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Orks: New player
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Old 26 Jan 2010, 02:02   #1 (permalink)
Kroot Shaper
 
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Default Orks: New player

Hey, im jollydevil, and im just starting the orks. I have moved from the eldar, becuase thay are just too complicated, and the orks seem like a much better army for my type of tactics. If anyone has any advice for me for any weapons or models i can use, that would be great. I hope to go with a powerhouse army, rather than the usual ork mobbing army. So any advice?
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Old 26 Jan 2010, 02:18   #2 (permalink)
Shas'Vre
 
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Default Re: Orks: New player

Ravensquig or Deffwing would qualify as a powerhouse Orkoid army.
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Old 26 Jan 2010, 17:52   #3 (permalink)
Shas'El
 
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Default Re: Orks: New player

Quote:
Originally Posted by Ęšikdlr
Ravensquig or Deffwing would qualify as a powerhouse Orkoid army.
That they both would, assuming that our Jolly Devil here knows what those are. :P

In case you don't, a Deffwing army would be an army consisting almost entirely of Mega-Armour clad Nobs, led by two Warbosses* (equally Mega-Armoured), and (if you want a chance of crossing the table before turn six) mounted in either Trukks or Wagons of one type of the other. The opposite of your normal Ork army, you'll have very few models on the table but each model is pretty much the equal of a Terminator. The name's taken from the First Company of the Dark Angels, the Deathwing.

A Ravensquig army is a very fast moving Ork army mounted largely on Bikes. Most Ravensquig armies, like the Deffwing, opt to take to Warbosses** to lead their army. This time, though, they're mounted on Bikes rather than equipped with Mega-Armour. The rest of the army consists largely of Warbikers, Deffkoptas, and the odd mob of Trukkboyz. This army, much unlike the Mega-Armoured Deffwing, crosses the table in the blink of the eye, sometimes managing to go hand-to-hand with the enemy in the first turn of play. The name's taken from the Second Company of the Dark Angels, the Ravenwing.

* - One of whom is sometimes Ghazghkull Mag Uruk Thraka
** - One of whom is sometimes Wazdakka Gutsmek

Hope that helps some,

-Grandpa Ducky
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Old 26 Jan 2010, 19:44   #4 (permalink)
Shas'Vre
 
Join Date: Oct 2005
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Default Re: Orks: New player

Just to expand on Grandpa's post, here are a few more of the rarer Ork Themed lists...

[hr]

Necrorks

This list is comprised exclusively of mechanical Orks, representing the perverse and eccentric experiments of Doc Grotsnik. This could either represent the personal army of Grotsnik or a debauchery of the Necron race (as first coined by Wargamer in this post. I'll be adding my own flavor to the things that he developed, though.). Either way, the thought of a fully mechanical Ork horde lumbering across the battlefield, belching smoke and drinking grease is a funny thought indeed.

Pure Necrork ~ All models that are able to do so must take Cybork Bodies given to them by Grotsnik, who also must be taken.

Key: Mandatory, Optional
  • Mad Dok Grotsnik
  • All units that are able to do so must upgrade to having Cybork Bodies.

Hybrid Necrork ~ Builds off of the idea of a Pure Necrork army but adds a bit for playability and choices to the list composition.

Key: Mandatory, Optional
  • Mad Dok Grotsnik
  • Any unit can take the Cybork Body upgrade if they so choose.

Advantages
  • Everything has a invulnerable save, given to them by Grotsnik.
  • Other then that, they function much like a regular Ork Army.

Disadvantages
  • Becasue you have to upgrade your units to have Cybork Bodies, they are more costly then the regular boyz.

Dread Bash

This Force Organization Chart revolves around the idea of taking two Big Meks, which subsequently allows you to field two Dreadnoughts as your Troop selections. To compliment this, you should probably take a few Killer Kans as Heavy Support to further the fell of a walker army.

Pure Dread Bash ~ 2 Big Meks. 2 Dreadnoughts. Unleash and have fun.

Key: Mandatory, Optional
  • 2 Big Meks, preferably equipped with Kustom Force Fields.
  • 2 Dreadnoughts as your Troop selections.

Hybrid Dread Bash ~ Again, builds off the general feel of the Pure Dread Bash but allows you more possibilities and playability.

Key: Mandatory, Optional
  • 1-2 Big Meks with KFF
  • 1-2 Dreadnoughts taken as Troop selections
  • Killer Kans, additional Dreadnoughts, etc. in the Heavy Support section.

Advantages
  • You could include up to 5(!) Dreadnoughts in a single Force Organization Chart.
  • Other then that, they function much like a regular Ork Army, just with a heavy emphasis on Walkers :P.

Disadvantages
  • Dreadnoughts can get costly for Orks...

Ravensquig

Speed demons and diesel addicts, the Ravensquig are the bikers of the Ork Race. Before we get started on any advantages and disadvantages, there are some minimum requirements that you need to know before making any decisions on playing Ravensquig.

Pure Ravensquig ~ Made up entirely of bikes. There are two different ways that you can go about doing this. These two options are depicted below.

Warbosses and Nobs

Key: Mandatory, Optional
  • 2 Warbosses equipped with Bikes
  • 2 Squads of Nobs on Bikes as your Troop selection
  • 0-3 Squads of Nobs on Bikes as your Elite selection

Wazdakka Gutzmek

Key: Mandatory, Optional
  • Wazdakka Gutzmek
  • 2 Squads of Warbikers as your Troop selection
  • 0-4 Squads of Warbikes as your Troop selection
  • 0-3 Squads of Warbikes as your Fast Attack selection

Hybrid Ravensquig ~ Basically builds upon the same concept of a fast, dead hard Ork army but is less set in its make up. For example, you may only have one squad of Nob Bikers as an Troop choice, but fill up the organization chart with more boyz.

Key: Mandatory, Optional
  • Wazdakka Gutzmek or an number of Warbosses on Bikes
  • 0-6 Squads of Warbikes as your Troops selection
  • 0-2 Squads of Nobs on Bikes as your Troops selection

Advantages
  • Extremely mobile with strong Troop choices. If the Orks were a Doctors office, Footsloggers would be a bone saw and Ravensquig would be the scalpel. Strength relies on their uncanny ability to dart in, hit the enemy where they are weak, and get out.
  • Tanks should pose no problem. They have a bewildering array of weaponry at their disposal to take down these threats, such as Power Klaws, Dakkaguns, and Rokkit Launchas. You could always out run them as well but that just ain't Orky.
  • Two words: Turbo Boost.
  • Has the ability to outflank fairly easily.
  • Has the Exhaust Cloud special rule.

Disadvantages
  • Some units, such as Deffkoptas are extremely vulnerable to incoming fire. Use these units sparingly or very smartly, never leave them out in the open.
  • Like the Deffwing, Ravensquig lack adequate numbers. This makes them less effective against horde armies. Always expect to be outnumbered.
  • Every element of the list is expensive.
  • Be wary of the first turn, as you will have to dart forward, leaving the bulk of your army exposed to incoming fire.

A very tactically advanced army. If you don't know what you are doing, you will be dead meat. You can't afford to make the mistakes that you could do with the Footslogging list.

Deffwing

The Mega Armor is the apex of Ork invention. Hulking, imposing, and dead hard, it characterizes everything that is good in a proper Ork. Every Warboss's dream is to have an army of these warriors under his command. Based upon the Deathwing, the First Company of the Dark Angels Space Marines, the Deffwing are to the Deathwing as the Ravensquig are to the Ravenwing. Both revolve upon a completely different force composition than regular Ork armies, the Ravensquig relies on the agile and exceedingly fast performance of Orkoid bikes, while the Deffwing capitalizes on the Orks natural stubbornness and brute strength, while enhancing these natural phenomena with colossal suits of Mega Armor. Both have their advantages and drawbacks.

Pure Deffwing ~ In order to have a completely and fully Mega Armored army, you must follow these minimum prerequisites.

Key: Mandatory, Optional
[list type=decimal][*]2 Warbosses equipped with Mega Armor[*]Both of the two Troop selections must be made up of MAN squads(Mega Armored Nobs)[*][color=green]No Fast Attack selections may be purchased[color=green][*]Any number of the Elites selections may be occupied by MAN squads[*]The only Heavy Support choice that may be purchased is the Battle Wagon[/list]
Hybrid Deffwing ~ There are also many variation of this standard force organization that capitalizes on the sheer strength in Close Combat powers of the MAN. There are less requirements then that of a pure MAN army, but they have to be touched on as well.

Key: Mandatory, Optional
[list type=decimal][*]Any number of Warbosses equipped with Mega Armor[*]Any number (depending upon the number of Mega Armored Warbosses included) of MAN (Mega Armored Nobs) squads occupying your Troop selections[*]Any number of the Elites selections may be occupied by MAN squads[/list]
Of course, in order you stick to the overall feel of a Deffwing army, you will want to have these selections, regardless of whether you are playing a pure Deffwing army, or a hybrid army. These minimums are discussed below.
[list type=decimal][*]At least one MAW (Mega Armored Warboss)[*]At least one MAN squad occupying a Troop selection.[*]At least one MAN squad occupying an Elite selection.[/list]
In order to enhance the comparability to Deathwing, many Deffwing players opt to include Mad Doc Grotsnik and give Cybork Bodies to all of their MAN and MAW squads to add a 5+ invulnerable save to each MAO (Mega Armored Ork). In addition to being extremely fluffy, this also has a huge impact upon the tactical viability of Mega Armored armies. With out this important Invulnerable Save, every MAO is extremely vulnerable to Instant Death Weapons, especially Power Fists. A single Space Marine Sergeant equipped with a Power Fist could feasibly destroy 3 MAO by himself. The addition of a 5+ invulnerable save will circumnavigate this slight set back.

Another variation of the list for the player to include a Warphead as a Headquarter choice, which allows the possibility of the psychic power of ‘Ere We Go to be enacted. This also relates nicely with the Deathwing philosophy, depicting the uncanny habit of Deathwing Terminators to deep strike into battle. Even if you do not make the roll necessary to constitute the ‘Ere We Go rule, the other psychic abilities of a Warphead make it a formidable foe for your enemies.

Advantages
  • Every model will have a godlike +2 save, which will keep your troops alive a lot longer than every other, normally organized army. This is a double-edged sword, for with a low save, always comes a low model count, and Deffwing is no exception. This doesn’t mean that the army will be ineffective or bad, just that it’s tactical options will be extremely limited.
  • The psychological factor. It is very imposing to opponents when you pull up with a single carrying case for a 2000 point battle and field only 25 models.
  • The disadvantage of having an extremely slow army is that it is easily combated with the utilization of agile vehicles. The Trukk is an excellent piece of equipment that should never be overlooked and should always be taken. Never (unless their transport vehicle was blown up) should a MAN be walking, in the Deffwing or even in a regular Ork army.
  • There is a plethora of ideas for fluff that can accompany an army of such individuality of that of the Deffwing. My army, for example, will be based around the leadership of a steampunk-like Mega Armored Warboss who is, in actually a renegade Grot who commandeered the most powerful Dreadnought in his former army, and then enlisted the help of a group of Rebel Grots who command a fairly large contingent of Grot Tanks, my count as Mega Armored Nobs. You are only limited by the extent of your imagination and the amount of time you are willing to put into the development of your army.

Disadvantages
  • Vulnerable to AP 2 weaponry and Insta-Death weapons.
  • Extremely low model count.
  • Lists that normally aren't competitive will be against Deffwing. Deffwing are much more of a fluffy army then a competitive army.

[hr]

Hope this helped you out . If you have any questions about the Orks or any of the numerous builds they can take, don't hesitate to post in this Topic or whip me up a PM.
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Old 26 Jan 2010, 19:57   #5 (permalink)
Shas'El
 
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Default Re: Orks: New player

Great reply, Ęšikdlr. You get +1 fungus beer.
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Old 26 Jan 2010, 20:02   #6 (permalink)
Shas'Vre
 
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Default Re: Orks: New player

Mmm, yummy.

Just trying to earn my keep on this Forum .

[hr]

Jolly, I would probably just suggest learning the ropes with a fairly normalized Ork list just to learn the ropes before you delve into these specialized lists. Especially if you are new to Warhammer as well as Orks.
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Old 26 Jan 2010, 20:43   #7 (permalink)
Kroot Shaper
 
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Default Re: Orks: New player

Thanks for the great replys guys. No i am not a new 40k player, ive just never used orks before, and thus have no expierience. I am planning on buying an ork codex though.
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Orkses Never lose a battle. If we win we win, if we die fightin so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!
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Old 26 Jan 2010, 21:23   #8 (permalink)
Shas'Vre
 
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Default Re: Orks: New player

Orks are a great choice, especially if you like quarky rules and haphazardous models. I think you'll like them a lot
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