Tuesday, September 29, 2009

How to Build an Ork Army Part 1: Mobz and Vics Article by Culler


I read a lot of forum posts and tactica throughout the week and every once and a while I come across a post that is incredibly useful. I want to post Culler's How To Build an Ork Army post here as a series of articles each day focusing on a different FoC group. Today, I will introduce his post and with it his initial advice on vehicles and mob composition. He put a lot of time and thought and practice into it and I hope you Ork players out there find something in these posts that can be useful to you.

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If you would like to read the work as a whole, I will post the link at the bottom of this article. Now I turn the floor to Culler.

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Culler said -I’ve been building, playing, and critiquing Ork lists for a while now and many of the same things keep cropping up, so here’s some solid advice on pitfalls to avoid and ways to make an Ork army. This is less of a ‘what units to take’ guide and more of a ‘how make your army work with your style, how to gear and equip your units, what units are good for what, and what units to avoid’ guide.

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Mob size:-It is always better to max the squad size as far as possible. That allows the Orks to use mob rule and gives them enough durability to win CC against tough opponents and weather fire. Exceptions are deffkoptas (can’t get big enough to really matter) and gretchin mobs (though you still want at least 19 gretchin). Some units it just isn’t feasible to max out like nob bikers and especially meganobz, though they do perform better in larger units.

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Transports:-There are 2 styles of Ork army: mechanized and non-mechanized. Mechanized armies have nearly everything in a transport (either trukks or battlewagons.) There is no middle ground on this issue for Orks unless you’re using battlewagons as transports for some of your troops because battlewagons actually have the survivability to weather your opponent’s anti-tank fire.The reason this is so goes something like this: your opponent has the ability to take out say, 2 trukks a round. If you’ve only got 2 trukks, then they both die the first round. If you’ve got 4, then half your trukks survive past the first round. If you’ve got 6 trukks, then 2/3 of your trukks make it, and so on. Once a trukk is destroyed, it also tends to be incredibly bad for the Orks within, often effectively neutering an already handicapped squad (due to small mob size). Some units can take the punishment of a transport’s death like nobs and meganobz, but they’re better off in a battlewagon anyway.

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-Looted wagons make decent if unreliable transports.-Transports should be open-topped so your units can fire out or assault out of them at will. Extra armour, red paint job, and grot riggers are all good upgrades, but generally too expensive for trukks. When it comes to battlewagons they’re all excellent though. Reinforced rams are good for all transports tough for the ability to reroll dangerous terrain checks, allowing you to drive through terrain without worry (virtually). The ramming ability will rarely come up but allowing trukks to tank shock is handy.

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Vehicles:-Either go with no vehicles or plenty. Having just one or two in a large army means all of your opponent’s anti-tank will be aimed at them and they’ll not survive as long as they should.

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