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Hello, some of you may know me, i play Death Guard, and now, ive decided, orks look sexy. as my second choice. i for one, love killer kans, and love the whole ork race. so, if any of you would please answer as to the strengths and weaknesses of an ork race. I plan on buying Warboss, 16 Boyz and a Killer Kan asap. can any of you enlighten me as to what is the minimum range for a Boyz squad so i dont have to make two trips? is 16 enough to make two squads? im going to pick up a codex as well. any what like upgrades or what not can i give to a Warboss to make it effective? thanks in advance. this would be my army list if i do start:
Troops: 8x Boyz
Troops: 8z Boyz
Heavy Support: Killer Kan
alas 8 is not enough to make a squad of boyz, unless you're making some of the specialist squads like burna boyz or tankbustas, the minimum numbers for slugga boyz (which you want) is 10. I have the same problem right now. Since I'm also starting my boyz up. I need more boyz before I can start using them in earnest.
Gargrimz Green Deff
W:10 D:4 L:5
I think this would be better in the army list section (like a:"experimental ork list, first time", or something like that...), but i'll try to answer your question.
Warboss...he...Rocks! Believe me, there is a reason you can only have one.
Some experamental wargear would be nice...
There is generally 3 combos for da boss;
1.gun-boss:They take a choppa or a power claw (one handed, and they can still use their special abilities in combat), and a big gun (like a rokkit or big shoota). And run around the field blasting the crap out of everything (especially wraithlords and the like w/the rokkit combo...). I suggest u don't take this though...
2.Anti-heavies boss:This type of boss is good against tanks, termies, necrons, and large creatures (and anything of the like). Because of their large base attacks, they can have up to 6 attacks on the charge, and that many high WS attacks w/a power claw can abosolutly RAPE anything it comes across. I don't use this, mainly because at the moment i only have one warboss, and he's already primed as is. But in the future i might get another...
3.Anti-troop/elites boss:This is the type of boss i use, because he is cheap, but still good. Hand him a choppa and slugga and some other crap and your off! The best bart about this type of warboss is that when he tests his 'power of the waaagh!' and passes, he strikes at double I (8!)! Think Dark Eldar or Harlquin lords...but bigger and angryer.
My favorite combo (IMO) is this: 'Eavy armour, Bionik Bonce, Slugga, Choppa, Custom jobs on the slugga (they depend on specific opponents), and Cybork body. This combo gives u a 3+ armour save, a 5+ inv. save, and one sexy pistol.
Like morkai stated, u need 10 minimum for non-specialist squads.
(you should get the codex, even if you change your mind, it's a good read).
-Slugga boyz: I'll keep it short...Get the codex to find all the special rules, but i HIGHLY RECOMEND THESE! And so does everyone else...
-Shoota boyz: Normally orks suck at shooting (BS2), but in squads of 30 with bolters (well, kinda bolters, just more orky)! thats a lot of T4 shooting power! The main bonuses are that they have Str.4 weapons (better than their Str.3), with AP5 (good against bad armour save armies), and they can have 3 big shootas (think heavy bolter, except assault and less AP).
-Stikk Bommas:They are slugga boyz without the choppas .
Their main advantage is that they all have frag and krak stikkbombz. Now krak is krak, and not that good at beating armour values, but in squads of up to 30, thats a lot of chances to penatrate...Oh, and if you wan them to be way better, and way more expensive, you can upgrade them w/tankbusta bombz...And three rokkit launchas are nice.
-Burna boyz:They rock, and yet they don't...
You see, a squad of orks w/ up to 5(!) (you can only have 4, but you can upgrade one guy to a mekboy, who can have a burna...)burnas that can be used as power weapons in the assault phase if not shot with rock, but they have a maximum squad size of 10, so hid 'em well or they'll disappear really quick.
-Tankbustas: IMHO, these are way better than stikkbommaz. Squads of 10, unfortunatly, so don't try the stikkbomma approach of charging straight for the nearest tank/bunker...but tankbusta bombz are way better, and they still have frag stikkbombz
so you can assault (don't do it though, unless its a last resort). And once a gain, you can have 3 rokkit launchas.
-Grotz:Meatshields with a lot of funny special rules (like running thorugh mine fields lol).
Other than that, you can take them in large squads of 30 (and they're still cheap, 3 pts a piece), or in small squads, and hope your opponent ignores that tiny 'useless' squad, and use it to capture objectives. Think, a like 40 Pt squad, getting 100 Victory pts for just hidding.
-Big Gunz:The only two you should take are the two that don't count on the orks horrible shooting skillz to hit; the lobbas and the Zzapp gun. Lobbas are artillery, so only roll for scatter, and zzap guns hit automatically with 2d6 str. at 24 inches. If u roll and 11 or 12 though, a grot dies (KABOOM).
-Lootas: Pretty good, but if you want a kan/dread army, you should take them, not these.
-Ork dreads:...they rock...best dreadz in the game! (not an opinion, a fact), but you can
3! thats great, but nine kans are IMO better (more targets).
-Kanz:ahhhh Kanz, up to nine, lots of high str. dread cc weapon attacks...gotta love them, and they're cheap points wise too!
-Battlewagon:good for transporting the boyz, but i wouldn't take any in a kan army...lots of big shootas though....
-Looted vehicle:need i say more...
I hope that helped, anything else you need, just ask.
Oh, and I know i'm not supposed to ask, but a little rep would be nice, because my mouth hurts from sucking carpets...
Last edited by The_Omnissiah; June 13th, 2006 at 03:52.
yo man thanks for the advice. due to the fact that i have no idea what any of those upgrades mean, im going to take your word for it. im going to try a squad of shoota boyz first, and if i dont like, ill get a squad of slugga boyz. im going to assume its 1-3 per squad for killer kans right?
Ya, it's 1-3 in a squad of kans, and you can up to three squads(!)
And it's not just a preferance (except the pistol, you don't HAVE to upgrade it...but...), It's a really good combo.
P.S.You should get the codex as soon as possible lol
Good luck once again, The god of all machines.