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Any wise words for an aspiring Ork player?
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Old 03 Jan 2009, 16:46   #1 (permalink)
Anton
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Default Any wise words for an aspiring Ork player?

Heya,

As I approach the completion of my World Eaters Chaos Space Marine army (1000pts), I have been dwelling on what I should do next. I'm not certain I want to expand my World Eaters army, it would be too costly for me as they are all Forge World models and it is very rare that I play games over 1000pts. So, I've turned my attention to the Orks, perhaps my most favourite race alongside my beloved Chaos Space Marines!

I don't know much about the Orks, I have the new Codex and I have been smitten by the latest Ork Releases. If you sway me to join your WAAGGHH! I would like an army that is not too heavily focused on Close Combat, maybe shooting? I quite like Ork vehicles and their uncoordinated appearance, I also love all the daft things like the Shokk Attack Gun and vast Mobz of Gretchin with those oh-so cute new plastic Grots!

So, for a complete newcomer to the Orky way of war do you have any useful tips for this Ork Yoof? Or are you gonna bash some sense into me 'ead with a Choppa? :P
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Old 03 Jan 2009, 16:53   #2 (permalink)
Zen
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Default Re: Any wise words for an aspiring Ork player?

Go with a theme and something more unique than a Horde Ork please. Like me! I'm going for an Elite Mech Nob. Nobz in my army. No puny Boyz except those specialty Boyz that prove more useful than the average Boyz. But then again, it's your choice. Maybe you like a horde of boyz running towards your enemy Gun-line. What do you like to do with your Ork army?

For Orks, don't sit on your objective. In Capture and Control, just go for your opponent's objective. Ignore yours. Orks are meant to charge. Not sitting around protecting an objective. But that's just me. When I play Orks, I ignore my own objective and just hope for a tie game just by swarming my opponent's objective.

Hope this helps.
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Old 03 Jan 2009, 17:04   #3 (permalink)
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Default Re: Any wise words for an aspiring Ork player?

Here's some advice that's helped me a lot in my time as an ork player:

WHACK IT TILL ITS DEAD!
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Old 03 Jan 2009, 17:09   #4 (permalink)
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Default Re: Any wise words for an aspiring Ork player?

Wise words?

Well, the nobz and boyz kits aren't all that interchangeable. Nobz are too big. I'm not going to be able to swap parts that easily for my biker nob army without some ridiculous looking models...pinheads, one arm bigger than the other, etc.

And I dunno, but "shooty Orks" sounds like something of a misnomer to me, seeing as they all have BS2. But Orks typically come in large numbers so I guess the weight of fire makes up for it. If you like shooty then you might like lootas, they have some pretty cool guns and I hear they're well worth their points.
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Old 03 Jan 2009, 17:22   #5 (permalink)
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Default Re: Any wise words for an aspiring Ork player?

I used this list in a number of games when I first got the new codex. Of course I have the old gretchin models ( 120 or so ) so it works quite well as modified dreadbash. You can cut down on the number of Grots ( use maybe 3 mobs of twenty ) drop a dread and reconfigure the Kanz to be a bit shootier if you want. This list has plenty of dakka with Kanz and SaG at 1000 points and can also do some H2H as Kanz and dreads are pretty tough.

Da Grotz is Lucky Boyz

HQ - 210

Big Mek GrotGut
SaG, 'Eavy Armor
110

Big Mek Skabgrot
KFF, 'Eavy Armor, Cybork
100

Troops - 605

Da Lucky Grots

30 Grots
3 Runtherds, Grotprods and Squighounds
135

30 Grots
3 Runtherds, Grotprods and Squighounds
135

30 Grots
3 Runtherds, Grotprods and Squighounds
135

Da Tinboyz

Deffdread
Scorcha, KMB, Grot Riggers
100

Deffdread
Scorcha, KMB, Grot Riggers
100

Heavy Support - 435
Da Dakka Blasta Stomperz

3 Killa Kans
Grotzooka
145

3 Killa Kans
Grotzooka
145

3 Killa Kans
Grotzooka
145

1250

Here is a thread with yet more suggestions for fielding a grot list with backup.

http://forums.tauonline.org/index.php?topic=67035.0
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Old 03 Jan 2009, 17:46   #6 (permalink)
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Default Re: Any wise words for an aspiring Ork player?

Heya yourself!

It's great to have such a venerated member of these forums pondering the great green race! Orks have a huge wealth of fluff and quirky rules that set them apart from the rest of the races in the forty-first millennium. Some say that they are the comic relief of our game. Well thatís true, it doesn't mean that we can't win.

Orks are dedicated to one thing. War. Wither it be with humans, Eldar, or even other Orks, the thrill of a blade slicing through flesh is second to none when it comes to Orks. Their entire caste system is quite like the Dark Elves of R.A. Salvatore's Menzoberranzan, where a higher rank is acquired through the extermination of any Ork that has the position that you want. There is one distinct difference between the two however. Where as with Menzoberranzan, stealth and a clean kill are not only desired, but required, the messier and louder Orks can kill, the better.

Orks first appeared in the Rogue Trader rulebook and the Space Orks boxed set, containing thirty plastic miniatures. These Orks were squat, powerfully muscled humanoids, wielding crude ballistic weaponry (usually blackpowder or other explosive projectile-based equivalant) and large 'stikbomz' or stick grenades; along with their helmets and other paraphernalia.

Additional rules, cultural details, and painting guidelines were given in the later expansions Waagh Da Orks and 'Ere We Go!. An explanation for the combination of brutal stupidity with relatively high technology was now found: Orks had been created, in times long past, as a warrior race by the long-vanished Brain Boyz. The possibility was established later on that these may have been the Old Ones, who created the Krork as part of a last-ditch attempt to fight off the Necrons, though there is nothing stopping the Old Ones creating the brain boyz who create the rest of the Orks.

Orks are thus genetically engineered to be muscular, aggressive, and none too bright; their technology is maintained by a caste of Oddboyz who have genetic dispositions to do well at such tasks. Indeed, the Brain Boyz were apparently able to encode information on how to build simple machinery in the genetic strands of Orks; thus Mekboyz require very little training in their function, since they understand mechanical principles at an instinctive level.

Orks believe in two gods: Gork, the god of cunning brutality; and Mork, the god of brutal cunning, (the subtle difference being that one hits you when you aren't looking, the other does so hard when you are). As such, sometimes they can't remember which is which and fight over it. They have no real priesthood, although the infamous mighty Goff Warboss Ghazghkull Mag Uruk Thraka claims to be receiving visions from them.

Speaking of the caste system, lets run through it real quick.
  • Snotlings- Dim-witted creatures. Truly the lowest in the "Orkoid" race.
  • Gretchin- Smart critters whose cowardice often makes it so they are never in battle on their own will. Used by the regular "Boyz" as cannon fodder and mine removal specialists
  • Yoofs- Basically juvenile Ork Boyz. This is the most venerable time in a proper Ork's life.
  • Boyz- The mainstay of the Orks, make up the largest contingent of Warriors
  • Nobs- The elites of the system. The biggest and strongest.
  • Skarboyz- There is some debate on where the proper local of this group is. According to the current Codex, Skarboyz are Nobz with extremely large scars running across their face, making them better then the regular ones.
  • Warboss- The epitome of Ork development. A mass of toned muscle.

There are other figures that are aloof in the Ork civilization and those include, but are not limited to...
  • Mekboyz- The engineers of the Orks. The caliber of the Mek is depended on the size, the loudness and the amount of weapons on his vehicles.
  • Wierdboyz- Regarded as extremely odd and dangerous, they are the psykers of the group. Oddly enough, they don't get their powers internally, but rather power wells inside of them, and these powers are depended on the blood lust inside of all of the Ork's surrounding them. They are, effectively, lightning rods.
  • Minders- The boyz that accompany Wierdboyz. They are crazy in their own right, living away from the rest of the boyz in shanties and shacks.

Other castes include Mad Doks (or Painboyz) who heal Orks (if they're lucky...) wounded in battle and Runtherdz (or Slaverz) who direct the efforts of the Gretchin.

Waagh da Orks also informs us of the existence of more specialised castes such as Diggaboyz and Brewerz; however, as the game became more combat-oriented, these were not mentioned again. Even Waagh da Orks gives no information on them other than their bare existence; it may be assumed that when the Orks go to war, these castes fight as ordinary, shoota-armed Boyz.

Now that we have the basic of the Orkoid society down, they become filtered even more. This filtration is sometimes called Clans and depending on the whims of the Ork, an individual might join a Clan to appease his own desires.
  • Bad Moons: The richest and most "Toof" (Ork form of currency) yielding clan of them all. They have the biggest and the best guns, and often flaunt their wealth in colorful clothing and weaponry. Flash Gitz are often associated with this group.
  • Blood Axes: First Orks to be encountered by Humans. They have picked up a wealoth of information and tactics that they often utilize against their opponents. They often establish trade relationships with humans. Regarded as untrustworthy by most other Orks. Kommandos are often associated with this Clan.
  • Deathskullz: Orks who grab everything they can after a battle. Accompanied by Meks, they will drag everything from a Rhino to a Titan back to their workshops and sooner then later, the Imperium will see their very own war machines firing rockets and bursts into their own lines. Lootaís are most associated with this Clan.
  • Evil Suns: Speed freaks and diesel hogs, Evil Suns constitute the majority of the Bikers, Trukkers, and Wartrakks encountered in an Ork army. They are fast and often engage the enemy first. Everything fast is often associated with this Clan.
  • Goffs: The biggest and baddest of Orks become Goffs. They are huge brutes that like bashing skull more then the rest of the Boyz. To see a Goff is to see Death; they even have the same colors. Nobs are most associated with this group.
  • Snakebites: Generally regarded as the hicks of the Orks. They are backwards and low tech, even by Ork standards. The unit most associated with this Clan would probably be a Squig or any of their derivatives.
  • Freebootas: Warriors for hire. They accompany Ork Warbosses from any clan, just as long as they get their share of loot. Probably the most seen Ork army of the battlefield purely because of their customization options.

Now you have a strong base of the Ork caste system and history, lets examine what units would best suit you and your chosen style of play on the battlefield.

Unfortunately, assault is where Orks are properly suited to be. They regard shooting as cowardly. This doesnít mean that you cannot field a shooting Ork army, just that you should foster a group of Orks for assault as well.

Now, a run down on unit that you might find interesting and eccentric at times.
  • SAG Equipped Big Meks: You already stated that this unit interests you. I agree. It can be effective and highly funny at times. Have you gotten the Codex yet? If so, youíll see what I mean when you look at the description of the Shokk Attack Gun. Highly effective in some rolls, and highly entertaining in others.
  • Weirdboyz: Arguably more crazy rule-wise then SAGs, Wierdboyz have a large assortment of spells that will make both yourself and the enemy cringe. Zogwort can even make a IC into a salivating Squig!
  • Lootaís: Some of the best shooting squads available to Orks. Their guns are fast and powerful, making up for a poor ballistic skill with a large output of shots. If youíre going for a shooty list, this unit is a must.
  • Shootas: Probably the mainstay of your army, they will occupy some of your troop choices. Their guns are inaccurate, loud, and fast; just the way Orks like it.
  • Gretchin: Basically cannon fodder for the real threat that is the Boyz. Two groups of 30 makes a good protection for the rest of your units.
  • Tankbustas: Great anti-tank units, they can make short work of any Tank, from either far away with their Rokkits or in close range with Tankhammers and Tankbombs.
  • Killa Kans: A good, mobile unit that is effective both in Close Combat and at range. Plus, Grotzookas constitues one of the best anti-horde weapon avalable to the Orks
  • Deff Dread: The big brother to the Killa Kans, Deff Dreads are dead hard at range but in Close Combat is where they really shine. Equiped with two Dreadnought close combat weapons, they will make mice meat out of mostly any opponent.

CanaBabe has thrown out a good list with a good amount of assault units and shooting units. Itís an effective list that I have played around with on some occasions. Plus, if you like Gretchin, look no farther. You have both your Gretchin infantry and the Killa Kans who are piloted by Gretchin.

All in all, Orks are a great choice for any player, both new and experienced. The depth of their tactics depends on the cunningness of the commander, and they can be forgiving as well as tough to master. Youíve made a great choice for your army.

Disclaimer: Lots of my material was retrieved from Lexicanum. Itís an invaluable resource any way you look at it.

Cheers and Good Luck,
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Old 03 Jan 2009, 19:12   #7 (permalink)
Anton
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Default Re: Any wise words for an aspiring Ork player?

Goodness, some very helpful replies, thank you all!

I have been doing some research on the main Ork Clans and the two that intrest me the most are the Bad Moonz and the Blood Axes, I like both of them more for their colour schemes than anything else!

Quote:
Originally Posted by °Rastafari Is!
Heya yourself!

It's great to have such a venerated member of these forums pondering the great green race! Orks have a huge wealth of fluff and quirky rules that set them apart from the rest of the races in the forty-first millennium. Some say that they are the comic relief of our game. Well thatís true, it doesn't mean that we can't win.
I never realised I was a venerated member, but all compliments are welcome. :P That is what really draws me to the Orks, the comical yet fierce reputation they have and this reputation is represented in the new Codex flawlessly. The new models are awe inspiring and present a wealth of conversion opportunities and configurations, the new Nob box set would be excellent to represent the Nobz leading squads of Ork Boyz!

What also like about the Orks is that on the battlefield they are very intimidating, when on the move they have a great momentum behind them and it is always a joy to see an opponent underestimate the fury of an Ork! I've read the new Ork Codex from cover to cover and it was a joy to read, in comparison to the somewhat bland and tasteless Codex: Chaos Space Marines the new Codex: Orks offered something different.

Quote:
Originally Posted by Sidstyler
And I dunno, but "shooty Orks" sounds like something of a misnomer to me, seeing as they all have BS2. But Orks typically come in large numbers so I guess the weight of fire makes up for it. If you like shooty then you might like lootas, they have some pretty cool guns and I hear they're well worth their points.
What the Orks offer is quantity of fire over quality, plus it is always an unpleasant suprise for an opponent to expect a mass of Orks to charge at their lines, only to be blown away by a hail of bullets!

[hr]

I think I should elaborate further on what exactly I want from my prospective Ork Army, so I'll list what appeals to me below to help, okay?
  • The two Ork Clans I like the most are the Bad Moonz and the Blood Axes, although I like their colour schemes I also like the Clans different approaches to war, with the exception of the Kommandos, I'm not too sure about them.
  • I have a copy of the new Codex: Orks and I've read it cover to cover.
  • As I game mostly at Games Workshop stores I'm reduced to games of 1000pts, although hopefully with one of those Realm of Battle boards and some gorgeous Forge World Terrain I can game at home!
  • I'm looking for something that does not involve charging everything headlong into my opponent, I already have a World Eaters Chaos Space Marine army for that. :P
  • I'm particularly fond of the new Ork Battlewagon and Trukk plastic kits.
  • I have a strong liking for the new Ork Nobz plastic set as well as the new Grot plastic set, however whilst I don't mind a couple of Mobz of Grots I don't want my army to be dominated by them, the same for the Nobz.
  • I also like the new plastic Stormboyz, although I'm not sure if I would like them in my army as a unit.
  • The Flash Gitz are cool, but too expensive for games of 1000pts.
  • I'm not intrested in special characters, I think they should be only used in larger games i.e. Apocalypse.
  • I'm not intrested in Bikes, Buggies, Warbikes Killa Kans or Dreadnoughts.
  • One aspect I like about the Orks are their large numbers, would this be hard to pull off with a Mechanised army?
  • As I'm new to the Orks I don't want anything too advanced, just because I'm experienced with one army it doesn't mean I'm experienced with all of them.

I think that's about it! :P

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Old 03 Jan 2009, 19:43   #8 (permalink)
Shas'El
 
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Default Re: Any wise words for an aspiring Ork player?

Quote:
Originally Posted by Anton
[hr]

I think I should elaborate further on what exactly I want from my prospective Ork Army, so I'll list what appeals to me below to help, okay?
  • The two Ork Clans I like the most are the Bad Moonz and the Blood Axes, although I like their colour schemes I also like the Clans different approaches to war, with the exception of the Kommandos, I'm not too sure about them.
  • I have a copy of the new Codex: Orks and I've read it cover to cover.
  • As I game mostly at Games Workshop stores I'm reduced to games of 1000pts, although hopefully with one of those Realm of Battle boards and some gorgeous Forge World Terrain I can game at home!
  • I'm looking for something that does not involve charging everything headlong into my opponent, I already have a World Eaters Chaos Space Marine army for that. :P
  • I'm particularly fond of the new Ork Battlewagon and Trukk plastic kits.
  • I have a strong liking for the new Ork Nobz plastic set as well as the new Grot plastic set, however whilst I don't mind a couple of Mobz of Grots I don't want my army to be dominated by them, the same for the Nobz.
  • I also like the new plastic Stormboyz, although I'm not sure if I would like them in my army as a unit.
  • The Flash Gitz are cool, but too expensive for games of 1000pts.
  • I'm not intrested in special characters, I think they should be only used in larger games i.e. Apocalypse.
  • I'm not intrested in Bikes, Buggies, Warbikes Killa Kans or Dreadnoughts.
  • One aspect I like about the Orks are their large numbers, would this be hard to pull off with a Mechanised army?
  • As I'm new to the Orks I don't want anything too advanced, just because I'm experienced with one army it doesn't mean I'm experienced with all of them.

I think that's about it! :P
I'm a beginner myself, but, playing Bad Moons, I guess they're what you're looking for:

-Bad Moons like showing off their shiny weapons - which means you can have both nice shooty stuff (SAG, artillery pieces) AND big, stompy CC stuff (Big Choppas and Powerklaws - but make sure you use pimp Big Choppas - the new Nob box is a good start. Work up from there )
-Since Bad Moons are so rich, vehicles are no problem - they should be able to field a lot of Trukks and Battlewagons (in 3rd Edition, the Bad Moon list could actually field more Battlewagons than the average Ork army).
-Nobs and Grots can be both found in a Bad Moon army - Nobs with shiny equipment, Grots to carry all the possessions of dem ladz around
-Numbers are possible in a mechanised army - a Battlewagon can carry 20 Orks, a Trukk 12 - so you're definitely not short on numbers, even in 1.000 points. You should be able to field 40 Boys, all in transports (1 being a Wagon), without a problem.

Cheers,
-Bone
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Old 03 Jan 2009, 20:18   #9 (permalink)
Shas'El
 
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Default Re: Any wise words for an aspiring Ork player?

The numbers is an issue with Mechanized since you are spending points on the Vehicles themselves. A modest Battle wagon with 4 bigshootas & a Kannon is the same cost as 20 Boyz. Below are the average amout of models in an ork army at 1000pts.

Footsloggers: 80 Models
Mechanized 50 Models
Ravensquig: 30 Models

I myself manage to get 117 models in a 1000pts footsloggin BigMek List. Just out of cuirousity how many models are you looking for to be in your list?

Quote:
1. The two Ork Clans I like the most are the Bad Moonz and the Blood Axes, although I like their colour schemes I also like the Clans different approaches to war, with the exception of the Kommandos, I'm not too sure about them.

2. I'm not intrested in Bikes, Buggies, Warbikes Killa Kans or Dreadnoughts.

3. One aspect I like about the Orks are their large numbers, would this be hard to pull off with a Mechanised army?

4. I'm particularly fond of the new Ork Battlewagon and Trukk plastic kits.
Based off of these four comments I would go with a Mechanized Bad Moonz army. The Bad Moonz are the richest clan out there and who else could afford an fleet of Battlewagons and Trukks. The Bad Moonz also tend to favor Shoota Boyz over the Slugga Boyz which lends itself to the kind of Ork army you are looking for.

Bad Moonz 1000pts:

HQ
125 - BigMek: Burna, Mega Armour, Cybork Body, Boss Pole & an Attack Squig
*Gasp a BigMek instead of Warboss in Mega Armour??? This BigMek has survived more battles than most Warboss have scars due to his custom Mega Armour battle suit that he has invested all load of teeth into. The Burna and the PK allow him to choose the initiative of his attacks at the cost of one attack but he makes up for that with his personal attack squig.

Troops
170 - Shoota Boyz x 20: Big Shootas x 2 & Nob with PK/BP
* This squad will ride in style in the Battlewagon and are not afraid to throw their weight around with their gunz.

146 - Shoota Boyz x 11: Nob with Pk/Bp and a Trukk with a Rokkit Launcha
146 - Shoota Boyz x 11: Nob with Pk/Bp and a Trukk with a Rokkit Launcha
* You said you like Trucks and a force that can shoot will these 22 boyz are just what you are looking for then. Each Trukk is fitted with a Rokkit Launcha to help provide anti tank support.

135 - Slugga Boyz x 10: Nob with PK and a Trukk with a Rokkit Launcha
* Your BigMek will ride with these boyz lending his support and throwing the occasional Ork in front him to take a death blow.

Fast Attack
148 - Storm Boyz x 9: Nob with Pk/Bp
*You had mentioned that you liked the look of these models plus they fit nicely into a mechanized ork army since they are actually faster than a trukk. They also provide your BigMek that is leading your Warband with some fluff. Hide these boyz behind the Battlewagon and/or Trukks and when the time is right pop them out to lend a hand where they are needed.

Heavy
120 - Battlewagon: Big Shootas x 4 & Kannon x 1
* What better way to protect the bulk of your force then with a battlewagon. This one focuses on shooting by strapping on as many Big Shootas as it can and a Kannon to help out with anti tank side of things.

Total Points - 990pts
Total Models - 66
Total Killpoints: 10
Scoring Units: 4
Comments: This army is as Mechanized as it gets and as Bad Moonz as it gets. Every unit rides into battle in style and if they can work together they can overwhelm almost any army out their. Their strengths lies in the fact that they have 4 scoring units but their weakness is killpoints. The Battlewagon is meant to be kept stationary till the time is needed. With 4 Big Shootas and 2 more via the shootas inside you are able to fire a wopping 18 shots 26" out. On top if this you a kannon that can reach out to the same distance for either anti tank or anti horde. The warboss has surrounded himself with Slugga Boyz for his personal retinue. If they combine an assault with the firesupport from 2 of the 11 Ork Shoota Boyz squads and/or the Battlewagon they will no doubt come out on top. Every squad has the ability to wreck havoc on any unit with the Power Klaw toting Nob leading them. Overall you should have a blast playing this army and it offers you a Madmax like theme to model them around.

You will have to buy the following:

1/ Ghazkull Thrakka (Use for your BigMek and Convert him up).
2/ Ork Boyz x 5 (Each Box has 10 boyz and 1 Nob thus the majority of your units having squads of 11).
3/ Storm Boyz x 2 (1 extra boy and not sure if the Box comes with a Pk but you can steal that from the extra Nob)
3/ Trukks x 3
4/ Battlewagon x 1

*You will end up with 1 extra Nob 1 extra Ork Boy and 1 extra Storm Boy. The attack squig model is not included but why not use the two grots with the rokkit pack (1 comes with each Storm Boy box) instead. This is fluffy to me since your Warboss is actually a BigMek.
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Old 03 Jan 2009, 23:37   #10 (permalink)
Anton
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Default Re: Any wise words for an aspiring Ork player?

Wow, thank you for the help Hyena! I have hailed both you and Rastafari for Karma as you have both earned it!

Quote:
Originally Posted by Hyena031
HQ
125 - BigMek: Burna, Mega Armour, Cybork Body, Boss Pole & an Attack Squig
*Gasp a BigMek instead of Warboss in Mega Armour??? This BigMek has survived more battles than most Warboss have scars due to his custom Mega Armour battle suit that he has invested all load of teeth into. The Burna and the PK allow him to choose the initiative of his attacks at the cost of one attack but he makes up for that with his personal attack squig.
Consulting the Ork Codex, I'm not too sure about the Big Mek. Perhaps the Big Mek has worked for you in battle, but when I compare the stats of the Big Mek to the Warboss the Warboss outclasses him in Close Combat. However what also further puts me off that configuration is that the Ghazghkull model won't make a good base for a conversion, being all metal and also a lack of sufficient bitz around isn't fueling my imagination for a conversion. I may have misunderstood what you are trying to say, and I am thankful for your help, but if I want my Ork Leader to be in Close Combat I would rather have the Warboss.

Quote:
Originally Posted by Hyena031
Troops
175 - Shoota Boyz x 20: Big Shootas x 2 & Nob with PK/BP
* This squad will ride in style in the Battlewagon and are not afraid to throw their weight around with their gunz.

146 - Shoota Boyz x 11: Nob with Pk and a Trukk with a Rokkit Launch
146 - Shoota Boyz x 11: Nob with Pk and a Trukk with a Rokkit Launch
* You said you like Trucks and a force that can shoot will these 33 boyz are just what you are looking for then. Each Trukk is fitted with a Rokkit Launch to help provide anti tank support.

140 - Slugga Boyz x 10: Nob with PK and a Trukk with a Rokkit Launch
* Your BigMek will ride with these boyz lending his support and throwing the occasional Ork in front him to take a death blow.

Fast Attack
148 - Storm Boyz x 9: Nob with Pk/Bp
*You had mentioned that you liked the look of these models plus they fit nicely into a mechanized ork army since they are actually faster than a trukk. They also provide your BigMek that is leading your Warband with some fluff. Hide these boyz behind the Battlewagon and/or Trukks and when the time is right pop them out to lend a hand where they are needed.
There are an awful lot of Powerklaws in there, almost an unnecessary amount. :-\ Don't get me wrong a couple here and there are useful, but I don't think spamming them is what I want. I want to use the new Plastic Ork Nobz for the Nobz leading my squads, I want each one to be different and have some personality. I could also trade off the Stormboyz for a unit of Trukk mounted Nobz, as nice as the new Stormboyz models are I do like the Nobz much more. :P

You have produced an excellent list which makes my World Eaters Chaos Space Marines list look terribly weak in comparison. :P That's another thing that is great about the Orks, the Codex doesn't punish you if you want to follow a theme, unlike Codex: Chaos Space Marines.




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