Welcome to Librarium Online!
Ive been playin as an ork for about 4 months now.. and i got some purchasing questions.
rite now i have:
a black reach warboss
the BR 3 deffkoptas
and a deffdread
so far, despite what i've heard, i have liked my deffdread- it has both a land raider and monolith destroyed to its name and is seldomly destroyed itself. I like footslogging boys as a nob meatshield. My nobs are always heavily equiped ('eavy armor, 4+ PKs, and big choppas). Due to the ork BS of 2 i will NEVER go dakka, mostly because i doubt they can hit anything frequently enough.
So i wanted to know how to get krumpin more quickly and with more boys left when i get there. I know a KFF Big Mek is worth it. My question: what is everyones opinion on the following: stormboyz, trukks, meganobz, burna boyz, and should i get anymore deffdreads/ killa kans?????
Any Misc suggestions would be appreciated. My theory is that orks are meant to be hordey and to fight close combat-- so why not fill that criteria? haha
Storm Boyz - Have never played them..
Trukks - Have never had good experiences myself, but I do see their value.. Support them with a KFF Mek, Bikers, or a Battle Wagon (or any combination of the three) and I suppose you've got a solid start to a fast list!
Burna Boyz - Have never played them.. but I imagine they'd work wonders with a KFF Mek inside a Battle Wagon with Deff Rolla! Tank Shock 7" (with Red Paint Job) and burninate the hell out of what's left!
Killa Kanz - My second favorite unit! Tied with Big Gunz, second only to the Battle Wagon. Despite WS 2, they're still likely to hit on a 4+ against most foes (anything with WS 4 or less) and 5+ against all else.. Amongst a full squadron of them, you can manage 9 DCW attacks on the charge. Plus they have a more reliable BS 3, which makes them a great Dakka support to a foot slogging army.. as well, they're fire magnets, making them an even greater support to a foot slogging army!
Deff Deads - I load mine up with a Flamer and Big Shoota.. spare yourself the points, he's fine with /only/ two DCW's.. He's pretty beefed up, but point for point, Killa Kanz outperform them.. I still like Deff Dreads though.. they're fun, and great CC support, especially when your opponent has to use his most devastating attacks to bypass your AV 12, rather than directing them towards your Warboss or Nobz.
Personally, I think you're making a mistake by neglecting Dakka! The trick with Orks is that they've got so many shots, enough are bound to hit to do some serious damage! I can vouch for this with personal experience..
I'd at least consider play testing them before you judge.. ask your opponent if you can proxy for a few battles, to determine whether you want to invest in them. My standard set up for Shoota Boyz is:
19x Boyz w/ 2x Big Shootas
1x Nob w/ PK and Boss Pole
Try running two squads like that, and see how they play The reason I like them so much.. they're losing a single close combat attack (which is only Str 4 on the first round) for two Str 4 shots at a decent distance (outside of the average assault range) You should be able to get two solid rounds of shooting in before the assault, and then they'll still get 2+1 attacks on the charge!
stormboyz, trukks, meganobz, burna boyz, and should i get anymore deffdreads/ killa kans?????
Stormboyz - I loved them in 3rd edition. Haven't played them in 5th and will let you know when I do! They are assembled and ready to paint....
Trukks - You absolutely should get one trukk. Put boyz or nobz in it. This is the best 35 points you can spend.
Burna Boyz - don't use them, but some orks at the shop swear by them. I've seen them used with the 'trukk dance' where they stole a trukk on turn one and drove into the enemy.
Deff Dreads - one is enough.
Killa Kans - Three would be great. These are fantastic and will add krunch to your foot sloggers
I disagree with 'proxying' or trying stuff out....just buy it, build it, paint it and play it! figure out how to win with it AFTER you own it!
I think stormboys are a great idea simply because of their speed, you can hide behind a piece of terrain and jump out 12" waaagh upto 6" and assault 6"
Sometimes when I play against assault marines I am always shocked JUST HOW FAR 12" is until its too late and they are already on top of you bringing the pain.
It's good to also pick out squads that don't fight too well in close combat but shoot well, if you can keep them busy a few turns without either side dying out thats fantastic.
Thats great advice from the guys there and There not wrong.
what is everyones opinion on the following: stormboyz, trukks, meganobz, burna boyz, and should i get anymore deffdreads/ killa kans?????
Stormboyz: I have only used these guys once in a squad of 12 and They done pretty well i used grots and boyz as meatshields for them, Along with a kustom force shield.
They got in combat in turn 2 krumped 5 terminators and 5 ravenwing bikers. I used them exactly like omgitsduane said and They done there job but always take a powerklaw and They will kill anything.
Trukks: There fast, Cheap and Get your boyz there useally in 1 peice or In pieces so thats my only experance with them sorry.
Meganobz: There ard and killy so everyone fears them but there dead slow so transport them always useally with a battlewagon is best but a trukk works justs as well i suppose.
Burna boyz: I have experance yet with these chaps but they seem pretty killy but i do preffer and I suggest lootas or kommandos to be honest over them.
Deffdread/killy kans - A big yes to this. I think deff dreads are awesome i useally take 1 with 2 dread ccws and 2 big shoota and Other with 2 dread ccws, 2 sorchas there both under 100pts and I really just use them for enemies target practice if they take one out instead of killing a load of boyz then i am happy but useally if they dont kill them they can cause alot of hell for enemies. Also i small note that most players i've talk to dreads and kanz can run if they dont want to shoot.
Like already explained the BS2 isnt that bad if you have over 40 shoots a turn from the squad. Twin-linked weapons are a must as well for warbuggies and stuff.
Good luck with rest of your orky army!.
Stormboyz- Basically faster Slugga Boyz. Very fast, very hitty, but have the problem of dying as easily as normal boyz and can be isolated quickly.My question: what is everyones opinion on the following: stormboyz, trukks, meganobz, burna boyz, and should i get anymore deffdreads/ killa kans?????
Trukks- If you want to get into combat before turn 4, Trukks are the way to go. Fast, cheap, and ramshackle makes you hope to get blown up!
Meganobs-No painboy, bosspole, or Waagh! Banner hurts and they get pwned by anything with S8+ that ignores armor, but they will wade through anything less. SAP hurts, so give them a Trukk or Battlewagon.
Burna Boyz-Fun unit, but they require a transport. Multiple burnas can kill anything and lots of power weapon swings are handy, but this unit eats up a valuable elites slot, dies as easily as normal boyz, and they require a transport.
Deff Dreads-Cheap armor. 2 skorchas/big shootas, armor plates, grot riggers for ==Me==. They can run up and hit things, but will end up dying to anything with a powerfist or MC rules.
Killa Kanz-Cheap fire support. I like rokkits or KMBs to go after vehicles, or grotzookas to hurt infantry. They can shield your Boyz easily and with the KFF get 4+ cover of your own. A problem in Dawn of War due to slowness, but cheap enough for you to not care.
Check out ==My== blog: www.bnhblog.blogspot.com
Stormboyz are great and I really need to start using them more. Always take a nob with PK and never take less than 15. Best way to use them is keep them hidden behind terrain for a turn or 2 and then use them as a counter charge unit to support your boyz. Though do keep in mind that if your opponent goes 1st you can potentially assault them on turn 1 if they move a squad forward and you roll well enough on the rokkit pack
Monkey's Killer Kan WiP (Updated 4/29)
itll save me some money, as i dont have enough to buy units all the time that ill never use because they suck. But i can see where having more units purchased is cool if you ever wanna do apacolypse or something
So i have deternined that i will be getting kans, stormboyz, and a truck thanks to your opinions. Cuz even if i can get 20 stormboyz and 12 sluggaz into the fight early, it could be a good delaying tactic for the rest. And it'll also add some mobility againt those damned tau crisis suits and the like that jump around and kill my shit.
Any good anti-tau tactics btw?
Last edited by Watson9801; April 2nd, 2009 at 03:01.
But regarding the one trukk.. I'd suggest taking two. Granted, I've never been quite too keen on them, but it seems to me that they'd work better in pairs. If you're splitting your forces between Foot Sloggers and Speed Freaks, though.. be careful how you use your HQs. I would suggest using two KFF Meks (or at least having the option for two) One to give your Foot Boyz and Kanz a nice cover save, and one to provide your Trukks with with a nice cover save, as well as your Trukk / Storm Boyz, should they have the misfortune of winning a combat on your turn..
But then you couldn't field a Warboss to make your Nobz = Troops. I'd at least consider having two KFF Meks available, so you can mix it up as you play.
One concern versus Tau.. Their basic weapon fires 30" and will glance your Trukks on a 5, penetrate on a 6. Combined with their other weapons, you're almost garunteed to be penetrated at least two or three times per turn (sounds kinky, but trust me it's not) You may want to consider a pure footslogging force. The Killa Kans will make a great fire magnet, as their potential for devastation might be too tempting for the Tau not to spend their 30" single shots on them, their Str 5 having the potential to glance on a 6. Just beware of plasma/melta Crisis Suits.
On the flip side.. Tau are really great for one thing: Luring you into traps. If you face a cunning opponent, he may use those plasma/melta Crisis Suits to lure your Storm Boyz into an incredibly fast assault, leaving you VERY likely to win on the first round, leaving you open to be fired upon by their Fish Boyz.
I would sincerely consider Shoota Boyz versus Tau. An opponent like this, you don't want to overwhelm with attacks for just the reason I mentioned above. Slugga Boyz may face the problem of being TOO good in combat, and will likely win their combats on the turn they charge. Ideally, you want to make the charge, then win the combat on it's second round - during your opponents turn but after their shooting phase. Being left in the open after winning an assault versus such a shooty army can be your downfall. And trust me, them commie fishes don't mind chopping off a few of their own heads if it means slaying three times as many of your numbers.. after all, it's all for the greater good!
---------- Post added at 02:53 ---------- Previous post was at 02:48 ----------
Addendum: The only upgrades you want to give your Trukks are Reinforced Rams. Keep them nice and cheap, plus give them the ability to Tank Shock. I can't stress enough how great of an asset Tank Shocking is with a CC army! You can drop your Boyz off and start Tank Shocking their reserve troops, hopefully causing them to break and flee far enough away to prevent them from shooting at you next turn.
Additionally, if you purchase a KFF Mek for your Trukk Boyz.. keep his wargear bare minimum and leave him in the Trukk. You want to try your damnest to keep him alive so your Boyz continue to get a save after winning combats, so you don't want him getting stuck in with 'em.
Edit: Also, don't forget that units (except for those with Fearless or They Shall Fear No Evil) cannot regroup so long as an enemy model is alive within 6" of them. If you get multiple units fleeing, you can run them straight off their table edge if you pursue them for a turn or two. ^-^ This is so much fun, by the way.. I've done this with a battle wagon. I tank shocked two units, one unit broke and ran, the second attempted and failed a death or glory.. the 2d6 Str 10 hits inflicted enough wounds for them to take another Morale test, which they failed. I chased them down in the subsequent turn as well as tank shocking a third unit in the meantime. By the second turn after my Tank Shock, three units had fled the battle. Don't rely on it, but just beware of the potential
Last edited by BossGorestompa; April 2nd, 2009 at 03:58.