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Thread: Looking at starting an Ork Evil Sunz Army with AoBR models

  1. #1

    Looking at starting an Ork Evil Sunz Army with AoBR models

    Good afternoon all.

    I'm thinking about starting an Evil Sunz ork Army. I've always had a soft spot for the green skins, so am looking at ideas while I paint and finish my BA army.

    Thing is, I have no clue where to start on making this list, and with the way 6th Edition is rapidly closing in, is it even a good idea to start a new army at all until the rules come out?

    At the moment I have the AoBR ork models which I was thinking of using as a starting core and building on top of this, but would these models first of all fit into a reasonable Evil Sunz list, and if so, what should be looked at to expand on them? as many warbikes/deffkoptas/all things fast as possible??

    Any pointers here would be a great help.

  2. #2
    Librarian Weirdboy's Avatar
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    Re: Looking at starting an Ork Evil Sunz Army with AoBR models

    Even if 6th is due out this summer, I doubt an Ork codex is on the way soon so I would feel safe starting Orks right now. A couple of Black Reach sets and some Trukks would be a great start to an Evil Suns army.

  3. #3

    Re: Looking at starting an Ork Evil Sunz Army with AoBR models

    2 AoBR sets, or buying the Orks of Ebay would be a good place to start.

    If I remember correctly, you get
    20 slugga boyz
    10 Ork Nobz
    Warboss
    3 Koptaz

    The Koptaz are fast, tough, and have some rare (for orkz) ranged anti-tank

    If you have 2 sets I would
    Split the boys into 4 squads of 10, with a nob leading each. Try converting some power klaws out of bits of plastic and sprue. These can look surprisingly good!
    The remaining Nobz can be combined into a squad of 6 for now, again, you might try your hand at some converting here.
    One warboss becomes a warboss! Easy!
    The other warboss becomes a Big Mek. Chop off his fist (give it to a nob) and convert him up a force field generator. These will help keep your boyz, and future trukks alive!
    Koptaz become 2 squads of 3, or 3 squads of 2 koptaz.


    You have a basic core here that you can play with to get a feel for the orks, you can use BA rhinos as proxies for trukks if your cool with that kind of thing, or you can combine the 10 man squads into 20 man squads until you get some trukks. 10 orks running accross a field are going to get killed

    A buddy of mine buys 1 GW kit of each type of vehicle and then constructs similar sized copies with cardboard, plasticard and gubbins from bitz box. They save him a lot of money (but cost in time) and they look great and orky!

    2 or 3 trukks and a battle wagon or 2 would be a good place to start expanding.

  4. #4

    Re: Looking at starting an Ork Evil Sunz Army with AoBR models

    Thanks for the tips guys, it's been a great help!! I had a look through there codex earlier at my local store, and they do still seem like a really fun army. I perticularly like the look and rules for the shokk attack gun, knowing my dice rolls it will hardly ever work as its supposed to but that's just the orky nature for ya!!

    I will be picking some paints up this week, and will definitely be starting a Waagh!! Sometime in the next couple of weeks.

    Fluff wise, do evil sunz use a lot of killa kans/ deff dreads??

  5. #5

    Re: Looking at starting an Ork Evil Sunz Army with AoBR models

    Quote Originally Posted by Robbie_1984 View Post
    Thanks for the tips guys, it's been a great help!! I had a look through there codex earlier at my local store, and they do still seem like a really fun army. I perticularly like the look and rules for the shokk attack gun, knowing my dice rolls it will hardly ever work as its supposed to but that's just the orky nature for ya!!

    I will be picking some paints up this week, and will definitely be starting a Waagh!! Sometime in the next couple of weeks.

    Fluff wise, do evil sunz use a lot of killa kans/ deff dreads??
    Evil Suns are usually based around a very fast force, and dreads are quite slow, so from a purely fluff based viewpoint it would be rare. Having said that there's nothing stopping you from taking them anyway - you could say that they're carried along in a trukk off-field, then move on from their if anyone asks!

    Also, it's brilliant when you roll a double 6 for the Shokk Attack Gun!

    I pretty much agree with omegoku, though I'd definitely consider putting the boyz as two mobs of 20 to take advantage of mob rule. I'd also check out the Ork Taktika if I were you (it's long, though, so it's probably best asking rather than going through 140+ pages).
    Who needs a life when there are video games? (And Warhammer)

    Orks: 2000 points

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