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== Pros and Cons == [[File:LOOTEDCARNIFEX.jpg|300px|thumb|right|"It's a right an' proppa [[DISTRACTION CARNIFEX|Orky distraction]] now, boss!"]] === Pros === :* '''''WAAAGH!!!!!!!!!!!!!!!!''''' :* High Model Count, seriously. You can compete with Tyranids for being able to put the most models on the board and still be effective :* Scratch Buildability. The fluff for Orks is intentionally setup in such a way that you can get away with basically anything. From [[Awesome|Looted Carnifexes counting as Gorkanauts]], to The Entire Collection of all the Cars from Mad Max rendered as Ork Trukks. You can safely look at every faction in the entire game, and just think of ways you can steal their shit to use as yours. :* Everyone will love you for playing Orks. Seriously, Ork Players are universally loved at FLGS's for being fun to play against and totally awesome. :*Lots of awesome and hilarious fluff. While other codices paint Orks in a bad light, Orks, in reality, simply fight to have fun and may or may not ''break various scientific laws'' in order to do it. It also can be interpreted various ways, so making a backstory for your army is easy and fun. In fluff terms, Orks are the one faction with the brightest future. There's only war? Thanks, Boss. :* What with the Ork codex being decidely competitively subpar at the moment (more on that below), it is rather easy to find Ork armies and bits at cheap prices. :* Tying in with the point below, Orks have perhaps the best heavy support options of any faction in the game, and their fast attack options aren't bad either. Only two units are overpriced (and even then, only one is dramatically overpriced.) and all of them have very good usage; Killa Kans are the bane of Tau Fire Warriors (and really any gunline army), Mek Gunz are a very cheap way to get a lot of anti-vehicle, anti-air, and anti-infantry firepower on the board, and Lootas are 14 point psuedo-autocannons (you have to roll to determine the number of shots each time, and can be 1-3 per unit). That's not even mentioning ork warbikers, deffkoptas, dakkajets, or Gorkonauts/Morkonauts. :*Da big gunz neva tire! Outside of the Death Korps of Krieg Siege Regiment the Orks have the most artillery type units in the game and if you like this type of unit then the orks are the only way to play outside of forge world. :*As mentioned previously, Orks are very easy to learn (but not that easy to master). Far less special rules than most armies, basic Troops and HQs, and simple tactics: run Boyz up to enemy, krump, and go home. On the flip side, there's a huge variety of units and playstyles that players can use. Trukk Shoota Boyz, Nob Bikerz, Looted Wagon/Loota gunline, among many others. However, when you step into the optimised competitive category, your boyz start to struggle and it's up to your generalship as da big kunnin' boss to smash all da overbuffed umiez. Ye better be a sneaky kommando. :*Fun to paint with a lot of variety and actually a good army to learn how to paint if you want to learn to paint well: lots of big muscles to learn how to paint flesh, lots of big orky heads to learn how to paint faces, lots of opportunities to paint different materials like leather and scratched / rusted / damaged metal. Even in an army that's composed mostly of boyz, you'll have a lot of opportunities to pick a central color scheme but largely paint squad by squad and individual by individual as you want without having one model that sticks out, because they're all intentionally ragtag. Compare that to a squad of marines where you decided to paint one git's shoulder pads a different shade of red... === Cons === :* Extremely point inefficient. The rest of the tactica goes into better detail about this, but every model in the entire codex costs almost double the points of similar models and options in other codices, and yet performs less. A great example of this is the '''[http://www.belloflostsouls.net/wp-content/uploads/2013/03/dice_9d2.png?4872cc Random Strength Guns, costing 50 points, and being roughly equivalent to a plasma cannon that costs only 15.]'''. Furthermore, all of your heavy weapons suffer dramatically from a piss-poor Ballistic Skill, meaning the intrinsic value they add to your list is drastically lower than they would be in the hands of something like a Space Marine. :* Among the worst codices in the entire game. This is for a variety of reasons: lack of low AP weapons outside of Power Klaws, overpriced units (Flash Gits), many of your units will die by being breathed on and only a single now outdated and discontinued IA, leaving nearly all our forgeworld models as paperweights or at best proxies. Statlines and special rules have hardly changed even as their worth has diminished incredibly. Note: Furious Charge used to give +1 initiative as well as +1 strength. :* High model count. Even if you try to keep your numbers low, you have to have at least 40+ Boyz in order to stay competitive. Lots of time and effort must be put into painting and putting them together like Imperial Guard and Chaos Daemons. Plus it's a total hassle to put them on the table and move them, basically making Trukks an Battlewagons a must. :*Special characters are not special at all. Mad Dok and Grukk are underwhelming, while specialized characters like Zagstruk or Badrukk are basically buffed Nobs in their respective units. Vanilla Warboss or Big Mek usually suffice for whatever needs you have.
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