First Ork Army (Be Gentle) - Warhammer 40K Fantasy
 

Welcome to Librarium Online!

Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!

Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!


Register Now!

User Tag List

+ Reply to Thread
Results 1 to 5 of 5
  1. #1
    Member relasine's Avatar
    Join Date
    Feb 2006
    Location
    Westminster, CO
    Age
    34
    Posts
    164
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    11 (x1)

    First Ork Army (Be Gentle)

    I've recently acquired a collection of Orks and have are currently working on repairing and converting the lot. This is the first army I've built with it and would appreciate any advice you guys could give...

    HQ -
    Warboss - 60
    > Shoota - 1
    > More Dakka - 4
    > Power Claw - 25
    > 'Eavy Armor - 8
    > Bosspole - 3
    > Big Horns - 6
    > Ammo Runt (3) - 12
    > Bionic Bonce

    Elites -
    Stormboyz (10) - 150
    > Nob - 11
    >> 'Eavy Armor - 8

    Troops -
    Slugga Boyz (23) - 192
    > Nob - 11
    > Burna (3) - 18

    Slugga Boys (23) - 192
    > Nob - 11
    > Burna (2) - 12
    > Big Shoota - 8

    Fast Attack -
    Trukk Boyz (10) - 90
    > Nob - 11
    > Burna - 6
    > Wartrukk - 30
    >> Armor Plates - 5
    >> Grot Rigger - 2
    >> Bolt-On Big Shoota - 10
    >> Red Paint Job - 3

    Wartraks (3) - 90
    > Big Shoota (2) - 32
    > Rokkit Launcher - 10
    > Red Paint Job (3) - 9

    Warbikes (5) - 150
    > Nob
    >> 'Eavy Armor - 8
    >> Bionic Bonce - 10

    Heavy Support -
    Dreadnought - 70
    > Big Shoota (2) - 16
    > Armor Plates - 10

    Looted Leman Russ - 140
    > Heavy Bolter Sponsons (2) - 20
    > Heavy Bolter - 10

    The idea is to run the fast attackers up front to by time while the Slugga swarms close. The Warboss will be attached to the Slugga Squad w/ 3 Burnas to help maintain Waagh/Mob status.

    Here's my total list of available units...
    Warboss - 1
    Nobs - 4
    Mega Armor Nobs - 3
    Mekboys - 2
    Mad Doc - 1
    Stormboyz - 10 (9 + Nob)
    Slugga Boyz - 54
    Burna Boyz - 5
    Big Shoota Boyz - 3
    Wartrukks - 4
    Warbuggies (Big Shootas) - 3
    Wartrakks (Rokkits) - 2
    Warbikes - 5 (4 + Nob)
    Dreadnought - 1
    Looted Leman Russ - 1
    Ammo Runts - 3
    Grot Riggers - 2

    Feel free to make suggestions.

    Last edited by relasine; February 24th, 2006 at 03:05.

  2. Remove Advertisements
    Librarium-Online.com
    Advertisements
     

  3. #2
    Member relasine's Avatar
    Join Date
    Feb 2006
    Location
    Westminster, CO
    Age
    34
    Posts
    164
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    11 (x1)

    Accidently posted this in the regular forum and not the army list forum. Mods, please move this thread.

    -r

  4. #3
    LO Zealot Bruiser117's Avatar
    Join Date
    Feb 2005
    Posts
    1,238
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    9 (x3)

    Quote Originally Posted by relasine
    I've recently acquired a collection of Orks and have are currently working on repairing and converting the lot. This is the first army I've built with it and would appreciate any advice you guys could give...

    HQ -
    Warboss - 60
    > Shoota - 1
    > More Dakka - 4
    > Power Claw - 25
    > 'Eavy Armor - 8
    > Bosspole - 3
    > Big Horns - 6
    > Ammo Runt (3) - 12
    > Bionic Bonce

    I recommend dropping the shoota, its kustom upgrades, and the ammo runts. Why? The shoota is a two-handed ranged weapon, which negates an attack in close combat, plus it barely hits and doesn't do all that much. Keep ork characters geared towards combat. Ammo runts are only useful on rare occasions such as Tank Busta Mobs, it isnt worth the points. With the points saved I recommend putting in a choppa to compliment the power claw, as well as cybork body to give your boss an invulnerable save.

    Elites -
    Stormboyz (10) - 150
    > Nob - 11
    >> 'Eavy Armor - 8

    Its not worth giving your stormboy nob 'eavy armour, as according to the mixed armour rules the nob cannot be targeted until the majority save is eliminated. This basically means your nob will be the final ork to be struck in combat. I recommend giving him a power claw, and increasing the size of this mob to 15 to increase survivablity and to automatically pass 'waaagh' tests.

    Troops -
    Slugga Boyz (23) - 192
    > Nob - 11
    > Burna (3) - 18

    Your points on the boyz are a little off, you might want to check that. If you play against a lot of space marines, give your nob a power claw. Drop the burnas, as burnas aren't very effective on footsoldiers, as they wont get a chance to use it against anything that moves faster than them, and even if they arent they will only get to use it maybe once. Give them rokkits instead.

    Slugga Boys (23) - 192
    > Nob - 11
    > Burna (2) - 12
    > Big Shoota - 8

    Same as above.

    Fast Attack -
    Trukk Boyz (10) - 90
    > Nob - 11
    > Burna - 6
    > Wartrukk - 30
    >> Armor Plates - 5
    >> Grot Rigger - 2
    >> Bolt-On Big Shoota - 10
    >> Red Paint Job - 3

    Drop the Bolt-on Big Shoota, not worth the 10 points. Again, I recommend a claw if you go against marines often.

    Wartraks (3) - 90
    > Big Shoota (2) - 32
    > Rokkit Launcher - 10
    > Red Paint Job (3) - 9

    Go all BS or Rokkits, and I recomend rokkits moreso.

    Warbikes (5) - 150
    > Nob
    >> 'Eavy Armor - 8
    >> Bionic Bonce - 10

    This is totally a big waste of points, especially the nob. Downgrade the nob to a boy and keep the unit if you want to, but i'd recommend another trukk boy mob instead.

    Heavy Support -
    Dreadnought - 70
    > Big Shoota (2) - 16
    > Armor Plates - 10

    Dreadnoughts aren't nearly as good point for point as Killa Kanz, if you're gonna keep them then it looks fine.

    Looted Leman Russ - 140
    > Heavy Bolter Sponsons (2) - 20
    > Heavy Bolter - 10

    Looks fine.

    The idea is to run the fast attackers up front to by time while the Slugga swarms close. The Warboss will be attached to the Slugga Squad w/ 3 Burnas to help maintain Waagh/Mob status.

    Here's my total list of available units...
    Warboss - 1
    Nobs - 4
    Mega Armor Nobs - 3
    Mekboys - 2
    Mad Doc - 1
    Stormboyz - 10 (9 + Nob)
    Slugga Boyz - 54
    Burna Boyz - 5
    Big Shoota Boyz - 3
    Wartrukks - 4
    Warbuggies (Big Shootas) - 3
    Wartrakks (Rokkits) - 2
    Warbikes - 5 (4 + Nob)
    Dreadnought - 1
    Looted Leman Russ - 1

    Feel free to make suggestions.
    BTW you can edit your posts by clicking on a little icon on the lower right corner of your post. Mods dont really like double posting. No biddy though ^.^

  5. #4
    Senior Member
    Join Date
    Dec 2004
    Location
    Nashville,TN
    Age
    27
    Posts
    393
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    4 (x1)

    AHHHH take the points from each individual wargear and model cost out HURRY BEFORE THE MODS GET YOU!!!!

    Just post the amount each squad comes out to not each individual price.

    Make the 'boss close combat not shooty, so drop the runtz and shoota and add in a choppa, just in case you get the charge and WAAGH for a nice str 5 I8 CHOPPA!!!

    The nobs do not need to have *any* armor on since they are not an independent character, and cannot be soloed in combat unless you position him wrong. Plus give them all klaws to pack a good close combat punch.

    The only thing I dislike is the warbikes, soo expensive for a unit with so little of an armor save. Maybe use the points to buy another trukk boy mob?? Really up to your tastes on that.

    Unless the boss is going to be behind another mob of boyz the bosspole is useless, as he will never (potentially) have boyz in front of him, so give the nob of the farther squad back the 'pole if the first mob decided to break and run.

    The farther away mob should get x3 big shootas (or rokkits if you play MEQ) instead of 2 burnas and 1 big shoota. Make each squad have a specific target.
    Last edited by ZombieKiller; February 24th, 2006 at 03:16.

  6. #5
    Senior Member darkhand's Avatar
    Join Date
    Feb 2005
    Posts
    255
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    5 (x1)

    ROIGHT!

    First, take out all of the wargear and model points costs, it's illegal. You can have the total amount each unit costs, though.

    Quote Originally Posted by relasine
    I've recently acquired a collection of Orks and have are currently working on repairing and converting the lot. This is the first army I've built with it and would appreciate any advice you guys could give...

    HQ -
    Warboss - 60
    > Shoota - 1
    > More Dakka - 4
    > Power Claw - 25
    > 'Eavy Armor - 8
    > Bosspole - 3
    > Big Horns - 6
    > Ammo Runt (3) - 12
    > Bionic Bonce
    By giving him a shoota, you're sacrificing an extra CC attack. Seeing as you should be moving up the board each turn, he wont have a chane to fire it, either! Ditch it for a slugga or choppa, depends if you want to use the lovely I8 attacks. Ammo runts are a waste for exactly the same reason, and the kustom job. Oh wait, isn't that the kustom job with makes it assault? Well still, it's a waste.

    Bionic bonce is a nice complement to 'eavy armour.

    Elites -
    Stormboyz (10) - 150
    > Nob - 11
    >> 'Eavy Armor - 8
    Nobs do not need 'eavy armour. They do, however, need powerklaws to give the mob some real krumpbusting power. Go figure.

    Troops -
    Slugga Boyz (23) - 192
    > Nob - 11
    > Burna (3) - 18

    Slugga Boys (23) - 192
    > Nob - 11
    > Burna (2) - 12
    > Big Shoota - 8
    The nob needs some wargear, otherwise he's just a boy with big ideas. Powerklaws.

    Fast Attack -
    Trukk Boyz (10) - 90
    > Nob - 11
    > Burna - 6
    > Wartrukk - 30
    >> Armor Plates - 5
    >> Grot Rigger - 2
    >> Bolt-On Big Shoota - 10
    >> Red Paint Job - 3
    Trukk boyz nobs go well with mega armour, as it doesn't slow them down because of the trukk. The big shoota is a bit of a waste- your trukk should be moving 24" one turn, then be empty the next.

    Wartraks (3) - 90
    > Big Shoota (2) - 32
    > Rokkit Launcher - 10
    > Red Paint Job (3) - 9
    Big shootas on wartraks are a waste, IMO. Use skorchas for anti infantry, because they can get up close, or rokkit launchers for AA, because they can get to the side or back armour easily. Big shootas gain no advantage from positioning.

    Warbikes (5) - 150
    > Nob
    >> 'Eavy Armor - 8
    >> Bionic Bonce - 10
    Warbikes! Eeew!

    Heavy Support -
    Dreadnought - 70
    > Big Shoota (2) - 16
    > Armor Plates - 10
    Killa kanz would probably be better at this job for their points cost.

    Looted Leman Russ - 140
    > Heavy Bolter Sponsons (2) - 20
    > Heavy Bolter - 10
    He could use some orky upgrades, like armour plates.
    ROIGHT!

+ Reply to Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts