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Discussion Starter · #1 ·
Hi guys!

Didn't know where to put this since it fits into a couple of forums.

I've been thinking about this topic for a while, so it's not something that has come to me lightly.
I love playing orks. Love the models and the sheer number of bodies you can put out, but I'm starting to lose interest in them. This is not supposed to be me whining about orks, rather than figuring out if I'm playing them wrong or my playstyle matches other armies better.

My playstyle:
- CC. I love going into CC and tearing things apart. When I run orks, I run trukkboyz, nobz/Manz in BW's, nob bikerz and bikerz. I love the moeability and the getting in to CC.
- Not fond of just standing around shooting at stuff.
- I play for giggles and not competitive (of course winning is fun, but it isn't everything)
- I have to love looking at the models when standing at home and on the battlefield.
- I love moveability.
- Money is not the issue. I'm not rich but I want to have fun and if that meens I have to spend money on starting a new army from scratch, I'll do that.

But I feel like orks are inferior to most armies CC, inferior to most armys in shooting and "easily" outmanouvered.

I'm not selling my orks or anything. I love the models and even if the outcome would be to choose another army, I would still keep my orks hoping they will get a codex at some point matching my playstyle.

But the question is:

What do I do?

Do I switch armies to something more CC heavy and better CC or do I renew my orks?

- What army would I go with, if I want to go CC completely and not shooty? I've been thinking demonkin, but haven't decided yet seeing as I would like some input, if you have any.

- How would I renew my orks if I choose to stay with them and not switching?

Any opinions would be greatly appreciated :)
 

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Hi man!
If you love cc i suggest you swap to Space Wolves, Daemonkin or Chaos Marines or just stay Orks.
Melee is the weakest option in the game, currently, so it's just an uphill battle.
You either spam hard, specilize and exploit broken units or you go down like a stone...

Thi said, Orks can pull out a very nasty trick called Green Tide. Pair that with a Shield generator (looted, of course) and some tankbustas and you can have a very reliable force on the field, with the plus of being extra fluffy! (you can find the green tide on the Waagh Gazgkhull supplement)

A Green Tide looks like this, to me:

Warboss
powerclaw
cybork body
da lucky stikk
(115)

115 Boyz
20 shootas
20 'evy armour
2 Nobz w/powerclaw & 'evy armour
2 Nobz w/powerclaw & boss pole
1 Nobz w/powerclaw
(975)

Add in a CAD with

Painboy (50)

10 Gretchins
1 Runtherd

10 Gretchins
1 Runtherd
(70)

5 Tankbustas
2 tankhammer
3 bomb squigs
Nob w/powerclaw
Trukk
(180)

5 Tankbustas
2 tankhammer
3 bomb squigs
Nob w/powerclaw
Trukk
(180)

5 Tankbustas
2 tankhammer
3 bomb squigs
Nob w/powerclaw
Trukk
(180)

Void Shield generator
3 shields
(100)

You have now a 1850 pts list, viable for tourneys and friendly ( might want to tone it down a little) play as well.
 

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Discussion Starter · #3 ·
Hi!

Thank you for the input.

Yeah the green tide is awesome. Only downside I see to it is the lack of mobility. Yes it rips everything apart if/when it gets into CC, but it's still only one unit and can "only" hold one objective.

Also thought about doing the Ork Warband. for a lesser version of Green tide, running something like this:

6 x trukk boyz, nob, bp, pk
1 bw with Manz and warboss in megaarmor
1 x gretching
1 x mek

Loving the mobility of that, but thing is, if/when you get to CC a lot of the times you fall out short, unless it's manz vs MEQ. Doesn't take much to counter orks from the other armies and that's the whole debuggle.

Green tide with FnP is awesome. No doubt about it. But it feels too slow.
 

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Ultimately the choice is yours as to what you want to do. I think you are going to have a tough time no matter what army you choose going all CC. The current system rewards shooty armies and most armies even orks are geared towards shooting. The top armies are Eldar, Tau, Necrons, and Ad Mech. All shooty armies but I think demonkin would do better than orks because they have units that are cheaper and better than ork counter parts. A second army may not be a bad thing because when you get bored with one you have the other to offer a change of pace.

I think you should consider Chaos Deamons and Harlequins as possible other CC armies that are fast moving. Demonkins are going to give you more options for fast CC with bikes, blood thirster, flesh hounds, Raptors, Blood crushers, Landraiders and rhinos. They offer many options for you.

Another option is to combine your orks and deamons. Have weirdboyz summoning daemons down could be an interesting way to combine the two armies. A guy at WorldCon GT won with a Ork/Daemon list.

Now onto orks. Do you run the Blitz Brigade? Five scouting battle wagons will get you right in the opponents face. Pack them with Ard boyz and point them at the enemy after their scout move. Load trukks with MANZ sending them speeding away the trukk usually dies but the MANZ should be where you want them.
For your bikes look at having Zhadsnark 'Da Rippa' as your warlord, he is a forgeworld character but usable. This will make your bikers troops. Nob bikers got hit with the nerf hammer bad and you have to invest a ton of points for a subpar unit so regular bikers work just as good. Add a warboss or two on a biker take a second cad to get a couple of pain boys and big mek with a KFF on a bike. Now if you don't want to do that consider adding Mad Doc grotsnik to the MANZ or in a pinch Nobz with will give them rampage and make them fearless.

You might want to also consider adding stormboyz as a good mobile unit similar to trukk boyz but without the trukk. Another option would be adding Boss Snikrot with some kommandos that can show up on any table edge so they will appear right where you want them.

Now all that said the Ork codex is very underpowered compared to other codex's especially current ones but you can beat them it just means you have to be careful and more tactful with your units. Especially new codex armies especially Skitarii good luck touching them they can shoot so much stuff it is not funny.

So hope this helps you some in your decision but it is good to hear that you won't be getting rid of the orks you will just be like me and hope for a better codex in the future.
You could do an ork list like this for fast and hard hitting. The grots start in reserve and come on to hold backfield objects.
Detachment 1
150 Zardsnark
110 biker Wboss PK
110 biker Wboss PK

130 5 warbikes/nob PK BP
130 5 warbikes/nob PK BP
130 5 warbikes/nob PK BP
130 5 warbikes/nob PK BP
220 10 warbikes/nob PK BP

Detachment 2
110 biker Wboss PK
110 biker Wboss PK

35 Grots
35 Grots

150 3 MANz Trukk
150 3 MANz Trukk
150 3 MANz Trukk
 

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Discussion Starter · #5 ·
Thank you for that very thorough answer :)

The top armies are Eldar, Tau, Necrons, and Ad Mech
I have heard some rumors of those yeah. These would bore the everliving out of me just standing around and shooting, but I have thought about it.
As you mention demonkin might have better opportunities regarding CC than orks. That is also why I considered them. And as you mentioned: Having two armies is probably not the worst option. Long thought about having a second army just to have som variaty.

And as you mention, the orks/demons also crossed my mind. If I decide on demons/demonkin that will probably be they way I run it starting, to figure out if I like playing demons/demonkin before I go all out and make myself a poor man :p

look at having Zhadsnark 'Da Rippa' as
How did that guy pass me by? He looks awesome. Saw the Forgeworld warboss on bike, but never really looked at the datasheets. That would definately make for some fun lists.
- and yes, have thought about the Blitz brigade!

So hope this helps you some in your decision but it is good to hear that you won't be getting rid of the orks you will just be like me and hope for a better codex in the future.
Exactly my thoughts! :-D
Never getting rid of the orkies. They'll come around :)

And again, thank you ery much for that reply. Was really helpfull!

You rock :-D
 

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Discussion Starter · #7 ·
Stick with orks, the Imperium got a warlord titan, you guys WILL get a gargant!
You mean like this guy? :p
http://www.forgeworld.co.uk/Warhammer-40000/Orks/ORK_VEHICLES/ORK_GARGANTUAN_SQUIGGOTH.html

No you're right, I'm gonna stick with orks for the time being.

Had a loooong talk with Nordicus yesterday, regarding wher to go from here.
I think the conclusion was that I need to focus on one aspect of the orkies and stick with it, so I'm gonna start buying loads of bikes (only have 6 now and kinda need upwards of 30), trukks and Battlewagons, and go full on speedfreak. Get in their face by turn two, lock them down and use the mobility to grab obejctives.

As a sie project I will be starting to buy some demons for summoning (Bloodletters, doggies, etc.) and some weirdboys, to start building up a demonsarmy and being able to summon demons in with the weirdboys.

That way, in a while I'll have started demons and will have a decent speed freak army as well.

Again, thank you guys for the amazing inputs. Put my mind to easy regarding what to do :)

Gotta ove this forum.

Cheers guys!
 

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That sounds like fun.
I'm building a heavy Green Tide army for a tournament at the moment, but as soon as that's done I'll be doing the same as you, warbikes, trukks and daemons with weirdboyz.
I'll also probably start up on some Chaos Marines too, as allies. They're due a decent codex, and some fun toys, and they are Allies of convenience with da boyz.
Plus the idea of an allied Chaos Knight makes me moist. :grin:
 

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Discussion Starter · #12 ·
So, getting somewhere with the new plan.

Just bought 6 bikerz, 2 trukks and 40 boyz (they came with the deal).

So now I'm just missing 30 odd bikerz and a couple of battlewagons now :p


And yes, the weirdboyz will come. I have to do 3 weirdoyz all in on summoning!
 
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