Welcome to Librarium Online!
My orkies have been quite a failiure so far. I got my 1000 point army last christmas and it just isn't working. i've played around 6 games with them because i have been so busy playing my other armies. after 9 months i have decided to finally paint them properly, and get together a good army list. All i am asking of you is if you can give me some ideas of how your ork army works, and some tips on making mine work. At the moment i have:
20 Slugga boyz
10 Shoota boyz
2 Zzap Gunz
2 Killer Kans
Any help would be kindly appreciated, thanks in advance.
Well, the thing I see that needs help is your boyz
I certainly don't play them, but I know how they work.
Plain and simple, you need to load up on boyz. Whether they be shootas or sluggas or stormz, you need alot. Even in 1000 pts you easily run about 40 to 50 boyz.
Before you put this army down, get some more boyz.
You need more boyz, you shouldn't really field them in mobs less than 20.
They also need some big gunz in each of the mobs. 3 rokkit totin 'eavy boys are cheap and very effective, even big shootas, that's a LOT of shots coming out of each squad, some of them is bound to hit and do something.
Storm boyz are cool, but just too pricy to be in a 1000pt list, don't you notice that they slam up there and if they don't get shot up they get overwhelmed?
warbikes too, just too pricy for this points level, they're marginally useful in the KoS, but not in a foot sloggas army.
GROTS, since you've got boys walkin they need a grot screen,15 to 20 should do at this points level throw them up front about 2 to 4 inches ahead of your boys and walk them up, their abilities are awesome.
Zzapguns are also a bit pricy, one should be good for this points.
KILLA KANZ! I likey!
BUT, the overall lesson is, boyz boyz boyz. Orks win by surviving long enough to kick the teeth in of their oponents with numbers, and that means you need lots of boyz and ways to keep them safe while you walk them across the board.
If you are going to have trukk boys(which I assume what that wartrukk is for) you should put sluggas in there instead of shooty guys(which is also what I assume the reason for the 10 shoota boys) get up close and pounce on them to tie up something until your boys can get closer..
W/D/L Eleventy trillion billion/NONE/ NONE - I am STILL rulezor!
WINDMILLS DO NOT WORK THAT WAY!
I agree, you have to few models, start looking at more boyz and grots.
In the future, please posty threads simimilar to this in the Army List Subforum ok? Thanks mate. Just makes things easier for the rest of us. ^_^
*booted to Ork Army Lists*
in my humble opinion ditch the stormboys and the zap guns. You can achieve the same thing with some boys with rokkits. You either need to hide your boys behind grots or bike pollution to get them to the enemy without getting too shot to ****. You need more footsloggers though. Remember that you don't need to make morale rolls if you have more than 12 surviving orks in a squad. Also it makes it easier for you to waaagh and the extra initiative helps. if your nobs have power klaws then you can actually damage vehicles or marines or termies in hand to hand. For the points cost lobbas are OK because they shouldn't be shot at too much and it does make your enemy rethink strategies. It makes them less keen to sit back if you keep whittling away at a unit even high armour units like marines get a little nervous every time you drop a template on them. Hope that helps.
p.s. ammo runts count for artillery.
Cry Havoc and let slip the poodles of war
You also need some nobs for your mobs, defiantly.
And ditch the warbikes; there are not enough of them to do the damage required.
Grots would work, as would a burna boy squad with a mek and KFF. He'd also help you with your trakkz and kanz.
"Some days you're the Mekboy building the kannon, the rest you're the grot being blown up by it."
- Quote attributed to Sorkrates, before his much mourned death due to ingestion of Hemsquig Juice.
"Dis iz my choppa, and herez me gun. Dat's for killin' and so'z dis one!"
- Bloodaxe Kommando Warchant
At this points level the only fast attack/elites choice you should be looking at is wartrukks/trakks. Although Kommandos might be useful when you are certain to face armour. The rest should be spent on boyz and others with staying power.
I changed the list round a bit, and romped home to two victories against Chaos and a Tau & Tyranid Alliance (?). Cheers guys, thanks for the advice. I basically cut the Stormboyz and replaced them with more sluggas, and swapped the Zzap Gunz for some kannons for long range support. I also got myself a Looted Rhino so I can transport some guys forward too (Even Shoota Boyz!) Thanks again. :w00t: