View Full Version : Ork advice needed
13th Jul 04, 7:21 PM
with orks how should i expand
i have a squad of 9 'ard Boyz including a Nob
7 have sluggas and choppas, 1 has a big shoota and the Nob has a 'uge choppa, slugga, big hornz and a bozpole
14th Jul 04, 1:37 AM
right the best way to make an army is to get 2 troops and 1 hq as they are always required in a battle. so get a warboss, and 2 sqauds of slugga boyz (the onez for have sluggas and choopas) in and ork army its best not to bother with shoota boyz, they arnt very good, cost more points and the orks are much better in CC.
right after you have 2 troops and 1 HQ its time to decide what sort of attack you want, a fast one, a slow bigger one or a shooty one.
a fast one - spend your points of trucks and bikes, anything with more than 2 wheels, then u basically drive at the enemy blasting the crap outta him.
a slow bigger one - taking an infantry based army means you get more orks, but you will also be taking more casulties
a shooty one - you give as many orks as you can guns, i advise against this orks arnt very good at shooting, much better to get them into cc and muller the enemy then.
i myself am about to start an ork, based around the "slow big one" idea, in this army i have 60 slugga boyz, warboss, mad dok and of cyboks retinue, looted basilisk, drednaught, 3 killa kanz, 6 tankbustas and 5 burnas boyz.
i have given as many sqauds possible rokkit laucnhers, ork armies dont get tons of really good anti tank stuff, so that why i have amased around 15 rokkits in my army, my theory being that if i fire enough at a tank that in the end it will die.
you may have noticed that im not taking a nobz retinue, this is becuase they are much to expensive, I at first included one but then I saw how much of my points was swallowed in one sqaud, so i dumped them, instead i have taken a a mad dok and cyboks, who are cheaper than nobz and still have the ability to murder anyone they come up against in CC. they also have much greater surviability than a unit of nobz with T5 and a 5+ invulnerable save they are actually quite hard while still having all the qualities of a normal ork, the mad dok is also quite good in cc, but the best bit is that with a retinue is that with a cybork retinue the mad dok is no longer an indepedant character, so my warboss can join the unit.
to be characterfull i have given my ork warboss and mad dok also the bionic upgrades, this means my ork warboss, now gets a 5+ invulnerable, a 3+ (combined with heeavy armour) and he gets an extra S4 attack in CC and another CC weapon.
anyway i sorta went on a bit about my army, but im hoping you can read it and apply anything you like about it to your army.
but in summary, to expand select what sorta ork army you want (ie shooty one, fast one), get 1 HQ(try to avoid nobz retinue) and 2 Troops(try to avoid shoota boyz) and then just expand your army around the a theme you have chosen, big one= more troops, fast one get lots of transports.
hope this helps
14th Jul 04, 2:09 AM
thanx i like the looted basilisk it adds muh more of a punch than lobbas
14th Jul 04, 2:31 AM
altho beware, leaving it in the open, being and open topped tank with nly 12 10 10 it can be destoryed quite easily, meaning that it may better to take indirect fire upgrade then place it behind cover.
14th Jul 04, 3:18 AM
what does the mad dok 'urty sringe do?
edit - dont worry i found out
are stikkbomas any good
14th Jul 04, 7:46 AM
For troops, max out your unit to 30 minis. Granted its a big target, but with the mob check, they have to kill off 19 mini's before you even think about running. Also, auto-passing the Waaagh check can be a lot of fun, since the mob in the unit is attacking on I 6.
For looted choice, I like the leman Russ. For 165 pts you get an ordinance blast template with S8, AP3, and the ability to lay the smackdown on any vechicle on the board. Plus you can take a Laser in the front if you need to move and reposition. Oh yea, there is the Armor 14 front, 12 Side. I run 1 in my army and its rarely taken out. Unless I fight Eldar.
Bikes are good in a squad of 6. A little pricy, but the S5 twin linked shots are good, plus they have a 5+ ward save for shooting. If you are fighting light infantry, the Psyco blast can also be fun. With the S5, you have a fair chance of taking out light transports.
I am not a big fan of Stormboyz only because they are still just a S3 attack. For their point cost they really need to be a 4.
Grots are fun just as a bullet shield for orcs. Just put them in the front of a good unit of orcs.
I like tankbusters because you can upgrade them with rokkits(Assault 1) and then give the nob a Power Claw for tank busting fun.
14th Jul 04, 4:45 PM
15th Jul 04, 2:06 AM
are stikkbomas any good
dodgy melta bomb i think, S8+2D6, however if you role like a a double 1 or 6 the ork blows him self up, but can still hurt the tank.
15th Jul 04, 2:20 AM
ha lol :P
27th Jul 04, 5:59 PM
I believe you're thinking about the super stikkbombz that mek boyz can take. They're ap 10 + 2D6 and any doubles rolled are resolved as normal but the mekboy gets a wound with a save possible. Then there are frag and krak stikkbombz which are their equivalent of grenades of the same name. Hope that helps.
This thread was almost two weeks old.
I appreciate your trying to help, but please don't bump old threads.
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