[Epic] Ork Units & Tactics [Long]

From: Sean Smith <seans_at_...>
Date: Sun, 22 Jun 1997 22:07:46 +1300

Below is my opinions on Ork units and tactics.


  Unit - Ork Boyz
      
       - Assault value point for point is 111% of marines
       - Firepower value point for point is 75% of marines
         on overwatch
       - Movement the same as marines
       - Armour 4+ vs 5+ for marines
Advice - See advice for Nobz
 
     
  Unit - Nobz
      
       - Assault value point for point is 143% of marines
       - Firepower value point for point is 54% of marines
         on overwatch
       - Movement the same as marines
       - Armour 4+ vs marines 5+
       - Nobz also have save, which means that armour
         value vs firepower & anti-tank fire is affectively
         the same as marines.
Advice - Always take Nobz instead of the Ork Boyz. Yes
         you lose some firepower comparatively, but
         you will more than make up for it with their
         additional assault value and survivability.


  Unit - Shooty Boyz
  
       - Assault value point for point is 29% of marines
       - Firepower value point for point is 118% of
         marine Devastators and 88% of normal marines
         on overwatch.
       - Movement is the same as marines
       - Armour is 4+ vs marines 5+
Advice - They are an ok unit, if you need the firepower.
         Personally I would spend the points on more
         Nobz, all things being equal. I would only take
         Shooty Boyz if I was going to have to fight
         a defensive battle.
      
   
  Unit - BoarBoyz
  
       - Assault value point for point is 115% of a
         marine unit, 115% of a marine bike unit
         and 115% of Rough Riders.
       - Firepower value point for point is 118% of
         marines 58% of marines on overwatch and
         100% of marine bikes and Rough Riders
       - Movement is 20cm, 30cm charging
       - Armour is 5+ vs marine bike units and
         Rough Riders 4
Advice - Never take any, see Stormboyz advice for
         reasons way.
         
         
  Unit - Skarboyz
  
       - Assault value point for point is 136% of marines
       - Firepower value point for point is 68% of marines
         on overwatch
       - Movement is same as marines
       - Armour is 4+ vs 5+ for marines
       - Range 15cm vs marines 30cm
Advice - The only advantage Starboyz have over Nobz
         is a little more firepower, in ever
         other way Nobz are superior, point for point.
         Nobz have better survival ability, longer range
         and higher assault value. My advice is always
         take Nobz instead of Starboyz.
         
         
  Unit - Stormboyz
  
       - Assault value point for point is 116% of marines
         and 106% of marine assault troops
       - Firepower value point for point is 63% of
         marines on overwatch
       - Movement is 20cm vs marines 10cm and assault
         marines 20cm (30cm when charging into close
         combat)
       - Armour is 4+ vs 5+
       - Range 15cm vs marines 30cm
Advice - The main advantage of Stormboyz is the speed
         and their ability to jump over difficult terrain.
         You pay for this ability by losing some assault
         value, having lower firepower and shorter range.
         Take them if you are going to need their special
         ability. I would also take instead of Boarbyz.
         Because they can occupy buildings, leap over units
         and have similar stats to Boarboyz.
         
 
  Unit - Kommandos
       
       - Assault value point for point is 89% of marine
         scouts
       - Firepower value point for point is 67% of marine
         scounts
       - Movement is the same as marine scouts
       - Armour is 4+ vs marine scouts 5+
Advice - basically you get 33% less firepower and assault
         value, point for point, than Orkboyz in return for
         a 30cm deployment or first move. It is always handy
         to have one detachment of Kommandos in your army.
         Take more if you really need to take particular
         pieces of ground at the beginning of the battle.
         They are most effective when used for assault,
         instead of using their firepower.
                 

  Unit - Gretchin
  
       - Assault value point for point is 100% of marines.
         Be careful of this figure though, because it takes
         three gretchin units to equal the assault value
         of one marine unit, however only two of the
         gretchin units can assault a marine unit
         at once, according to the rules. And two
         gretchin units have an assault value of two, while
         a marines units assault value is 3.
       - Firepower value point for point is 150% of marines
         on overwatch
       - Movement is same as marines
       - Armour is 3+ vs marines 5+
       - Range is 15cm vs marines 30cm
Advice - They make are a great skimish screen. If they get
         in range with enough numbers they have better
         firepower than marines on overwatch! Low armour
         means they killed very easily by firepower.
         Personally I would only take them when the orks
         are going to be on the defensive. Because they are
         to slow for offensive work and it isn't worth buying
         battle wagons to transport them.
         
         
  Unit - Battlewagons
  
       - Assault value point for point is 2 vs Rhinos 0
       - Firepower value point for point is 1 vs Rhinos 0
         Firepower value point for point is 54% of marines
         on overwatch, 96% of Predator tanks and 76% of Leman
         Russ.
       - Movement is 25cm vs Rhinos and Predators 30cm
       - Armour is 5+ vs Rhinos 5+
       - They cost 14pts vs Rhinos 7pts
       - They transport the 1 unit vs 2 units transported
         by Rhinos.
       
Advice - basically you are paying 28 points to transport
         two units vs 7 points for marines to transport
         two units. The advantage of battlewagons is; first,
         that you don't lose the 5cm each time a unit embarks
         or disembarks; second, units being transported are
         never killed if the transport is destroyed (expect
         in the case of snapfire); and third, battlewagons
         have an assault and fire power value, while the
         Rhino doesn't any. Each battlewagon is equal to
         having 1 additional Ork boy (expect battle wagons
         can't enter buildings). I would take as many
         battlewagons as are required to transport all the
         Nobz in my army.
         
         
  Unit - Buggies
  
       - Assault value point for point is 91% of a marine
         attack bike units and 46% of marine bike units
       - Firepower value point for point is 91% of a
         marine bike units and 46% of marine attack
         bikes
       - Movement is 35cm vs 30cm for a marine bike
         unit
       - Armour is 4+ vs 4+
       - Range is 30cm vs marine attack bikes 30cm
Advice - My advice is to forget them, take battlewagons
         to fill their role instead, battle wagons
         are only 5cm slower than marine bikes, but far
         superior in terms of assault, armour and range
         than Buggies. The only reason to take buggies is
         if you have to have to the additional 10cm speed.

         
  Unit - Bikeboyz
  
       - Assault value point for point is 77% of a marine
         attack bike units and 39% of marine bike units
       - Firepower value point for point is 39% of a
         marine attack bike units and 77% of marine
         bike units
       - Movement is 35cm vs 30cm for a marine bike
         unit
       - Armour is 4+ vs 4+
       - Range 45cm vs for marine attack bikes 30cm and
         15cm for marine bike units
Advice - The advice I gave about buggies is the same for
         bikes.
        
  Unit - Mekboy Speedsta
       - First type costs 38 points and kills one target
         on a 2+, roll on critical damage for war engines
       - Second type costs 38 points and drops units picked
         up on other enemy units
       - Compared to a Land raider the deathray on the
         Mekboy spedsta will inflict, point for point, 83%
         of the damage points, that Land raiders will.
         Of course anti tank weapons don't automatically
         inflict criticals on war engines, like deathrays
         do
       - The range of the speedsta is 30cm vs 45cm
         for landraiders
       - Speed is 30cm vs 20cm for Land raiders
Advice - it is not such a good unit for attacking opposition
         such as landraiders, enemy troops etc. However
         it is highly effective when used against war
         engines that don't have void shields. Which type
         you use is real just a matter of personal
         preference. The lift-a-dropper has less chance
         of hitting, but can potentially do more damage when
         it does. Also take into account the psychological
         benefits of Mekboy speedsta's. You oppent will always
         be hate them, in the same way that battleship
         captains hated submarines.
                 
         
Unit - Dreadnought
  
       - 1 less firepower, assault and armour level
         than a marine dreadnought. As a result it is
         half the cost.
Advice - Forget it, get more Nobz instead. Nobz cost 14 points
         vs 13 for dreadnoughts, Nobz have an assault
         value of 4 vs dreadnoughts 3, Nobz the same firepower
         and effectively the same armor (with their save
         ability).
        
 
Unit - Flak Wagon
  
       - Firepower value point for point is 93% of
         a Hydra
       - range is 30cm vs 30cm for a Hydra
       - Movement is 25cm vs a Hydras 15cm
       - Armour is 5+ vs 5+ for a Hydra
Advice - They are even better AA than Hydras. Ok
         you lose a little fire power, but you get
         mobile AA protection. Take plenty of them,
         you will need them.
         
         
  Unit - Stompa
  
       - Assault value point for point is 63%
         of marines, 338% of Predator tanks
         and 400% of Leman Russ
       - Firepower value point for point is 94%
         of a marines on overwatch, 169% of Predator
         tanks and 133% of Leman Russ
       - Movement is 15cm vs marines 10cm,
         Predators 30cm and Leman Russ 20cm
       - Range 45cm vs marines 30cm and Predators 45cm
       - Armour is 5+ vs Predators and Leman Russ6+
Advice - The real value of stompas is in there
         firepower, not their assault value.
         Their problem is their slow speed, which
         hinders them from being in the right place
         at the right time to effectively use
         their firepower. This means that to be used
         effectively they will have to be marched.
         Where as Predators and Leman Russ can move
         and fire, because of their higher speed.
         Ok unit, but because the Orks are into
         high speed offensive moves, I would only
         get them if you know in advance your Ork army
         is going to be on the defensive in a particular
         area of the battlefield and then put them in
         that section of the battlefield
         
         
  Unit - Squiggoth
  
       - Assault value point for point is 97%
         of marines, 525% of Predator tanks
         and 622% of Leman Russ
       - Firepower value point for point is
         83% of marines on overwatch, 150% of Predator
         tanks and 178% of Leman Russ
       - Movement is 15cm vs marines 10cm, Predators
         30cm and Leman Russ 20cm
       - Armour is 5+ vs marines 5+, Predators &
         Leman Russ 6+
       - Has Rampage
Advice - This is the assault version of the Stompa,
         a real shame about its speed. If you use
         them basically forget about their fire power
         and march it toward the enemy forces, using
         cover to block enemy line of sight along the way.
         If the enemy has artillery and targets them, they
         are going to get massacred. My advice is
         don't take any at all.
         
         
  Unit - Fighter-Bommer
  
       - They are equal in air combat to thunderbolts
       - Their ground attack is barrage vs a thunderbolts
         2 firepower
       
Advice - When the Oaks take the offensive they will have to
         take the role of Orks artillery support, as Ork
         own artillery doesn't have the range or the speed
         to get in range of enemy units, in time to support
         the fast offensives of Orks. My advice is that you
         should plan to take 50% to 100% more than whatever
         your opposition is going take in the way of air
         support.
         
         
  Unit - Big Gunz & Pulsa Rockets
Advice - Both have to shorter range and are to slow.
         Only usefully if you are on the defensive or
         when conducting a slow rumbling attack (which
         is exactley the type of attack Orks want avoid
         conducting). Only take them in exceptional
         circumstanes.
         
         
  Unit - battlefortress
  
       - Assault value is point for point 47%
         of marines and 301% of Leman Russ
       - Firepower value point for point is 100%
         of Leman Russ and 94% of marine devastators
       - Movement is 15cm
       - Armour is 5+
       - Can transport 5 troops. Rhinos can transport
         5 troops for 21 points and Chimeras can
         transport 5 troops for 42 points
         
Advice - I would never take any of them at all. They
         are to slow for troop transports and they
         sitting ducks for anti tank weapons and 3 units
         of marines (worth 45 points) have the same
         assault value. The only benefit of
         battlefortresses is their fire power. But other
         Ork units can give you greater firepower for less
         cost in points.
         
         
Armies Overall strengths and weaknesses:


Strengths - Nobz assault and survivability (far better than
            marines)
          - Orks ability to hitch a lift
          - Battle wagons speed and assault value
          - Flak wagons
          - Reasonable air cover provided by Fighter-Bommers
          - Mekboy speedsta's, they have a cheap but
            effective war engine killing ability
          - Stormbyz jet pack movement, and their assault
            value
          
Weaknesses - Lack of long range barrage weapons
           - Lack of anti-tank weapons
           - lack of close support weapons
  
   
Tactical Advice


Defence -

You don't have the infantry firepower and anti tank weapons to
engage in firefights. Try and slow down part of your oppositions
army, while you use the mobility of your battlewagons to allow
you to get superior numbers assaulting the rest of his army.
If a gap opens up in his lines, send your high speed units to
take out his artillery and long range direct fire units, if he
has any. The worst position to be in for Orks, is being pounded
for several turns by long range artillery and anti tank weapons,
before the enemy makes his assault. Orks want to get into close
combat as soon as possible, in most situations.

Attack -

Mount all your you Nobz on battle wagons and head towards the enemy
at assault speed. Use terrain to block the enemy line of sight while
advancing, try and get all of your infantry units into close combat
by turn two. Use stormboyz to leap over enemy detachments, that
are already engaged by the Nobz, and attack them from the rear,
so the enemy detachment can't retreat if defeated.

Terrain -

For Orks the more terrain the better. You only want enough open
space so the battle wagons aren't to close together.


Main Threats

- Long Range Artillery. Which do Preparatory bombardments,
  thereby inflicting blast markers, which mean you have to
  make leadship tests to move. Use Fight-Bommer to attack
  the artillery, if hasn't given them enough flak
  protection or air cover.

- Close support weapons (e.g hellhounds). Use stormboyz
  to take these out.
  
- Anti tank weapons (e.g landraiders). Massed anti-tank weapons
  are the Orks worst nightmare. Use empty battle wagons
  to assault them, is one solution I can think of. Also
  Nobz on battlewagons, because their of survivability, if
  they are within 35cm of the anti-tank weapons should be able
  to take them out (25cm battle wagon move in the movement phase,
  Nobz move 10cm in the assault phase). If the enemy protects his
  anti tank weapons by putting infantry in front of them, the Nobz
  assault the infantry and the Stormboyz attack the anti-tank
  weapons. The only worry is if the enemy uses his anti-tank
  weapons to shoot exclusively at the Stormboyz. But at least if
  he does that, more of your Nobz and battlewagons survive to get
  into close combat. Waaaaaaaaargh ORKS!!!!!
  
 Sean Smith
 
 Seans_at_...

  
  
            
         
  
         
         
         
         
Received on Sun Jun 22 1997 - 09:07:46 UTC

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