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I originally thought of going for an all out Ork Biker army, I mean they got the best bikes in 40k both in their appearance and stats.
But with the release of the washes that make it easier to create such an army and the green tide boxed set I can consider a footslogging horde of boys.
Both armies are very effective in the new rules so I stuck between two choices.The Waaagh Riderz
-- Or --
A Feral Ork Army
Involving between 100 and 180 boyz!
Which do you think I should go for? NOTE consider both the army's constuction and gameplay!
Last edited by Proiteus; July 11th, 2008 at 23:43.
Bikers, first turn every one moves up 24 inches! on the enemy in the second turn, although I wouldn't go for a pure bike army, throw in a unit or three of boyz in a trukk. they capture objectives while the bikes take care of the enemy!
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Biker armies are by no means bad, especially if you primarily use nob bikers, rather than warbikers (worst unit in the ork army, in my opinion), but the edge definitely goes to footsloggers.
100-180 boyz have a tremendous amount of staying power, especially in 1000-1500 point games. Give them support from either grotts in front or a KFF, some lootas, tankbustas in a wagon, and/or some kommandos, and you'll have a very powerful and versatile force.
Nob Bikers are basically pass/fail troops. Either they work fantastic, or they get obliterated by the end of turn 3. It's an all or nothing bet, and I prefer the consistency of footsloggers.
Footsloggers are much more powerful thanks to sheer numbers and the low cost of basic boyz. You can add anything for support: big gunz, lootas, Meks, Kanz, etc to stick to the theme and make the list that much killier.
Bikers, and Speed Freeks in general, have more problems due to low numbers and low I, reducing their effectiveness in HtH by leaving out the insurance of 20-30 boyz worth of attacks.
Though I would agree that our Bikes look great, and with Wazdakka you can even take them as Troops!
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Im not going to go into the effectiveness of each army, but I have to say, the biker army would look cooler. Seriously,who doesnt like the thought of 40+ bikes racing each other at breakneck speeds down the battlefield, shouting with insane glee. Sure, the footslogging horde may have it in terms of effectiveness, but bikes win in orkiness and Awesomeness. Not to mention the new warbiker units look fantastist.
Still make up you own mind, and go with what you want.
Dire Avengers got better Armor Saves than Guardians cause' they wear bigger hats & loincloths?God help us if Orks discover Sombrero/Poncho Technology!
With opponent counter-charge in 5th edition, more footsloggers tend to get within range to attack the turn they assault (since the enemy moves towards them), but it's unusual to get all 30 orks within reach of close combat the first round, and in most cases, at least 8-10 orks will get shaved off from shooting before they reach there. All things considered, only about 15 boyz are probably going to attack the first round of combat on average.
If they're slugga boyz, that's 56 choppa attacks at init 3, and 4 powerklaw attacks at init 1. If the target is a 10 man marine tactical squad (with the current codex) they'll attack first at init 4, with 12 attacks (counting the Sgt with CCW) getting 6 hits, 3 wounds and 3 dead orks. The remaining 11 slugga orks get 6 hits, 3 wounds and 1 dead marine. The powerklaw gets 2 hits, 2 wounds and 2 dead marines. It's a draw, and if the rolls go the marines way, the orks will take one or more wounds for being fearless and losing combat.
7 biker nobz with 3 powerklaws would get 20 choppa attacks at init 4 and 12 powerklaw attacks at init 1. With the same target, they attack at the same time, and the orks have 1 better WS (with wauughh banner). The marines get 3 hits, but only 1 wound because of the nobz increased toughness, and even if the nob fails the save, the feel no pain roll (from the painboy) will most likely save them. The nobz get 13 choppa hits, 8 wounds and 2 dead marines. The powerklaws get 6 hits, 5 wounds and 5 dead marines.
That's 3 kills for the 220-250 point footsloggers, and 7 kills for the 450-500 point nob bikers. The biker nobz do about twice as well, but they're twice as expensive. If you do the numbers, you'll find that nobz are point for point just as effective as footsloggers. It's up to you what you want to use. With footsloggers you won't be putting your eggs all in one basket, but with the nobz you'll have speed.
Every type of ork army has its merits and flaws, and none are really 'better' than others (especially in 5th edition, where walker lists get a boost). It's up to you to decide what you want to play. The best thing to do is to play a style you like playing. The point is to have a good time, after all, and the more you enjoy the game, the more you'll play and the more interested you'll be in it, and ultimately, the better you'll be.
I believe you're referring to the new rule that states that all models that started within range of close combat (2in of a friendly model touching bases with an enemy model) get to attack regardless of whether there's still a target within range when their initiative comes up, but that doesn't help them if they're dead. The dead orks don't get their attacks, so out of the 14 slugga/choppa orks, only 11 can attack, because 3 are dead.
Last edited by mynameisgrax; July 15th, 2008 at 16:53. Reason: forgot one thing
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I believe that trukk boys will be far more common in 5th Ed. Seeing as how it never specifies in the rules how far a transport can move before troops cant disembark.... In other words if you full speed a trukk 18" you can disembark and baecause of open topped you can charge. OR 12 shoota boys in a trukk can move 18" and all shoot. Making shootas 36" in effect.
Which is all in effect the speed Grax was talking about. OH and grax your math is wrong. All 15 boys strike back BECAUSE casualties can be taken from the 15 boys NOT in combat for striking purposes. In some ways Parcival was right, all the boys get to attack but only because the boys who didn't make it die instead. (READ they replaced the ones who did get there as GW puts it) Assuming it wasn't 16 boys killed, then you do infact lose some attacks.
Last edited by NovaJohn; July 16th, 2008 at 04:13. Reason: Spelling
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