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So i saw this really cool army idea in the new codex, it had a bunch of meks and loots and the shokk gun and i would like to do it but i dont understand why you would base an ork army on guns if they only have BS 2. I mean thats only hitting with like 7 out of 30 shots on 10 lootas. So if someone could tell me if i should do the mek army or the gazskull one it would really help. BTW they are both 1500 points.
Do not underestimate Ork Dakka! I use mostly Shoota Boyz for my troops, and I don't know what I'd do without them! Sure, they recieve 1 less attack than Sluggas, but they make up for it with two dice for shooting. Across a game, they'll drop more dice than Sluggas will (or at least, they should!) and they're still rock solid in combat.
Lootas are much the same, except they're one of the only units in the entire Codex that can fire 48". Plus, the relatively high strength of their weapons makes up for their lack of accuracy (and lack of volume as compared to Shootas)
But don't take my word for it, playtest three or so battles with each list, and see which one you like best. Personally, it's Dakka Orks all the way for me ^-^
Yes, Dakka Orks is a viable way to go. We make up for BS2 with sheer volume of fire. It seems like everyone has these preconcieved notions about Orks that we are an assault army which is false. We are an attrition army, meaning we can take loads of attacks before dying. The amount of T4 wounds we can have is unparalled in 40K.
If this is the way you want to go, will probably want 60-90 shoota boys, a Big Mek w/ SAG, maybe a couple boomwagons, and lootas. For more tips, read "The Basics" by Mynameisgrax in the 'orks' section of the forum.
One more thing: NEVER copy a sample army from a codex. They are always terrible in gaming terms. The reason they put in those "showcase" armies is to display the model range and intrigue beginners.
I agree with the other posters. Don't underestimate Ork firepower. What they lack in aim, they make up for in volume.
10 Lootas get an average of 20 shots, which result in 7 strength 7 hits. You'd need 7 Imperial Guard auto-cannon teams to match that firepower, or 5 Space Marine auto-cannons. Ork Lootas, by comparison, are significantly cheaper than either of those two options.
Shoota boyz are also fantastic, with 2 shots each with assault guns, and 18 inch range. 20 Shoota boyz get 40 shots, which result in 13 hits. That's the same firepower of 10 space marines within rapid fire range AND the Orks can still assault afterwards!
3 Killa Kans can outmatch virtually any dread in both shooting and close combat, the SAG is a potent and viable Ordnance gun (especially if you give him an ammo runt), Rokkit buggies are incredibly cost effective for what they do, Warbikes can put out more anti-infantry shots than any other bike in the game (that I'm aware of), and combi-scorchas can turn Ork warbosses and units of nobz into anti-infantry killing machines.
In short, 'shooty' Orks rule. ^_^
"Any job worth doing, is worth doing with a powerklaw."
Try 2 units of lootas, 1-2 units of killa kans and 2+ units of shoota boyz, and watch your opponent weep. Only IG, possibly shooty nids and shooty SM, and Tau at long range have a higher shooting killing power than orks.
"Politics is the womb in which war develops"
how is one an ork stategist move shoot then assault
Huh? An Ork strategist is like a moot philosopher, master of the inane arts. Ork strategy is figuring out which Boyz are more enthusiastic to get stuck in first (which is all of them).
Just so happens that Shoota Boyz are more in touch with the potent Waaagh! energies gifted by Gork and Mork, 'cause they get to make lotsa dakka before they get to krumpin.
Did that answer your question?
Yeah, this reminds me of the quote on p.94 of the codex:
"Get 'em boyz!
Dakka dakka dakka!
WAAAGH! THE ORKS!
-Rotgob, Ork strategist