A Heuristic Analysis of Trend-Maximal Orcinian Militant Formations With Regards to Non-Interactive Communication Behaviour was a huge battleship text-of-wall by Abuse Puppy that hit the Interwebz a few weeks ago. It was what made me decide to collect information on Orks. Now since this is well over the 2000 word marks it will be broken down into more readable parts...
So following on the heels of my last article, let's transition to something much, much more specific: Orks. Specifically, are Orks a good army? Do they have strong builds, and can they be said to be competitive in 5th Edition? There are some rather strong opinions on both sides of this- the Ork Defense Force articles as well as Stelek's article on the subject are both fairly well-written, if rather adamant in their respective positions. So why is there such a huge divide on the subject?
To find the answer, I'll point back to my previous article on levels of play (and in doing so explain why I had to write that article first, you see.) Orks are an amazing army in low-level play- their raw numbers are fantastic, easily trumping most other armies. Their fast transports, powerful hammer units, and easy learning curve mean that even a relatively new player can expect to do pretty okay with an Ork army; in truth, few of the units in their codex are genuinely bad, although as we'll explain later they all suffer from their own problems. In the context of a low-level player/game, however, Orks are a very strong army.
As the game shifts into mid-level play, Orks don't look quite so overwhelming. The preponderance of vehicles in the 5E metagame means that they have issues to deal with, albeit ones that are certainly handleable. Blocking, multi-charges, etc are all mid-level tactics that Orks can take good advantage of and a properly-constructed Ork army can offer up some difficult target priority choices. At this tier, Orks seem like a fairly balanced (in the sense of "fair," not in the sense of "balanced army") force to bring to the table.
In high-level play, however, is where the problems crop up. Orks have very poor redundancy in several key areas, most notably tank-killing and heavy infantry killing despite what the interwebz thinks. They do not have good strategic flexibility and cannot easily adapt to an opponent's plan in the same way that some other armies can they have way to much randomness for starters; furthermore, they have no good counters to many of the strong top-tier plays and units and are stuck looking to less-efficient answers, putting them at an innate disadvantage.
Note that this does not mean that Orks, as an army, take less skill to play (they don't) or reward a general less for being skilled at low- or mid-level play. Rather, they punish lack of skill less, primarily through their ability to soak casualties to little effect and to have multirole units that can perform several needed tasks. They are reasonably robust at these levels of play and can have their builds and playstyles taken in several different directions without losing any of the fundamental strengths of the army; to contrast, a "finesse" army like Tau or Eldar is heavily reliant on key strategic and tactical decisions and very specific builds and setups- without these, they simply collapse into a worthless pile of fragile, expensive units.
- Abuse Puppy in Why Orks Are Bad, Despite What the Internet Thinks
Next up is a look at anti-tank...
Ha! Don't forget to read the 90+ comments after that one and the SECOND article he got out of that and the 100+ comments spawned on that one.
ReplyDeleteI won't re-iterate what I stated there already, the comments should speak for themselves.
I was very tempted to throw in the counter-thoughts from the second article. But in the end I felt it was worth too much hassle.
ReplyDeleteThe comments really go to show how divided the online community is on the topic. Which is expected on the interwebz... either your with us or against us... the whole Black & White mentality.
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Honestly, I thought the debate was fine for the most part, only a few folks who just wouldn't participate in the discussion, just yelled.
ReplyDeleteI'm 100% convinced that the divide in opinion on Orks has to do with meta differences more than any other factor. Orks don't play MSU, they take a totally different mindset to make work. Combo that with group think and the human habit of believing something after hearing it enough times, and I think that explains Ork-hate.
I just think that the 3++ guys and Stelek and anyone else that thinks that Orks are bad are people who think "shoot first" and not "assault first". They just can't wrap their heads around how those type of forces work and it makes them blind to that contingency.
On the flipside; I'm completely at a loss for how they think Tau are competitive. But that's because the play style they require is just obtuse to me.
I know you don't count tournament victories as meaningful; but look at the number of golden tickets won by Orks compared to say: Space Marines or Tau (two armies touted as dominant) and the divide is obvious.
Watch Stelek's battle reports from 'Ard Boyz to get an understanding of how he wins with Tau. The lists he uses are different to the usual net lists seen on the forum.
ReplyDeleteOnce the workload at Universities dies down I will try and write something up that explains why tournament results are bad indicators of a relationship... things like player skill and the army lists are far more important then what the codex is being played.
For example, on the latest 11th Company Podcast, Dash of Pepper talks about how he has never lost a game with his Necrons. This doesn't prove that Necrons are good or that he is the greatest general. He even admits that isn't the case. It is because the local players are not much of a challenge to him.
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