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Just in case I haven't mentioned it before, I just started playing Warhammer 40k a few weeks ago. I've always like Orks for some reason (ever since Warcraft: Orcs vs Humans, and every other following game that somehow involved Orcs), so I decided to start with them.
Thankfully, I think I started playing at the perfect time because of the upcoming "Going Green" event in the Month of January and the recent AOBR set which seems to be relatively cheap and efficient way to start playing 40k.
Anyways, I stopped by my local gaming store on the way to work today, and I asked to see the Warhammer 40k stuff. The guy showed me their wall of stuff and he also pointed out the most recent edition of "White Dwarf" which feature Orks and all the stuff that's coming out January. I didn't have time to read through the whole thing, but the guy also mentioned they might be making updates to the Codex.
So that brought a few questions to my mind. Most importantly;
1. What all is happening with this "Going Green" event in January? is there anything besides new unit models (Stormboyz, BattleWagon) being released for Ork in January?
2. Is the newest Ork Codex out? Are they making any changes?
I have what looks to be the most recent Ork Codex. It has Battlewagons, Stormboyz and all the new Unique characters in it (such as Snikrot). So unless I'm mistaken, I have the most updated information for Orks and I'm aware of any new cool units that may be coming out. So the only thing January brings is the release of the actual unit models which I purchase and legally use in January (assuming they're not legal right now)
Last but not least, I'm just curious about what CHANGES the Ork race has gone through in the history of Warhammer...especially with the recent conversion to 5th edition. What rules changes have taken place in general and what are the Pros and Cons for Ork?
orks, if anything, havent realy lost anything through the recent rule changes, off the top of my head i can only think of pros to the new rules.
Orks are not well suited to shooting, they get ranged weapons, but will barely hit anything, so their best on the move and getting into combat, and the new rule alowing them to move rather than fire their weapons, alows them to get there much faster.
the main drawback for combat now is the consolidation change, where u cant win 1 combat and run into another squad streight from the off, so for the enemies shooting phase, ur orks are gona get shot to pieces (this can be easily countered by taking the maximum squad size of 30 for boys).
the updated cover save rules is also a great benifit to the orks. hundreds of little low cost gretchin running in front of your orks means that the ork squads behind will always get a cover save, so u may loose a few insignificant grots, while ur boys get into combat.
now as far as changes to the codex are concerned, i doubt there will be any, if there are they will be few and published in white dwarf, as the curent ork codex is less than a year old, and was writen with 5th edition in mind, so everything works with the 5th ed rule set.
everything that is in there at the minuite is legal to use in games, just there have never been any models for the battlewagon, snikrot etc so far, until january that is , no more need to spend hundreds of hours building ur own when the new kits coming out are filled to the brim with everything u need to create ur very own custom battlewagons.
orks are by no means the best force in 40k, and they take alot of practice to be able to use properly, but there is no force which u will have more fun with
once again, welcome to the WAAAAAAAAGHHHHHH
Last edited by Skagrot; December 20th, 2008 at 22:22.
Hive Fleet Penance - 3500 Points - 4/1/0
Waaaaaaagh Skagtrot (40k Orks) - In Progress
Dinhar Whitestar's Dragon Host (H.E) - 2000 Points
But the phrase "Orks aren't the best force in 40k" does bring up a few questions and concerns. I think I read somewhere that whenever a new Codex is released, the power level of the Army goes up a bit to appeal to players and convince them to invest in said Army. If that theory is correct, then the Ork should be pretty much at the top of their game right now, which means that when other Codex's get updated, they may get weaker.
Also, I was hoping that Warhammer 40k is more a less a 'balanced game' which means that any decent force with well-thought out tactics should be able to beat any other equally thought out and planned force..assuming both players make the right tactical choices. Of course there are lots of random factors like Dice Rolls and Terrain setup and
obviously most armies have some strengths and weakness (or have average balanced scores overall). I know Orks are weak against heavy range and template weapons, but I'm hoping that I'll still be a competetive force to be feared!
dont get me wrong, i didnt mean that as a bad thing when i said they arent the best force in the game. when it comes to close combat, only tyranids out do them, but as far as range is concerned they are outdone by every1.
what i mean is, u do need to be good with tactics, like a space marine player can just select sandard squads of troops and be confident that they can do anything, backed up by small elite suport squads, orks u need to know exactly what each squad does, and how they work together. their normal troops arent all rounders, they need to get stuck in with other troops, and ur gona lose alot of thembefoe they get the job done.
theyre an army where u cant be 2 concerned if uv lost half ur force by turn 3, cos they just cant stand up2 firepower, but with that being said, in the right hands they are lethal, and once in combat, virtualy unstopable. there is the analagy that all the boys squads are is 'power claw nob delivery systems' cos once that nob gets stuck in, its gona take nothing short of a terminator to take him out.
i take back the by no means the best race analagy, but iv lost the point i was making.....ah yes, each squad has a certain role and u need to learn how to use them together for victory, most other races have a set way of doing things, tau and imperial guard just sit back and fire, tyranids get stuck in, pace marines fire, hold positions and then asault with elites. orks need to be more subtle, ........but at the same time like a sledgehammer
Hive Fleet Penance - 3500 Points - 4/1/0
Waaaaaaagh Skagtrot (40k Orks) - In Progress
Dinhar Whitestar's Dragon Host (H.E) - 2000 Points
I think I may just need more Boyz per squad too.
Welcome to da Waaagh!
Ork shooting is actually really good. It may not be very accurate or have much in the way of low AP weaponry, but Ork shooting works by sheer volume. Orks put out so much dakka that it makes up for their low BS and allowing enemy saves, they just can't pass them all. And to hit armor we've got rokkits, kustom mega blasts, the Shokk Attack Gun and Boomguns. And Lootas are easily one of the best ranged units in the game.
The Orks are easily one of the best armies in 40k right now. The list is extremely competitive with plenty of options and a good balance between them. Beyond a few stinkers (Flash Gitz, Tankbustas) everything is viable and you can make any sort of army. Mechanized, Biker heavy, Nob heavy, Green Tide, super shooty, Battlewagon Brigades, all that good stuff. You really can't go wrong.Orks are actually fairly easy to use, let's not delude ourselves. Run up and get into combat, win the game or drive/bike up and get into combat or shoot them til they stop moving. Using the Waagh! is important as it gets you stuck in faster, but it's hardly rocket science.I think it's ironic that some people may think of the Orks as being a 'dumb, straight-forward tactics" race. When in reality, they're possibley one of the more complicated armies strategy-wise, especially when it comes to movement and anything before the big Waaagggh moment or "Assault" phase. The one thing I do need to learn about is how each troop works with others. Right now, I'm playing with a group of friends who are all new to the game, with the exception of one guy who got us all into it. He started a year or two ago and played Tau. He knows most of the rules and strategies but he doesn't know much about playing Ork.Umm, you may want to check how sweeping advance is worked out. And yes, more boyz is always a good thing.Ironically, in the 2-3 games I've played, I usually have most of my forces by the time I get into Combat. For instance, last night I played a 3 way vs Necron and Eldar. I got to the Necron with my whole squad of 15 boys +1 upgraded to Nob with PowerKlaw vs 10 Necron (Warriors?) and 1 Necron Lord. The first assault round we tied, but in the following turns I managed to kill 3-4 Necron causing him to retreat. However, during Fall-Back (I failed my "sweeping advance role, by rolling a measly 5 on 2d6), he shot at me with his squad + another squad) caused 4 wounds which was enough to cause me to fall-back.
I think I may just need more Boyz per squad too.Tailoring based on your opponent's army is uncool, it's much more fun (and cheaper) to build an all comers army. What have you got so far.So, it would help tremendously if I knew what race I was playing? Right now my friends and I are playing 500 pt armies. The other players are 2x Necron, 2x Space Marines and 1x Tyranid. I don't think we will know who we will be facing against beforehand, but some players think that knowledge should be available so they can tailor their armies to the enemies weakness. I think I would prefer that information remain a mystery so my opponents don't just load up on large template weapons.
And to Skagrot, please take more time with your posting and cut back on the netspeak. It is frowned upon here.
Check out ==My== blog: www.bnhblog.blogspot.com
I agree. I think it's better to just bring the best army you can and expect the unexpected. I guess some of them think that any army would logically know what race they'll be facing in any upcoming battle (of course you could argue both ways), but in all honesty, I think they just want to find a good way to guarantee a victory by taking the best possible options to defeat said army.
So, I guess Orks won't be getting Codex updates soon, but I'm loving what I've seen in the Codex so far. From my limited experience so far, the individual units and different armies of 40k seem to be pretty balanced, or at least I hope they will be when all the codexes are updated.
Thanks again for all the Help, == ME===, you've been a constant stream of useful advice since I Joined here and every time I post, I still get "Welcome to the Waagghh!" it's Great!! Is there any way I can add rep for you?
you click the little button that looks like this- in the bottom left of his post in the section that tells you his username, credits, age, picture ect. and then add a comment if you want to. And welcome to the WAAAAAAAAAGH! I just started as well.
Vampire Counts Progress Log [W:2 D:1 L:1]
I feel left out.. I wanna say Welcome to da Waaagh! too! Ooh, I just did
I've experimented many times over via proxy, and thus far I've only lost one out of six games (the two victories against Nids I am not counting towards my kill tally, as we did not play true 5e rules) I'll give you a run down of the different lists I've used, and maybe you can get some idea of how they can play.
Horde Army: Load up on as many squads of Ork boyz as possible. You will have so many bodies that the opponent simply cannot thin your numbers out enough to stop your momentum. The only thing really complicated about Orks is momentum - if you lose it, you're opponent will have an easier time smashing you. What I mean by this is, you have to be able to inflict enough damage on the first round of combat to break a squad, and this doesn't get any easier than with a green tide running straight at your opponent.
Battle Wagon Brigade (as ==Me== called it): Battle wagons are grreeaat! You can field a maximum of eight in an army list!! Toss a deff rolla on the front of them, transport your mobz right into your enemy's face, then tank shock the hell out of them! You can't much go wrong there.. just don't spend too many points on the tanks, you need to make sure you're still transporting enough boyz and nobz to hit em hard!
More Dakka!: One list I fielded (2,500 points) included 3 looted wagons, 3 squads of lootas, two max squads of shoota boyz with big shootas, two big meks with shokk attack guns, and 3 squadrons of deff koptas with kustom mega blastas. The ammount of fire power this list could throw out was purely insane! Its like playing an Imperial Guard army, only better! The looted wagon's boom gun is far better than the battlewagon's killkannon (as it has better range), loota boyz can, keep shooting til the cows come home, and never underestimate the deff dealin skillz a fully loaded mob of shoota boyz can pump out! Don't think they're no good in the assault, either. They're just as stompy as slugga boyz, just with a few less attacks! Oh, and the shokk attack gun is just too much fun! For a horde army though, I'd field a big mek with kustom force field, the boyz it will save will dish out a lot more damage than the shokk attack gun can!
There are many more styles you can play, but I haven't tried any of them yet, so my commentary would be useless. The most important thing about Orks is.. so long as you don't have an annoying whiner of an opponent, you cannot play a game without having fun! No matter how it plays out, Orks are simply always fun. Even playing in 'da mek's garage' is a lot of fun! Kustomizin your Orks with an odd assortment of random bitz from other armies, and making models that just simply shouldn't work, but somehow do anyways!
So, once again, Welcome to da Waaagh! Hope you enjoy your stay, if you need anything, just kick one of da grots at the front desk, they'll get ya whatever you need.
I've recently become a fan of this thing called Dubstep. And you should too.
Datsik & Flux Pavillion - Crunch (Youtube)
Da Moo Kowz is da drinkinest Orks of dem all!