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I thinking of collecting orks and thought I’d post these two questions together so…
Question 1; What is the advantage of a shoota boyz cause I’m thinking of a mech ork army and I’m curious to know what I would gain if I replaced 1 mob’s WS 4 extra close combat attack with a 2 BS 2 shooting attacks? Do they do any real damage or just make noise before charging?
Question 2; Would a ork army with nothing but nobs be effective? It just I like the idea of having an army of feral warriors that tower over my opponent men and since I can’t take an army of ogryns I’m curious to see if an ork nob army would work?
I’d be very grateful to hear answers to my questions.
Shoota boyz are arguably the best troop choice in the entire game. You read that right, not just in the Ork army, but in any army. You have to do the math: 30 shoota boyz = 59 shots = 19-20 hits = 9-10 wounds against enemies with T4. To compare, a full unit of tactical space marines cost the same, and have 19 shots = 12-13 hits = 6-7 wounds. Not only do Orks out-assault marines, they can OUTSHOOT them as well! Granted, the marines have more options, but you can see how effective shoota boyz can be.
Shoota boyz are great because they can either shoot or assault, and despite not having the extra close combat weapon, they can still beat most troops in the game, as long as you include a nob with a powerklaw.
That said, Slugga boyz are better in trukks, since you won't be shooting much, as your trukk needs to keep moving. In a battlewagon, either type of boy can work, it's up to you.
The problem with an all nob army is you can only have 2 nobz count as troop choices, and to do that you'll need to have 2 warbosses, so they'll take up most of the points in your list. It can work, but you'll need a couple more troop choices, either boyz or grots, for objective grabbing.
Last edited by mynameisgrax; January 17th, 2011 at 21:07.
"Any job worth doing, is worth doing with a powerklaw."
Agreed... shooty boyz seem contradictory with a BS of 2, but when you start rolling hands full of dice at a time you make up for it in numbers.
I would keep them in mobz of 30 boyz tho... fewer boyz means fewer dice!
I like the Nob army idea... would be a lot of fun to try out... not sure how competitive it would be in tourney's but for rec games would be a kick
<edit> just wrapping my brain around the Nobz idea... 2 Warbosses means 2 troop choice Nob Mobz... plus 3 mobz in your elite category. 50 Nobz and 2 Warbosses... sounds like a lot of fun. In particular if you were to stick them all in Trukks or Battlewagons!
Last edited by Bobby Carney; January 17th, 2011 at 23:09.
Having only two troop choices is rough, unless perhaps if you're playing a small game. You'd have to be really careful to keep them from dying, or you'll lose your only scoring units. That being said, nob bikers are incredibly resilient and if you arm the other unit with heavy armor and a painboy, mount them in a battlewagon, and have a high number of nobz in the unit, they could live. However, a couple units of grots could go with the all nob theme... nothing but nobz and warbosses, with some crumby grots to attend them. No regular boyz allowed! Don't forget that you can throw in flash gitz, who are essentially nobz with guns!
There you go! Throw in 3 Fast units of Nob bikers... still all Nobz, but now you have 36 more of them!!!
On top of Grax's points, which are all good, there's the more subtle one of versatility. Sluggas aren't a threat beyond their charge range, really; I mean, they can shoot pistols, but realistically you're hardly going to do any damage with 'em. By contrast, the threat range of a big block of shootas is a lot larger - it's quite hard to dance around a unit with an assault 2 gun with 24" range, especially if it's already taking up a big amount of real estate just by virtue of being 30 models. And you can take as many of them as you want... AND they can hold objectives... AND they're still pretty nasty in an assault when it comes down to it.
The other nice thing about shootas is that people who haven't felt the fury of Ork shooting will consistently under-rate it. "LOL BS 2 good luck!" they say, right before half his terminators get wiped out from one round of shooting... from a 200-point unit with 31 wounds! People who wouldn't possibly make the mistake of leaving a vulnerable unit in charge range of a big unit of sluggas will happily move their guys close enough to a bunch of shootas. (Though, because of the larger threat radius, they also have a lot less choice...)
Finally, shootas get a lot nastier if they're in cover. That 6+ joke of an armor save, when swapped out with a 4+ cover save, means those shootas can soak up an awful lot of fire, and fearless doesn't have any drawbacks when you're not in assault.
I can tell you from experience that while a trukk heavy mob will scare the bejesus out of an inexperienced player that pulls up top the edge of the deployment zone, it doesn't help to have all those extra kill points to have to make up for in a pinch.
I recently went horde from trukk based and while the turns take longer to move all the boyz ( gonna make me a shuffle board contraption) the kill points have more than halved. It's a big deal when you have out scored your opponent and there is no way they can recover because you simply do not have the kill points.
I like to use a 'Uge Mob of shooty 'Ard Boyz with Big Shootas. This really confuses the enemy, thinking that they're on 6+ saves then getting a faceful of shooting dice at 18". If you close fast enough, the stunned enemy unit then gets mobbed by a large Fearless, Furiously-Charged load of Boyz, causing even more grief. If you have loads of Boyz then it's worth the expense, but you may need to drop some Nobz or similar to do it. You can even screen the Mob with Grots, or use the Mob to screen the Choppa Boyz. Their saves and shooting dice are usually enough to give pause for thought.