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I plan on running an Ork Army with 5-6 full Squads of slugga boys with a Nob, Power Klaw and Bosspole as well as 1 or 2 warbosses.

All of them on foot. What other units should i use to augment this army?
 

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I plan on running an Ork Army with 5-6 full Squads of slugga boys with a Nob, Power Klaw and Bosspole as well as 1 or 2 warbosses.

All of them on foot. What other units should i use to augment this army?
A warphead might help this. Lootas as well to take out transports. Big gunz to give long range. Cannons to kill tanks, lobbas to thin out infantry before you hit. Some killa kans with kustom mega blaster or grot zookas. Big fan of big mek with shokk attack gun for anti terminator like forces.
 

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Kanz are good, Kanz are godly... Course 5 -6 full squads of boyz is a majority of your points in a 1500 point game. Kind of hard to make a balanced force like that. I still think kanz and a kff are good, like kingOfCheese said
 

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Possibilities...

Gahzgull:
Not only is he hard as nails, but his allowing all your boyz to automatically run 6" on the turn they WAAAGH will really help you out with speed, and could mean the difference of one more round of enemy firing or you being safely stuck in assault.

Kans:
Cheap, effective, and marching behind them will give you a 4+ cover save as they march across the board! Hooah!

Big Mek w/ KFF:
While a 4+ cover save is far preferable to 5+, a centrally placed big mek with a KFF can affect your entire army. You can also layer your defenses. i.e. use your cans to give your boyz a 4+ save, and your KFF to give your boyz (not covered by the kans) a 5+ save and more importantly your kans a cover save.

Deffkoptas:
With so little speed in your army they'll be nice to distract the enemy, tie up enemy gun lines, and surprise pop enemy armor with low AV in the rear, etc.

Kommandos w/ Snikrot:
Another unit that will help with speed. Being able to choose which table edge to come into is great. Take 2 rokkits for rear armor shots, and tear up gun lines to shreds. Your enemy will be very distracted by this unit when it arrives, and with a footsloggin' force any distraction you can get is good.


Don't waste points on a weirdboy. WAY to unpredictable to be truly helpful, even when you upgrade him to a warphead.
 

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Depends on your goal. I love making my orks as random as possible. Trukks for Kerreen. Looted wagons with the don't push that red button. Shokk Attack Gun for the truly spectacular win or fail. Etc.
Well that's true. If randomness is your goal, then weirdboys/warpheads are the way to go. I think however, that Widowmaker666 was asking for how to make his list more competitive. To do that, it would be helpful to point out the balance of randomness -vs- helpfulness. With that in mind...

A SAG: Always shoots, and odds are (most of the time) the result will be helpful and not disastrous.

A Trukk: Always moves, and if it does get wrecked/exploded, actually has a two thirds chance of something positive happening!

A Looted Wagon: Odds are, most of the time anyway, will do what you want it to. In fact, there's only a 1 in 6 chance it will not.

A Weirdboy/Warphead: Whereas a SAG always shoots, or a Trukk always moves, or a Looted Wagon (most of the time) will always do what you kitted it out to do... a Wierdboy on the other hand, will hardly ever do what you need when you need it.

"I need a Zzap result right now so I can blow up that tank." Well, unfortunately, you only have a 1 in 6 chance of rolling Zzap. Upgrading to a warphead helps, but ultimately only gives you another 1 in 6 chance to get what you need.

There are some pluses however. All his powers, save one ('Eadbanger), have a really positive affect. One of them even affecting your entire army!

In the end, my main problem isn't even with unpredictability, but rather that he takes up a valuable HQ slot. With Warbosses and Big Mek's as the other choices, I can hardly imagine why you'd burn such an important slot on such an unpredictable unit.


Unless of course, your whole desire is to achieve randomness... :wink:
 

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Lootas and maybe some kans. Snikrot kommandos work well too, but not as reliably as my lootas do. Kommandos are really nice in certain situations, and take advantage of openings but sometimes are fairly useless. Lootas are pretty instrumental in victory pretty much every time I use them, and always perform reasonably while sometimes my kommandos just bounce off something to minimal effect like close combat proficient marines (berzerkers, grey wolves, sternguard, assault marines.) Also, outflanking/snikrot kommandos don't do anything until turn 2-5, while lootas can be shooting early and often.
 
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