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Before I did chaos I had a 2000 point dakka orks army with a stompa and fighta-bomber.all my friends said this is a bad move as orks were based on close combat but what about meks looted tanks and shok attack guns(any one who has played against them will know they either are amazing or fail) so was it a bad idea to do a shooty ork army?
Ummmmmmmmmmmmm..... Yeah..... Ork are meant for assault. I guess maybe you might be able to get it to work, but Orks are all about knife fighting.
I am an Indestructible master of War.
Orks are great at shooting. Shoota boyz, lootas, killa kans, shokk attakk guns, warp 'eads, rokkit/skorcha buggies, deffkoptas, looted boomguns, warbikes and any unit with a combi-skorcha are all fine additions to an Ork army. The trick is, they're shooty units that can also assault, if they need to, so they can sit back and fire, while daring their opponent's to come close.
Orks are amazing at shooting. I don't have the mentality, but that's okay because much of the army can also do well in assault. So when you tire of tossing fistfuls of dice in the shooting phase, you can toss them in the assault phase!
Don't sweat the low BS, needing a 5+ to hit. The Orks make up for it by getting more dice and that is what makes them better. And most of the shooty stuff can move without affecting the shooting at all.
Ork can't hit the broad side of a barn. I will admit they got high output for shooting, but they don't hit much. Grots are not to bad for shooting.
I am an Indestructible master of War.
Orks shooting rocks. It's the best way to run a foot mob.
Quantity, Quantity, Quantity. Sheer rate of fire mitigates their low BS. Lootas, Buggies, Shootas, Bikers, Kanz and Big Gunz all make for a very nasty shooting phase with respectable assault elements to back it up.
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I forgot about big gunz! They're one of the best units in the Ork army, point for point. At the recent adepticon, the Orks won the team battle mainly through the firepower of 12 big gunz units (36 kannons!) and a whole lotta lootas.
Yes, their aim is terrible when compared to a space marine, but Orks get 50%-100% more shots each! Volume will make up for nearly anything.
As said, Dakkaing totally works. My crappy (At shooting) slugga boys with 2-3 big shootas will kill a small squad of space marines (5) if I get lucky before I even get there, or weaken a squad of 10 enough for my to mop them up fast. So don't underestimate volume of fire.
The thing is, Don't think of a shooty ork army like the IG where they can't move and can't assault. (except for lootas. And even then... if they need to they can assault pretty well! But that shouldn't be happening) The best part of ork shooting IMO is our mobility. Theres never any reason not to move at least 6 " unless you already have good cover. It can be very flexible that way.
And the best part is the counter-charge aspect. Shooty Ork armies mess up most player's super efficient mentality of using melee troops on shooting units and shooting on melee. This is because almost any ork in a real shooty army is good (Relatively) at both.
Finally, those players like your friends that say "Orks are made for CC" are precisely the kind of enemies you will destroy with a proper dakka army. They don't expect the orks to kill them at range well, and when they do, they think "Alright then I'll melee them" and then you counter-charge and between the shots and the sluggas... It's great. For the boyz.
Edit: FYI, I'm talking about Shoota boys, units with Big Shootas, Gretchen Kinda..., both our Dreads, Flash Gits for anyone that uses them, and Kommandos.
Last edited by Vazzaroth; April 7th, 2010 at 11:32.
I am verbose. Sorry.
Kargh's Wite Butz, Death Skullz Orks: W: 5, L:, 2 D:2; Silver-skull Necrons: 1W 1L,500 pt
thanks every one for the help really is useful for killing everything but personally grouts are really bad in 5 games at 1500 points they shot every turn and killed 10 people before they were butchered by jet packs or bikes or land raiders etc,etc.
and by the way is there an easy way (e.g. less than 50 pounds!) to take down a or army with tankbustas,wartrakks,lootas,ork boys,trukks,bikes,meks,grazkull thrakka and burnas.
One other area that makes ork shooting look weak is the relative lack of low-AP weapons. Units will usually get their armor save against an Ork gun. Like grax and me said, they do it through sheer volume. Because of that, though, your opponent may make tactical mistakes.
Usually it's a good idea to put units in cover to make it harder to shoot them up - they'll get a cover save against fire that they don't get armor saves against. But if they would get their armor save, then all it does is tie them up in a location where they can't move well. (It does get them some protection against assault, since you'll come in at I1... but most units ALSO beat Orks in initiative, so again you're not actually getting any benefit.)
A smart Marine/equiv player will feel perfectly safe leaving his troops out in the open in that situation, but a lot of them are so used to forting up whenever possible that they'll do it instinctively. At that point, you've got a huge maneuverability advantage... and even if they're forted up right on an objective, oh well, the cover doesn't actually hurt you. (Of course, if they're not MEQ, and you can penetrate the armor they've got, they'll probably fort up for a cover save as normal...)
This also means that really tough-nut units like terminators are a little more vulnerable to Orks than to most armies. Bury 'em in dice, they'll roll some 1s. You'll usually get at least a piece of 'em, and if you get only a little lucky on your rolls, you can inflict heavy casualties.