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I am a Tau player but want a change of style so I'm thinking of starting up orks.
I want to get something com,pletely opposite of Tau so i was thinking of a all close combat army, so i thought of Ork, since no one in my area plays them. I was thinking of making my first army list (750) with 2 mobs of 30 slugga boyz, a warboss, and some storm boyz.
But as i was reading through the codex part of the rule book, I came up with a few questions:
1. how exactly do the stikkbombz work?
2. dice testing with stormboyz stats in close combat (4+ to hit then 4+ to wound with a MEQ of 3+ save) only about 2 marines go down ( assuming a full squad of 10 stormboyz). It this usually how it plays out?
3. No one in my area plays Orks ( that i know of) so i've never played against them,. Do they usually get torn to shreds before they even get in close combat range? Just wondering if i should get wartrukks ( but that would bring down one of my sqauds to only twn, irnoging the WAAAGH test.
If Possible, can one of you guys come up with a very standard Ork army list with as much close combatness (is that a word?) as possible.
Thanks in advance,
Well I'll try to help out in any way can, but I'm far from an expert on the subject of orks, as I only just worked up 750 points after a long time of playing Space wolves. Here goes
1: Stikkbombz are really just grenades and work the same way as any other grenade does. Frags negate cover bonuses in CC and kraks can be used against vehicles. Nothing special here unfortunatly.
2:I know some people swaer by sotrmboyz, but they never really seemed to cut it for me. I think the only way to go with them is to try and max out the squad as much as possible and having them led by Zagstruk is always a plus. Oh and by the way, MEQ will only be getting a 4+ save against the stormboyz, since they are equipped with choppas.
3: Orks do tend to get shot up before reaching close combat. I played a threee-way with some friends and a total of 3 orks out of 40 made it to CC. However there are ways to avoid being torn apart. One is the Kustom force field. A mek-only item that grants all da boyz a 5+ cover save against shooting, a handy device indeed. The alternative is grot shielding or diving through cover for a footslogging force. Stormboyz can make it to enemy lines before the other boyz and cause a diversion or you can throw in a trukk or two and cause a diversion with them. Kommandos can also divert a bit of enemy firepower but can be quite weak on the whole.
Personally I think the two sqauds of thirty should be made into 3 squads of 20. This forces you opponent to divide more of his firepower, allowig more boyz to get to his lines.
I'll let other more experienced players offer lists however, as most of mine have either been completely swamped, or (as with my current list) are more Stompy than boy heavy.
Gargrimz Green Deff
W:10 D:4 L:5
Oh, really? I guess I didn't know that because i'm reading the 3rd edition rulebook ( I think it's 3rd)Originally Posted by Morkai
But that's good to know. But what's the ruling on the choppas, then? It raises thier armor save by 1? So a 4+ armor save would become 5+?
Choppas cut anyones save to a 4+, It has no effect on anything with a 4+ or worse save, however, as you can imagine it can be quite devastating to MEQ's. It's especially painful to terminators, who see their 2+ deteriorate to a laughable 4+. Unfortunatly Guardsmen, eldar, Tau and their Ilk are barely affected by the choppa rules.
Gargrimz Green Deff
W:10 D:4 L:5
If you want sample army lists then you should ask for PMs or create a thread in the Army List section. However, I'll give you a few suggestions:
Spread your list over the whole Force Organization chart. The Orks need a little bit of everything to be truly effective, IMO. Especially Fast Attack and Troops.
Stick to what Orks do best--run up and bash things. They don't shoot so well, so unless you take Flash Gits with Mo Dakka, they're probably not going to be effective that way. They will always struggle with anti-tank ability, so load up on rokkits. Dreads and Kanz are also good and "roight Orky." Opponents usually can't afford to ignore them.
I personally despise looted stuff, but many Warbosses just can't do without their Russes and Basilisks. I say to them--play Imperial Guard! The fact is, Orks don't need that stuff to be effective if you use some sound tactics.
what is looted? does that let me take a tank from another army in my list? again, i'm using an outdated rulebook army section. i have yet to buy the codex. i'm going to soon though.
I'm thinking of just buying the battleforce to start out with. i added up all the indivdual prices and it comes out that buying the battleforce box saves me $50. what a deal. So I might go with that.
I would only buy the battleforce if you were sure what you wanted was in there, I dislike the trukk and bike models so I have never got it.
Yes, thats right, orks can loot imperial tanks (including those of space marines). Basicly costs the same as the parent codex but BS is reduced to 2 and upgrades can only be bought from the ork list. I'm quite fond of my newly looted Russ, it adds quite a whollop while still looking damn orky.
As for the battleforce, I've never liked it. I sratch buily my own trukk that looks so much better and bikes aren't worth their points in my opinion. Buggies can be usefull but I still can't see myself buying one at this time.
Gargrimz Green Deff
W:10 D:4 L:5
If your footslogin it, get some grotz. Not only do they give a +5 cover save, they also force some prety nasty target priority tests. It's fun watching three heavy bolters tear up your grots instead of da boyz.
I recommend powah clawz on anything that can take them. That, and many rockit launchaz.
On the stormboyz: I Don't really like them all that much, they never worked as well as some tracks or a truckaboyz mob.
Make sure to keep your list balanced, grab some speedy gitz and some of da ard gitz and your set!
Ok. I've though about this a lot. I'm going to start off very simple. 2 squads of 16 slugga boys and a warboss. Can't be anymore basic than that. After that, i'm thinking of buying the battleforce box to add in the trukk, the squad of slugga boys, and the warbikes. Then after that, i guess i can get another trukk and a dreaknought or a killer kan. then probably kommandos or storm boys. Would this be a good start?