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Wednesday, October 6, 2010

Codex Orks Review. Part 5, Fast Attack

Moving on, we have the Fast Attack section of the codex. Now presuming you have actually bothered to read any codex's FA slots, you can expect to see Jumpers, Bikes, and some light armored boxes in this FOC.
Well, the Ork codex doesn't disappoint.

We have 4 choices.
Stormboyz: Jumpers
Warbuggies: Light Armored Boxes
Warbikers: Bikes
Deffkoptas: Flying bikes

So, let's look into these choices with some depth.




Stormboyz
Dude needs a Choppa
Rating: Just above Terrible
Fun Factor: Weeeeeeeeeee.....
Fail Factor: *SPLAT*
Wow, the first unit that I have rated poorly.
Why? Well we have a basic Ork with a jumppack for 12pts.
There are no weapons upgrades, only a Nob Upgrade with the regular gear.
We also get a Zagstruk upgrade, which lets us charge off the deepstrike.
Doesn't sound too bad until the special rules come into play..
Every time you use your jump pack, roll a dice, on a 1 Its owner lands on his head and his pack detonates. P 47. Sigh. Regardless of the roll, you gain that D6 as extra movement. Upsides, yeah. Downsides, yeah. Your movement is 13-18 inches with a jump pack. You are still fragile as hell though.
So there is a SC upgrade here too?
A merciless kill and a fanatical disciplinarian, Boss Zagstruk is the much-feared leader of a band of Stormboyz know as the Vulcha Squad. P 63. Nice fellow. My kinda Ork.
Zagstruk is a WS5 Nob with 4 Attacks and a 4+ save. He has special clawed feet that are PK's which hit at initiative on the charge, and only on the charge.
You can also charge off Deep Strike, but it has a D3 Stormboys tax.
Finally, he has the Commissar Shooty-shoot rule, so he will top squad members to auto-pass leadership.
The problem with these guys is that they tend to kill themselves. Deepstrike, charge, move next turn, you really are starting to whittle down your numbers in a squad that isn't too tough to begin with.


Warbuggies

Rating: Almost an auto-choice
Fun Factor: Weeeeeeeeeee.....
Fail Factor: AV10, open topped, squadron
So, Buggies.
30pts each, come in squadrons of up to 3, and can pack a TL Rokkit for 5 points each.
That's a BS4 (basically) rokkit for 35 points, on a Fast platform.
Did I mention that. This is a 10/10/10 Fast Open Topped platform.
Sounds good to me.
We are a vehicle, so can block movement like speeders as well.
So, there has to be some other upgrades...
Skorcha (Heavy Flamer): 10pts each. Nice, as it includes the Wartrakk upgrade below
Red Paint: +1 inch movement and you stay in the lower movement bracket (7" = 6" for shooting, but not for hitting against)
Grot Riggers: 4+ fixes immobilized. As we will be in a squadron, useless.
Armor plates: Ignore Crew Stunned. As we will be in a squadron, useless.
Upgrade to WarTrakk: re-roll dangerous terrain tests
Overall, the only issue with these guys is that being open topped and squadroned, a glance is as good as a normal Pen on destroying, and, well, absolutely rooted on a Pen (which with AV10 is all but guaranteed).
However, for semi-reliable, fast anti-tank, you don't have many options, and these guys usually win out.


Warbikers
Rating: Good, but bad
Fun Factor: Zoom zoom!
Fail Factor: Expensive!
So warbikers. Whats the deal here.
Well its a basic Ork, with a bike, so +1T, 4+ Save for 25 points. Squad size 3-12.
The bikes have twin-linked S5AP5 3 shot 18" guns, which is nice. No special weapons options though.
A normal Nob upgrade as well.
As Orks don't especially believe in "clean", these guys belch fumes and bring their own 4+ cover save.
So whats the deal.
With Wazdakka, you get to bring these guys as troops, hence good.
In the FA slot, you are missing out on anti-tank, so bad.
Right, so as some people will need the "why" spelled out for them for both good and bad, lets start.
Good:
T5, fast, troops. a squad of say, 8 bikers will lay out 24 TL S5 shots, then charge with 20 S4 Attacks, and 4 S9 PK hits. You are going to be wounded on a 5 normally. Great
Bad:
You are taking up valuable FA slots for Rokkit buggies and Deffkoptas. You are also the price of 4 basic boys. Sure, you are probably more resilient, but still not "all that and then some"!


Deffkoptas
Rating: Awesome!
Fun Factor: Zoom zoom!
Fail Factor: Expensive!
So finally, Orky Jetbikes.
Winnah!
Ever since the first Deffkopta was pioneered, the Mek fraternity has devised more and more cunning ways to turn it from bizarre conveyance to lethal weapon. P 48
So what does this mean to us.
Jetbike, Hit and Run (I2 eww), Scouts. Basic boy with +1T for a bike, 4+ save and 2 wounds. (That's bolded for me, so I don't forget it in game, AGAIN).
Sweet!
Cost? 35pts/model. Squad of 1-5
So upgrades:
TL Rokkits - 10 points
Kustom Mega Blasta - 5 pts (KMB is S8 AP2 gets hot, 24").
Any Deffkota can also get a PK (buzzsaw) or a Bigbomm, which is dropped (one use only) over a squad you jet past. S4 AP5 large blast.
So, these guys sound good, until you start tallying up points, they get exxy.
What tends to happen is people either max out (and blow LOTS of points) or do 3x1 with Rokkits and Buzzsaw, for a semi-alpha strike.
Both are very effective in their give roles.
Celebrity Deathmatch: Deffkoptas vs Warbuggies

So now I will get asked the question I don't want to answer.
Which is better in the FOC. Which do I max out.

Well the answer is, unfortunately, it depends.
See, to my eyes, both are equally good. Both perform similar, if slightly different roles.
The Warbuggies are great for spending the game cruising around laying out fire.
The Deffcoptas are great for 1st turn charges into tanks that haven't moved yet.
Both are anti-tank. Both melt to small arms fire. Both are quick. Both can be strong, both can be weak.

So it really depends on your army and opponent.
I personally prefer Deffkoptas, if only so that I can turbo-boost in the Scout move to where I want to be, shoot and charge into either a Devestator/Long Fang/Loota/etc squad, or into a key vehicle I need to stop.
These guys will never kill a squad in HtH unless kitted out, but their job in my lists is to tie you up while the slower components catch up. In my later lists I have been adding another Fast tough element, Nob Bikers, to really annoy the enemy back line.
The fact I don't own 9 warbuggies might also be related.

Any Orks list you see out there says 9 buggies are better, and there are both mathhammer and other reasons to agree here.

See, it depends.

Oh, I know how to decide!
Warbuggy models are from GorkaMorka, so are awesome by default. Deffkoptas come in AoBR so are cheap as chips and awesome.
Crap. Tied again


Comments (22)

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Zagstruk increases stormboy usability by several orders of magnitude. However, they become a one-use only unit, and will rarely get to crump two things during the game.

Well, at least they're cheap.

Koptas/trakks/buggies are mandatory in all ork armies, despite being horribly overpriced. Kinda like tactical marines. A kopta dilemma, if you will.
2 replies · active 757 weeks ago
due to high point cost and limited tactical choices the number of good lists with stormboyz/zagstruk in them low.
Either that, or they are a throwaway distraction unit like Sternguard in Pod's are used for.
Worth noting: Warbike shooting is better than SM bike shooting.
2 replies · active less than 1 minute ago
SM Bikes get melta, multimelta, flamers, and plasma.

I don't think so, Tim.
Warbike Anti-GEQ fire is probably on-par or better than Marine bikers, but we have 0 flexibility, unlike the Marine bikers, and cannot fulfil mutiple roles as AP said.
6LongFangs,5MLs, 1 Squad leader: 140 points

3 Deffkopta's,3TLRokkits : 135 points

you got 2 more missles, but I can fly
4 replies · active 757 weeks ago
Fangs are more accurate, have almost twice as many shots, and have the same number of wounds with a better save. Also they can split fire (and unless you're playing 1500 or below, three Deffkoptas don't cut it) and have range to make up for your mobility. FYI, front and side armor on a Rhino is the same, so don't expect a huge advantage from those side shots.

Still feeling pretty superior?
never superior, my point was that orkz have effective shooting and can put out reasonable amount of fire with TL to counter act the bad aim at a reasonable point cost. Im saying orkz are not bad just because they are not new. Longfangs are a great unit for a great price, thats why I used them for the comparision.
If you are lower BS, less survivable, less flexible, and half the firepower, I don't think you can qualify their shooting as "reasonable," at least comparing them to Long Fangs. Which is, of course, unfair, as LFs are perhaps the best midrange shooting unit in the game right now, but you made the comparison, not I.
Do long fangs have two wounds? They have a lower save by one but i higher toughness by one. It would not call them less surviable. The lower BS is countered with TL pretty well. As far as less flexible, I know the long fangs can shoot templates too but they are completely static while koptas are jetbikes.
I agree Long Fangs are the best midrange shooting in the game, they do have more fire powerbut with split fire(an amazing ability that the koptas wished their speed equaled), you are getting probably 3 missiles on a target, which rountinely handles mech, and is the same amount of fire power im talking about.
My point may not have been clear but im trying to say orks CAN pop mech from range(not CC) consistently, just maybe not as fast as others. I understand you may disagree but 2 str8 hits kills a transport in my experience.
Stormboyz are my MVPs more often than I can count. 12 points for a model that can charge something 23.99" away from it at the start of it's turn is awesome. They are exceptional at coming from reserve and dealing with issues. Sure they have 6+ saves, but they have the movement to be able to grab cover easily for a 4+ save. Very few units can deal out the number of attacks they can for as cheaply and move as fast. All stars.
Oh, and Fester, my Trukk article is in the can at BoK (since Wednesday of last week...) and Tasty says he'll post it soon...
Oh, and TL BS2 is essentially BS3, not BS4
2 replies · active 757 weeks ago
Maths was never my thing, especially maths in my head.
Oh well :)
It's between BS3 and BS4. It's like BS3.5
When Warbikes can take Rokkit launchers...lol
MagicJuggler's avatar

MagicJuggler · 757 weeks ago

When one can take Mekboyz as a Warbiker upgrade, and Megablastas become a Blast Weapon again...mmm yeah.
Mean Green's avatar

Mean Green · 757 weeks ago

9pts for a storm boy sounds about right cost wise. 12 is prohibative in most games. There are a lot of articles on proper stormboyz use. Soem advocate small (11 or so) to hide more easily. I just bought 20 of them for 30 bucks on e-bay, so I'm gonna use the hell out of them....
2 replies · active 757 weeks ago
Isn't the proper use of them on the shelf (hi nathan :P)? Considering Fast Attack is the only slot for TL-rokkits which are fast in buggies and koptas and a very good disruptive unit in the koptas.
I agree. orkz needz rokkitz.. The biggest problem is FoC slots not the over-costed points because its only by a few points.
I'm still trying to figure out warbikes. Has anyone used them effectively? What tactics, or general use rules, do you follow?

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