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Hello all. I made an earlier post about what units to get to even out my AOBR force to equal my space marine fielding friend. However, I hadnt played a game at that point and had no idea what i was talking about.
At this point ive played a couple of games and have a firm grasp of the basic fundamentals of the game. I must say i absolutely love the orks, they are a truly amazing army. I initially only begrudingly accepted the orks due to their inclusion in the AOBR set, I would much have preferred an orderly "elite" army such as the Tau or Eldar. However, I have completely warmed up to the greenskins.
Basically i want to expand my army, and figure out a way to run it effectively. Im not going to be playing in a tournament, so I dont need some end-all uber list. I'm just looking for a decent setup. My thoughts on my current army:
1.) I'm really digging the boyz. I think theyre a stellar unit for their price. I can definitely see why everybody recommends transports for sluggas, but i think im ok for now.
2.) I love the warboss. he is a killer model and owns in CC
3.) The koptas are cool. I enjoy their speed and their punch, but im beginning to think 3 may be too many for this low point game; I'm thinking id be better off with 3. Your thoughts?
4.) Finally, my nobz. Definitely underwhelmed by these guys. Now, from what Ive read, I know they are potentially a very powerful unit, but I just feel that the way they are currently kitted out theyre just not worth 20 points a model. What should i do with them? Scrap 'em? Give them new weapons? Im very unsure what to do with them.
Now, on to units im looking at. Based on what my prior input on this site was and further research, I think lootas, shoota boyz, or killa kans would be my best bet, what do you think? Remember, I want to end up with the same amount of points as the AOBR space marine army.
All in all, I just want to know how i should run/modify my existing army, and what extra units i should get. thanks
I think the AoBR Kit comes with 486 points of SM? I'll base your list on 500.
Warboss PK, Cyborks, BP
16 Boyz, Nob w/PK BP
16 Boyz, Nob w/PK BP
Deffkopta w/TL Rokkit
Killa Kan w/Grotzooka
Its not much, but it's about 500, and will be effective. The spread out targets should prove challenging for the Marines to target everything in one turn. As for your nobz, they should lead the boyz with power klaws. They are relatively easy to convert, or you could scrap the models and buy a new box. Up to you.
Id take the nobs and make a power klaw for them and put one in each boys mob you have. They are needed to tear through heavily armored foes because if I rememeber u have almost nothing that can take out his termies and dread and need some high strength weapons of something that negates saves.. I think u will need to concentrate on using units that can tear through the space marines armor. I don't have much experience playing against space marines but it would be worth putting units in trukks and battlewagons to get them up close. U can use a kff to protect your troops from the space marine shooting
Welcome to the fold.
First off, the powerklaws are your friends. I find that a nob without a klaw is a sad, sad nob. (unless hes in a mob with like 5 other guys that have klaws, then he lets out hearty laughs because he gets to hit things before them)
Lootas are an AMAZING unit. Their only problem is that they tend to panic pretty easily if some of them get shot up. I would suggest investing in them and putting them somewhere with good lines of sight and a 4+ cover save. A few shots down the road and you will understand why I love them.
The absolute first thing you should probably get, though, is another box of boyz. It will give you a powerklaw (just chop the nobs old axe-hand off at the wrist, he won't miss it) and 10 more boyz, ready to stomp some gitz. That will let your run two units of 15 boyz, one led by a nob with bosspole (in the boyz box too! ^_^) and klaw, one led by your warboss. Or, you could run one BIG mob of 30 boyz led by your boss and a unit of nobz where one has a klaw and a bosspole+waaagh banner. More ork bodies gives you more options.
I started out in the same situation as you did. Start watching your local craigslist ad's. Search for warhammer in your surrounding area. More often then not, someone will pop up with orks, trying to get rid of them at insanely low prices. (I got mine for roughly 80% off amazon pricing). That's the cheapest way to expand the army.
Second cheapest way is ordering off amazon. Almost everytime, it'll be cheaper then ebay (especially if you have prime membership, remember you can share prime with 5 other people!, split the cost, it's the same as if you ordered 2nd day shipping once usually!)
Ordering from amazon, your best bets are the battle force (2x boyz boxes, 1x warbiker box, 1x trukk box).
Bang for buck boxes are the boyz and nobz. If you get the battleforce, you'll get 2x boyz boxes, so then you'd just need to buy a nobz box.
The boyz box, and nobz box come with tons o bits. The two combined will give you roughly 4 power claws, and tons of left over weapons and boss poles.
Get a nice exacto blade, with tons of extra blades. If you got the SM from the aobr box...
Start chopping up those terminators. You can convert the terminators with the AOBR nobz into meganobz.
All the nobz from the aobr box can be chopped up, and given new weapons and arms from the nobz box.
This will give you roughly...
10 nobz (4 with PK and BP's)
3 deffchoppa's OR (take the rotor off, put on some trukk wheels...rocket buggy!)
Actually, with a single box of boyz, you could probably run two troop choices like this:
28 slugga boyz, 2 big shootas, Ork Warboss
Nob with Klaw, 4 slugga nobs
The only problem with the nobs you get in AoBR is that they don't have any klaws with them. A slugga nob has an awesome number of attacks, to be sure, but whether they be in a nob mob or in a mob of ork boyz, you want at least one guy in the unit to have a powerweapon. As orks, our one major weakness is our lack of power weapons. There are only two in our entire list: the burna, provided it hasn't been fired, and the powerklaw. That is IT. When you charge that unit of space marines, you will find the charge goes a lot better if, after the mass of attacks, you throw two or 3 instant-killing attacks that allow no armor. Nothing gets the emperor's faithful in a huff faster than the phrase "no armor save". ^_^
Don't be ridiculous, orks' weakness is CERTAINLY NOT lack of power weapons, but ranged anti-vehicle.
Orks can fit a ton of power klaws into a list. Most of our units are eligible for them, in fact. It's just that we don't have a lot of power weapons that hit at initative.
It's a shame, I'd love a warboss with a burna, but that's not an option.
My advice is to get more powerklaws, and a painboy. After that you should just think about the type of army you want to play - whether you want to win the game in the shooting phase or the assault. Do you like the idea of a mechanized force, or a footslogging swarm? They're both very viable options for orks. What models appeal to you? Do you have a theme or clan in mind for your orks?
Last edited by vikingsvsmafia; September 7th, 2010 at 10:27.
That doesn't make it a weakness - just a necessity. You wouldn't say that the weakness of the dark eldar is the necessity of dark lances, because they can bring dozens and dozens to the party. It's a strength. So, too, is the prevalence of power klaws in the ork codex a strength. A limitation, maybe. But certainly not a weakness.