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[40k Orks] What to do with this starting force?

Posted: Thu Jan 07, 2010 6:21 pm
by Imaginos
Okay, I'm working on my marines, holding on my nids until the new codex, and have managed to score some Orks. So what do you do with this lot of greenskins?

4 sets of AoBR orks
Loota/Burna box

I've got the codex, but have never played orks. So looking for those experienced with orks to give some advice. What are the gaps that you start filling in? Trukks? Warbikes? Do I need more boys?

Re: [40k Orks] What to do with this starting force?

Posted: Thu Jan 07, 2010 6:34 pm
by Norseman
Two words:

Nob Bikers

Re: [40k Orks] What to do with this starting force?

Posted: Thu Jan 07, 2010 6:38 pm
by Imaginos
Okay, that opens up the question about the warboss. I've seen folks say to mount the warboss on a bike, then take a squad of nob bikers, and it will all count as troops. I've not read the codex thoroughly yet, so where is this rule located? I did skim trying to find it, but have probably not been looking in the right place.

Re: [40k Orks] What to do with this starting force?

Posted: Thu Jan 07, 2010 6:42 pm
by porkuslime
Depends on your play style.. there are (I think) 4 main Ork builds..

(assuming you have currently 12 Deffcoptas, 80 boyz, 4 Warbosses, and 20 Nobz, plus a minor set of Burnas and Lootas)

1. Footsloggin horde.. you have a good start on this.. Maybe get some more boyz.. .. convert some into whatever set of specialists from the BL box you didn't already make. Get an additional box of those, so you can have legal units.. and buy the Burnas a ride. (Trukk, or loot a rhino from your marines (not recommended))

2. Kan Wall - Lots of Killa Kans.. you are not set up to go this route, alas.. wrong units.

3. Kult Of Speed.. the Deffcoptas are good in this set up, as are the boyz and Nobz. Get something to count as Battlewagon, convert a Warboss into a Big Mek with Kustom Force Field, and get Trukks out the wazoo. Every unit should be mekanized.. One VERY pricy (points wise) unit for this army would be Nob Bikers, but that is also pricy dollar wise.

4. Shooty Boyz. Seeing this a lot locally. Orks cannot hit much, but when you have craploads unloading on you eventually even Terminators bite it. In this case, try to trade for a bunch of Ork Shootas, and put em on the boyz you have. Build the Lootas and trade the Burna sprue for another deffgun sprue.. Spam Lootas across the board.. try to get 3 units of 15 Lootas.. scary amount of firepower

-Porkuslime

Re: [40k Orks] What to do with this starting force?

Posted: Thu Jan 07, 2010 8:34 pm
by Norseman
Nice thing about orks is that you can convert them out the wazoo.

You can convert the Coptas into Nob bikers with a little bit of work. Turn a few of the Big shoota boys into more lootas.

My friend runs a squad of nob bikers and a full battle wagon of lootas with a Big mech with a custom FF. Then run a few big units of boys with Nobs with power claws. You can use the nobs you have with conversion power claws. This way you really do not need to buy much more than a battle wagon.

Re: [40k Orks] What to do with this starting force?

Posted: Fri Jan 08, 2010 5:32 am
by MagickalMemories
Rather than repeat some of the same old stuff... a few posts down:

viewtopic.php?f=40&t=101176

Eric