Welcome to Librarium Online!
I am a chaos player of two years. And I'm looking into starting an Ork army. I was wondering what was the best way to go about this? What are some things that are essential to a fairly balanced( maybe 75% combat, 25% shooting) army. I would also like to know some helpful ork tips. What are some generally successful strategies for orks? Any extra info would be appreciated! Thank You, Rod!
lootas and Kff mek
In pretty much every single ork boyz mob, you're going to want a nob with a powerklaw and bosspole.
Lootas and Grots are essential. The rest depends on what sort of army you want.
Mekanized: Warboss, Battlewagons full of Nobs (combat), Grots (support), and Boyz (meh), Buggies and/or Deff Koptaz, KFF Mek. Trukks are fragile and weaksauce, avoid.
Shooty: SAG Mek, Big Gunz, Buggies, Shoota Boyz
Kanwall: KFF Mek, Buggies/Koptaz, Kanz, Shoota Boyz
Hybrid: Wazdakka, Bikes, KFF Mek, Battlewagons, Buggies/Koptaz
Orks have a very shallow learning curve and plateau way too early (a lot like CSM). They will do well in small point games and against new players or casual players. In serious competition they have a lot of flaws that put them in a very bad position, in particular their lack of ability to deal with large quantities of armor, problems with No Retreat!, reliance on overly expensive and not terribly worth it deathstars, and the inherent fragility of their own vehicles.
It's a fun army and great for casual play, but they don't quite stack up competitively. Coming from CSM this may be familiar to you
Yer best anti armor weapons are Powerklaws and Deffrollas.. Trukks are good for getting yer boyz into combat quickly, (or quicker) but take more than 1, (or 2 for that matter) and put some Choppa equipped 'ard boyz in one of them.
Personally, I think Lootas suck, but maybe that's me.
Nobs are essential. I also like kommandos, they are cheap(ish) and get 2 special weapons, (take the burnas), and keep the squad smallish-around 9 is good. If you like SC's take Snikrot here, but don't expect him to live long.
Oh, wazdakka, and Zagstruck will not serve you well. Yer better off with a bike boss and a stormboy nob.
Powerklaws aren't very effective because they have to get to the vehicle, which is tricky for the paper armored Trukks or anything on foot. On top of that, they have to hit (lol moved 12" hit on 6's). If you fluff the roll, all your Orks are bunched up nicely in what we like to call "please pie plate me" formation. Bad end.
Deff Rollas are on the open-topped Battle Wagons. Open-topped loses the best benefit of AV14 (virtual immunity to S8 ), plus the model itself is so narrow that side shots (AV12) are very easy to get. In order for the Rolla to work, the Battlewagon has to get within 12". That's melta range. AP1 and open-topped is a popped Wagon.
Trukks suck because they're so fragile and random. Trukk mobs suck because 12 boyz don't do enough damage and are too easy to kill/run off, 'eavy armor or no.
Lootas are great because they kick out lots of S7 shots. They can nail light armor, stun/shake AV13, and stick wounds on anything from infantry to MCs. A staple in any Ork army.
Nobs are killy, but they get pricey quick. They need a Battlewagon or Bikes to be useful, so they end up taking a huge chunk out of your army. For all the hype, dedicated cc units will smack them silly (TH/SS Termies come to mind, for about half the cost). They're the best HtH unit in the book, or at least they least crappy/hobbled one.
Kommandoz are not Lootas, ergo they fail. On top of that, they are glorified foot sluggas that come in randomly, so Snikrot is required to make them an incredibly expensive "kill 1 unit then die horribly" deal.
Zagstrukk sucks (Stormboyz in general suck, too pricey, too fragile), Wazdakka does not. Mobile S8 and Bikers as Troops (T5, always in cover, 3 TL S5 shots apiece, what's not to like?) is super awesome since you aren't relying on our crappy/expensive transports and can actually hurt armor at range!
Last edited by ==Me==; March 22nd, 2010 at 02:22.
==Me=='s advice is dubious to me. He seems certain of it, but fails to understand there is more than one way to play.
FYI: "Slugga Boyz" are armed with a pistol and close combat weapon, for +1 attack. "Shoota Boyz" have shootas and get 2 shots (while moving!) instead of the bonus attack. Both are extremely good and the best thing about the Ork army.
I recommend you do the following:
-Start with the Orks in the AOBR set.
-Add an Ork battleforce boxed set.
-Add an Ork Nobz plastic boxed set.
This gives you....
Warboss with Powerklaw
12 Nobz (and four powerklaws) with various kit...hint: the 'boyz' frame of 10 includes a free nob w/PK
18 slugga boyz
2 big shoota boyz
20 boyz that can be any combination of sluggas, shootas, 2 big shootas, and 2 rokkits
3 koptas with twin-linked rokkits
3 warbikes, one is a Nob (with big choppa)
There are a number of things you can do here. I'd recommend avoiding any radical hack-jobs at start (like chopping your boss and putting him on a bike) until you learn more about the army.
A sample force could be:
Warboss w/PK and 10 Nobz (armed with one Powerklaw, one Big Choppa, one combi-skorcha a boss pole and seven choppas)
put them in a trukk with a few gadgets attached - don't spend too many points on it! With armour plates and red paint job it is 50 points.
Nob w/bosspole and PK + 19 sluggas
Nob w/bosspole and PK + 17 shoota boyz and 2 big shootas
3 bikers, one of which is a Nob w/bosspole and powerklaw
3 koptas with twin linked rokkits
That's 955 points and you can fiddle with wargear a bit.
The next items you should consider adding would be:
Big Mek with Kustom Force Field
Lootas (expensive models)
MORE BOYZ (at least two more boxes to give you 20 boyz and 2 nobz with PK...a very important upgrade of meat for your army)
Killa Kan boxed set of three (oh hell yeah)
Try those items before moving on to other things like:
The Shokk Attakk Gun and Wierdboy are fun and screwy, but you should not start with them. Try them out later.
Grots are just fun and it's great when they do amazing things in a battle.
Battlewagons and Deff Dreads are just pure Orkiness, and you can convert a looted boomgun wagon for extra smack.
I have Goffs as foot slogging horde.
Battle wagons are important. Make one cheap for transporting Tank bustas. I have a rokkit launcha, 2 big shootas, ram, armor plates, and the important part for tank busta transporting. Open-topped.
Take tank bustas with 3 bomb squigs, and 2 tank hammers.
A looted wagon with boomgun makes for a good light tank.
3 killa kans. I when with 2 rokkit launchas and a grotzukka.
1 deff dread. Mine is 2 DCCW's, burna, and big shoota.
Big Mek. I did a power klaw and KMB. He has 'eavy armor too. This is a good model for low point games. He makes a Deff Dread as a troop choice and he himself is a cheap model.
Warboss. He is a very good CC unit and is great with Nobs or 'ard boyz. I took a twin shoota and power klaw. He also has 'eavy armor.
"ard boyz. Are good. I take 15+1 nob for 201 points. I have a big shoota and a rokkit launcha. Then I did 4 shootas. the rest have sluggas and choopas. nob has boss pole, slugga, and big choppa.
Boyz mob is another cheap unit. nob has twin-shoota, boss pole, and power klaw. Then they have 2 rokkit launchas, and a big shoota. This unit has about 8 shootas and the rest is sluggas and choppas.
Lootas and kommandos are ok, but not the greatest. Take them when you got about 150 points and nothing better to take for general games.kommandos are good for flanking and infiltration but not all games makes these skills useful.
I take 5 nobs. 4 have big choppas and sluggas. 1 has boss pole, power klaw, and twin shoota. Then they all have 'eavy armor. I also take a Painboy with grot orderly. Feel no pain can be handy. They work out great with Warboss and they can also be taken as a troop choice.
Mega nobs are nice on paper but don't work out for my army because Mega nobs are so freaking slow.
I don't have trukks. I can spend my point better in other places.
Deff Koptas are to pricey.
War bikes are too fast for my army, but I like the look of them. On paper their stats are great and Wazdakka make them even better.
Well I'll stop there. If there is anything else just ask.
I am an Indestructible master of War.
Some good points have been mentioned already in this thread. ==Me== is correct in the fact that the largest issue with orks is armor, and some of your opponents will know and exploit this. Cossack is also correct in that ==Me== is a little bit of a doomsday prophet when it comes to ork competitiveness. Orks can do well in a competitive setting, but you need some intelligence and luck. Whatever list or build you go with, there are a couple rules that apply to every ork army. So here are some tips that i wish i knew back when i started playing orks:
1- The largest thing that sets orks apart from other 40k armies is how fun they are to play. Always remember to have fun with your orks. Also orks have a lot of weird units and crazy rules, don't be afraid to use them.
2 - Boyz before toyz. This is said a lot on these forums for good reason. Ork infantry is the backbone of every warband. Sheer numbers will bring you victory in most cases.
3 - The best weapon orks get is a powerclaw. They are good against pretty much anything you can get close to. You should always equip your nobz (when they are leading boyz) with power claws. If you don't want to add a nob to a mob for whatever reason that's ok, but if you do want to add a nob to a unit always make room for a powerclaw.
4 - Quantity is always better then quality. Even if you're running a Badmoon army, don't burden yourself with trinkets and treasures. Be cheap with your upgrades and units so you will be able to field more.
5 - Learn the art of speed painting. A fully painted army will bring you more luck, and thus more victories. Any warboss can tell you that you can't have a proper waaagh without greenskins (not dark greyskins).
There you have it. Hope you end up sticking with orks.
What is dis signature nonsence?! dem stupid human zoggers are always trien to confuze us.
Cossack, 1 Trukk plus footslogging is a terrible army. 1 open-topped AV10 vehicle is ludicrously easy to pop, then your massive points sink of Nobs is walking and it's GG right there. Dubious is about the nicest way I could put it.
Shootas are superior to Sluggas on foot because they can actually do something outside of 18" (with a lucky Waagh!) and still do fine in assault (for boyz anyway).
Gathrog, don't drink the kool-aid. A little dose of truth, painful as it may be, is good for you.
1) Every army is fun for the people who play 'em
2) Spamming boyz isn't very helpful, you have to have an army too. Foot boyz are bleh because they're so slow, ineffectual against armor, and very vulnerable to getting outmaneuver, outshot and outfought (on foot, it's easy to get charged, lose your FC and get pasted by No Retreat!). It's important to have a solid core of Troops, but you've got Grots, Nobs, and Bikers to contend with as well.
3) PKs are a necessity in every combat unit because otherwise Orks couldn't take down Dreads and MCs. They are not reliable enough to nail armor, so you'll need Lootas/Rokkits/Kannons to do that.
4) Definitely, always try to take more than 1 of any unit in case some bad rolling gets it killed or renders it useless. Redundancy is very important.
5) Yup, drybrushing and washes are your friends.