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I've been reading a lot of posts on how this unit is better than that unit and never do this or that....nonsense.
There isn't one unit in the Ork army that is useless. And there are no mandatory upgrades that must be taken, nor upgrades you should never take. The entire army kicks butt.
What matters is how comfortable you feel playing it. When you get the 'fighting style' that works for you, then victories will happen. That means you need to focus more on what you like and less on what works for any specific scenario.
I was thinking of making a list of ork units and giving my opinion. No. Instead I am going to address a few specific assumptions that I think are wrong.
Myth #1: "Shootas are better than sluggas, on foot"
Totally untrue. Sluggas RUN. There is no time to shoot. You run straight at the enemy with a huge unit and scare the crap out of him. 30 sluggas bearing down on somebody will either attract every shot he's got, or beat the daylights out of everything they touch (and they can touch a lot). Many times they can do both! Sluggas are fantastic on foot....don't believe the haters.
Myth #2: "Don't use ONE X (fill in unit here) because it's an easy kill point."
Forget kill points. Build your army to suit your playing style. If you do this then you'll win. It's more important to be comfortable with your force and use it to greatest effect than fuss over which unit can hold an objective or how many kill points you give up.
Myth #3: "Cybork everything"
Yes a 5+ invulnerable save is useful. But it is NOT mandatory. This actually leads into a larger issue - worrying about protecting your boyz more than worrying about killing stuff. Focus all of your energy (and points) on killing the enemy. KFF are also useful - but not necessary. Really. Don't go crazy with stuff that protects your army - remember that there is a neverending supply of Orks in the universe.
My advice to ork players is to embrace the flavor of the army by being as violent as possible in your gaming style. Get in your opponent's face and don't worry about facing tactics and such. Sure you'll take losses - because he's scared and wants to stop you. But the table is only four feet wide. That's not enough room for him to hide! Any player that runs from your orks has already lost - you just need to convince him.
Well said! Rep for you!
Orks are the 1 army in 40k that should be played how YOU see fit, not by what others play. If you want to power game, play the best and win as much as possible, then don't play Orks. Yes, Orks can be the best and win alot, but that's besides the point. Orks are the army that screw themselves over, yet when they play that Power Gamer and roll a box-cars (double 6's) hit with the SAG on his meanest stuff, its worth the world. Just be sure to post and share your opponents reaction with the rest of us!
Though, do note, that if you come looking for help you will get responses from others with what they think you should do, which may not alwasy be the best thing for you to actually do.
Great, Monkey! Now you can pay me back some of that Rep you owe me XP Speaking of.. I'd rep you Cossak, but I need to rep someone else first.. hehe.
I am always eager to debate about what's best this, and what's worse that.. but I do it for the joy of debating. I agree with you (almost) completely. I like to know what it competitive and effective, but I also like to know what's fun! Once I have the core of my army built (often Shootas and Lootas, cause I like dropping a bucket full of dice in the shooting phase, rather than a single di to run) I love tossing together a bunch of other units that are fun. Whether they are mad crazy killing machines (like Killa Kanz or Nob Biker) or just plain silly (Like Bigbomm Defkoptas) is irrelevent.. point is they're FUN!
Last edited by BossGorestompa; April 29th, 2009 at 20:33.
I think that Myth#1 isn't so much of a myth as you suggest. Shootas are generally better than sluggas on foot for the simple reason that they offer you more options.
I've played many games against a very savvy Eldar player who likes to field Guardian squads and give ground until he can step forward and shuriken the hell out my squads with guide and doom usually reducing them to dust. For the majority of these games I ran 2:1 Sluggashootas and what I found was when it came to that final charge, I had my squads sitting at around 17-18" because the enemy gave ground - a very risky waaagh roll that. If I just went forward 6" and ran d6" then I'd be in perfect position to receive a shuriken wall. I found myself wishing I had more shoota boyz, for instead of just running into death I could have shot 60 odd shots at the guardians, making them pay the price for not engaging me.
I now currently run 2:1 the other way. 2x 30shoota mobz and 1x 30slugga mob.
Shootas give you more options on foot, which is good because you will not always find yourself in that perfect charge range. In a trukk/bw it certainly is a different story, and I have fond memories of my 'ard boyz leaping out of their trukk
Here are my boyz, ready for a scrap....
These boyz will surge forward and crush everything in their path. My IG opponent has a crazy plan to take my objective with a unit in a Chimera, with a Hellhound to burn a path and Sentinels to tie me up in combat.
It won't be enough.
Notice how I have NOTHING to hold my own objective - everything is going forward. The IG will be far too busy trying to survive my attack.
And yes, the big templates will rain down, the heavy weapons will fire and the lasguns will light up the boyz...but it won't be enough.
It won't be enough....
Last edited by Cossack; April 29th, 2009 at 20:41.
1. Since my entire army is supposed to be mech, I've used 12 strong Shootas, which didn't do brilliantly, but much better than expected (they were on foot, I'm missing a Trukk at the moment). I was against Necrons, and he made the mistake for assuming Shoota Boyz are rubbish because they don't have 24" guns, and aren't as good in CC as Sluggas.
Then the 12 of them (he didn't even shoot them) assualted some nearby Destroyers, ok, Shootas have one less attack each than Sluggas, but its still a good 3 S4 attacks on the charge each. Plus the Nob's Powerklaw. Needless to say, the shock of the charge, combined with the shooting before hand, the Destroyers were gone.
2. I don't worry too much about Kill Points when I build my army, as only a third of the missions need it. It's more practical to have objectives in mind, as you'd be doing that more often. But even then, I don't take that into consideration. I've got Nob Bikers, which can't score, but I use them every time.
3. I only Cybork my Warboss and Nobz, even with Grotsnik, I wouldn't Cybork everything. Maybe Grots, but that'll be Apocalypse only, and for a laugh.
Lets talk "Tankbustaz".There isn't one unit in the Ork army that is useless. And there are no mandatory upgrades that must be taken, nor upgrades you should never take. The entire army kicks butt.
PS: Teach me how to use the quote function. XD
"Show 'em the gunline, Boss"