Wednesday, September 30, 2009

Culler's How to Build an Ork Army 3: Elites


Elites:-Nobs are good but are more effective in a transport (battlewagon over trukk) or on bikes. Always take a painboy and as many nobs as you can afford in the squad. Take 1 powerklaw per 3 or 4 nobs to deal with tanks and heavily armoured infantry. Equip your nobs with a variety of different wargear loadouts to spread wounds around the squad without removing models. I also recommend cybork bodies for the whole squad, but not necessarily ‘eavy armour. Feel no pain and cybork body together is the equivalent of a 3+ save against normal wounds but you still get a 5+ invulnerable against wounds that ignore armor. ‘Eavy armour only buys you 9% fewer wounds taken from regular sources if you put it on top of cybork. It’s helpful certainly but not necessary if you’re looking to save some points. All of their upgrades are decent, though twin-linked shootas are best left to walking nobs. Equipping a nob with a bosspole is pretty much necessary because of their problems with leadership. Leading them with a warboss is a great idea too to keep their morale in line and also to allocate strength 8 or 9 wounds to the warboss to prevent instant death for the nobs.
.
Nob bikers are pretty strong, albeit costly. Building them goes much like the guidelines for other nobs except you definitely want cybork for them all instead of just being recommended. The higher points invested in them is worth protecting.
.
-Meganobz are nice, but only in a transport. If you’re doing the nobs in transport thing, meganobz are typically a better choice than nobs.
.
-Burnas are nice in a transport, especially a battlewagon, but are otherwise fragile for their points. In the battlewagon you can just roll around spewing templates out the side, which is pretty good albeit expensive.
.
-Tankbustas are rarely worth it due to Glory Hog making them act like morons. They can’t hit the broadside of a barn anyway and are also fragile for their points. Tankbustas in a battlewagon are pretty decent because they can get close to a vehicle faster and launch all their rokkits from the comparative safety of the vehicle but this option is expensive not very effective for their points. Gear them to fight at range or in melee. For ranged a nob is not necessary but is helpful for morale with the bosspole. For melee taking some tankhammers and a nob with powerklaw is nice but a regular slugga boy mob is going to be better at fighting infantry and generally handles tanks just fine and costs much less.
.
-Lootas are good at what they do and what they do is something the Ork army needs: long ranged firepower. They can take down light vehicles with ease and are decent at killing infantry at range. Make sure to deploy them in some cover as they don’t deal with morale checks well. They also still have 2 attacks each and furious charge, so in a pinch can mix it up.
.
-Kommandos are great for showing up and charging on the same turn. Snikrot especially helps with this and I highly recommend him. They don’t deal with dedicated CC specialists that well, being essentially slugga boyz, but the Nob or Snikrot does well against tanks and the unit does great against vulnerable rear line units. With a regular nob leading the squad there’s a chance that the unit will come in some place where they will be utterly ineffective, that chance is much lower with snikrot. Don’t bother with big shootas or rokkits for kommandos, for the same reasons you don’t bother with them for slugga boyz (below). Burnas are really good for them though.

No comments:

Post a Comment