Quote: (studderingdave @ 06 Jan. 2009, 20:15 )
how do you run orks neal? im eager to learn different strategies for them in epic.
I favor relatively shooty Bad Moon style of army.  My old 2700 point tourney list was something like:
Warband in 3 Battlewagons and 2 Flakwagons (Warboss)
Big Warband
Uge Gunzmob with 2 Nobz and 2 Soopagunz (BTS goal)
Warband + 2 Boyz/grots (Landa)
Landa
Big KoS
Big Blitz w/ 2 Zzaps (4 Flakwagons, 2 Gunwagons, 2 Zzapwagons)
6 Fightabommas
The Big Warband and the Gunzmob would garrison just far enough forward that they could be hit if the enemy was willing to risk over-extending.  They formed a pretty wide front and would slowly grind forward.  The fast stuff would "swing" off that base.  This could be set up as a hammer and anvil with the fast stuff being the hammer to the infantry anvil.  It could be set up as a denied flank with the KoS on the weak side and the mech Warband on the strong side.  Or it could be set up as a classic pincer with slow stuff in the middle and the fast stuff enveloping from each side.  The Blitz w/ Zzaps was usually kept centered and exposed as little as possible to just barely track LoS to the enemy's big stuff.
Normally, the setup was something like:
-------Gunz------Warband--------
----Warboss--Blitz-----------KoS
The Landa could either do a heavy strike or it could be used to fill in as needed.  By choice of placement, the Landa and Warband could easily convert that deployment to any of the basic strats I named above.
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A few general things for combined-arms army lists.  Infantry waves work a bit differently, as noted above.
Orks are an attrition army.  You
will get chewed up crossing the board so get used to the idea, don't get discouraged and press on.  Orks are nasty once they get in close.  Being overly cautious will cause you to lose momentum.  Just don't waste troops.
Targets of Opportunity.  Orks are an attrition force (notice that's come up twice now?).  It's okay to take risks to do damage to the enemy.  It's okay to risk being out of cover or opening up holes in your battle line if it means you can take the fight to the enemy.  Swap units freely, as you have more and they become more dangerous the closer you get.  Basically, you'll want to take 2 and a half turns doing as much damage to the enemy as possible and the second half of Turn 3 worrying about objectives if you need to.
"Alleys" for infantry cover.  Try to pick deployment that provides a path of infantry cover across the board.  You want to be able to hop from cover to cover with each move, so 25-30cm apart is ideal.  Closer is necessary for the slower Gunz.
Landas.  Don't be in a rush to assault.  Landas are great air support, especially against infantry.  Also, you want to pick your eventual air assault location carefully.  Those boyz will have limited mobility once on the ground so make sure they can get someplace useful.  It's okay to spend a turn with a loaded Landa just strafing the enemy.  They are pretty tough and can take a reasonable amount of AA fire without being in grave danger.  OTOH, don't be afraid to sacrifice them (again, attrition force - 3rd mention) if you can hit a high priority or juicy target.  Just make sure it's worth it.
Fightabommas.  In larger groups these can brave flak and still hit a target.  I generally build a formation up to at least 6 before starting a second formation.  If I'm going air-heavy, I'll do a formation of 9 because it can drive through a huge amount of flak and still be nasty and a formation of 3 for activations and picking off lightly protected targets.  Due to expense, you should probably be a bit more careful with these but as with all things Ork it's sometimes worth it to sacrifice them to do damage.
Oddboyz.  Oddboyz are a massive boost to firepower.  ANY Ork formation that intends to be shooty at any point in the game should take them.  These are one of the few things you are concerned with protecting.
Grots.  Grots are made for assaults; think of them as expendable assault-boosters.  I used to keep them in front all the time, but nobz help remove so many BMs it's often not worth it to let the grots take the hits from long-range fire.  Grots should be close to the front so they can charge/countercharge forward during assaults, but it's probably best to keep a few boyz out front to take hits from shooting.  It can be worth it, but consider carefully whether to use them outside of assaults.
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Edit: Also, if you like Bad Moonz style stuff, I wrote an article for Fanatic on how to build a Bad Moonz army. It had notes on how to make a shooty ork army (especially Big Gunz formations) work.