From 15lb Squigling to Ork Warboss in Six Easy Lessons
(and 14 hard ones)
- Run by Geoff Cooper
"It isn't easy being green" KT
Frog
As one of the more high profile Ork players, I am often asked
by aspiring Warbosses for advice on tactics, army selection, and
general tips on how to crush their enemies. Gork knows why
though. Maybe because unlike so many other Warbosses I do win the
occasional game.
What follows then is some tips on what to keep in mind as an
ork player.
Lesson 1) Orks die.
Lesson 2) No self-respecting Ork Warboss should care
about rule 1.
In any Ork army lots of boys will "buy the farm".
This is perfectly normal and nothing to be ashamed of. When your
body armour consists of pots, pans, rags, and a bad attitude,
high numbers of casualties are inevitable. It is therefore vital
to remember the following:
- They can't get us all: Get heaps of boyz to soak up the
inevitable casualties
- Best not be there: Make use of cover where ever possible. Use
obstructing terrain to block LOS to your units
- Duck and Cover: Mekboy Kustom force fields are invaluable for
providing additional survivability to your mobs. An invulnerable
5+ save is better then a 6+ (or no save) by a long shot.
- Acme instant barricades: If you are using Warbuggies and
Trukks and those vehicles get destroyed it is often a good idea
to leave them in place on the table top. Even in death they can
provide a service to your army by providing cover for the ladz to
advance under.
Lesson 3) Give'em sum boot'leva
Being an Ork
is rather like being a giant green egg-timer. The longer the game
goes the less sand (or boys) there are left. Play for long enough
and you run out of time (or Orks). It is therefore vital to get
stuck in ASAP. To this end: Hit'em soonest: You may want to
use some Trukk boyz. They can get to the enemy by Turn 2 and can
tie up vital squads that might be shooting at you for a turn or
two while the Slugga Mobs advance. Get da Shooty Gits: The
importance of tying up enemy fire power squads for the first
couple of turns cannot be overstated. Kommandos or Storm Boyz can
be useful for this (as well as the above mentioned Trukk boyz).
Anything that can tie up enemy shooting units for a turn or two
is all good. If you can tie up enemy shooting units like
devastators you will greatly increase the number of boyz that
will make it to the enemy.
Lesson 4) Get stuck in
Where Orks really work best is in close combat. The
combination of choppas, numbers, and the power of the Waargh! can
put a dent in even the fiercest enemies' day. With this in
mind it is of paramount importance to get to close combat. But
remember the following Boot - don't spatter: Hit the enemy in
one solid mass. Failing to do so invites defeat in detail. Avoid
the 'ard boyz: Try to hit the enemy's non-close combat
configured troops for preference. Go for the easy kills. Green
but not 'too' keen: Try to avoid being a victim of your
own success. Smashing an enemy unit and sweeping can be as deadly
as defeat in the first place. Try to avoid sweeping advance fire
if you can. It hurts.
Lesson 5) Zoggin Bog Loads
Because
Ork armour is made from tissue paper, having loads of figures is important. You
need
to be able to absorb the massive casualties you will invariably
take. With this in mind remember the following: A fistful of Orks: If you have less then 80 models in your army then you have
too few All things in moderation - but don't over do it: The
best size for Boyz Mobz is around 20. 30 is too unwieldy and
doesn't give you enough units to claim sectors while units
less then 20 will actually have to start paying attention to the
morale rules because they will be quickly reduced to a size where
they won't be able to pass mob size checks automatically.
Those little gits: Grot Mobs. They're a twin edged sword. I
recommend either 2 mobs of 10 as army morale (as well as
unattended sector grabbers) OR as many mobs of 30 as you can
field; to act as bullet sponges which will draw enemy fire away
from units you care about (but a minimum of 90 Grots in this
case). Remember that in games with Breakpoint the large Grot mobs
can be your army's Achilles heel. My own Grots tend to go for
the first option and sneak around at the back of my army like the
fraidy gits they are.
Lesson 6) Da Toys and Whatnots
There is a huge variety of equipment, units and vehicles
available to the Ork Warboss. Here are some comments on what you
might (or might not) want to field.
- Dreads N Kans Very useful vs Marine boyz. Especially
useful if you can keep a Mekboy nearby with a force field and a
repair kit.
- Looted Vehicles The best of which IMHO is the Leman
Russ.
- Burna Boyz Very useful versus Bugs. The force field
the Mekboy has is also dead handy.
- Tank Busta Boyz I always field the maximum that I can.
They can smash up enemy armour if they're having a day when
they can hit.
- Slugga Boyz Yes please. Can I have some more?
- Shoota Boyz Why would you bother? In every way Slugga
boyz are a better buy.
The most important thing to remember with Orks is to have fun.
People don't use Orks because they are the 'best'
army they use them because they love the little Green maniacs. To
paraphrase another source…. Orks got personality.
Personality goes a long way.
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