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Saturday, August 25, 2012

Ally Template: Ork Green Tide


CSM, Necrons, Imperial Guard & Tau can all take Orks as Allies of Convenience and with Fearless not being a liability for hordes in close combat now, Orks aren't a bad choice as your Ally at all. In this post we're going to look at the 'Green Tide' for Ork allies where those large Boyz units are going to come to play. This is a great option for shooting armies and with three of the strongest shooting armies in the game available as Allies (Necrons, IG & Tau), this should be a good plug-in to protect those shooting elements with more aggressive units.

Big Mek w/KFF

30x Boyz w/Nob, PKlaw, Bosspole
30x Boyz w/Nob, PKlaw, Bosspole

3x Kannonz w/6x extra crew, 3x ammo runts

Totals: 612 points

A very cheap 612 points which brings a lot of bodies. The main point of this list is to bring those bodies (most of them scoring) and plop them in midfield - there's very little subtlety about it. This helps the shooting and more combat vulnerable units of the parent army to continue what they do best - shoot from far away and avoid combat. By being large and decent in combat, the Orks force the opponent to deal with them or suffer the consquences all the while being pummelled by actually good shooting rather than the

Now the Boyz are written down as Boyz because both Shoota & Slugga are the exact same in terms of points but I prefer the Shootas as they make a better deterrent in midfield. Orks do not have to blindly run forward and smack people around and having 60 odd shots, even at BS2, while sitting on an objective puts the opponent in a mini lose-lose situation. Sluggaz don't have this option but if you have solid scoring backing up the Boyz, pushing them forward might be a better idea and thus the extra attack in combat can be very useful. Remember, vehicles will now very reliably drop to mass S4 attacks assuming they are rear AV10. The PKlaw can take care of anything else.

The Big Mek makes getting cover for these very large squads easier - always very useful, particularly given the reduction in the cover mechanic as a general rule of thumb. The Orks are more vulnerable to being shot off the table but at least they'll have a save each time and even with a 5+, the opponent has to inflict ~46 wounds - not an easy feat. Adding a PKlaw to the Mek makes him a scarier opponent in combat as well so isn't a bad option to consider.

The Kannons are cheap firepower and quite durable with the extra wounds bought. The firepower isn't fantastic but it's cheap and in any mission where Heavy Support can score, well they're scoring so that's a nice bonus.

Options: You really want to keep the Mek + Boyz here, otherwise you're looking at really changing up what this Ally Plug-in does (which is fine but not what this template is for). There's very little which can be of use in the Heavy Support slot other than a Battlewagon and only if you bring along some Nobz to get a second Battlewagon (who with four Hull Points and being cheap, aren't too bad). Otherwise your main options to look at are Fast Attack & Elites.

With Scout being nerfed and only having one Fast Attack option available, about the only good thing here is the Dakkajet but even then, it's not great and there are better Flyers for half the armies which take Orks (Necrons & Imperial Guard) and rumor has flyers coming for Tau & Chaos soon, too. Elites also have very few choices here that are viable as one-offs. Nobz/MANz, as mentioned, can help bring a second Battlewagon but what do they themselves do? They can help out midfield but unlike Boyz, aren't cheap and plentiful and thus generally need the Battlewagon to be useful. Burnaz & Tankbustas are likewise more expensive than Boyz and generally need something to help push them up the field though Burnaz can be an excellent "assault me if you dare" choice. Shame they are still just as weak to shooting as every other Ork. This really leaves Lootas who can act as a semi-cheap firepower unit where the duality for such is taken up by the rest of the army they are allied into. Not necessary by any means but something to think about.

Conclusion

Orks are much improved in 6th overall and this transfer over to their ability to Ally to other armies. By bringing in units which are more capable of operating in midfield and in combat, you're getting the best of the Ork world with the best of the parent army which is generally going to be oriented around shooting. This can be useful for options with stronger Troops (Necrons, Chaos) or weaker Troops (Imperial Guard, Tau) as the Orks can play differently depending upon what's backing them up in the Troops department (i.e. can the Orks run across the field and trap the enemy in their Deployment Zone and have sturdy Troops move behind them to claim midfield objectives or do they need to pressure the opponent into pushing them off the midfield objectives, etc.).

If you've got a fast, zippy army which doesn't really have a midfield core then Orks probably aren't going to be a great asset as they get minimal support from behind. However, none of the armies they can be AoC to can do such a list without spamming flyers (Necrons) so such a plug-in is generally going to be a good idea if you're looking for such a force.

Comments (22)

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Burnaz with a HS Battlewagon can be pretty good in other mechanized lists. Stick the KFF nearby and you get a save too! I like Warbuggies as cheap fast ranged units.
i do enjoy orks. here's my plug-in ally template thing, the Deffwing. its more expensive than the green tide option but whatevs

warboss with mega armour - 100pts
3 mega armoured nobs with deffrolla battlewagon - 230pts
3 mega armoured nobs with deffrolla battlewagon - 230pts
deffrolla battlwagon - 110pts
670pts
the warboss makes one of the MAN units count as a troops choice

options: give all the MANs kombi-skorchas for drive by burnings. put big shootas on the battlewagons for moar dakka. depending on points, get a mob of 20 shoota boyz to put in that empty battlewagon.
5 replies · active 658 weeks ago
Did you see the Expendables 2? This list is pretty much the first twenty minutes, rolled up into 700 points.
i aim to play every game like it is the Expendables 2
Seriously?'s avatar

Seriously? · 659 weeks ago

badly?
yes. and loudly
I approve of the term "deffwing"
cant believe you didnt even mention kommandos with snikrot, bikers are decent and stormboys with zagstruck can make a pretty good distraction unit
3 replies · active 659 weeks ago
Stormboyz are generally not that awesome because paying points for models that explode for no reason is not a sound tactic, doesn't mean it won't work just not the best use of points. I think it would be better if the exploding unit did a blast template over the unit you are assaulting. Kommandos are lolrandomfun but they don't bring anything to the allies slot we're filling. We want big body blobs to soak up midfield bullets with their organs, again not a bad unit but it doesn't fit the template.
Kommandoz with Snikrot don't do anything anymore. They show up in the middle of the enemy lines, shoot their sluggas at something, and then can't charge.
Zagstrukk's unit costs an arm and a leg (285 iirc), hardly something you want to plug in as an ally choice.
snikrot cant assault from outflanking anymore :(
a warbiker allies list would be decent with wazzdakka, you can get up to 3 warbiker units and a nobz warbiker unit that way
not a big fan of stormboyz, they tend to bleed models even when they dont get shot at
I personally love burnas since my normal 'cron loadout tends to be gauss heavy. I want my big S7 guns shooting at priority targets and that leaves foot units running around longer than I like. Lootas likewise plug pretty well into necron armies because we tend to lack 48" guns and anything with reach is nice.
I disagree on the slugga part. Even when charging headlong into the enemy, shootaz are at least equal until you get stuck in combat for more than two rounds of combat. They dish out a mean overwatch shooting, take less overwatch due to killing some models before charging, and you no longer have to decide between using your Waagh! and shooting. Considering that boyz outshoot bolter marines points-wise, there really isn't much reason to use slugga over shoota boyz. And, from experience, either one will most likely wreck any vehicle long before the klaw gets to strike.

For that reason I wouldn't put a klaw on the big mek, but rather a burna at five points less. Getting another d3 overwatch shots, a template when shooting or an I3/S5 powerweapon when charging is not bad, especially considering that otherwise he has no shooting attack whatsoever. It also scares power fist sergeants out of challenging your characters, as the big mek is pretty likely to kill them before they strike.

One last thing to consider as an ally would be the MANz missile, a trukk with 3 MANz inside. At just 160 points you can deliver three 2+ models 24" into your enemy's army and force them to deal with them. Due to all the love GW has put into the ork FAQ, trukks still leave craters, allowing those MANz to even take 5+ cover saves against any AP2 weaponry pointed at them after their trukk has been blown up.

Otherwise, great article!
Allied Orks can still Waaagh!, right? I assume they can, but for allies babysitting a shooting army, that might work even better then normal for them, as they have little incentive to charge forward all game like normal Ork armies do. They hang back, camp midfield, and then Overwatch or Waaagh! on the turn the enemy gets close. Win-win.

Also, a side benefit of this sort of Ork template is how ridiculously cheap it is in dollars/euros/whatev. Ork Boys are pretty much as cheap as it gets thanks to Black Reach and store bits boxes, three cannons and some goblins should be simple enough to get in a Fantasy dive, and a Mek is really just a ork with a funny backpack. Could probably pick up some 600 points for less then a single vehicle these days... *laugh*
2 replies · active 658 weeks ago
I'd like to point out that the big mek is a nob wearing a funky backpack. It annoys me to no ends when Flash Gits and Big Meks are converted from boyz, if you could just have used those AOBR nobz instead.
in the old codex flash gitz and big meks used the normal ork boy statline and not the nobz one. they could be excused for using their old 3rd ed models
another ork one; biker buddies!
hq: wazzdakka - 180pts
troops: 5 warbikers with PK BP nob - 165
troops: 5 warbikers with PK BP nob - 165
fast attack: 5 warbikers with PK BP nob - 165
675pts

its cheap bikers, man
"By being large and decent in combat, the Orks force the opponent to deal with them or suffer the consquences all the while being pummelled by actually good shooting rather than the"

Did "the parent army" suddenly decide to be a deadbeat?
you could take nobz bikers too if you want a 4th (expensive) unit.

I'd say 5 lootas are a good buy for just about any list. it's cheap, they'll be in cover or some sort and they give you "something else to shoot with" and 48" range.
Warboss Redtoof's avatar

Warboss Redtoof · 658 weeks ago

Please add the following to the Acronym list:

Ork boy = 6th Ed meatshield for every other xenos race
1 reply · active 658 weeks ago
Nah, IG do that job better. Blob Guard FTW.
I think Deffwing got a real boost in this edition. 2+ armour is now very durable in melee (anything that can kill them lets you get in attacks at the same time, or its a lone model who probably won't kill them all in one go ie MC, Dreadnought). Unlike Imperial Terminator units, they can ride in Trukks and dirt-cheap Battlewagons and due to open-topped, they essentially get Assault Ramps too (hooray).

Spamming Boyz is nice too, but scoring Deffwing blob can bring a scary close-combat threat that claims objectives for armies lacking it (Necrons, Tau, Eldar etc).

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