Welcome to Librarium Online!
Part 1: The Critical Mass theory
The Critical Mass theory is written to describe the point at which an Ork Unit becomes the most effective while not being overkill and its size being a hindrance. There are three stages which are applied to each Ork Unit:
-Minimum mass - the absolute minimum size and minimum upgrades that the unit should have to stand a chance at being effective.
-Critical Mass - The perfect size for an Ork Unit.
-Overkill - Takes up too many choices or its size may start to effect its performance.
Let's apply this to the simple Slugga boyz mob. Let's take the minimum size of the mob - 10 models, with no upgrades. These will be able to beat a 5-man Marine squad in combat assuming they get the charge but will likely suffer a lot of casualties. Not recommendable. They will also have to take Power of the WAAAGH tests and will not auto-pass morale checks for pinning or taking casualties. This is not good.
On the other hand, 12 Orks including a Nob and 2 Burna's will deal a lot more damage and will not have to take morale checks straight away. Minimum mass.
20 Orks, including a Nob with Power Klaw and 3 Burna's will absolutely annihilate anything they touch in combat and will be able to take quite a bit of fire on the way in. Critical Mass.
A full 30 Ork mob on the otherhand may 'snag' on difficult terrain on the way in and is less manouverable than the 20 Ork mob. They are complete overkill and their only real advantage is the ability to soak up even more fire on the way in. Overkill.
A single Rokkit buggy on its own is useless - Bolter fire will rip it apart and you'll be lucky to kill anything with a measly 1 twin-linked shot/turn.
3 Rokkit Buggies will give you an average of 1, possibly 2 hits/turn. When sniping at the rear armour of tanks you can probably earn their points back in the game fairly easily. Minimum mass.
6 Rokkit buggies will give you at least 3, maybe 4 hits/turn and will be able to soak a fair chunk of enemy fire on the way in. 1 Dead tank/turn. Also, can seriously cut down a Beakie devastator squad or may even wipe out a Beakie combat squad each turn.
9 Rokkit buggies is overkill - your remaining fast attack choice would be better spent on a Trukkboyz mob.
When picking your force, you need to think statistically about how many models you need in a unit for it to be effective. Like in the example I provided, you have a 0.39 chance of hitting something each turn per rokkit buggy. Take into account how many shots you'll need to penetrate the rear armour of tanks (if you're not sniping the rear of tanks with buggies then you seriously need to re-think your battleplan) and take the units to reflect that, in this case 6 buggies.
Part 2: Army composition
This has to be said up-front. A pure footslogger force will never win. No matter how many boyz you get, they will always get shot up before they reach the front lines. What you need are distractions, things which the enemy should shoot at rather than your boyz. This is where the critical mass theory comes in - a distraction needs to be able to attract a lot of enemy fire and still pose a threat.
For example, if I had a distraction element of 6 warbuggies. A marine player opts to shoot at the buggies rather than the boyz (good choice for him too - my buggies are a huge thorn in his side). Say he is very lucky and manages to shoot with 6 squads at the buggies and takes 1 buggy out per squad. Even at the minimum sized squads, that's 24 bolter shots + heavy weapons NOT shooting at your boyz. That's assuming that he hits/penetrates/destroys with every shot. Not likely. Those buggies should take 10 squads worth of shooting to destroy and are relatively cheap.
Now you have to decide how much distraction you need and how many boyz you need. I say about 1/4 of your points, possibly more, should be spent on distractions. Good distraction units are:
-Looted Tanks (A Leman Russ/Basilisk attracts a LOT of fire)
-Killa Kans/Dreadnoughts (Killa kans are better though since they can absorb more fire)
-Warboss (in certain situations)
Each of these can take a LOT of fire and can deal a lot of damage. If your opponent opts not to shoot at your distractions then the distractions should poke a huge hole in their lines. If your opponent opts to shoot at the distractions then your boyz should reach the front lines relatively unscathed. I'll deal with how to make these units a threat later.
The horde refers to your main force of boyz. This should compose mainly of Slugga Boyz and possibly a Shoota boyz mob in larger battles. Slugga's should be your main hitting force and I would recommend at least 40, maybe 60 boyz in a 1000 point footslogger horde. Each mob should consist of 20 boyz including a Nob with power klaw and 3 heavy weapons.
Note that if you're playing city fight or against a well entrenched enemy, Stikkbombaz will work wonders. Otherwise they generally aint worth taking over the basic slugga boy.
You should also have at least 1 mob of 20 grots in a line in front of your boyz to give them the 5+ cover save. The slaver should ALWAYS have a squighound.
Heavy weapons... now here's a doozy. Burna's will serve you extremely well in combat against marines. Eldar, Imperial Guard and Tyranids absolutely loathe them as flamers. Burna's are a solid choice but it might be a good idea to give them to skarboyz rather than Slugga boyz.
Rokkit launchers are Marine killers. If you're facing Marines, take rokkit launchers. Give the nob of the squad 3 ammo runts and let the rokkits go wild. 3 Rokkit launchers will give you at least 1 hit/turn, possibly 2 or 3 with ammo runts. That's a lot of Anti-Marine or Anti-tank hits per turn.
Big Shoota's are great for rolling lots of dice but statistically don't fare well against armoured enemies. Against other horde armies they rock though. Big Shoota's are also much better at attracting fire than rokkit launchers in my experience. Less experienced (Marine) opponents are far more likely to shoot at a unit forcing them to make lots of armour saves than one which is just killing a single marine a turn.
Shoota boyz aren't great. Let that be said now. Even a mob of 20 Shoota boyz will have trouble killing 2 Marines/turn. BUT they may be naff at shooting, but what they're really good at is holding onto objectives. You stick em in 4+ cover in the middle of the table and it will be very difficult for the enemy to remove em.
As for wargear... Whenever you're about to take a piece of wargear, only take it when it will kill a LOT, such as a power klaw, or when it can do well at protecting the boyz, such as a Kustom Force Field. Don't take unnecesary wargear and take the absolute minimum. Each Nob should have a Power Klaw, except for a couple in the boss retinue, and only the mobs taking up the rear should have bosspoles. Nobs in large mobs shouldn't have armour. I'd say it's only once in about 50 games that it'll come in useful. The extra boy that you could get for the same price will serve you much better. You need as many boyz as possible and you can't waste points on wargear than you may not even use if it means taking 2 less boyz to battle.
Ok the Warboss is bad value for points, let's just leave it at that. He can soak up a lot of fire and deal a LOT of damage. The best wargear combination for the warboss is a huge debate amongst Ork generals. Most people agree that he should have Eavy Armour and a Cybork Body for wargear. Weapons are constantly being debated.
One that seems to be fairly popular is the slugga/choppa combo. It's exactly what it says on the tin - A slugga and a Choppa. Not very Orky but it gets the job done. Your Warboss will inflict huge amounts of casualties but probably won't earn his points back. It's a cheap combination though and assuming he gets Power Of the Waaagh, he's strike before more foes and hopefully knock them down a little before they hit back.
Another popular combination is Choppa/Power Klaw combination. This is a fairly expensive wargear choice but it quadruples the Bosses killing power. You have the choice to either strike first (useful if he's on his last few wounds or up against tough combat troops) and cause a fair chunk of damage using the choppa, or go Power Klaw and strike last, but have 6(!) Weapon Skill 5 (!!) Strength 10 (!!!) attacks with only invulnerable saves allowed (!!!!!!!!!!). Using the Power Klaw he's a tank killer, a character killer that'll instakill even Demon Princes. Throw him a trukk with some Nobz bodyguards and he'll easily earn three times his points back.
I'm personally a fan of Mega Armour but I'm making the switch over to a normal boss with Choppa/Power Klaw. He can absorb a LOT of fire in Mega Armour and it's useful if you use the boss as a distraction. He's too slow for footslogger armies and the armour is expensive, especially when you throw in the required Mega Boosta and Cybork Body.
Unfortunately, Nob Retinues are expensive and are only viable in games of 1500 points or more. In smaller point games, have him join a trukk boy squad.
Sample 1000 point footslogger Army List
Warboss w/Choppa, Power Klaw, Eavy Armour, Cybork Body, Frag bombz - 106
20 Grots + Slaver w/Choppa, Slugga, Squighound, frag bombz - 78
16 Slugga boyz w/3 Burnas, Inc. Nob w/Power Klaw - 198
16 Slugga boyz w/3 Rokkit Launchas, Inc. Nob w/Power Klaw - 195
15 Slugga boyz w/3 Big Shoota's, Inc. Nob w/bosspole & frag bombz - 174
Warbuggy w/Twin Rokkit Launcha, Grot Riggers - 43
Warbuggy w/Twin Rokkit Launcha, Grot Riggers - 43
9 Trukk boyz w/Burna, inc. Nob w/Power Klaw, Trukk w/Rokkit Launcha, Red Paint Job, Grot Riggers - 163
Total: 82 Models, 1000 Points
Last edited by KingNic; April 12th, 2005 at 09:16.
Part 3: In-game!
(0.555 chance of hitting with twin-linked rokkit buggy [55.5%, slightly better than BS 3.])
Yay! Nice with some footslogger tactica, since i play a footslogger army. Keep up the good work, i'm sure the ork-world is longer for more.
Just might add, the 20-boy squad will probably be very reduced when it reaches the enemy. :rolleyes:
Warhammer Fantasy: Warriors of Chaos, High Elves
Warhammer 40k: Eldar, Space Marines, Orks
If you have 60 boyz, it's better to have 3 mobs of 20 than 2 mobs of 30.
Yeah, cuz but one squad can get blown to itty bitty pieces and charged thus being annihalated and you've still got 2 squads of 40 boyz ready for the counter charge. OR even if you get the charge with your wittled down squad they're still very useful for tipping a specific combat in your favor(Nobs help), or throw some added firepower with BS or Rokkits. An opponent absically has to destroy a whole mob to eliminate the threat because even falling back orks will mob up and come back with a vengence in a fresh new mob possibly larger than what it started with.
Either way you do the math, it all adds up to you goin' down
nice post i might modify some of my squads to fit in with it what i use as a dirtaction is my warboss with is nob bodyguards and a mad dok as a distaction i put them in a trukk and give it a red paint job and grot riggers and a turbo boosta they attract a hole lot of fire and they move over the feild so fast players start to panic when they become within about 12 inches noramlly the trukk gts destroyed when it gets close to enemy and the nobs have to walk but they can soak up alot of fire the only thing thts scares my nobs is a demoliser cannon.
Sorry the reply took a while - been extremely busy recently.
Part 2: Army composition has been added.
For a footslogger army using tons of kans is priceless. They are 45 points and can dish/take so much damage. They will get fired at soo much with minimal success while a few of your mobs of boys march up the opposing flank. I see Kans as a bigger distraction than fast attack in a footslogger army, and just do all fast attack in my KoS list. Putting 6 Killa Kans with Armour Plating Costs only 300 pts!!