.

   
Made in fi
Locked in the Tower of Amareo





ccs wrote:
And then? Whatever the result you'll get told to hold off on it again because in Sept another FAQ arrives & might change something. And then you'll immediately hear "Oh No!" Wait some more. The 2019 CA will arrive in Dec...."
Seriously, I've asked this before, & I'll ask it again. If you're always stuck in a loop waiting to see what the next FAQ/CA brings before building something.... When do you build it?


They are unlikely to reverse options like that after first FAQ which is what will fix unintended wargear things if any. Is waiting for 2 weeks really that big deal that you want to waste expensive models with now illegal loadout? If nothing comes in FAQ in 2 weeks you are safe. If something comes you saved price of nobs you were planning to convert.

Now maybe you have money to waste but for others losing 23€ because you weren't patient enough to wait _2 weeks_ before gluing arms is less pleasant.


Not getting to use the choppa options on a foe NOW while you definitely can - because you let some guy on a forum talk you into waiting 5 months.


Epic reading comprehension failure from you. Somehow reading 2 weeks as 5 months. I'm genuinely in awe how you manage such an epic misread. You DO know right that the ork codex FAQ comes in 2 weeks right? It's not coming in 5 months. It's 2 weeks. 2 w.e.e.k.s. Read that again. T.W.O W.E.E.K.S. Not 5 months. 2 weeks.

This message was edited 2 times. Last update was at 2018/11/07 11:01:27


2024 painted/bought: 109/109 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

How viable are Speed Freakz? Lots and lots of fast bikes and whatnot.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in ca
Regular Dakkanaut





ccs wrote:Alternately you could just look at p.56 of the codex & cobble the guns together out of similar looking bitz from a stroll through a craft store or hardware section. Heck, I think the one drawer in the kitchen has what I need for at least one gun....


Now dis is proppa' Orky finkin' right here!

When I started in on orks I was a cash-poor teen, and had to scratchbuild nearly everything outside of the lousy 2nd ed starter set Orks. Luckily, I had a roommate with crates of badly damaged Robotech kits, and Gorkamorka had just released with a bag of Ork wheels. A few random cannon bits, a few fixin' gubbinz, some ork gun wheels, you got a gun battery on the cheap pretty quick. (And people weren't so chuffed about "official" back then) My pride was an Ork dreadnought, with the main body being crafted from a missile arm pod of a Robotech Phalanx, sporting limbs from a handful of broken Return of the Jedi At-St kits.

tneva82 wrote:Don't overload with boys. They are now junk except for deep strike+charge combo and that costs 2CP or 1 per turn with da jump so you don't want TOO many squads. 1-2 squads of 30 strong will be plenty. 3 if you go want go uber heavy. Beyond that waste of points.


This is likely very good advice. So, naturally, I'd recommend against it. Not because it's wrong, but because I've noticed over the seven editions that have drifted by, inevitably GW will make what ever cool thing you want to field terrible. You like that new Gorkanaut? Well, they made it a weak thing that could be killed with a 5pt melta gun in one hit for a few editions. You like putting Deffrolla's on your battlewagons, because it's grossly effective? Next edition they make them weak as kittens, just giving bonuses to "tank shock" or some rot. Think pulsa rokkits and hop-splat gunz are the buzzer squig's knees? Well, now they're generic lobbas that are terrible. Until a few edition later they're godly good and you should field 18 of them. Then they're discontinued.

GW is constantly buffing and wrecking units in the Ork army. One edition Choppa boyz are the only kind to field, Shootas are a waste of points. Next edition, just the opposite.

But, it seems, having a few large mobs of boyz as a core to an Ork army, through all of the editions, is always a wise decision. Not just for today's meta, but for two years from now, and six years from now, etc.

tneva82 wrote:Epic reading comprehension failure from you. Somehow reading 2 weeks as 5 months. I'm genuinely in awe how you manage such an epic misread. You DO know right that the ork codex FAQ comes in 2 weeks right? It's not coming in 5 months. It's 2 weeks. 2 w.e.e.k.s. Read that again. T.W.O W.E.E.K.S. Not 5 months. 2 weeks.


Now now ladz, wotz wiv all dis infightin'? See, dis is how we got stuck on Angelis all dem years, Orkzes can't just have sumfin' nice and go kill stuff wiv it, wiv out all dis disenshun in da rankz!

My advice for anyone starting Orks, is do not bog down in grand strategy. If you duff em' up gud, you did your job as a warboss. Have some fun with the army, because your favorite part of it will be nerfed or discontinued before you know it.

Cheers!
   
Made in us
Fixture of Dakka




NE Ohio, USA

tneva82 wrote:
ccs wrote:
And then? Whatever the result you'll get told to hold off on it again because in Sept another FAQ arrives & might change something. And then you'll immediately hear "Oh No!" Wait some more. The 2019 CA will arrive in Dec...."
Seriously, I've asked this before, & I'll ask it again. If you're always stuck in a loop waiting to see what the next FAQ/CA brings before building something.... When do you build it?


They are unlikely to reverse options like that after first FAQ which is what will fix unintended wargear things if any. Is waiting for 2 weeks really that big deal that you want to waste expensive models with now illegal loadout? If nothing comes in FAQ in 2 weeks you are safe. If something comes you saved price of nobs you were planning to convert.

Now maybe you have money to waste but for others losing 23€ because you weren't patient enough to wait _2 weeks_ before gluing arms is less pleasant.


Not getting to use the choppa options on a foe NOW while you definitely can - because you let some guy on a forum talk you into waiting 5 months.


Epic reading comprehension failure from you. Somehow reading 2 weeks as 5 months. I'm genuinely in awe how you manage such an epic misread. You DO know right that the ork codex FAQ comes in 2 weeks right? It's not coming in 5 months. It's 2 weeks. 2 w.e.e.k.s. Read that again. T.W.O W.E.E.K.S. Not 5 months. 2 weeks.


No, I wasn't aware that it was in 2 weeks. Thanks.
But since the clocks ticking fast that just makes it all the more vital to grab those choppas & use the options right away while you definitely can.
   
Made in us
Nasty Nob





United States

Tneva might just be hinting at the right idea. You need enough orkz for a CP battery or enough grotz for grot shieldz that is kinda where we are now I think.

Top of turn two we are 90 Stormboyz in CC, 6 Deff Dreadz in CC, 10 Meganobz in CC, or some combination of boyz in CC.

You can still dajump some stuff and get a turn one distraction, but you are looking at dominating turn two with orkz.

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. 
   
Made in us
Longtime Dakkanaut




Wichita, KS

 JNAProductions wrote:
How viable are Speed Freakz? Lots and lots of fast bikes and whatnot.

Better than they used to be. Bikes are a bit hit or miss. There is alot of Damage 2 in the game. Personally, I like Bikes as Snakebites the best, to help them handle all of the D2 weapons.

Stormboyz are really, really good. Evil Suns stormboyz move 13", autoadvance 7", and then charge 2D6 + 1" provided there is a warboss (or trike with the right warlord trait) within 6" of one model in the unit.

Reports are the Wartrike is pretty good. It's less of a CC beatstick, and more of an anti-hoard unit.

Evil Suns Bonebreaker (New battlewagon varient) is really good with a Trike nearby.

Evil Suns can jump 40 boyz which have a 76% chance of making a turn 1 charge (costs a CP, and depends on a psychic power).

Dakkajet is good.

Deffkoptas are situationally OK, but not that appealing. Probably want to go Big shootas to keep them cheap. .

The new buggies.... They aren't bad, but they don't bring that much. The Shockjummp Dragsta (best as Deathskulls) seems to be most peoples favorite. Personally, I like the Boomdakka Snazzwagon the best. It's cheaper, and has -1 to hit, though it has less firepower than the other buggies.

You can definitely build a 2K list that would win a majority of games with a focus on fast units like bikes. But there are probably some counters in the meta. Nobody has played it enough to make sure.
   
Made in us
Stabbin' Skarboy






tag8833 wrote:
 JNAProductions wrote:
How viable are Speed Freakz? Lots and lots of fast bikes and whatnot.


“Personally, I like the Boomdakka Snazzwagon the best.”


This right here is why we play orks folks, being able to say stuff like this with a straight face. Personally, I like the Boomdakka Snazzwagon the best too, purely on account of the name.

If you’re wanting to get into orks, buy the model in the store that speaks to you, then build your army around it. It’ll work out just fine on the table top with a little tinkering down the road.

All Orks, All Da Zoggin' TIme. 'Cause Da Rest of You Gitz is Just Muckin' About, Waitin' ta Get Krumped.
My Painting Blog: https://www.dakkadakka.com/dakkaforum/posts/list/689629.page  
   
Made in us
Shadowy Grot Kommittee Memba






 BaconCatBug wrote:
Due to the Green Tide rule needing 20 Boyz to work, you want to take 30 Boyz or none at all.


I've used Boyz in several configurations just fine so far. In my footy evil sunz list (with lots of walkers and walking KFFs) 10 man shoota boyz squads have been just great. In my mobile lists, I often bring 20 in a battlewagon just for the extra punch on the turn I shuttle them in and absorb overwatch. I also tend to bring one squad of 30 one of 10, mob them up turn 1 and dump them into Da Jump with Warpath on them.

"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!"  
   
Made in gb
Norn Queen






the_scotsman wrote:
 BaconCatBug wrote:
Due to the Green Tide rule needing 20 Boyz to work, you want to take 30 Boyz or none at all.


I've used Boyz in several configurations just fine so far. In my footy evil sunz list (with lots of walkers and walking KFFs) 10 man shoota boyz squads have been just great. In my mobile lists, I often bring 20 in a battlewagon just for the extra punch on the turn I shuttle them in and absorb overwatch. I also tend to bring one squad of 30 one of 10, mob them up turn 1 and dump them into Da Jump with Warpath on them.
I do like the idea of taking 30+10, Skarboyzing them, Warparthing them and then Da Jumping them, Followed by Getting Stuck In. Might only work 57% of the time but when it works it works every time.

Or if you go Evil Sunz you sacrifice the S5 and Exploding attacks for a 72.5% chance of making the charge.
   
 
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