Tau Empire Codex 2013 | Army Builder Program
Dark Angels Codex 2013
Chaos Daemons Codex 2013
Chaos Space Marines Codex 2012

Warhammer 40k Forum Tau Online

 

Warhammer 40K Forum

Why make the Tau-Orks move?
Reply
Old 18 Dec 2007, 20:26   #1 (permalink)
Shas'La
 
Join Date: Oct 2007
Location: England
Posts: 407
Default Why make the Tau-Orks move?

I'm really not sure weather to change from collecting Tau to Orks. I've only played a single 500pt game (actually 4 games, but the other 3 were against lil'kids that barely knew the rules) so maybe I've just got to play some more games to get to know how to use and like my Tau. I could collect both Tau and Orks, but I'd rather save up some of my expendable income for a new computer/car etc rather than collecting two armies at the same time, plus I like the idea of specialising in just one army rather than buying Boyz one week and Fire Warriors the next.

It was September and I narrowed my army choice down to either Tau or Orks. I did start collecting Orks 3 years ago before promptly quiting due to the cost, so the thought of finally having an Ork army will feel like some nice closure; but I was cautious about collecting them because having a new Codex comming out sounded a bit risky- they could have been nerfed or buffed. So I gone for the Tau, as I liked their fluff, their no-warp pure technology was appealing and so was the consept of the Napoleonic Tau firing line.

I guess in the end it depends on what I like personally, but what do you think are the advantages and disadvantages of collecting and playing as the Orks?

Here's how I see it at the moment:

Tau:
+ I've already brought quite a bit of Tau (roughly 700pts), so it'll be a shame to sell them and quit after just 1 battle.
+ Their high-tec, stealthy jump-shoot-jump units and Sniper drones give them a nice Ghost in the Shell style.
+ I like their fluff
+ Their playing style is unconventional, so it gives some intresting challenges and games.
+ I like the painting/modeling side to the Tau and Kroot.
- Apart from their Railguns vs Monoliths, Tau are apparently a poor choice against necrons.
- I know Tau are ranged specialists, but sometimes it'll be nice to charge into assult, and the only things that can do that are the Kroot who arn't exactly great at it.
-One of their best tactics is the Fish of Fury, which is arguably an abuse of the rules, so the Tau's main tactic is an abuse.
- Tau don't have an engineering unit. There is the
DX-4 Technical Drone, but that doesn't even have a stat line.

Orks
+ Even with a 6+ armour save, they always look like they can stand their ground.
+ I done Engineering at High School, so I can relate more to the Mek Boyz.
+They defeat the Emperor's finest with machines that have all the style of Scrapheap Challenge!
- Their infantry arn't that great to paint, as its all green green and a little bit of green.
- I'm writing some Tau fan-fiction, so it'll be harder to get inspiration if I just play as Orks.

__________________
The only Blackfish Games Club member who isn't a Tau Online moderator/Admin
Red Cadre
SDFarsight is offline   Reply With Quote
Old 18 Dec 2007, 20:55   #2 (permalink)
Shas'El
 
Join Date: Dec 2006
Posts: 2,645
Default Re: Why make the Tau-Orks move?

I won't try and convince you one way or another, but figured I'd share what makes me pick an army, might help you out.

I pick my army first and foremost on the models. I'm going to spend a great deal of time assembling, converting, and painting these things, not to mention spending cash on them, so I want to make damn sure I like the models because if I don't like the models then it'll be hard to find that motivation to finish them off.

Once I'm happy with the models it's on to style of play and fluff. If the models are cool but they don't play in a manner I enjoy then they aren't for me, no matter how cool their fluff is or their models. Style is equally important to me as the models are, but the army has to have both, not one or the other.

Now, while I do enjoy fluff, it's not a deciding factor of mine either. If the fluff sucks but my other criteria are met then I'll proceed and just invent my own fluff, that's the beauty of a fictional world.

I really ignore the mathhammer side of things when picking an army. I didn't pick Orks because a full unit of Sluggas on the charge will throw down 120 dice. I didn't pick Necrons as my second army because they have the Monolith of doom or the C'tan. I intentionally overlook this stuff and instead view the broader picture, but then again I'm not a competitive player either, I play purely for fun. But, if all the other items fall into place then I'll concern myself with the units I want and why, not before. At this point though I've picked the army, I'm not combing through units to finalize my decision.
__________________
Thor{DoH} is offline   Reply With Quote
Old 19 Dec 2007, 01:55   #3 (permalink)
Shas'Vre
 
Join Date: Sep 2007
Posts: 1,958
Default Re: Why make the Tau-Orks move?

Well, all I can do to help is tell you why I chose Tau.

I have never liked playing villains, and most of the races in 40k are pretty villainous. The tau are less so than most.

Close combat in a future wargame doesn't make sense to me. As warfare technology has advanced, the distances at which you can make war have gotten steadily greater. After 40,000 years I can't see fisticuffs on the battlefield being very common. An army that is designed to avoid Assault suits me fine.

I don't really like the psykers the way they're portrayed in 40k. I'll take the relative subtlety of Babylon 5's telepaths any day. No psykers for the tau.

And here's the big one for me: The tau vehicles. I think the devilfish chassis is the coolest looking vehicle on the field. 2nd place for that type goes to the Eldar vehicles, but I think they put too many decorative frilly things on them: brings to mind a flying gingerbread house or something!
knightperson is offline   Reply With Quote
Old 19 Dec 2007, 02:55   #4 (permalink)
Shas'El
 
Join Date: Aug 2004
Location: California
Posts: 2,610
Default Re: Why make the Tau-Orks move?

An excellent case for the Tau, knightperson, you have earned a Karmalized point to the positive side of the scale.

And now the fluff case for Orks.

It is important to remember that Orks do not consider themselves villains, either. They just ..... are. Like a force of nature, they can and will influence all about them. While certain Orks can be defeated, the race as a whole excels under pressure. That is why the battle in the Ork Empire of Octavius between the Orks and the Tyranid Hive Fleet Leviathan (that was set up by the clever Imperial Inquisitor Kryptman) is such a massive test of these two biological giants that the Imperium calls Orks and Tyranids. The ultimate survival race of Orks versus the ultimate harbingers of evolution, the Tyranid. The Orks responding by becoming bigger and even stronger. The Tyranids respond by changing and consuming all. Interesting to see who will clobber who .............

Orks appeal to the anti-intellectual element in many of us. Their society is simple, yet it has a richness to it. There are no shiny badges and uniforms that let one Ork rule over the other. That ability is gained by one's own brute strength. The large will lord over the small. There's no angst among Orks on this point. It is simple acceptance of the obvious.

Ork Psykers are the most powerful, but undisciplined, among the major races. The new Ork Codex (coming out in January) will put this into tabletop game terms with the new Weirdboy and Warphead HQ choices.

Who cannot help but admire the determined Mekboy that builds a Kustom Mega Blasta far greater than the sum of its' parts that blasts clean through a Landraider? Who cannot help but laugh when the Adeptus Mechanicus gets a hold of this weapon after the battle and examines this new wonder weapon to discover its' secrets ........... only to find that it is a mere empty tube that only worked because the Mekboy believed that it would.

Grots alone are worth the price of admission. I always imagined them having strong Cockney accents ............

There is an added plus. Other 40K players just love to play against Orks. We are often looked at as being in the sport of tabletop 40K gaming for the self same single word that personifies Orks ............... FUN!

Best Regards,
__________________
Brunettes and Beer
IVEATCH is offline   Reply With Quote
Old 19 Dec 2007, 08:17   #5 (permalink)
Shas'El
 
Join Date: Apr 2007
Location: England
Posts: 2,484
Send a message via AIM to Grandpa Ducky Send a message via Yahoo to Grandpa Ducky
Default Re: Why make the Tau-Orks move?

Beautifully put, Iveatch. I couldn't have said it better myself.

You did miss one big point though. How many other armies allow you to bellow "Waaagh!" at your opponents? Not many. :P

Quote:
Originally Posted by SDFarsight
- Their infantry arn't that great to paint, as its all green green and a little bit of green.
Not really... The green is just used for flesh (in 95% of cases) and pretty much all armies have flesh, be it ummies or dem blue-skinned gits. One of the best parts of painting them is that you can use all sorts of colors. You're not restricted to one scheme. Not all Boyz dress in shades of brown. Nearly all of my Boyz have brightly colored clothes and they look perfectly fine.

-Grandpa Ducky
__________________


Grandpa Ducky is offline   Reply With Quote
Old 19 Dec 2007, 10:48   #6 (permalink)
Shas'Saal
 
Join Date: Oct 2007
Posts: 159
Default Re: Why make the Tau-Orks move?

If you want a proffesional army. Go/keep with Tau. It is a future army that utilize camoflauge like a contempory army. For that reason I love it. It is careful, has excellant firepower and uses general common sense to win.

Orks are the skum of the galaxy. They love to fight. Die in droves. You get loads. They are also one of the best fluff armies going. You can scratch-build your own wagons, converted figures are totally acceptable and they are green and brutal.

__________________
You dont need religion to be sh1tty to each other...but it does help!
maniacs1 is offline   Reply With Quote
Old 19 Dec 2007, 16:34   #7 (permalink)
Shas'La
 
Join Date: Oct 2007
Location: England
Posts: 407
Default Re: Why make the Tau-Orks move?

Thanks for the good feedback.

Quote:
Originally Posted by IVEATCH
Who cannot help but admire the determined Mekboy that builds a Kustom Mega Blasta far greater than the sum of its' parts that blasts clean through a Landraider? Who cannot help but laugh when the Adeptus Mechanicus gets a hold of this weapon after the battle and examines this new wonder weapon to discover its' secrets ........... only to find that it is a mere empty tube that only worked because the Mekboy believed that it would.

Grots alone are worth the price of admission. I always imagined them having strong Cockney accents ............

There is an added plus. Other 40K players just love to play against Orks. We are often looked at as being in the sport of tabletop 40K gaming for the self same single word that personifies Orks ............... FUN!

Best Regards,
Indeed, that is a great part of the appeal. I can't remember who said it, but someone made a good point about the names matching the attitudes of the races; Orks think its all a fun challenge, so they call their things 'mega armour' and 'killa kan', while the Fire Caste's fighting is a job that has evolved from hunting where small-arms are sufficient, thus the 'crisis' suit.

Quote:
Originally Posted by maniacs1
If you want a proffesional army. Go/keep with Tau. It is a future army that utilize camoflauge like a contempory army. For that reason I love it. It is careful, has excellant firepower and uses general common sense to win.
The 'professional' aspect of the Tau gives them character. The way the Tau weapons are actually conditioned to not endanger the user could be seen as a bit too 'health & safety' for a vicious war game, but it's all part of the no-nonsense, no-warp "The technology of Tau, makes us strong" fluff that give Tau a much needed degree of reliability that compensates for the unconventional fighting style. Though it has to be admired how the Orks manage to survive when 'health & safety' is a foreign consept.

[Edit]
Oh, but I just remembered another problem with the Tau- Their Barracuda has been... hit by the nerf stick. What's even worse when the Barracuda is one of the few large air support ships that isn't in the super-heavy category.

[Edit 2]
And another reason to not like Tau- I like the Tau ForgeWorld models, but apparently the FW models are illegal. That sucks!
__________________
The only Blackfish Games Club member who isn't a Tau Online moderator/Admin
Red Cadre
SDFarsight is offline   Reply With Quote
Old 19 Dec 2007, 19:10   #8 (permalink)
Shas'El
 
Join Date: Mar 2005
Location: Bonn, Germany
Posts: 2,725
Send a message via MSN to legio mortis
Default Re: Why make the Tau-Orks move?

FW models are 100% legal. It was stated by Warwick Kinrade in the front of IAvol1. Some models may require opponents's permission because they need a second detatchment or they add new rules, such as super-heavies and flyers.
__________________
But seriously, a Guardsman, I'm willing to bet, could a) outshoot me, b) give me the beating of my life, and c) shove more squad-based tactics down my throat than I'd ever care to digest. Guard are hard, hard men. Whether or not GW's inconsistent, Marine-worshipping fluff keeps with that, mkay?

Real men fight in tanks!


sig by Kais

Quote:
Originally Posted by Nox
Legio why do I always imagine you shouting when I read your posts? :P
legio mortis is offline   Reply With Quote
Old 20 Dec 2007, 07:12   #9 (permalink)
Shas'El
 
Join Date: May 2006
Location: Massachusetts
Posts: 2,920
Default Re: Why make the Tau-Orks move?

Thought I should chime in on this topic since I play both armies. I started with Tau three years ago, when I got back into 40k. What drew me to them was their look, and the fact that they were almost a complete polar opposite to the Tyranids I played in 3rd edition. I really enjoyed the clean lines of the army, and my paint scheme reflects that. The models have as much detail as you want to add. So, you can keep it simple or paint every little detail and go nuts with highlighting and effects.

Playing style:

Now that I've been playing Tau for a few years, I've come to really like their unique fighting style. They are not the type of army that is forgiving to play. You must actually use tactics to win. They can't charge mindlessly at the enemy and expect to live. They are an army of denial. They strike and then bound back behind cover. You must learn to
use combined arms, or you will loose a lot.

I also have a ton of fun playing with my Orks. I play a KOS army, and I tend to play like an Ork, and not a human player using green toy soliders. I often drive my trucks through terrain, instead of going around it, and will charge a single Nob at a squad of Necron Warriors. Because of their horrible ballistic skill, you feel a sense of accomplishment when a rokkit blows the head off a Chaos Marine. Like the Tyranids before, I like the Orks because they are so different than my Tau.

Price: (If you play at a store, try to buy your models there. If not get them all online)

One really good thing about the Tau is the units you get in the Battleforce. For $90 you get a legal army that can be 500-700 points, depending on upgrades. Many other Battleforces still need other models to create a legal army. After the Battleforce though, the prices for most other units are kind of expensive. The suits are $20 each, and the broadsides are even more. If you want skimmers, buy the Skyray box and make it interchangeable to become a Skyray/Hammerhead/Devilfish. The troops cost the same as other armies. I did a conversion for sniper teams that ended up saving me money: http://forums.tauonline.org/index.php?topic=50914.0

The best thing about Orks are the conversion possiblities. I think more hobbyist flock to Orks for this reason. You can make every type of troop/elite/heavy unit from the box of Boyz. All you need is imagination, some skills, and some bitz. Iíve made burna boyz, Nobs, tankbustas, sluggas, and meks from the basic box. People also let you get away with scratchbuilding vehicles. Make sure you check your local shop first though, if you want to enter tournaments. I havenít gone into a tournament yet with my Orks, so I havenít had to worry about my three trucks/fan boats, totally made out of plasticard.

Fluff

I think the fluff for both armies is pretty strong. The Tau want to make the entire universe think like them, and think nothing of wiping out a species that doesnít agree with them. They feel like they are doing the right thing, and will do anything to protect the Greater Good. Orks live for combat. They are a very simple species; the biggest is in charge. They are not good or evil, they just exist to fight, and when a bunch of hordes band together and form a Waaagh every other species better watch out.

Iíve written fluff pieces for both armies, and like their playing style, the narrative styles of both are completely different. I wrote a lot of fluff for the Golgotha campaign for the Tau, since I was the Tau Commander. You can find most of it here: http://forums.tauonline.org/index.php?topic=45571.0 I also did a couple of Ork stories under my Orky pseudonym Zagsnikk here: http://forums.tauonline.org/index.php?topic=51374.0


Final Thought
I think the best thing you could do is get the new Ork Codex when it comes out and read through it before you make any decisions. Even if you decide not to play Orks, Iím sure youíll enjoy the Codex. If you like the look/feel/play style of them, proxy an Ork army with your Tau units. If you totally fall in love with them, buy some Orks. I always tell people not to sell old armies to buy new ones though, as ADD seems prevalent amongst 40k players. I would find some other way to come up with the money. You donít want to regret getting rid of the army you barely played, for a second army you might barely play. In the end the choice is up to you, but I want you to know playing both armies has been a joy, and I love the different styles of the two.


edit: added fluff section.
scoutfox is offline   Reply With Quote
Old 24 Dec 2007, 21:27   #10 (permalink)
Shas'La
 
Join Date: Oct 2007
Location: England
Posts: 407
Default Re: Why make the Tau-Orks move?

Ok, thanks. I'll take those into account if I start to look at the Orks again.
__________________
The only Blackfish Games Club member who isn't a Tau Online moderator/Admin
Red Cadre
SDFarsight is offline   Reply With Quote
Reply

Bookmarks


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On


Similar Threads
Thread Thread Starter Forum Replies Last Post
It is possible to make an army that can deal with the new Blood Angeles and Orks Pottsey Tau Army Lists 18 16 May 2010 01:26
How to make the most of the Orks from two AoBR sets? Ront Irun-rawr Orks 4 18 Sep 2008 01:36
Starting to make Orks work...... freecloud Orks 3 26 Mar 2006 00:04
How to make a move-and-shoot Marker Drone. Lanfeix Tau 10 25 Feb 2006 04:33
Move 'ere, move 'ere, MAKE UP YOUR MIND. Vega62a Tau 2 09 Dec 2005 00:40