Ork Help
- Admiral-Badruck
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Re: Ork Help
For landraiers I have always like Killer Kans but to be honest most of the Marine players do not run them... your best bet is to avoid the Landraiders especially the Redeemer and if you can get a killer Kan unit next to them they should be able to at least slow the thing down...
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- Admiral-Badruck
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Re: Ork Help
Well the Glory hog rule is a only a real problem if you are facing an army that is mostly infantry with a few Fast moving tanks they could keep your boys out of range for most of the game but if you could kill the tanks Tank Buster Boys crush most anything they shoot at...
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- Admiral-Badruck
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Re: Ork Help
I have played with lots of Trucks and with out... with a few truck and with all foot boyz... they are all good armies but the funnest ones are the ones with a good mix...but if you just want what is powerful... nothing will make your enemies more scared than 180 Ork Boys... Prim was right about that point for point they will crush most anything... and by the time someone has killed your first mob the second mob will hit and then the third.. and by the time the 4th hits it should be over for your enemy the best way to do it is to lode up with Big shootaz in every mob you can take 3 and you should take all three...they will hit some of the time and every time you kill something in the shooting phase.. you are winning the game.. because no one wants anything to do with an assault against Orks.. not Nids not Chaos not even Daemons hold out very well... point I want to make is if you show up with 180 boys people will not like you much anymore... so try and run a mixed list..
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- Admiral-Badruck
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Re: Ork Help
For Fast Attack take Deff Koptaz or Storm Boyz but I like DeffKoptaz better... buggies are very good too... as are bikes.. in fact there are no bad units in the fast-attack section...
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- me_in_japan
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Re: Ork Help
way to get everyone involved, badruck. The point of this thread is to help out Kris with advice, not give you a forum to preach the Gorkspel according to Badruck.and if anyone even starts to tell you they know anything about orks they are just plain full of it... no one on this forum plays orks.. i
Right - hello Kris

I'm an eldar player, but I have played against orks a few times. Here's the units that give me the most trouble:
1) boyz - these guys are the single biggest problem most players have with ork armies. There are just so many of them, that even if you load up on frag missiles and flamers you're still going to have a hard time killing them all. If even a few of them reach close combat, you're in big trouble. A full unit of 30 boyz will scare pretty much anything if it gets into charge range.
2) Trukks - are a very good way to get your boyz into combat faster. Yes, it means the unit is smaller, but even a smaller unit of boyz can take out most eldar units in CC (with the exception of striking scorpions). The trukk itself almost always dies, but if it does so after moving 24" or so further towards the enemy, then it has served its purpose.
3) meganobz - its not that these guys are super good, but knowing that they might be in an ork army means an opponent (i.e. me) has to include a few plasma guns in his army. Generally speaking, any plasma guns (or equivalent) taken means one less frag missile or flamer for dealing with the boyz horde. If you run a small squad of mega nobz from time to time, it keeps your opponent guessing as to what kind of army youre going to run. Same applies to battlewagons.
4) deth kopters - far too dangerous to ignore completely, and yet another unit that needs specialist weapons to deal with (which results in less flamers/frag missiles.)
5) Kommandos with Snikrot: When you play against orks, you dont want to be in close combat with them. You want to shoot them to death. This unit neatly prevents the opponent from doing so, as just knowing that snikrot and his pals are going to be running in from behind your army means that you cant lurk at the back of your table edge. Be selective with who you target, as snikrot has no power klaw. With a unit of kommandos, though, he still kills most things in CC.
6) Zagstrukk and da Vulca Boyz: against certain armies (gun line IG, Tau) this guy is a huge problem.
7) Biker Nobz: so, so hard to kill. Make sure every model in the unit has slightly different wargear. This takes advantage of the wound allocation rule. (This is a bit complex - if you dont understand, ask.) If you can, put a painboy in the unit too (i dont have the codex handy - can you do this? I hope not, actually...)
That's my list of "most troublesome ork units". Its in no particular order, and from an eldar point of view, so I daresay it might be different if I were a marine player.
a word of advice: Land Raiders can largely be dealt with by ignoring them. They dont move as fast as ork units do, and they only have lascannons and heavy bolters. Generally speaking, ork armies wont be bothered by such things. Even if every single shot hits and kills a target, its gonna be 5 dead boyz per turn. You still have 175 of em, so no worries....
The contents of the land raider can be dealt with by waiting until they come out. If they dont come out, then great. A unit that spends the whole game inside a tank may as well not be in the army at all. A caveat to the "ignore land raiders" rule is when its a redeemer or an achiles. If you suspect your opponent to have one of these, perhaps it would be worth taking a deff dread or similar big lad to sort it out.
finally, you asked badruck a few questions. If i may, Ill take a stab at answering them:
1) land raider killin': igore them, or use deff dreads for the non-lascannon variants.
2) I wouldnt think that its a big problem, as almost all armies have plenty of tanks.
3) Always, yes. Two reasons: 1) it means that your opponent must always cater for vehicle-killing in his army builds, thus reducing his capacity to kill boyz, and 2) They help your boyz get into combat faster. Also, battlewagons are very intimidating. WIth mega nobz in, even more so.
4) deff koptas rock. Is zagstruk a fast attack choice? If so, him too.
That's my tuppence worth


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- Admiral-Badruck
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Re: Ork Help
Do not take deffdreas they are one of the worst Units in the codex they will die the first or second time they are shot they are slow and they only good for looking very very cool. If you want one because they look cool by all means get one. But in the game you are always better off with killerkanz.
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- me_in_japan
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Re: Ork Help
Are killa kans monstrous creatures? Im trying to think of something that can roll 2D6 armour pen against a land raider. Orks dont get melta guns, do they?
current (2019) hobby interests
eh, y'know. Stuff, and things
Wow. And then Corona happened. Just....crickets, all the way through to 2023...
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Re: Ork Help
I don't really want to just ignore landraiders - it just doesn't seem orkish!
If I took a battlewagon with a Deff Rolla, would that work against vehicles?
Admiral-Badruck
As much as I love the idea of fielding masses of boyz, I'm not sure I'm up to painting 180 of them!
I'm thinking of taking a 3 units of boyz in trukks and backing them up with more expensive units.
What do you recommend for my HQ? Is it worth taking Ghazghkull Thraka and a unit of Nobz?
me_in_japan
I'm not so sure about Nob Bikers - They seem a little expensive for what they do - 45pts each and an extra 30 for a painboy. DeffKoptas... wow I'm definitely going to take a few of them
I think I understand wound allocation... if they have the same equipment and take 2 wounds then I have to put both wounds on one model; but if they have different equipment then I can put one wound on each...
or am I misunderstanding? (some of the rules make my head hurt
)

If I took a battlewagon with a Deff Rolla, would that work against vehicles?
Admiral-Badruck
As much as I love the idea of fielding masses of boyz, I'm not sure I'm up to painting 180 of them!
I'm thinking of taking a 3 units of boyz in trukks and backing them up with more expensive units.
What do you recommend for my HQ? Is it worth taking Ghazghkull Thraka and a unit of Nobz?
me_in_japan
I'm not so sure about Nob Bikers - They seem a little expensive for what they do - 45pts each and an extra 30 for a painboy. DeffKoptas... wow I'm definitely going to take a few of them

I think I understand wound allocation... if they have the same equipment and take 2 wounds then I have to put both wounds on one model; but if they have different equipment then I can put one wound on each...
or am I misunderstanding? (some of the rules make my head hurt

- Admiral-Badruck
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Re: Ork Help
Prime is more of a rules guy... but I think you got it right... wound allocation is one of the more complex rules in the game... I understand it as well as you do I guess...
Deff Rolla can mess up a land raider if you can manage to hit the land raider with it.. I just started playing Deff Rollers and they are great... for lots of stuff...
personally I have never taken Ghazghkul Thraka... but he is one of the best 1-1 fighters I can think of... I have not taken him because he has never really appealed to me. That said he can give you a Waagh move... that could help you get stuck in fasta... Backed up with Nobs of Mega Nobs or on his own... most normal units would just crumble under his power Claws..
I think if you are going to back up trukka Boyz with anything I would take Killer Kanz For Heavy Support.. and yes a second wave of Nobs and Warbosses would be good..
Nob Bikers are a great unit but they are breakable meaning that for 45Points each you have to pay 450 for the unit then you have to make sure they all have a different equipment combo when all is said and done you have like 600 points tied up in them and you could go higher... in a 2000 point game the is over 1/4 of your points... anything less and you are really going to have some trouble.
Deff Kopptaz are good and you can make them almost as good as Nob biker for wound allocation... again this is a very breakable unit... meaning if you have 5 and two go down your LD 7 will make you run away... and if you lose 3 they are gone all together... with the first LD check the fail... they may look hard as nails but they are actually a bit of a throw away unit in MHOrkO
Deff Rolla can mess up a land raider if you can manage to hit the land raider with it.. I just started playing Deff Rollers and they are great... for lots of stuff...
personally I have never taken Ghazghkul Thraka... but he is one of the best 1-1 fighters I can think of... I have not taken him because he has never really appealed to me. That said he can give you a Waagh move... that could help you get stuck in fasta... Backed up with Nobs of Mega Nobs or on his own... most normal units would just crumble under his power Claws..
I think if you are going to back up trukka Boyz with anything I would take Killer Kanz For Heavy Support.. and yes a second wave of Nobs and Warbosses would be good..
Nob Bikers are a great unit but they are breakable meaning that for 45Points each you have to pay 450 for the unit then you have to make sure they all have a different equipment combo when all is said and done you have like 600 points tied up in them and you could go higher... in a 2000 point game the is over 1/4 of your points... anything less and you are really going to have some trouble.
Deff Kopptaz are good and you can make them almost as good as Nob biker for wound allocation... again this is a very breakable unit... meaning if you have 5 and two go down your LD 7 will make you run away... and if you lose 3 they are gone all together... with the first LD check the fail... they may look hard as nails but they are actually a bit of a throw away unit in MHOrkO
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- Admiral-Badruck
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Re: Ork Help
Killer Kans are S10 dread naught close combat weapons and 2 attacks each. assuming you can hit the Land raider... with 3 models that is 9 attacks on a charge... you could take it down with out with fair dice rolls...me_in_japan wrote:Are killa kans monstrous creatures? Im trying to think of something that can roll 2D6 armour pen against a land raider. Orks dont get melta guns, do they?
Orks do not get melta guns... but they do have tank buster bombs they are like melta bombes... they can also get tank hammers they are S 10 Power weapons... like I said the Tank Busta boys can do their job well...
even if they are very handicapped by the glory hogs rule if they did not have that rule they would be so over powered..
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