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Heya, just dug out my Orks and been rapidly updating them for this edition. First game is 1500pts against Nids, here's the armylist I'm thinking of. The army is based round 3 gorkamorka mobs, so used to have 7 fast attack choices, hooray for the new army book! Unused are: 5 meganobz, 1 trukk, 1 buggy, many grots, 10 boyz, 4 big gunz, 2 deffkoptaz (the 3 from AoBR not made yet, so just my converted ones) and 7 stormboyz are at home.
Warboss - MegaA, Cybork, Att Squig 125
Big Mek - SAG 95
13 Lootaz XXX
5 Burna boys (3 of them meks KM XXX
12 Hardboyz - Nob+Klaw - Trukk 190
10 boyz - Nob+Klaw - Trukk 130
12 boyz - Nob+Klaw - Trukk 142
20 Shootaboyz - 2 Bigshootas 130
5 Bikes - Nob+Klaw - 160
2 buggies TwL RKTs - XXX
3 KK Skorchas XXX
2 Zapps +1 krew each XXX
Plan along the lines of, Mek + burnas + lootas + zapps + shootas soften them up, then the nobz in truks go big game hunting
He has 2 tyrants, 1 carnefix, 1 zoathrope, 2 lictors, many warriors, a genestealer patraich with many stealers, gaunts and hormagaunts, also 1 biovore.
Last edited by tjat_42; April 28th, 2009 at 12:50.
Hello! Have you checked out the post in the 2008 Ork index called 'the basics'? If not, then I'd definitely check it out. A few people, including myself, put it together as a basic guide for new Ork players.
The HQs look fine. I'd use both of them as they are.
The unit of burnas won't last on foot, and even if you give them a looted wagon, with 3 kmbs, they're not going to do much for you, since they're rarely ever going to hit. You're better off merging the meks and a few big shootas with the lootas, and fielding 2 units of 9 lootas, rather than 1 unit of 13.
Always give every unit of boyz in trukks a bosspole and a ram. The bosspole statistically raises their leadership by 2, for practically no cost at all, and the ram opens up the entire board for the trukks, all but ensuring that they'll be able to freely move through cover without danger.
The warbikes definitely need a bosspole. Always take them if it's an option.
Never give killa kans scorchas. You lose the advantage of their relatively good BS. I always give the killa kans some kms, but rokkits can also work.
Everything else looks fine. Good luck!
As for your army, I'd follow the teachings of GRAX and you should be fine.
- What kind of rants will he be using? Is one a flyrant set up for CC or dakka? Is the other one a CC or dakka? So, how do you handle each? If he is running dakka rants, they will have an effective 24" range with 12 shots each with re-roll to hit and re-roll to wound. that is a lot of dead boyz. So, shoot them from a distance. Lootas are good for this. Remember the number one rule when shooting at nids, "Shot it until it is dead!" If the rants are cc oriented, you can swamp them with a couple of boyz mobs and should do okay. Just remember to hit them with multiple mobs at a time.
- Only one fex? That tells me it has been awhile since he has tabled this army. Is it CC, dakka, or a pie fex? If the fex is CC oriented, ignore it until it becomes a threat or everything else is dead, then shoot it with lootas. If it is dakka, it will have 8 shots that get all the re-rolls. If it is a pie fex, it will be pushing a 5" pie plate of death at you each turn. The best way to deal with that is to get close to his troops. He will have to gamble on deviating onto his own bugs.
- How are the warriors tooled up? CC or shooty and do they have wings? CC warriors are expensive and fragile, they should not be too much of a problem for you in CC if you hit them with enough boyz. Again, always support your boyz with multiple units. If the warriors are shooty, they are probably set up with TL deathspitters (effective 30" range) with one having a barbed strangler (effective 54" range). These are are templete weapons so can cause a lot of wounds. This is a nasty set-up for the orks to handle. Get at them as quickly as you can and stay close to his troops for the deviation mentioned above.
- The key to nids is synapse. If you take out the synapse, the army falls apart. Unfortunately, your opponent's army has a lot of synapse. The two rants, the warriors, teh zoan, and the broodlord are all synapse creatures. You are probably not going to take all of them down.
- Gaunts and hormagaunts - hormies are way overpriced in 5th edition and die very quickly in cc. I wouldn't worry too much about them. Gaunts fall into the same boat as hormies, except if he gives them with-out-number. This allows them to come back on the table once you kill all of them. this is used by a lot of nid players to claim objectives in their deployment zone. the anti-tactic to this is to kill the gaunts down to one or two and then ignore them.
- Biovors - here again, this tells me it has been awhile since your opponent has played because common thought is that the biovore is worthless in 5th. But, that aside, it will throw out a small blast templete of death. I'd mostly ignore it.
- Stealers and the brodlord are going to be nasty for you. The brodlord will have feeder tendrils tha allows the entire group to re-roll in CC. That, plus rending and initiative 6, will hurt. So, shoot them and shoot them again. If you do get forced into CC swamp them with multiple groups if possible. If they assault you, the new 5th edition rules means no consolidation after CC so you should be able to shoot at them next turn. One important fact about stealers is that if they have "scutters" they can outflank you. To prevent them doing massive damage, do not deploy your lootas with in 18" of the table edge.
- Lictors - these are mostly one pop wonders. They jump out of a piece of terrain and attack you. That will hurt your lootas, so be ready for it. Deny them a piece of terrain by filling it with your lootas or deploy your lootas more than 6" from any terrain. I hate to tell you to hold a unit of boyz back to counter attack, but that is an option as well.
Best of luck and I hope my comments have helped you...
Thanks a lot guys thats great. Definitely getting KMB on the KK and dropping the AttSquig to get rams.
Don't bosspoles hurt your unit? Killing a warbike to retake a moral check seems a bit much?
The plan with the meks was to get an extra S8 AP2 shot in per turn, and then flame / PW when he got close. Though am rather seeing the appeal of more lootas!!
Pics of various conversions here:
tjat_42's photosets on Flickr
Oh right you get saves! Great! Been playing High Elves too much recently, not used to people being expendable
The heart and soul of the Orks is a single word: expendable.
Don't worry about having to make that armor save, even if it kills one of the guys. When the option is running, or death, it's always the better option.
I had a feeling when you mentioned that 'running' is preferable to losing a guy, you played a lot of Warhammer Fantasy. In 40k, regrouping is a lot more difficult, you can't fall back in reaction to an assault, and it's a lot easier to run off the table (since the units are usually faster and/or have an easier time moving around obstructions). In 40k, panicking usually means death.
Always take a would/casualty rather than losing a panic check. Statistically, it raises the unit's leadership by 2.
Heya played the game. Thrashed the tyranids. I went with getting the extra lootas.
He had: Broodlord, Lord with Venom cannon, Zoanthrope, 3 Warriors with various weapons, 2 units of 12ish genestealers, a big unit of guants with S5 guns and stuff, Lictor, Biovore and unit of Hormagaunts.
First 2 turns the tyranids advanced, lictor jumpped out and was powerklawed, the genestealers advanced in sight of lootaz and got shot to bits. Th broodlord was then charged by the Warboss + a unit and powerklawed. One KK got blown up, the other two charged into the gaunts and minced them slowly as they couldn't be hurt. Tyranid warriors got gunned down by other lootas. The hormagaunts got shot by the shootas then charged them and killed.
Only things left were a Zoanthrope and Tyrant who were then swiftly powerklawed. A bit quick really, but orks seem powerful. Probably necrons next time if people have tips on that. Mr Nightbringer is making an appearance.
You already have the solution for Mr Nightbringer, LOTTAS!!! Massed fire is what will help the orks against the nightbringer. Don't bother charging a mob of boyz into him as he has some special abilities that will just crush them. Stand away from him and shoot away. He is bad, but just like big bugs, lots of shooting will bring him down.
Best of luck on your next game...