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Alright fellow orky boyz! I've finally made my first ork purchase! The new ork codex! And looking through it i realise....I NEED HELP! Where do i start? Not to mention i can't paint nearly well enough to do highlighting, and none of the clans appeal to me! I had a really cool fluff idea, even typed outta story, and then i realised (ITS JUST LIKE GHAZGHULLS!!) lol so i'm a bit...lost. If someone could maybe push me in the right direction.......
I'd say step one is pick the way you want to play - orks can do a lot now. The archetypes that come to mind are:
-Mob of Boyz: As many boyz as you can feild, often supported by Warpheads to hepl generate extra Waaaghs! and get them across the board faster (Old Zogwort's good too)
-Boyz in Trukks: Like above but as many of the boyz as possible are mounted in trukks to get them where they need to go instead of using psychic powers.
-Elite Mobz: Can be a variation of either of the above, but mixing in more high-points units (nobz, mega-nobs, komandos, etc.).
Dread Mob: As many Dreads and Killa Kans as you can put on the board - usually supported by Mekboys because they each let you take a dread as a troop choice.
Shooty Boys: Can be accomplished a # of ways - lots of boyz w/shootas is certainly an option but so are lootas, the shokk attak gun, boomguns on looted wagons, tankbustas.
Gork'z Angels: The list I'm currently playing - Bikes and Stormboyz - I use nob bikers cause they're tough as nails.
Those are all the ones that come to mind off the top of my head though I'm sure you can find others if you nose around the army list section - alot of it comes down to personal preference//play style and what kind of metagame you're walking into. Hope this helps ^_^.
Two's to kill. Ahh, sweet sweet music.
nobz? really? they don't seem worth it. Biker nobs? whats the big advantage?
You can't reason someone out of a position they didn't reason themselves into.
A group of boyz, led by a nob with a powerklaw.
This is the backbone of the ork army. Luckily, the new ork boy sets (of 10 boyz) each include enough bits for 1 nob. If all else fails, you can create a nob out of spare parts. The nob is vital because it allows the group of ork boyz to kill anything.
For example, say your ork boyz, without a nob, are assaulted by a dreadnaught, which are common in most marine armies. Those boyz are dead. It is literally physically impossible for them to damage the dreadnaught in any way. With a nob along, the powerklaw doubles his strength to 8, and it increases to 9 when charging. This is strong enough to pop the dread like a bubble, and damage literally any unit in the game. Without the nob, those boyz are dead if they get assaulted by anything with an armor value, or a toughness of 7 or better.
The best thing about nobz is that your opponent can't target them specifically, if they're in a group of boyz. They'll literally have to kill every other boy in your squad before they can touch them. There are some rare exceptions, but in those cases you're probably screwed anyway. Attaching a warboss isn't as good, as your opponent can target attacks specifically to him, making him one of the first in the group to die, rather than the last. Warbosses are still good, but you want to still have a nob along in the group, regardless.
As for groups of nobz, they can upgrade one of their members to a painboy, giving the whole team feel-no-pain, which gives them a 50/50 chance of ignoring any wound besides ones that cause instant death. Putting them on bikes allows you to race around the battlefield in a glorious wave of destruction. Giving two or more of them powerklaws makes them all the deadlier (but more than 3 would be overkill, as you wouldn't get enough attacks at higher initiatives).
Say what you want, last week at my local game shop, nobz on bikes won a friend of mine the entire tournament, without much trouble at all. They're DEADLY. Just be sure to include a bosspole, so they don't run too quickly from battle.
Also, Nobz on bikes go up to T5, which is a pain to get thru and if you include a painboy that gives you feel no pain and (the option of) 5+inv saves to boot making them ridiculously hard to kill. Lascannons and the like are one of their only real fears (I've started using warbuggies as moving terrain to screen my bikes and so far it's working great). Toss a warboss on a bike into a nobz biker squad (klaw on the boss and one on a nob) and you can pull off 12 Power Klaw attacks that will usually hit on 3's (Waaagh Banner). That's a lot of dead...............anything. Here's the list I've been tinkering with http://www.librarium-online.com/foru...elz-goofy.html
Last edited by Courtsloth; February 22nd, 2008 at 02:50.
Two's to kill. Ahh, sweet sweet music.
i was actually talking about taking whole nobz squads. I realise the importance of nobz in boyz mobs, but like the individual groups? not worth it.
Have to disagree w/you there mate. The nobz squads hit like a mack truckk - totally worth it - they need a transport or bikes to get them to the fight, but no harm there. Mega-Nobz on the other hand.... not enough gain there for the points increase imo.
Last edited by Courtsloth; February 22nd, 2008 at 05:25.
Two's to kill. Ahh, sweet sweet music.
A mob of nobz on bikes won the local tournament, and have been tearing up opponents everywhere.
It really comes down to movement and statistics. On bikes, they're incredibly hard to reach and hit, as long as the player uses them well. Statistically, its really difficult to find anything that can beat nobz in close combat.
Each is strength 5 on the charge. Let's say you took two powerklaw nobz, three with normal choppas, 1 painboy, bosspole and waugghhh banner. If you charge into close combat, that'll be 5 attacks per nob (3 base, 1 charge, 1 cc weapon). The big choppas will hit at initiative 3, which is after marines and eldar, but thanks to cybork bodies they'll save on 5+, and thanks to the painboy, they'll have a 50/50 chance of ignoring wounds from everything besides power weapons.
Let's assume they're fighting an HQ unit of 9 space marines and a captain (captain has a power klaw), the marines will first be shot by 18 twin linked dakka gun shots, resulting in 12 hits, 8 wounds, and 2.66 dead marines, rounded up to 3. After being assaulted, the marines will have 6 attacks at initiative 4. With a WS 4, this will give them 3 hits, and a strength of 4 gives them 1 wound. The orks get their bike save of 4+, which brings it down to 0.5 wounds. Their feel no pain save reduces it to 0.25 wounds, which we'll assume means they killed nothing, or at worst, removed a single wound from a 2 wound nob.
The normal choppas go next with 20 strength 5 attacks at WS 5, which results in 13 hits = 8.66 wounds. The marines save is great of course, resulting in about 3 dead marines.
Now the powerklaws go. The marine powerklaw is 4 strength 8 WS 5 attacks, which is 2 hits = 1.66 wounds. Since it's a powerklaw, feel no pain has no effect, but the invulnerable save reduces it to little over a wound, but we'll round down and assume one nob is dead (the wound causes instant death, since it's strength is twice toughness), and if it the nob was injured earlier, it killed that one.
Now the ork PK nobs go, which is 10 strength 9 attacks at WS 5, resulting in 6.66 hits, resulting in about 6 wounds, no save. This kills the remaining 3 guys, and takes away all 3 of the captains wounds. If he had an invulnerable save of 5+ (which is fairly common) he'd still be at 1 wound, but since the klaw is over double his toughness, even a single wound would kill him outright. You've just killed your marine opponent's main HQ, and only lost a single nob in the process.
Say what you like, but these teams of nobz win people plenty of matches and quite a few tournaments as well. On the surface it may be questionable, but when you get down to the math, they're nearly unstoppable.
Last edited by mynameisgrax; February 22nd, 2008 at 20:24. Reason: grammar
Cant help but think things are getting a little off track.
Clans are not relevant any more when building an army. I am currently painting mine up as Blood Axes but itís simply a matter of personal preference. Some elites are more common in some clans then others but there exist no requirement to set your army out in a particular manner. Look on GW website for a brief summary of the different colour schemes and traits. If your bad at painting I would go Goth as black is damn easy seeing, as thatís the colour you base coat them. Avoid Bad Moon at all cost as yellow, much like white, is something u donít want to do unless your good
The old adage boyz before toys should by a byword. Be they mounted in Trukks or footslogging it you should always have considerable number of orks your army (its always fun to outnumber your enemy by a margin of 3-1). A biker army is an exception and to my mind not very Orky but still a valid option (bahhh bleedin wimpy no good bikers only reason dem mounted is so dem can flee faster when it looking bad). I tend to play a bit of both with big mobs of shootas and slugga boyz in trukks but when it comes down to it I have never fielded less then 100 models in a 1500 pt game. I normally spend 50%+ of my points on my Boyz
Make sure your army can deal with anything your opponent throws at it. Last thing u want to is not take tank busters, bikes, kans or other anti tank and then find your facing a tank column.
Best Advice I can give u is just read about on the forum. Most issues your properly unsure about have most likely already been answered previously
As for Biker Nobz while an awesome super hard bunch of psycho killers donít just think from everything thatís been said that they are unstoppable or a must have not only are the damned expensive unit but there are a number of units that if u charged would mercilessly butcher them for in spite of their strengths there initiative, while not terrible, in several cases will leave you with one expensive pile of green corpses. Charge standard space marines all u want but never charge genestealers, likewise when u see a archon and his incubi retinue soil your self and runaway.