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Hello there Ork forum. I'm been lurking for about a week now trying to get the basic idea behind strategies and choices for a functioning Ork army. I myself am very new to WH40k, and will be playing my own army for the first time soon. I play in a group of 4, 2 of them are older players (3rd edition), and one is a newbie like myself. I'm trying to put together a list that'll be "competitive" (we might be new/rusty respectively, but we like to be good at what we do) and I wanted some advice about what could be a balanced army list built around 3 opponents at a 1k point mark for now.
Our other newbie is playing Space Marines ("Ultramarines" codex for now). Right now he's the most indecisive about what he's running. He had a lot available to him as he bought some used models, but here's the basics.
I know that's a very very generic list, and it's Marines, but that's what I remember her's running. Pretty heavily Mechanized for the most part.
Our most veteran player is going with Tau. As far as what he's bought, all I know he has is Fire Warriors, but I've been told his 1k point army has 19 models, soI'm assuming another heavily mechanized army.
Our last player is running tyranjds. He's the one I know most about. He's got a squad of 20 Termies, 19 gargoyles, 3 Hive Guards, a warrior with a "Prime" HQ choice, 7-8 Genestealers, 2 brainbugs? (psyker with Str 10 AP 1 Lance) and a burrowing, perfect deep striking assault 12 6 wound monstrosity (somethingvaunt?).
Basically the long and short of it is I'm worried about vehicles, higher armor, and monstorous creatures. From what I've gathered so far, it's all about the boyz. Either footsloggin' Shootas, or loading up a Trukk Slugga unit, PKs and bosspoles with every group that can. I've got 10 Lootas I was intending to run, and as AoBR is a part of every starting Ork, I've got a few Koptas (not positive I'm going to run them, but if I do, no buzzsaw, no big bom).
I think Kommandos with Flamers and a PK seems like a good anti armor to sneak in, not sure I should run Snik at such low point costs. Rocket Buggies seem good anti armor, but very fragile. I do have a Big Mek with a KFF I intend to run, and a group of Grots for point control. Any other suggestions? Are the koptas worth it if I'm worried about monsters and armor? Would bikers be viable as a anti armor and monstorous?
It sounds like you have the basics down and have some good models to start an army with. People have different opinions about deffkopters. Some don't think they are worth the points and only run buggies, but some like me find their extra mobility and the option to outflank to be worth the extra points. If you run them I suggest outflanking them and going for rear armor on tanks. Kommandos are nice if you can get them into the action before they die. Snikrot is great for this as he lets you come in from anywhere. If you want to really put the hurt on tanks bring a warboss with the kommandos. I LOVE bikers, excellent mobility, surprisingly powerful and accurate shooting and strong in assault. I highly recommend them, and I'm sure you know all about the merits of biker nobs so I won't get into that. I wouldn't go after a trigon with anything but a big mob of boyz or a nob squad though, they are tough and will wreck your expensive bikes. Good luck!
Orks hate mech. That being said, you have to treat mech a tad like the 'nids do - your goal is not to kill it all, the goal is to suppress it until the actual killy shows up. I'll give you the answers to each of the problems you described (in order), and let you build the list
1) Terminators: Boyz (the best), Burnas on the charge (power weapons), Lootas* (volume of wounding-on-2s fire)
2) Dreadnaughts: Power Klaws with ablative wounds (boyz squads), Lootas*
3) Land Raiders: Deff Rollas (yes, only answer, really)
4) Mech: Lootas, Tankbustas (they suck), Killa Kans with Rokkits
5) MCs: Power Klaws, Lootas
P.S. On the deffkoptas - cut off the rotors (or don't glue them on) and put on some wheels, and you have warbuggies. Add a cheap saw bit from any hardware store and you have a buzzsaw.
Thanks both of you for the feedback, especially so quickly. I noticed that the answer to a lot of my concerns is Lootas. I think they are very powerful in their range and ability to (on average) lay down a hefty amount of Str 7 fire on a target. I am a little concerned about their fragile nature. I definetly am aiming to put them in cover, but I'd hate to have all my eggs in one basket. Would 2 groups of 10 Lootas be overkill? Am I squeezing out too many boyz to take that (it is a whopping 300 of 1000 points) on units that may be too high target priority considering their squishiness?
Come to think of it, Killa Kans could be a good fit for me. With the better ballistic skill, their rocket chukkin' potential could serve me well, especially since of I run the Big Mek with KFF, they could screen for a bunch of footsloggin' boyz. Has anyone has any success with something like that?
Last edited by Uteh; August 9th, 2010 at 19:04.
All good advice, you seem to have a basic idea of what you need to know, the only thing I would add is...
The warrior who fought 100 battles if far more skilled than the one who has read 1000 books on battle. Just go nuts, I remember my first game was a 400pt battle because those were all the models I had (and we fought 3 battles that afternoon). The more you play, the more you learn (well, assuming you notice and then learn from your mistakes). So go have fun, lose a few games, figure out what you did wrong, win a few, figure out what he did wrong... and go from there.
OH, and welcome to the coolest hobby in the gaming world (imo)!!
Hosea 1:11 - Great will be the day of Jezreel.
An opponent who knows what they're doing will DEFINITELY consider your lootas to be a priority target. They're eggshells armed with sledgehammers, even if they're a little random. If they roll well, they can land a truly boggling amount of heavy fire on an infantry or MC target. Opponents who don't know what they're doing will pick up right quick the first time they take 10 S7 hits in a turn from one unit...
Instead of an extra unit of lootas, you might want to consider kannons for variety - they're points-cheap and they give you some anti-horde or anti-light-armor capability.
Other than that, you've done your homework, it sounds like.
One thing I have little to no experience with is morale checks. I know that because of Mob Rule!, your Boyz generally negate them, but in the group of Lootas, if I split them into 2 5 man units (assuming that's legal) what's the likelihood they run after 1 to 2 wounds? Also, how effective are lower numbered Koptas/Kan groups. I'd love to be able to split fire, but I'm not sure if it's worth it if they're going to turn and burn after getting shot at. Any ideas on optimal unit size Lootas, Koptas, and Kans?
Lootaz will run quickly sadly and won't ever lose just 1 model at a time. They run optimally in squads of 8-10
Koptaz - optimal size: 5 or run them in groups of 1. They will also turn and burn. The problem with running them in groups of 1 is you give up KP easily
Kanz - Optimal size: 3 but I prefer 3x3 9 kanz on a table is awesome and tough to get past. If you have almost no other armour on the table, they will be taken down quickly.
Buggies (I know you didn't ask): Run them same as koptaz, but they are cheaper) full groups of 3 or singles if you are just trying to take out an irritating target
Wash: This landing is gonna get pretty interesting.
Mal: Define "interesting".
Wash: [deadpan] Oh God, oh God, we're all going to die?