Welcome to Librarium Online!
G'day guys(and girls)..sorry if im starting another "need help on starting ork thread" but i really need your advice.
I've just recently finished my first army that is 2000 points of Daemonhunters and have started to look around for a new army to latch myself onto. Being outnumbered 2:1 in all of my games I really wanted an army that was the complete polar opposite of the elite grey knights. Thus i come here to ask for advice because i have heard that a new ork codex is coming (in a year?) and i dont whether to start now or wait a year for it.
A number of things are keeping me from starting them. Firstly i dont know whether the new models will be radically different to the current ones that it won't fit with the army if i did start it now. Secondly, whether some current models now will become useless with the release of the new codex.
So what do you guys reckon? Should i start now or wait for the new dex to come out? I just hope i dont have to wait that long.
Or, i could just buy a 500point horde army with lots and lots of boys and grots...god i love the swarm mindset.
Either way, the orky way has got me converted:yes:
I think you should start now, trying to aim for a 1500pt list.
Play with that, get the feel of the orks and just sit and wait for the new dex.
If you were to buy the models now, it is pretty safe to buy some boys, because even f they redo them, mixing the old with the new, will just diversify ur mob and look more orky.
Slugga boyz are also a safe bet, as i am sure they will be just as useful in the new dex as they are now.
Just don't buy any of the viechles, unless you really like them, because they are coming out with better ones.
Hope this helps, Da Boyzz
 Orks  Tau,
SM  WHFB Chaos
Welcome to the great green, Artice. There are so many ways to succesfully play orks that on the whole I doubt willchange much with the impending codex. The new codex is supposed to be out at some point next year but information is sketchy beyond the vehicles being comletely redone. i do believe they'll be keeping the standard boyz the same but maybe adding some new sprues into the box or something of the kind. Standard Slugga boyz (or shoots, same box) are guaranteed to retain their usefulness (well the sluggas anyway,I'm not fond of shootas).
this being said, I would feel free to buy a decent amount of boyz, though start slowly. You can build yourself a boss if you like the models or wait until something new comes along. 500 points is a little harsh on orks, as they can't build up the numbers they need to lay the hurt down all that well. It's still a good place to start though.
Anyway, best of luck and go krump sum 'Umies fer uz.
Gargrimz Green Deff
W:10 D:4 L:5
Awesome! Im gonna load up on some slugga boyz, i really quite fancied the kanz though but i dont think i'll buy them until the new dex is out. I was thinkin of playing it the way godzilla nids are played.
Anyways its gonna be awesome against nids and eldar(win or lose).
'elkum to da WAAAAAAAAGH brudda
If you are going to start Orks I REALLY recommend starting with a Battleforce box or two... for the 90 you spend you get 160 bucks worth of Orks plus you get a nice starting army that just needs another box of boyz to make us mean.
They're ladies. We can't hit ladies.
No, no. They're Daemonettes. They'll tear you limb from limb and steal your soul
But sar, thats what ladies do.
is the battle force box really worth it?
I'd love to say yer, the battalion box is great! But... i absolutly regret ever getting it. I was stupid and noobish and got conned into it, although i now find i have no use for the bikes, the buggy and the scenery.
 Orks  Tau,
SM  WHFB Chaos
Sorry, i didnt want to start another thread. But i just had a thought, do Dreadnaughts and Killa Kanz benefit from the "Hard to Hit" special rule that bikes get? Because if you could then that would be so coool....especially if you can have Bikes, dreads/kanz then boyz bringin up the rear *drool*.
The boz is good if you play KoS, but pretty useless otherwise. Plus all vehicles will be redone with the new codex. I also heard that even boyz will be redone, but current models look great, soo you can go ahead and get them anyway :w00t:
As for the "hard to hit", no kans and dread do not use that rule. However, if they stay behind the bikes, they will indeed be concealed.
A usual tactic i use is to pack 3 kans together, followed by a big mek with kustom field and tools, so that the kans are concealed, and the mek can repair any immobilized/wpn destroyed results. A large mob of boyz follows, well protected behind the kans (and with grotz covering their sides. Works pretty well against a static/assault opponent, although not quite as well as under 3rd ed. (where concealed worked all the time not just on 4+).
"Politics is the womb in which war develops"
Wicked, thats like 3 shields when you think about it, Bikes, grots then Kanz...awesome. Now i wonder if it works game wise.