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I'm sure this has been brought up before, but it was most likely done before my time here and I'm far too lazy to go back and search. Besides, if it was brought up before, it might have been before 5th edition, and I want a newer perspective.
Shooty ork armies; pros and cons. Are they viable? Competitive? Possible?
My favorite kind of orks are speed freaks, but I've recently given thought to a long-ranged themed ork clan where everyone is packing some form of firearm. Are shoota boys really that bad? The general opinion seems to be to always take sluggas.
Anything you ladz have to say on the subject, I'm all ears.
Victory is achieved through mettle.
Glory is acheived through metal.
slugga's shoot 20 times maybe hitting 7 of the seven they wound 4 marines save well so they take 1 lose. then you assualt of the back u lose 6 orks so now your a 14 and get 56ish attacks. half hit 28 halve wound 14 2/3 of the marines save so lets say 5 wounds get through. you lose combat by 1 then loose another ork from moral test. next turn the marines are harder to kill
shootas. 40 shots 14 hits 8 wounds. 2 marines down. assault you loose 4 orks. then attack back 48 times, hit 24, wounds 12 marines save 2/3 4 marines down for a total of 6
the numbers arent a staple but the shoota's have 2 more orks in the squad and have killed 1 more marine. i like shoota's lets also consider sometimes you are not in charging range. shoota's are just as good if not better than sluggas'
you can also shoot at units you dont want to fight orther orks guants genestealers etc. they are pretty good imo
Last edited by mr_smoke; December 2nd, 2008 at 22:51.
Shooty Orks work extremely well. Shoota boys are versatile, cheap, and put out tons of dakka while retaining potent combat abilities. Lootas speak for themselves. Deff Koptas and Buggies provide mobile firepower and harassment. Kanz, Dreads, Looted Wagons, and Battlewagons provide their own dakka and armored might.
You could try max Lootas, lots of Shootas, and 3 kill kannon Battlewagons with Deff Koptas/Buggies as points allow. Add a KFF Mek (or grot screen) and/or Biker Boss for counter-assault and you're good to go.
IMO Sluggas are not a rule. Its a matter of preference and general strategery.
-One extra attack per boy.
-Can run without nixing the benefit of a shot
-Limited to close combat
-Do not want to invest in heavy weapons as you'll be running them most of the time
-A l o t of shots. Not many infantry units can stand up to focused fire from a full mob or two of Shoota Boyz
-Can take big shootas and rokkits as they will generally be walking most of the time
-Can still take a PK nob to boost their CC prowess
-Still have 3 attacks per boy on the charge
-Don't want to run unless tactically advantageous.
-Won't get into CC as fast as Sluggas, and so will probably make it there with fewer numbers
A mix of Sluggas and Shootas seems to work well. Run the sluggas forward and get the charge asap, all the while softening up the enemy with your shoota boyz. Use the shoota boyz to break a tough combat by charging in when the Sluggas are already stuck in.
Well i really think it depends on the army your versing. IF its the tau i really wouldn't take too many shootas (cause tau get munched in cc.) But if its another cc orientated army take tons of shootas (esspecially if your fighting other orks.) Anything like the chaos should be dealt with a mixture of the 2
Of course it works, it´s even good. But who cares, it´s fun and different!
A challenge would be to go all shooty.
Start with something like
Big mek, shokk attack gun
5 burna boyz, 3 meks with big shootas in
Battle wagon, 4 bolt on big shootas
20 shoota boyz
20 shoota boyz
1-3 attack buggy, twin rokkit
5 warbikers (dakkaguns rule, they´re like Tau stealth suits against infantry.. )
3 deffkoptas, twin rokkit
looted wagon, boomgun thing
And add warboss, nobz, powerklaws, boss poles and killa kans as you see fit. A challenge would be to play an ork army without any klaws!
Currently painting and playing Waaaaagh Bigtoof 40k and Aeronautica Imperialis.
I feel that Orky dakka is under rated. Which should be taken advantage of in every respect. I've talked to several (or a few) non-Ork players who insist Orks with gunz iz stoopid. BS 2 isn't going to hit anything. The one thing they don't count on is the insane number of shots being fired any given turn. For the same cost as a Tac Squad with rocket launcher, we've got 10 rokkits. The same can be said time and time again - the low BS is compensated for and then some by the insane amount of dakka da Orkz can play wit.
BossGorestompa has it right here ladz. BS2 may look awful, but when you've got so many shots coming, it really doesn't matter all that much. Ork shooting is extremely potent against anything short of a Mono/LR and it still has all the hallmarks of a solid Orky assault army.