Welcome to Librarium Online!
Just thought I would present this as a topic for discussion.
I've only played 2 games so far, but my friend who has some experience (though he hasn't played Ork before...mostly Tau), says Orks always want to run and get into close combat asap.
Let's assume we have a mob of regular Ork Boyz with Sluggas and Choppas at different situations/stages in the game
1. You're within 13-16 inches of the enemy, meaning you could Waaaaghh! and get into combat with some luck.
2. You aren't in range of a Waaaaghh or possible assault and you're not in Cover.
3. Same as 2. but at least 1/2 your unit is in cover. You can fire with 9-10 Boyz at an enemy unit.
Also, while were on the subject of Waaaghh! I wanted some clarification on a regular Waaaghh!! vs. the Prophet of Waaagh! ability.
First, I want to make sure I understand "Waaagh!". Unless I'm mistaken, it only gives Orks the Fleet of Foot rule, which allows them to assault in the same turn they run. So they declare they're launching a Waagh! they roll 1d6 and run that distance, then hope they're close enough to assault. If they roll a 1 (during the run phase) the unit takes a wound. Otherwise, it's a normal run and Waaagh provides no additional bonus...am I correct?
You are correct on the Waagh!, it just gives you fleet for a turn and if you roll a 1 when running you hit a model in the unit.
With regards to running vs shooting, you should always run when it will bring you closer to combat or cover. Sluggas should be in combat ASAP and any way you can do that do it. Shootas should be shooting
Check out ==My== blog: www.bnhblog.blogspot.com
I personally do not put any "special weapons" (big shootas, rokkits) in my Slugga/Choppa units. I run them each turn 98% of the time. The only time I do not run is if I am a) sitting on an objective, b) trying to hold my ground in cover and forcing a unit to come to me (rare). Other than that, I run, run, run, and waaagh!
The boyz that should be shooting, are Shoota boyz.
Eldar Project Log
Saim-Hann Eldar: 5000 Points
Mobz of regular boyz are only truly devastating in close combat during the first turn they assault. Not only do they each get an extra attack, but they also attack at higher strength and initiative. If you're assaulted by an opponent, get ready for a long, dragged out battle that you might not win.
Slugga boyz should always be running, because if you're within shooting range (12 inches) then a wauughh might bring you within assault range. Even if you can't waughh, you probably want to move closer, especially if your opponent can rapid fire, because otherwise they'll just keep moving backwards, to stay out of assault range.
I prefer using shoota boyz in large units of footsloggers. This gives you the option to shoot if you want to, and they're also better for sitting on objectives.
"Any job worth doing, is worth doing with a powerklaw."