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I already have two armies (three counting my Cygnar) to finish building and painting, but I recently bought a bunch of codices in the "know your enemy" spirit, and, well, now I'm in trouble. I have little left to buy for my current armies, and I'm already looking at other stuff.
I'm caught between a bunch of different choices, many of which I never thought I'd like: Chaos (Emperor's Children), Eldar, Tau, nids, and... Orks.
I blame the Black Reach set, which the gf bought me recently. I swore I'd sell the Orks, but now I'm looking at them and... they look pretty cool. The codex is funny (I LOL'd at the Shokk Attack Gun), but I wonder if they're too... silly or not. As to playstyle, it looks like they're the only army left where players still want to use the "horde" army. Even nid players seem to be giving up on gaunt hordes.
As background, I play Necrons and am rebuilding Space Marines, so I'm used to well-balanced forces moving in synch. I don't play Orks, so forgive me if I get this wrong, but the horde of greenskins slamming into the enemy, while very fluffy, just doesn't seem very elegant, and I can't help but wonder if I'd get bored playing like this all the time(plop 'em down, hurl 'em that way, rinse and repeat). If that's the case, I sure don't want to buy 60+ models and paint them, but a mech-heavy Ork army doesn't seem appealing to me either. Speed Freeks seem like fun, but I don't like the paint scheme. Evil Sunz, is it?
Anyway, I hate to start yet another "What shall I choose?" thread, and I'm sure you'll all encourage me to shout "'ere we go!" but I'm curious as to why? Why Orks and not the others?
Have you shout 'Ere we go? Nah, we'll just do it for you.
'Ere we go!
Orks have a lot going for them. Cheap, high quality plastics, tons of conversion potential, and a very flexible and competitive list. You can make just about any kind of Ork army, ranging from your green tide to a shooty horde, mechanized assault, Speed Freeks, Wrath of Kan (loads of Killa Kanz and Dreads), Battlewagon Brigades, and the like. So don't worry about getting bored, you have tons of options.
Orks are a huge departure from Necrons and Marines, you go from a small cadre of elite fighters to a horde of rubbish ones who emphasize quantity over quality. Plus, Orks are a great assault army, so there's another difference. The conversion potential is the best in the game, you can literally make anything out of your basic Boyz sprues and some bits/imagination.
Evil Sunz aren't the only speed minded Orks out there, you've got your Blood Axes trying to imitate Blood Angels with overcharged engines, Deff Skulls who just nicked a whole bunch of Trukks from the Sunz, Goffs who realize that Trukks get you stomping fings fasta, Snakebites who are riding immature Squiggoths instead of Trukks, Flash Gitz who spent all their teef on flashy engines, and so on.
Your other ideas are also different from your current armies (except Chaos, friends don't let friends play MEQ), but Orks is da best.
It looks like you're playing to elite armies already, so it would make sense to start an army that plays a little bit differently. Orks do offer a lot of options (as stated above). Orks offer you the chance try something that requires entirely different tactics.
I think Orks will be an excellent choice for you. There's something about giving yourself a new set of problems to solve that makes the game seem new and exciting.
You don't have to buy a number of models to play orks properly, but it really can be fun. I would recommend buying more that 60 models. It's more of a time investment, but I think you'll find that it's worth it.
I'd also like to point out that orks, more than any other army, embody the spirit of the game. When an ork is fighting, he's having the time of his life. Orks remind us that the game is supposed to be fun and keep us from taking things too seriously.
The main goal of this game is to have a good time.
And the big mek with Shokk Attack Gun. Can't forget that. I love that just for the model, with the "volunteers" being vacuumed up by the thing.
Course, while having fun is the priority, I want to make sure I have an army that is competitive. I expect to start participating in tournaments soon with my other armies, and while building and painting has always been half the fun for me, I'll feel it was all a waste if I keep getting smoked every time I go to play with it.
I guess the big question I have is, I'm a player who is used to creating "balanced" lists. I never have too much of any one thing, anti-tank vs. anti-horde, cc vs. shooty, etc. I've always loathed players who purposefully pack their army with as much of X type of unit as possible, in order to trip up other players.
I get the impression that Orks, like nids, emphasize quantity over quality. This is a foreign concept to me, and it's hard for me to imagine it being a competitive army. I've never played against Orks before, so I don't really know what they're like at all beyond theory. I've also heard from nid players that the gaunt horde idea is much less viable now in 5th edition. How is it for Ork armies? Is the green tide still a competitive way to play, or do they get chewed up too easily now? I imagine a list with 12 boyz in a trukk, another 12 boyz in a trukk, then a BIG squad of 30 slugga boyz. Is that too unwieldy? Again, I like balance. I don't want an army full of unusually small Ork units that will get steamrolled, but I don't want to go too big on squad size either.
Otherwise, how has 5th edition HELPED the Ork player? How has it hurt?
the new marker rules are good for ork blast weapons so they often hit (cause the hit on the scatter dice is even hard to roll as 5+, and if they dont roll a hit they can still kill some enemy's with scattering0
because orks can run they are much faster in combat
cover saves are higher now and they can ''hide'' behind other mobs and bullit shields (grots)
if the enemy shoots with markers at large mobs you almost always lose orks
because you can't considolate in new combats you can't stay whole turns protected for enemy fire
this are just a few things
A balanced Ork list is very competitive. Tyranids don't do hordes any more because their gaunts are overpriced and no retreat really hurts them. Ork boys are underpriced if anything, they put out a ridiculous number of attacks (even shoota boyz) at WS4 and S4 on the charge. And to back it all up they've got a Nob with a powerklaw lending 3-4 extra S8-9 attacks.
2 Trukk Mobs don't have the staying power of 30, but they can hit wherever you want them to and if they mob up on the enemy you shouldn't have many problems. Even 11 normal sluggas have 44 WS4 S4 attacks charging, that's usually enough to maul a Tactical Squad, especially with the PK in tow. Shoota boyz on the other hand make excellent objective holders, 30 boyz in cover is impossibly hard to shift and they put out a ton of shots down range.
5th has overall helped Orks a lot, the removal of kill zones means we always get full attacks in BtB where before our low I meant you could clear the kill zone easily and have no problems. New cover rules mean you can run 100+ boyz across the table and use 100 points of grots to give them all 4+ cover saves. No Retreat can hurt, but you shouldn't be losing combat anyway, and no consolidation can be a pain (but you can always charge multiple units).