Schöne zusammen Fassung ork units und deren Nützlichkeit

Daknallbomb

Fluffnatiker
18. Februar 2012
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Aus einem anderen forum eine zusammen Fassung der Nutzbarkeit von allen ork Einheiten von oben nach unten
Unit summary: (thanks to pismakron and koooaei!)

Boyz One of the best units in the game. The math favours sluggas, but shootas works surprisingly well and gives you some flexibility. If you are struggling with orks, bring more boyz.

Ghazkgull An absolute killing machine and surprisingly durable. Works well in mechanized lists as well as with foot infantry.

Warboss The buffs provided by a warboss are crucial for boy blobs, and his damage output is quite decent. The 'eadwomper's killchoppa (relic BC) is the best option for a Warboss, as is a Warbike, but leave the Mega Armor at home.

Weirdboy An auto-include. The weirdboy can reliable deny any psyker, is a smite machine, and has access to two good powers in Warpath and Da Jump.

Stormboyz Good for bracketing vehicles so they cannot fall back. Also, you don't lose out on the Greentide bonus by taking lots of min-sized squads. Basically faster moving boyz for a decent price.

Kommandos They can appear anywhere any time you like. While their bonus to their cover save is rarely useful, they are 15 boyz that can appear right next to your opponent, and boyz are good. They can get two burnaz for free.

Kustom Mega-Kannon Since price drop in CA, they are our best shooting option. You can have one crew fire multiple guns and have they other crews capture objectives and/or bubble-wrap.

Big Mek An important part of most ork lists, but not an auto-include. Always give him a KFF. A Warbike is also a good option as the KFF is very dependent on positioning. Don't waste points on klaws, saws, blastas or the shokk attack gun.

Painboy The 6+ save is pretty weak, but his abillity to heal characters is very useful. Healing weirdboyz and Ghaz will earn his points back, and with four attacks he has better damage output than a Big Mek.

Mad Dok Grotsnik A better painboy that only costs 9 more points. He is pretty tough with dual FNP saves and as killy as a warboss.

Tankbustas Very decent damage output, but they are way too squishy to use on foot. Works well in mechanized lists. Only unit that can make good use of the DakkaDakkaDakka stratagem.

Banner Nob Provides a nice buff for all Ork lists, but he is pretty expensive. He is good with both walkers and footsloggers.

Nobz Come stock with 4+ armor now and can take ammo runts that increase their durability - especially useful against multi-wound weapons. They are an important part of most mechanized lists, but sadly our vehicles are overpriced. All shooting options but shootas are too expensive.

Kannon Not as good as the KMK since it has only one shot and big guns are less tough than mek guns. Still a decent anti-tank weapon, especially when spammed.

Snikrot Awesome objective camper due to his cover buff. If you have 2+ units of kommandoz, he can support them, but is by no means required to do so.

Gorkanaut Very tough and a beast in close-combat. The shooting is kind of meh, but better than the morkanaut.
Zaggstruk Extremely good if you take multiple full-sized squads of stormboyz. Some people have reported success running him on his own.

Dakkajet It can do plenty of damage, but it is easy to kill. It's also ok at killing anything, but not actually good against any specific targets. Can be useful for assassinating characters, as it can jump next to them and unload its guns on them.

Kaptin Badrukk he is a strong shooting unit with mediocre range, however his aura doesn't work well with flash gits at all for multiple reasons. Therefore most useful without flash gits.

Burna Bommer Bombs work best against elite infantry, has one more big shoota than a blitza bommer. Use Explosive Demise to discourage your opponent from shooting it down or do lots of damage. Use CP to re-roll explosion result. Do not take skorcha missiles.

Skorchas very cheap and good weapons, but their outflanking is almost useless because skorachs are always out of range. Deploy them regularly, so they can skorch something after advancing first turn.

Killa Kan Reasonably durable and shooty, but needs lots of baby sitting: A Banner Nob to make them usefull in close combat and a Bik Mek with a KFF to make them survive. They also need a warboss or command-points to help with morale. Oh, and they don't benefit from 'Ere We Go.

Lootas Good damage output, but very squishy and needs to remain stationary. Use command points to re-roll their shots.

Battlewagon Ok with hard-top and a deff-rolla. They are expensive and most shooting options are not worth it for their points. Best transport for melee units with little shooting, but too expensive and too easy to kill by dedicated anti-tank.

Trukk Now half a battlewagon for half the price. Best transport for ranged units, but still too easy to kill and too expensive.

Warbuggies/trakks they are basically a couple bikers welded together resulting in a slight increase in durability. Rokkits make them too expensive, big shootas aren't actually great weapons. Can outflank.

Warbikers really fast, have good shooting, are quite durable vs small arms fire but fold like wet paper vs damage 2 or more weapons - most notably overcharged plasma. Since they get to strike first when charging their melee is now decent.

Morkanaut Like the Gorkanaut but with less damage output and a gun that fries itself.

Deffkopta The bomb is good, and the ability to assault things that are behind a screen can be game-winning and they appear almost anywhere on the board. On the downside they are expensive and squishy and do too little.

Bubble chukka Fun option that has the potential to be totally devastating or totally harmless. Most important value is number of shots, and then strength. Strength doesn't matter if you fail to hit, AP and damage don't matter if you fail to wound.

Zzap gun More unreliable version of the kannon, but could potentially do three mortal wounds and kill three marines or something. Not worth the extra 3 points over a kannon though, and KMK does it better.

MANz Kill too little due to hit modifier, too slow. They are hard to kill roadblocks, but not worth their points. Dual killsaws are superior to shooting options.

Blitza-Bommer Bombs are good at causing mortal wounds, perfect for squads of infantry but not that good against vehicles. Since CA more expensive than burna bommer without actually being better at anything relevant.

Deff dread Very good damage output, but the dread is very squishy and badly needs KFF protection. Too slow to reliably charge on turn two. They are useless for shooting.

Burnas Too expensive and to squishy. Both shooting and melee is inferior to regular boyz.

Wazbom Blastajet Instead of paying for a KFF that's never where you need it and a plane with guns that don't hit the broad side of a barn, bring another bommer.

Nob Bikers twice the price of a nob with ammo runt with little to show for it. Combined with all shooting options bein expensive as sin, not worth fielding.

Lobba Don't pay 26 points for a big shoota.

Smasha gun There is no reason to not get a KMK instead of this. Still better against fliers than tractor kannons.

Tractor kannon Strictly worse than regular kannon, even against flyers.

Gretchin Boyz or artillery can do anything better they can do. In some corner case you might want to spend 30 points on a unit to fill a detachment, but try to avoid that.

Runtherd Useless because grots are useless. Can be spammed for character shenanigans.

Mini mek He has a cool model, but he really has no purpose. Waste of points.

Flash Gitz Very expensive and very squishy. They badly need a transport but they also need to remain stationary.

Stompa Costs three times they points of a grokanaut with the shooting of one.

Der fnp vom grotsnik ist nicht mehr kommulativ, wurde im letzten FAQ ja abgeschafft
 
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Also im großen und ganzen ist die Liste nicht schlecht, hat aber auch keine großen Erkenntnisse.
Bei Lobba kann ich nicht zustimmen ohne LoS schießen zu können ist die Punkte schon wert (jeh nach Liste natürlich) und ich finde wenn man über den Morkanauten spricht muss man das KFF erwähnen.
 
Der fnp vom grotsnik ist nicht mehr kommulativ, wurde im letzten FAQ ja abgeschafft

Und er ist inzwischen 21 Punbkte teurer als der normale Painboy... der Gute hat leider nicht von der Preisanpassung der Krallä profitiert. Dafür ist er der einzige Painboy, dessen Effekt nicht auf [Clan] beschränkt ist und der z.B. Flash Gitz unterstützen kann.
 
Wieso sollten anderen nicht Flash gitz unterstützen können?Gibt momentan keinen Regel die verbietet dem normalen doc so wie allen anderen Einheiten den Klan x zu geben Ausnahme ist der sneakiest git 🙂 der ist blood axe

Muss die beim lobba zustimmen ich finde sie klasse. Grade dir range und keine line of sight ist hammer. Morkanaut kff wäre wichtig stimmt da du es grad mit dem auf einen riesen radius bekommst
 
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Naja, früher waren das Posaz, und die sind eigentlich immer Bad Moon gewesen. Jetzt sind das eben Freibeutas und dadurch haben sie keinen klassischen Clan.

Ausserdem haben doch alle möglichen Charaktere das Clan Keyword, oder? Zagstruk ist Goff, Ghazzy ist eigentlich Goff, Grotsnik ist Death Skull,...
 
Ist nur meine persönliche Meinung aber wer Gretchins + Runtherd untauglich findet hat die Einheiten noch nicht richtig eingesetzt.
2x 30 Gretchins + Runtherd laufen nicht davon, können extremst viel Fläche einnehmen, Schocktruppen abhalten und MZ besetzten. Wenn der Gegner dies unterbinden möchte ballert er auf 3-Punkte Modelle während die gefährlichen Ork-Einheiten anrücken.
 
Liegt wohl daran das das alles mit den abgezogenen gobbos der mek gunz die in fast jeder liste vertreten sind macht. Und die gobbos machen den job einfach besser da sie selten beschossen werden dürfen.
Generell finde ich gobbos mit runtherd au ziemlich praktisch aber solang ich mit mek gunz spiele überflüssig. Spielt man ohne mek gunz finde ich sie auch grandios
 
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Standard Gretchins sind ganz anders als die Kanonen Gretchins.
Die Kanonen Typen lungern irgendwo rum, blocken Wege und sind nur schlecht zu beschießen. Dadurch eignen sie sich perfekt zur Raumabdeckung hinter den eigenen Reihen. Wenn da was ankommt, ist es zu spät.

Die Standards mit Runtherd sind überall gut und haben Obsec. Die eignen sich also dafür die Front zu übernehmen. Moralimmune, billige Deppen. Operation Gretchin-Shield eben. Im Grunde eigentlich der perfekte Füller für unsere Battalione. Leider sind die restlichen Auswahlen so durchschnittlich und Ork boys gut, dass man eher die Typen hinten braucht.
Dazu kommt, wie gesagt wurde, das man eh Mek Guns spielen will