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Tactica Orks



Tactica: Orks dirithtai.
       Rokkits 'gainst da Beakiez GrogsnotPowwabomba (2/25/2002 11:08). 
           RE: Rokkits 'gainst da Beakiez Trio (2/25/2002 20:40). 
               RE: RE: Rokkits 'gainst da Beakiez drillboss (3/16/2002 13:53). 
       How to think like an Orc bluedevil (2/25/2002 22:39). 
       RE: Tactica: Orks lmuniz (2/26/2002 0:08). 
       kultists keep your dreads timchanzee (2/26/2002 2:49). 
           Taktika Orks Brashnog (2/26/2002 5:25). 
           You stupid Gitz! GrogsnotPowwabomba (2/26/2002 9:24). 
           RE: kultists keep your dreads bussellca (2/28/2002 16:57). 
               But.... GrogsnotPowwabomba (2/28/2002 17:06). 
                   RE: But.... timchanzee (3/1/2002 3:53). 
       Grots GrogsnotPowwabomba (2/26/2002 9:40). 
           RE: Grots ironork (2/26/2002 17:32). 
           Bad Luck With Grots absolutfreak (2/27/2002 9:11). 
               Living Shield rule is confusing GrogsnotPowwabomba (2/27/2002 9:29). 
                   HA HA! absolutfreak (2/27/2002 9:42). 
                       Wait a second..... absolutfreak (2/27/2002 9:44). 
                           Friendly units don't block LOS WarbossGazdrak (2/27/2002 9:50). 
                           RE: Wait a second..... krooot (2/27/2002 22:29). 
                       All models block LOS GrogsnotPowwabomba (2/27/2002 10:02). 
                           for enemies (NT) GrogsnotPowwabomba (2/27/2002 10:08). 
               RE: Bad Luck With Grots GrogsnotPowwabomba (2/27/2002 9:33). 
                   Fun Grot Stories thelankyone (2/27/2002 16:11). 
               Ok, so to summarize blkdymnd (2/27/2002 14:00). 
                   No, here is how it works GrogsnotPowwabomba (2/27/2002 15:39). 
       RE: Tactica: Orks rotor (2/26/2002 9:47). 
           RE: RE: Tactica: Orks bluedevil (2/26/2002 10:35). 
           Stormboyz GrogsnotPowwabomba (2/26/2002 11:13). 
           RE: RE: Tactica: Orks ironork (2/26/2002 17:29). 
           RE: RE: Tactica: Orks Stormrider (2/26/2002 18:05). 
           Blocking Stormboyz w/ Trukks thelankyone (2/27/2002 16:46). 
           RE: RE: I Disagree SlagnobDaGrusome (3/7/2002 10:22). 
       Tactica: Feral Orks?? blkdymnd (2/26/2002 15:14). 
           C'mon, Feral Orks thelankyone (2/27/2002 16:50). 
               RE: C'mon, Feral Orks blkdymnd (2/28/2002 0:43). 
           RE: Tactica: Feral Orks?? blackbone (3/4/2002 14:42). 
       Ork firepower benij (2/26/2002 15:39). 
           DAKKA DAKKA!! GrogsnotPowwabomba (2/26/2002 16:00). 
           Dakka, dakka, BOOOOM! WarbossGazdrak (2/27/2002 9:30). 
           Flash Gitz on a Wagon thelankyone (2/27/2002 16:59). 
               RE: Flash Gitz on a Wagon number9 (3/1/2002 10:30). 
                   Good call (nt) (NT) thelankyone (3/1/2002 12:10). 
                   IT'S YOU! thelankyone (3/1/2002 12:11). 
                       RE: IT'S YOU! number9 (3/8/2002 14:42). 
                           Ork Clans thelankyone (3/11/2002 22:09). 
                               Index: Orkoid GrogsnotPowwabomba (3/12/2002 8:40). 
       city fight orks megaorc (2/26/2002 17:36). 
       My flurry of questions to keep this thread going thelankyone (2/27/2002 15:45). 
           RE: My flurry of questions to keep this thread going javaguru (2/27/2002 16:16). 
           My thoughts on this GrogsnotPowwabomba (2/27/2002 16:29). 
               RE: My thoughts on this Stormrider (2/27/2002 16:51). 
                   RE: RE: My thoughts on this GrogsnotPowwabomba (2/27/2002 17:03). 
           RE: My flurry of questions to keep this thread going Stormrider (2/27/2002 16:31). 
           RE: My flurry of questions to keep this thread going cloudstone (3/1/2002 13:31). 
       Lootas WarlordGarslob (2/27/2002 16:15). 
           Modelling Snipers and Shotguns GrogsnotPowwabomba (2/27/2002 16:32). 
               RE: Modelling Snipers and Shotguns thelankyone (2/27/2002 17:15). 
               Sniper rifles BlakkMadArrgarrd (2/27/2002 21:39). 
                   RE: Sniper rifles GrogsnotPowwabomba (2/27/2002 22:48). 
                       Looted tau weaponry BlakkMadArrgarrd (2/28/2002 19:29). 
                           RE: Looted tau weaponry GrogsnotPowwabomba (3/1/2002 9:15). 
                               RE: RE: Looted tau weaponry BlakkMadArrgarrd (3/1/2002 12:49). 
                                   Optional Rules vs Official Rules GrogsnotPowwabomba (3/1/2002 12:56). 
                                       Well... BlakkMadArrgarrd (3/1/2002 19:11). 
       Comments from Warlord Arrgarrd BlakkMadArrgarrd (2/27/2002 16:55). 
           RE: Comments from Warlord Arrgarrd blkdymnd (2/28/2002 0:53). 
       bumps for the bump god BloodAngelBrotherEdward (2/28/2002 7:22). 
           =) GrogsnotPowwabomba (2/28/2002 9:12). 
       The final word on the grots absolutfreak (2/28/2002 8:14). 
           Right GrogsnotPowwabomba (2/28/2002 9:12). 
       Kommandos GrogsnotPowwabomba (2/28/2002 9:14). 
           RE: Kommandos ironork (2/28/2002 13:22). 
           Kommandos= Excellent unit. BlakkMadArrgarrd (2/28/2002 19:36). 
           RE: Kommandos SlagnobDaGrusome (3/8/2002 14:03). 
       RE: Tactica: Orks megaorc (2/28/2002 21:00). 
           RE: RE: Tactica: Orks Lordof (2/28/2002 21:14). 
               RE: RE: RE: Tactica: Orks javaguru (3/1/2002 9:06). 
                   Problems with looting Tau thelankyone (3/1/2002 12:17). 
                       RE: Problems with looting Tau GrogsnotPowwabomba (3/1/2002 12:57). 
                       Yep BlakkMadArrgarrd (3/3/2002 14:23). 
       Speed Freek Vehicle Upgrades absolutfreak (3/1/2002 8:30). 
           Unfortunately, no GrogsnotPowwabomba (3/1/2002 9:16). 
           RE: Speed Freek Vehicle Upgrades thelankyone (3/1/2002 12:07). 
               hmmm.. GrogsnotPowwabomba (3/1/2002 12:13). 
                   Someone call a roolzboy (nt) (NT) thelankyone (3/1/2002 12:19). 
               RE: RE: Speed Freek Vehicle Upgrades javaguru (3/1/2002 12:51). 
           The real truth. BlakkMadArrgarrd (3/1/2002 12:54). 
       'Ere we bump, 'ere we bump, 'ere we bump... (NT) thelankyone (3/3/2002 13:58). 
       Flash Gitz BlakkMadArrgarrd (3/3/2002 21:12). 
           RE: Flash Gitz thelankyone (3/4/2002 8:54). 
               RE: RE: Flash Gitz bluedevil (3/4/2002 11:02). 
                   Why would you want to? GrogsnotPowwabomba (3/4/2002 13:47). 
       Loota 1's absolutfreak (3/4/2002 11:03). 
           RE: Loota 1's GrogsnotPowwabomba (3/4/2002 13:45). 
           Good question... BlakkMadArrgarrd (3/5/2002 20:42). 
       Kustom Jobz GrogsnotPowwabomba (3/4/2002 13:42). 
           That's right, but... BlakkMadArrgarrd (3/5/2002 20:37). 
               Da Soopa Gatt and Blastas in general GrogsnotPowwabomba (3/6/2002 10:15). 
           RE: Kustom Jobz SlagnobDaGrusome (3/15/2002 16:54). 
       Army Lists thelankyone (3/4/2002 21:21). 
           RE: Army Lists GrogsnotPowwabomba (3/5/2002 9:36). 
               RE: RE: Army Lists thelankyone (3/5/2002 10:36). 
           Skull Huntas Army list ready to battle!!! BlakkMadArrgarrd (3/5/2002 20:59). 
               RE: Skull Huntas Army list ready to battle!!! thelankyone (3/6/2002 9:35). 
               If I'm not mistaken..... absolutfreak (3/6/2002 9:44). 
       Tella Porta Boyz shogo (3/5/2002 20:49). 
           Armageddon website absolutfreak (3/6/2002 9:41). 
       Modular Land Raider/Battlewagon thelankyone (3/6/2002 18:49). 
           RE: Modular Land Raider/Battlewagon GrogsnotPowwabomba (3/7/2002 9:35). 
               RE: RE: Modular Land Raider/Battlewagon thelankyone (3/7/2002 11:10). 
                   Battlewagons rock! ronzoni (3/11/2002 11:57). 
                       RE: Battlewagons rock! SlagnobDaGrusome (3/15/2002 17:06). 
       Ork Dreadnoughts and Armor Plates absolutfreak (3/7/2002 9:56). 
           Armor plates on the fly GrogsnotPowwabomba (3/7/2002 10:00). 
               Smooth idea. I should try that... (NT) thelankyone (3/7/2002 11:11). 
                   Yeah GrogsnotPowwabomba (3/7/2002 11:31). 
                       My armour plates BlakkMadArrgarrd (3/7/2002 20:48). 
                           RE: My armour plates GrogsnotPowwabomba (3/8/2002 9:25). 
       ork combo emetib (3/7/2002 20:58). 
       Bump, bump i say! novakane (3/8/2002 1:09). 
       Why does everyone pick on shoota boyz? absolutfreak (3/11/2002 11:33). 
           RE: Why does everyone pick on shoota boyz? javaguru (3/11/2002 12:01). 
           No clue. They are awesome GrogsnotPowwabomba (3/11/2002 13:28). 
           reasons why i don't like shoota boyz. BlakkMadArrgarrd (3/11/2002 18:29). 
               RE: reasons why i don't like shoota boyz. thelankyone (3/11/2002 21:51). 
               Have you ever used them? (NT) GrogsnotPowwabomba (3/12/2002 8:44). 
                   Nope (NT) thelankyone (3/15/2002 14:37). 
                       LOL! Then you are in no position to judge them! (NT) GrogsnotPowwabomba
 (3/15/2002 15:03). 
                           RE: LOL! Then you are in no position to judge them! (NT) SlagnobDaGrusome
 (3/15/2002 17:10). 
               Below post... thelankyone (3/16/2002 9:35). 
           My beloved shoota boyz CourtesyGrot (3/12/2002 0:06). 
               Dead on! =) GrogsnotPowwabomba (3/12/2002 8:41). 
               RE: My beloved shoota boyz cloudstone (3/12/2002 10:06). 
       RE: Tactica: Orks DomesticOrk (3/11/2002 12:26). 
           RE: RE: Tactica: Orks thelankyone (3/11/2002 22:25). 
               RE: RE: RE: Tactica: Orks DomesticOrk (3/15/2002 14:56). 
           Excellent site GrogsnotPowwabomba (3/15/2002 16:07). 
       looted Crusader? WarlordAzgrim (3/12/2002 0:33). 
           Officially, no. absolutfreak (3/12/2002 8:54). 
       Wheee.... nobz with burnas! thelankyone (3/15/2002 14:47). 
           No way GrogsnotPowwabomba (3/15/2002 16:01). 
           RE: you can't do that SlagnobDaGrusome (3/15/2002 17:38). 
               RE: RE: you can't do that thelankyone (3/16/2002 9:47). 
                   RE: RE: RE: you can't do that SlagnobDaGrusome (3/16/2002 15:46). 
           lol worth a try (NT) thelankyone (3/16/2002 9:17). 
           Ferals can.... absolutfreak (3/17/2002 9:38). 
       RE: Tactica: Orks DaveUK (3/15/2002 15:10). 
       are grots w/ kffs good shields? DWAthbanika (3/15/2002 16:14). 
           Yep; my army list thelankyone (3/16/2002 9:31). 
       Moving a russ? Heehee, more cheese thelankyone (3/16/2002 9:46). 
 
 

  Tactica: Orks . (150 Replies). dirithtai[]. 2/25/2002 11:06 (3/17/2002 9:38) 
 This post should serve Two purposes:
 1. Ork players can come here, post ideas about how units ought to be used, new ways to use
 them, and their general method of play on a table. 

 2.Non-ork players can come here to find out how da boyz think and fight, aiding their games
 against them

 Things I would prefer not to see:
 1. army lists, these can be posted separately, though basic advice on army selection is
 welcome

 2. X unit sucks, needs to be changed, is b*%$#y or C%&?@y. I would ask that if one of
 these posts shows up, all serious contributers just ignore it and not respond, it only encourages
 similar posts.

 3. Flaming of any kind, 

 4. suggestions for new rules, we don't make the universe, we only try to play in it, keep it on
 the Dev board

 5. Ideas for ways to stretch or bend the rules, 
 Reply 
 Back To Thread Navigation 
 
 

       Rokkits 'gainst da Beakiez . (2 Replies). GrogsnotPowwabomba[]. 2/25/2002 11:08 (3/16/2002 13:53) 
 If uuz ladz is fightin' da Marine boyz den uuz should use da rokkits, kuz dey blast right thru da
 marine boyz arma.

 Basically, Rokkits are the best special weapon against marines, with burnas being a very close
 second. Leave the Big Shootas at home vs the Marines. 
 Reply 
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           RE: Rokkits 'gainst da Beakiez . (1 Replies). Trio[]. 2/25/2002 20:40 (3/16/2002 13:53) 
 >> If uuz ladz is fightin' da Marine boyz den uuz should use da rokkits, kuz dey blast right thru
 da marine boyz arma.
 >> 
 >> Basically, Rokkits are the best special weapon against marines, with burnas being a very
 close second. Leave the Big Shootas at home vs the Marines.

 And as a counter to his start for marines...
 When fighting low save armies (Dark Eldar, Orks :( Imperial guard) max out on big shootas
 and less rokkit launchas. The more shots you can get at low save armies the better off you will
 be. 1 hit from a big shoota will do the same thing as 1 hit from a R launcha against a dark
 eldar. 
 Reply 
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               RE: RE: Rokkits 'gainst da Beakiez . (0 Replies). drillboss[]. 3/16/2002 13:53 (3/16/2002 13:53) 
 Personaly I prefer da burna. Espescially on trukka boyz and amongst da speedfreaks. Ya
 can't beat the smell of burning dreadnoughts in the morning. And ofcourse the "works as a
 power weapon" in close combat doesn't hurt (you atleast).
 Dere is also no need to roll to hit with this weapon something i find endlessly usefull when
 combating any kind of foe and having only 2 in BS. The only thing The burna is bad on is the
 panzee (the "W" word).

 Drillboss

 Reply 
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       How to think like an Orc . (0 Replies). bluedevil[]. 2/25/2002 22:39 (2/25/2002 22:39) 
 There are no end all solutions to how to win with orks. You should have a different army
 composition depending on what type of army you are playing, what time of army is it
 (Assault/Shooty), your opponent (if you know what he likes to do) and of course the mission.
 Plus, add in the ork's ability to increase the chances of luck to play a big part in the game
 (guns blowing up and such), there is absolutely no way to have a army that is
 unbeatable(though at times, you can have an extremly convincing win). Which is true of any
 army. 

 As everyone knows Orc strenghts are HTH combat and numbers. 
 As everyone also knows Orc weaknesses are shooting and saves.

 Other strengths that are extremely important to exploit are the cheap vehicles. They are
 extremely easy to kill, but you can get a lot!!! Take advantage of the speed of the trukks 24"
 move!!.. that saves you 4 whole turns of slogging it across the board on feet. 
 Adding custom forcefields to your mekboyz and you can compensate for one of the orks
 strenghts.. saves. By moving your boyz fast and protecting by cover and forcefields, you limit
 their weakness.

 To limit their lack of aim.. get guns that are twinlinked (55% chance of hitting) or burnas, or
 lots of big shootas/rokkit launchas. Law of averages is on an orcs side. 

 Each troop selection should have a specific objective even before deployment. Some troops
 are cannon fodder. If an opposing player sees a wartrukk speeding at them with a warboss
 and his retinue, of course he's going to unload everything he has into it. But you know that's
 going to happen so accept it and have a flanking maneuver with 2 other trukks of boyz that
 won't be shot at. 

 The best thing about imperial guard armies (IMHO) are tanks.. which is the best thing about
 ork armies!! Looted Tanks, especially ones with guess weapons (no more BS of 2!!!, unless
 of course you can't estimate distances well, then you could have a BS even less than 1..but
 don't sweat.. that means you are a true ork!!) 

 Also don't be afraid to just sit back and wait for the opposing army to come to you. If its a
 space marine army with a lot of tactical squads, and not too many heavy weapons. Try to hide
 from the lascannons and missle launchers and make them make the first move. Most people
 are impatient and will either move up their bike squads or landspeeds squads ahead of the
 troops. Once they are in range.. attack the isolated squad with everything you have.

 Oops.. gotta go, may post more later. 
 Reply 
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       RE: Tactica: Orks . (0 Replies). lmuniz[]. 2/26/2002 0:08 (2/26/2002 0:08) 
 

 Wazzaboss Volmax approached the circle of visiting nobz from the army of Waaghlord
 Blamgarr the fuzzy.

 He cracked his knuckles and shifted in he megaarmor as it itched and he was reluctant to
 scratch with his powerclaw.

 "Okays youz zoggers listen up and maybees yas will learn sumtin."

 "Weez iz Da Kult o Speed"

 "Weez goes fast n' kills fast"

 "For the boyz what deserve it they gets to ride wit me in my persunal Battlewagon...my nobz"

 "Theys iz equiped wit eavy armor, bionik bonces,and cybork bodies"

 "dat means 3+save n 5+ invulneabull....whateva dat means"

 "also I got me a mek wit a orky field genera...genor...thingy"
 

 "My Battlewagon has gots a zzap gun, two twin rokkit launchas, and lots o big shootas fer da
 boyz."

 "A Big Mek also travls wit me...so he can keep da vroom vrooms frum fallin apart."

 "Hes gots a retnuu uv five mekboyz..one wits a field thingy, one wits a burna..and all av gots
 three oilr grotz n tools."

 "They all travel in theys own Battlewagon"

 "I likes battlewagons"

 "Then theyz iz the burna boyz wit dere own mek and iz orky field"

 "dey travulls in a trukk wit a rokit launcha and scares da eck outa most vehicles and dreads"

 "Ard boyz is good versus enemys wit sucky ap weapons"

 "Skarboyz is good gainst high str attacks"

 "Trukk boyz iz betta wit sluggas n choppas as dey will gets in close in a couple o rnds
 anyways"

 "Twenty stormboyz is good...real good...n scary leadin da wayz...givm all sluggas n
 choppas...n a nob dats gots a kustom slugga n a bionik arm."

 "Get bikes as troops n gives em a nob wit a powrclaw"

 "Guntrukks r good in groups o tree wit zzap gunz"

 "all da vehikulls must av grot riggas,red paint jobz,armored plates,turbo boostas, n dids I
 meshun armored plates?"

 "Neva gets a looted vehicle dat kant shoot n move at the same time"

 "da only benefits ov da orky hellocoppers is dat yous can av another mek wits a field"

 "da more fields da better."

 "bikes also gives a save to all dose behind them."

 "Keep movin"

 "donts bites off more n you kan chew"

 "dats it for know..."

 "All dose interested in ridin wit me n da boyz....da line forms at da left"
 
 
 
 
 
 

 Reply 
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       kultists keep your dreads . (5 Replies). timchanzee[]. 2/26/2002 2:49 (3/1/2002 3:53) 
 As a speed freek player, I have found that I am at an enormous disadvantage playing city fight
 game. So I decided that when I play city fight scenarious, I would use a dreadnought, put
 aside the trukks for a while and play codex orks. Good idea or no? It's great that there's
 cover for my trukks to hide in, but the only problem is that they don't really move...

 -Tim 
 Reply 
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           Taktika Orks . (0 Replies). Brashnog[Waaaagh!]. 2/26/2002 5:25 (2/26/2002 5:25) 
 Always, always, always use slugga boyz over shootas...
 i found out the hard way that unless you're trying to hold an objective (rescue, etc.) then
 slugga boyz fire the same distance at the same strength and AP as shootaz anyway, because
 they move...
 SO
 use slugga boyz, you get the extra attack + you carve through those stupid terminators (which
 by the way have weird looking heads) like a warm knife through squig...

 A few orky mantras.
 1. The Zzap is your friend.
 2. Three attack squigs, a bionik arm, a choppa and a big shoota on a warboss are all your
 friends.
 3. Always. Use. Kanz. Over. Dreadnoughts.
 4. lots & lots & lots of field generators (i think someone already said this) ;)

 5. Always be happy, even when you lose, because you can rest easy in the fact that you just
 killed lotsa stupid zoggers. 

 and always remmeber

 BUST SOME HEDS!
 Warboss Brashnog Hedbusta 
 Reply 
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           You stupid Gitz! . (0 Replies). GrogsnotPowwabomba[]. 2/26/2002 9:24 (2/26/2002 9:24) 
 >> As a speed freek player, I have found that I am at an enormous disadvantage playing city
 fight game. So I decided that when I play city fight scenarious, I would use a dreadnought, put
 aside the trukks for a while and play codex orks. Good idea or no? It's great that there's
 cover for my trukks to hide in, but the only problem is that they don't really move...
 >> 
 >> -Tim
 

 Yeah, den maybe ya stupid speed freak gitz'll learn how ta fight like real orkses! See how uuz
 iz jest ridin' 'round in ya truks and not really fightin' too much!

 Goffs like me an my ladz'll really make some 'eadz roll!

 Basically, yes you should not play Speed Freaks in CityFight. Period. Just make huge mobz of
 slugga boyz and killa kanz and you are golden. 
 Reply 
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           RE: kultists keep your dreads . (2 Replies). bussellca[]. 2/28/2002 16:57 (3/1/2002 3:53) 
 Hmm... How would you best use the speed freaks to your advantage in a cityfight game?
 Now, it's true they don't zoom quite like they should, but bikes still have twin-linked big
 shootas. Do not forget that. They can still blast through lots of stuff right quick. And they still
 give cover saves

 Also, don't forget the battlewagons. If you work it right, you can have up to six in a speed
 freak army (2 HQ, 3 Elite, 1 Heavy). Try not upgrading the weapons, and giving them 3
 twin-linked rokkit-launchas. Also, Try Guntrukks with Lobbas. That should help with troops
 in cover above 8". 

 In addition, remember that Grabber Klaws, etc can be fitted to vehicles to attack and destroy
 scenery and immobile vehicles. 

 Since mobs of boyz are always good, sink some teeth into Stormboyz, Skarboyz, and
 Hardboyz. Stormboyz in particular can reach places where other boyz can't, making them
 ideal for assualting into buildings. 

 A Stormboy Nob with a PowerKlaw, Bionic Bonce, and Heavy Armour is better than a
 Dread anyway. He can close in faster, deliver more attacks, and will still instant-kill most living
 creatures. 

 Remember, just because you are fast doesn't mean you have to always be moving. 

 >> As a speed freek player, I have found that I am at an enormous disadvantage playing city
 fight game. So I decided that when I play city fight scenarious, I would use a dreadnought, put
 aside the trukks for a while and play codex orks. Good idea or no? It's great that there's
 cover for my trukks to hide in, but the only problem is that they don't really move...
 >> 
 >> -Tim 
 Reply 
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               But.... . (1 Replies). GrogsnotPowwabomba[]. 2/28/2002 17:06 (3/1/2002 3:53) 
 >> Hmm... How would you best use the speed freaks to your advantage in a cityfight game?
 Now, it's true they don't zoom quite like they should, but bikes still have twin-linked big
 shootas. Do not forget that. They can still blast through lots of stuff right quick. And they still
 give cover saves
 >> 
 >> Also, don't forget the battlewagons. If you work it right, you can have up to six in a speed
 freak army (2 HQ, 3 Elite, 1 Heavy). Try not upgrading the weapons, and giving them 3
 twin-linked rokkit-launchas. Also, Try Guntrukks with Lobbas. That should help with troops
 in cover above 8". 
 >> 
 >> In addition, remember that Grabber Klaws, etc can be fitted to vehicles to attack and
 destroy scenery and immobile vehicles. 
 >> 
 >> Since mobs of boyz are always good, sink some teeth into Stormboyz, Skarboyz, and
 Hardboyz. Stormboyz in particular can reach places where other boyz can't, making them
 ideal for assualting into buildings. 
 >> 
 >> A Stormboy Nob with a PowerKlaw, Bionic Bonce, and Heavy Armour is better than a
 Dread anyway. He can close in faster, deliver more attacks, and will still instant-kill most living
 creatures. 
 >> 
 >> Remember, just because you are fast doesn't mean you have to always be moving. 
 >> 

 The main advantage of Speed Freaks is there...uh...speed.

 So what is the point of playing a Speed Freak army in CityFight, especially when a normal
 Ork army is infinately better for the situation? Just leave your wheels at home and make a
 normal army.

 I am still of the opinion that Vanilla Orks are THE best CityFighters. This is almost completely
 because of large mobz of slugga boyz and the 6" inch assault rule. Barring Dreads and
 Wraithlords, I cannot think of anything that a large slugga boy mob could not kill in hand to
 hand.

 So basically I think playing Speed Freaks in CityFight is rather dumb unless you have no
 choice or are looking for a SERIOUS challenge. 
 Reply 
 Back To Thread Navigation 
 
 

                   RE: But.... . (0 Replies). timchanzee[]. 3/1/2002 3:53 (3/1/2002 3:53) 
 Oh yeah I totally agree with you. Orks in Cityfight can't be stopped. There is no point to
 playing speed freeks unless you feel like loosing.

 -Tim
 

 >> >> Hmm... How would you best use the speed freaks to your advantage in a cityfight
 game? Now, it's true they don't zoom quite like they should, but bikes still have twin-linked
 big shootas. Do not forget that. They can still blast through lots of stuff right quick. And they
 still give cover saves
 >> >> 
 >> >> Also, don't forget the battlewagons. If you work it right, you can have up to six in a
 speed freak army (2 HQ, 3 Elite, 1 Heavy). Try not upgrading the weapons, and giving them
 3 twin-linked rokkit-launchas. Also, Try Guntrukks with Lobbas. That should help with
 troops in cover above 8". 
 >> >> 
 >> >> In addition, remember that Grabber Klaws, etc can be fitted to vehicles to attack and
 destroy scenery and immobile vehicles. 
 >> >> 
 >> >> Since mobs of boyz are always good, sink some teeth into Stormboyz, Skarboyz, and
 Hardboyz. Stormboyz in particular can reach places where other boyz can't, making them
 ideal for assualting into buildings. 
 >> >> 
 >> >> A Stormboy Nob with a PowerKlaw, Bionic Bonce, and Heavy Armour is better than
 a Dread anyway. He can close in faster, deliver more attacks, and will still instant-kill most
 living creatures. 
 >> >> 
 >> >> Remember, just because you are fast doesn't mean you have to always be moving. 
 >> >> 
 >> 
 >> The main advantage of Speed Freaks is there...uh...speed.
 >> 
 >> So what is the point of playing a Speed Freak army in CityFight, especially when a normal
 Ork army is infinately better for the situation? Just leave your wheels at home and make a
 normal army.
 >> 
 >> I am still of the opinion that Vanilla Orks are THE best CityFighters. This is almost
 completely because of large mobz of slugga boyz and the 6" inch assault rule. Barring Dreads
 and Wraithlords, I cannot think of anything that a large slugga boy mob could not kill in hand
 to hand.
 >> 
 >> So basically I think playing Speed Freaks in CityFight is rather dumb unless you have no
 choice or are looking for a SERIOUS challenge. 
 Reply 
 Back To Thread Navigation 
 
 

       Grots . (13 Replies). GrogsnotPowwabomba[]. 2/26/2002 9:40 (2/27/2002 22:29) 
 If yer boyz iz gettin' shot up while dey tryin' to get ta close combat, den you an yo boyz need
 a grot shield.

 Grot shields're easy kuz all you need is ta round up some stupid gitz. Deyz so dumb that you
 can sometimes trick 'em by tellin' 'em that they can get some stuntie slaves or somempin.
 Howeva ya do it, make sure ya get maybe 30 or so ('an don't forget the Slaver and
 Squiqhound, kuz 'dem Gitz is really weedy) an' line 'em up right in front of your boyz. Make
 'em base to base so that there are no gaps and the grotz die first. Datz 32 wounds your
 opponent needs ta get thru before he can hurt your boyz.

 Even if da gitz ain't in base to base no more and dey have gaps, your boyz still can use dose
 stupid gitz for cover, getting 5+ cover save.

 Also, if your boyz run into some kinda really 'ard guy to fight and they don't wanna fight 'im,
 just make da grotz fight 'im. 'e'll have like 25 grots to stomp 'fore he can do anyting else. Dis is
 good for da big cockroach tingies and da Pansie walkers. Dose pansie walkers is REALLY
 tough!

 30 Gretchin with Slaver, Squiqhound, and Slugga comes in at a cool 105 points. Simply
 marvelous 
 Reply 
 Back To Thread Navigation 
 
 

           RE: Grots . (0 Replies). ironork[]. 2/26/2002 17:32 (2/26/2002 17:32) 
 I don't disagree with using grots, but just remember that they, unlike orks, can be pinned. This
 can either trap your boyz or force them to move around the grots. If you put grots in front, just
 make sure that if they are pinned, you can get around them easily.

 ironork 
 Reply 
 Back To Thread Navigation 
 
 

           Bad Luck With Grots . (11 Replies). absolutfreak[absolutfreak80@hotmail.com]. 2/27/2002 9:11
 (2/27/2002 22:29) 
 Does anyone else have terrible luck with their grots? I was taking on my arch-enemy Dark
 Angels friend. During the games, he proceded to turn my boyz into swiss cheese as the grots
 laughed at them. I made about 2 saves for the living shield and failed about 20. The grots kept
 laughing until they finally got hit by a heavy flamer. 
 Reply 
 Back To Thread Navigation 
 
 

               Living Shield rule is confusing . (6 Replies). GrogsnotPowwabomba[]. 2/27/2002 9:29
 (2/27/2002 22:29) 
 >> Does anyone else have terrible luck with their grots? I was taking on my arch-enemy Dark
 Angels friend. During the games, he proceded to turn my boyz into swiss cheese as the grots
 laughed at them. I made about 2 saves for the living shield and failed about 20. The grots kept
 laughing until they finally got hit by a heavy flamer.

 If you line the Grots up base to base, and put the Orks behind them then your Orks cannot be
 targeted because models block line of site. The cover save is only taken if their are gaps in this
 shield that your opponent can see thru. Normally your unit could then be targeted, but
 because of the living shield rule, you are still entitled to a 5+ cover save using the grots.

 So basically if you make a solid line of Grots, the Orks behind them cannot be shot until their
 are holes in that line.

 This is a common mistake that I made initially as well, and I still get into arguments from time
 to time with people where I play about it, but I am confident that I am correct. 

 Did what I say make sense? 
 Reply 
 Back To Thread Navigation 
 
 

                   HA HA! . (5 Replies). absolutfreak[absolutfreak80@hotmail.com]. 2/27/2002 9:42 (2/27/2002
 22:29) 
 Well, now that I know that, I'm going to be adding quite a few more grots to my army. Since I
 have a good old fashioned goff footslogger army, usually not much of it makes it to the enemy
 alive. So grots really block line of sight if they're base to base? 
 Reply 
 Back To Thread Navigation 
 
 

                       Wait a second..... . (2 Replies). absolutfreak[absolutfreak80@hotmail.com]. 2/27/2002
 9:44 (2/27/2002 22:29) 
 I guess that would also mean that I couldn't shoot through them either... Am I correct on that
 assumption? I would like to use those big shootas I have. 
 Reply 
 Back To Thread Navigation 
 
 

                           Friendly units don't block LOS . (0 Replies). WarbossGazdrak[]. 2/27/2002 9:50
 (2/27/2002 9:50) 
 >> I guess that would also mean that I couldn't shoot through them either... Am I correct on
 that assumption? I would like to use those big shootas I have. 
 Reply 
 Back To Thread Navigation 
 
 

                           RE: Wait a second..... . (0 Replies). krooot[]. 2/27/2002 22:29 (2/27/2002 22:29) 
 >> I guess that would also mean that I couldn't shoot through them either... Am I correct on
 that assumption? I would like to use those big shootas I have.
 Your own units can still shoot through friendlies. So your enemies can;t shoot at you, but you
 can shoot at them:) 
 Reply 
 Back To Thread Navigation 
 
 

                       All models block LOS . (1 Replies). GrogsnotPowwabomba[]. 2/27/2002 10:02 (2/27/2002
 10:08) 
 >> Well, now that I know that, I'm going to be adding quite a few more grots to my army.
 Since I have a good old fashioned goff footslogger army, usually not much of it makes it to the
 enemy alive. So grots really block line of sight if they're base to base?

 Barring Tyranids, all models block LOS to units behind them, unless those units are more than
 twice there height or some such. Its in the rulebook and I forget the exact wording.

 I made the mistake about only taking the 5+ cover save myself. It was pretty worthless, and
 then I thought that it just made more sense to screen boyz with more boyz.

 Then I realized that the living shield rule was used above and beyond the normal LOS
 blocking rules for models. Then I realized how great the Grot meatshield was. The rest is
 history. 
 Reply 
 Back To Thread Navigation 
 
 

                           for enemies (NT) . (0 Replies). GrogsnotPowwabomba[]. 2/27/2002 10:08 (2/27/2002
 10:08) 
 No Text 
 Reply 
 Back To Thread Navigation 
 
 

               RE: Bad Luck With Grots . (1 Replies). GrogsnotPowwabomba[]. 2/27/2002 9:33 (2/27/2002 16:11)
 >> Does anyone else have terrible luck with their grots? I was taking on my arch-enemy Dark
 Angels friend. During the games, he proceded to turn my boyz into swiss cheese as the grots
 laughed at them. I made about 2 saves for the living shield and failed about 20. The grots kept
 laughing until they finally got hit by a heavy flamer.

 And to answer your question, I love my Grots. They have always peformed better than the
 stats say they should. My 20 Grot mob averages 2 Space Marine kills a game. That is just
 hilarious imho!

 I once had my grots assault a Space Marine squad, beat them in close combat, and make the
 marines turn tail and run. It was beautiful!

 But then there are those times that my Grots get hit by 3+ frag missles in 1 round. That is a bit
 disturbing...until I remember that the Grots were there to get shot anyway. Less heat on da
 boyz! 
 Reply 
 Back To Thread Navigation 
 
 

                   Fun Grot Stories . (0 Replies). thelankyone[]. 2/27/2002 16:11 (2/27/2002 16:11) 
 Although this definately doesn't beat the Grots charging an assault marine unit and winning,
 I've got a few prideful moments for my grots. I once tied up a Talos for 4 (5?) turns, dropped
 a terminator with shooting and killed 3 genestealers in close combat. 
 Reply 
 Back To Thread Navigation 
 
 

               Ok, so to summarize . (1 Replies). blkdymnd[]. 2/27/2002 14:00 (2/27/2002 15:39) 
 If I have 30 grots in front of my boyz:

 1. My enemy cannot shoot the boyz because my grots block line of sight as long as the grots
 keep thier cohesion

 or 

 2. My enemy can shoot through the grots to get to the boyz behind but my boyz get a 5+
 cover save

 whats the correct answer?
 

 >> Does anyone else have terrible luck with their grots? I was taking on my arch-enemy Dark
 Angels friend. During the games, he proceded to turn my boyz into swiss cheese as the grots
 laughed at them. I made about 2 saves for the living shield and failed about 20. The grots kept
 laughing until they finally got hit by a heavy flamer. 
 Reply 
 Back To Thread Navigation 
 
 

                   No, here is how it works . (0 Replies). GrogsnotPowwabomba[]. 2/27/2002 15:39 (2/27/2002
 15:39) 
 >> If I have 30 grots in front of my boyz:
 >> 
 >> 1. My enemy cannot shoot the boyz because my grots block line of sight as long as the
 grots keep thier cohesion
 >> 
 >> or 
 >> 
 >> 2. My enemy can shoot through the grots to get to the boyz behind but my boyz get a 5+
 cover save
 >> 
 >> whats the correct answer?

 1) The enemy cannot shoot through to your boyz if the Grots completely block line of site to
 ANY of your Orks in the mob. They are just like any other model screening for a unit.

 2) Once the enemy can draw LOS to some of your Orks (because there are holes in the Grot
 line, for example), then the "Living Shield" rule takes affect. Your Orks can still use them as a
 5+ cover save in this case, as long as the Grot mob is still being shot through.

 Like I said, it is a confusing rule and if you only use the "Living Shield" rule, then Grots are not
 a very effective screen. But once you combine this with normal LOS rules, they become the
 ultimate MEAT SHIELD. 

 And if they actually kill something its a bonus.
 Hehe, I love Grots...

 Reply
 Back To Thread Navigation 
 
 

       RE: Tactica: Orks . (6 Replies). rotor[]. 2/26/2002 9:47 (3/7/2002 10:22) 
 I would like some opinions on storm boyZ are they any good except the fact that they are so
 kool?

 Thinking of making an army with three choices.

 //Rotor (not into the ork language yet =) 
 Reply 
 Back To Thread Navigation 
 
 

           RE: RE: Tactica: Orks . (0 Replies). bluedevil[]. 2/26/2002 10:35 (2/26/2002 10:35) 
 All ork troops are good!!! You just got to use them for what they are good at. 
 Stormboyz are great... in a KOS army, they can keep up with the rest of the boyz on wheels.
 But like all boyz, they are extremely vulnerable to being shot, so you have to keep them in
 cover (plus its probably harder to get a forcefield near them). 
 I would try to use them as support as your trukk boyz race forward and engage the enemy.
 Have your stormboyz come in next round and mop up. Or better yet, get the upgrade and
 make them Vulchas!! 12" assault 4 strength is great!!

 If you are using a footslogging group.. use them to get behind the enemy and try to create
 crossfiring opportunities. 

 Remember they ignore terrain.. though you can't unfortunately surprise your opponent by
 jumping over hills or buildings, take advantage of their mobility! Plus they are cheap compared
 to other armies assualt troops. 
 Reply 
 Back To Thread Navigation 
 
 

           Stormboyz . (0 Replies). GrogsnotPowwabomba[]. 2/26/2002 11:13 (2/26/2002 11:13) 
 I would buy two boxes, and add a nob.

 They are a prime target for your enemy, so he will shoot them alot. You need the numbers to
 pass mob checks and actually have enough wounds to get into hth.

 StormBoyz are very cool. I have proxied them and done quite well (using them on the
 opposite flank of my two truks), but I need to get the models. They are a great distraction for
 your footsloggers, and buy time for them to get to the front lines.

 But my WAAAGH expansion is on hold while I continue to build my Dark Elf army for
 Warhammer Fantasy. 
 Reply 
 Back To Thread Navigation 
 
 

           RE: RE: Tactica: Orks . (0 Replies). ironork[]. 2/26/2002 17:29 (2/26/2002 17:29) 
 >> I would like some opinions on storm boyZ are they any good except the fact that they are
 so kool?
 >> 
 >> Thinking of making an army with three choices.
 >> 
 >> //Rotor (not into the ork language yet =)

 Stormboyz are good in numbers. Their advantage is that they are fast. Speed is essential in
 ANY ork army, speed freek or otherwise. My stormboyz have been my most successful unit.
 I face eldar quite a bit. The stormboyz usually move in and rip up guardians pretty well. I've
 been toying with the idea of having more than just one unit of them. That way you can have
 speed on both of your flanks. 

 ironork 
 Reply 
 Back To Thread Navigation 
 
 

           RE: RE: Tactica: Orks . (0 Replies). Stormrider[]. 2/26/2002 18:05 (2/26/2002 18:05) 
 >> I would like some opinions on storm boyZ are they any good except the fact that they are
 so kool?
 >> 
 >> Thinking of making an army with three choices.
 >> 
 >> //Rotor (not into the ork language yet =)

 +++ Ig you're geting a lot of Stomrboyz then try to get some 2nd edition Ork Stormboyz. they
 look great but i don't know how they look together with the rest of the army. They look like
 German WW2 Soldiers. I don't think you can find them on the Online Store but you can
 always ask in any local store where you can order from mailorder. 
 Reply 
 Back To Thread Navigation 
 
 

           Blocking Stormboyz w/ Trukks . (0 Replies). thelankyone[]. 2/27/2002 16:46 (2/27/2002 16:46) 
 Seems stormboyz really do need to be used with trukks... idea... move the stormboyz
 alongside your trukks... hide them along the side/behind them to block line of sight from
 enemy shooting. I figure you could fit at least 5 boyz along the side of a trukk. Then you'd also
 have your boyz in there for a hardcore simultaneous attack. Your trukks would have to stick
 to a 12" move for this to work, but then you could get some shooting off. Just an idea. 
 Reply 
 Back To Thread Navigation 
 
 

           RE: RE: I Disagree . (0 Replies). SlagnobDaGrusome[]. 3/7/2002 10:22 (3/7/2002 10:22) 
 Personally I believe Stormboys Aren't worth using for the following reasons:
 1.(and the most important reason) They cant mob up. Fail ur Size and Ld test and ur probally
 finished. It's not hard for an army to kill half a squad of Stormboys in one turn (given their
 horrible save) and size checks will be impossible once ur down to 5 or less guys. Mobbing up
 is a big part of what makes a Ork army hard to get rid of, if u give that up, u take alot away
 from the unit. This is true in a Speed Freek army too just replace mobbing up with mounting
 up
 2. for 10 Stormboys u pay 150 pts (before nobs and such), for 120 pts u can have 10 truc
 boys and their truc (before nobs and such again). not only are the truc boys cheaper, but the
 unit has more heavy weapon options, and more nob equipment options. Also u get a transport
 vehecle to run around and shoot stuff with after its unloaded (assuming it hasnt been turned
 into slag already)and the wartruc can get the boys there faster 24" rather than 12"
 3. No Mega Armor for the nob! All nobs love mega armor for a reason... it rules. sure u can
 give the stormboy nob bionic bounce, eavy armor, and a powerclaw, but then uve spent 43pts
 on his gear and only have a 3+ save, when for 30 pts u could have the Power claw and a 2+
 save. Again this makes Truc boys superior as the truc offsets the movement dissadvantages of
 mega armor.
 It's not that i think Stormboys are useless, I just think they are outclasses by some other
 troops, so taticly speaking, u shouldnt take them. But i f u really love the models I advise to
 take them anyway. :)

 'Now Do as I seyz youse lazy gitz, Or do I need to crack sum skulz'
 Slagnob Da Grusome
 

 >> I would like some opinions on storm boyZ are they any good except the fact that they are
 so kool?
 >> 
 >> Thinking of making an army with three choices.
 >> 
 >> //Rotor (not into the ork language yet =) 
 Reply 
 Back To Thread Navigation 
 
 

       Tactica: Feral Orks?? . (3 Replies). blkdymnd[]. 2/26/2002 15:14 (3/4/2002 14:42) 
 Anyone doing the Feral ones as an army? I'm starting one and just trying to figure out exactly
 what I'm putting in it... 
 

 >> This post should serve Two purposes:
 >> 1. Ork players can come here, post ideas about how units ought to be used, new ways to
 use them, and their general method of play on a table. 
 >> 
 >> 2.Non-ork players can come here to find out how da boyz think and fight, aiding their
 games against them
 >> 
 >> Things I would prefer not to see:
 >> 1. army lists, these can be posted separately, though basic advice on army selection is
 welcome
 >> 
 >> 2. X unit sucks, needs to be changed, is b*%$#y or C%&?@y. I would ask that if one of
 these posts shows up, all serious contributers just ignore it and not respond, it only encourages
 similar posts.
 >> 
 >> 3. Flaming of any kind, 
 >> 
 >> 4. suggestions for new rules, we don't make the universe, we only try to play in it, keep it
 on the Dev board
 >> 
 >> 5. Ideas for ways to stretch or bend the rules, 
 Reply 
 Back To Thread Navigation 
 
 

           C'mon, Feral Orks . (1 Replies). thelankyone[]. 2/27/2002 16:50 (2/28/2002 0:43) 
 Yeah, I've seen a strange lacking of Feral Ork players out there. I'd be very interested in
 hearing the kind of tactics they use. 
 Reply 
 Back To Thread Navigation 
 
 

               RE: C'mon, Feral Orks . (0 Replies). blkdymnd[]. 2/28/2002 0:43 (2/28/2002 0:43) 
 >> Yeah, I've seen a strange lacking of Feral Ork players out there. I'd be very interested in
 hearing the kind of tactics they use.

 I love the army list, and i've had more fun building them than any other army I've ever built. I'll
 have to win a few RT's with them and then maybe they'll get some respect. They are a lot of
 fun if you give them a chance. I'll post some tactics, good and bad, when I get them up and
 running and get a few games under my belt. 
 Reply 
 Back To Thread Navigation 
 
 

           RE: Tactica: Feral Orks?? . (0 Replies). blackbone[blackbone16@hotmail]. 3/4/2002 14:42
 (3/4/2002 14:42) 
 The feral Ork list is totally fun. I'm working on a feral ork army that can be used as both
 regular Orks and Feral. I have a scratchbuilt Squiggoth in production, as well as a large group
 of Boar Boyz that can be used as boars or warbikes.
 I'm working on them parallel so I can use killa kans and dreads when I feel the need to stomp!

 Squiggoths are the most amazing Ork unit IMHO.
 Cyboars ain't half bad neitha!

 Blackbone

 >> Anyone doing the Feral ones as an army? I'm starting one and just trying to figure out
 exactly what I'm putting in it... 
 >> 
 >> 
 >> >> This post should serve Two purposes:
 >> >> 1. Ork players can come here, post ideas about how units ought to be used, new ways
 to use them, and their general method of play on a table. 
 >> >> 
 >> >> 2.Non-ork players can come here to find out how da boyz think and fight, aiding their
 games against them
 >> >> 
 >> >> Things I would prefer not to see:
 >> >> 1. army lists, these can be posted separately, though basic advice on army selection is
 welcome
 >> >> 
 >> >> 2. X unit sucks, needs to be changed, is b*%$#y or C%&?@y. I would ask that if
 one of these posts shows up, all serious contributers just ignore it and not respond, it only
 encourages similar posts.
 >> >> 
 >> >> 3. Flaming of any kind, 
 >> >> 
 >> >> 4. suggestions for new rules, we don't make the universe, we only try to play in it, keep
 it on the Dev board
 >> >> 
 >> >> 5. Ideas for ways to stretch or bend the rules, 
 Reply 
 Back To Thread Navigation 
 
 

       Ork firepower . (9 Replies). benij[]. 2/26/2002 15:39 (3/12/2002 8:40) 
 I was thinking of putting together the following unit and wanted to know if anyone has fought
 with or against them.

 20 flash gitz with more dakka, 4 big shootas and a nob with a big shoota 315 pt

 That gives them 30 shots at 24” str 4 and 15 shots at 36” str 5!

 That is a massive amount of firepower with 10 str4 and 5 str5 hits per turn on average
 What do you think?

 Ben 
 Reply 
 Back To Thread Navigation 
 
 

           DAKKA DAKKA!! . (0 Replies). GrogsnotPowwabomba[]. 2/26/2002 16:00 (2/26/2002 16:00) 
 I think it is awesome if you have the points.

 People often underestimate Ork shooting.

 We make up for our poor BS by shooting ALOT more than the others!

 MORE DAKKA! MORE DAKKA! DAKKA DAKKA DAKKA!!!

 >> I was thinking of putting together the following unit and wanted to know if anyone has
 fought with or against them.
 >> 
 >> 20 flash gitz with more dakka, 4 big shootas and a nob with a big shoota 315 pt
 >> 
 >> That gives them 30 shots at 24” str 4 and 15 shots at 36” str 5!
 >> 
 >> That is a massive amount of firepower with 10 str4 and 5 str5 hits per turn on average
 >> What do you think?
 >> 
 >> Ben 
 Reply 
 Back To Thread Navigation 
 
 

           Dakka, dakka, BOOOOM! . (0 Replies). WarbossGazdrak[]. 2/27/2002 9:30 (2/27/2002 9:30) 
 It would make an awesome shooty unit, but you would have to very careful with how tou use
 it! A unit like that simply cries "Shoot me"

 >> I was thinking of putting together the following unit and wanted to know if anyone has
 fought with or against them.
 >> 
 >> 20 flash gitz with more dakka, 4 big shootas and a nob with a big shoota 315 pt
 >> 
 >> That gives them 30 shots at 24” str 4 and 15 shots at 36” str 5!
 >> 
 >> That is a massive amount of firepower with 10 str4 and 5 str5 hits per turn on average
 >> What do you think?
 >> 
 >> Ben 
 Reply 
 Back To Thread Navigation 
 
 

           Flash Gitz on a Wagon . (6 Replies). thelankyone[]. 2/27/2002 16:59 (3/12/2002 8:40) 
 I've always thought of doing that. I'll one-up you though... throw 'em in a battlewagon. That's
 9 big shootas, plus the two twin-linked. :) Translating to about 33 shots, 2 misses can reroll.
 That means 11 hits, around. Half deflected by SM armour, leaving 5 getting through, another
 half wounding, that's 2 or 3 kills a turn. Hrm. Still worth it? Once you get the rest of the
 regular shoota boyz within 24" (which shouldn't be too hard on a batlewagon)... let's see,
 that's 15 with shootas, 5 on the big shootas, leaving 10 shooting with the shootas. That's 20
 shots, one third hitting, meaning around 7 hits, half deflected, 3 wounds, another half
 wounding, one or 2. So that's around 5 marines dead a turn from ork shooting. I've definately
 seen worse! 
 Reply 
 Back To Thread Navigation 
 
 

               RE: Flash Gitz on a Wagon . (5 Replies). number9[]. 3/1/2002 10:30 (3/12/2002 8:40) 
 >> I've always thought of doing that. I'll one-up you though... throw 'em in a battlewagon. 

 Overall not a great idea as battlewagons are not to hard to break with a single shot. If its
 shaken the boyz on board can't shoot, if it blows up a good third to half the boys on board are
 dead. Battlewagons are always prime targets and as such could effectively be crewed by a
 small unit of gretchin (hey they have the same BS as orks :) when used as a massive firing
 point. 

 Flash gits are better on foot behind a mob of boyz, or a mob of gretchin. The range of their
 big shootas and dakka shootas is decent enough to keep them in the fight. 

 --number9 
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                   Good call (nt) (NT) . (0 Replies). thelankyone[]. 3/1/2002 12:10 (3/1/2002 12:10) 
 No Text 
 Reply 
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                   IT'S YOU! . (3 Replies). thelankyone[]. 3/1/2002 12:11 (3/12/2002 8:40) 
 Number9! You're on the yahoo group! I'm haakon_asmodai! 
 Reply 
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                       RE: IT'S YOU! . (2 Replies). number9[]. 3/8/2002 14:42 (3/12/2002 8:40) 
 >> Number9! You're on the yahoo group! I'm haakon_asmodai!
 

 Yes it is I... I am everywhere... as I see you are as well...

 Back on target here...

 I love battlewagons. I don't think there is really anything more orky than a battlewagon, and I
 wish ork players would set aside their love of looted basilisks and leman russes and start
 fielding battlewagons and big gunz instead... big gunz crewed by gretchin are just so orky...

 while the tactical merits of a looted landraider or looted griffon mortar are hard to deny,
 sometimes you just gotta suck it up and limit yourself to certain units for the sake of theme and
 integrity to the story. If yer gonna play a deathskull loota army, take a looted vehicle AND
 take unit of lootas. Can't really have one without the other in my eyes, and lootas, even though
 they aren't the best unit out there, are just right on target for a deathskull army. If yer taking a
 bloodaxe army, certainly take a looted vehicle, it makes sense, BUT take loads of
 kommandos because after all, they are what the army theme rotates around. So many ork
 armies out there seem utterly themeless and only really include the most useful units available in
 the codex... while there isn't anything WRONG with this, there is something disappointing
 about it... Orks used to have so much personality and flavor that I think has started to
 disappear... sad really...

 So yeah, battlewagons... orky... lets all field battlewagons... with zzap guns... and maximum
 bolt on big shootas... yeah...more dakka means more betta :)

 guess I fell off topic... oh well... orks are fun.

 --number9 
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                           Ork Clans . (1 Replies). thelankyone[]. 3/11/2002 22:09 (3/12/2002 8:40) 
 They should make more army lists for orks as they've already done (ie Kult of Speed = Evil
 Sunz, Feral Orks = Snakebites). I really think that the current ork list has enough versatility to
 be specialized. Deathskull slugga boyz... let's say if they beat a unit in an assault, they can
 spend the following turn nabbing the weapons from their defeated foe, and due to their
 intuitively shooty nature will manage to figure out the weapons they pick up. Till the end of the
 turn, they're sitting ducks for shooting.

 Blood Axe army gets snipers and mortars... looted, but don't break down. Only allowed IG
 looted vehicles, take kommandos as Troops choice. 2 mobz deep strike all the time.
 Tankbustas are infiltrators. 

 Bad Moon nobz are fat, only roll 1D6 for movement, on a 1 stays still and can't shoot
 (catching breath), but they have +1 T for the extra bulk. All nobz have to take mega armour.
 No grots, they're too economically ineffecient (don't shed teeth, strain on resources [guns,
 food, etc...]). Can take 2 mobz of flash gitz. Has to take a battlewagon, but at half points cost.
 Gets an extra heavy support choice. Big gunz manned by orks, extra krew costs +9 each.

 I've got LOTS more ideas, beleive me. But I'm saving them for now. ;)

 But I hear you, not enough ork players are getting into character. I think we're too busy trying
 to save our asses from the conciderably more defined armies. Orks are tough; all we know
 that their strength is is in numbers, for shooting and assaulting. Beyond that, not much direction
 (offensive, defensive, lotsa boys, grotz, nobz, buggies, kans etc. etc.). I think that making
 more clan lists will allow Ork players to be more specialized with defined strengths and
 defined weaknesses. KoS can get into battle FAST, but if their trukks are gone, they're
 screwed. Definition right there. With vanilla orks, it's along the lines "You've got a lot of guys,
 but they suck." Pretty vague. I figure orks should more or less undergo the same things
 marines have, which seems to be the new trend: fresh army list with a new take on an army
 that's already been done. 

 NOW who's off-topic, 9? :P

 >> Yes it is I... I am everywhere... as I see you are as well...
 >> 
 >> Back on target here...
 >> 
 >> I love battlewagons. I don't think there is really anything more orky than a battlewagon,
 and I wish ork players would set aside their love of looted basilisks and leman russes and start
 fielding battlewagons and big gunz instead... big gunz crewed by gretchin are just so orky...
 >> 
 >> while the tactical merits of a looted landraider or looted griffon mortar are hard to deny,
 sometimes you just gotta suck it up and limit yourself to certain units for the sake of theme and
 integrity to the story. If yer gonna play a deathskull loota army, take a looted vehicle AND
 take unit of lootas. Can't really have one without the other in my eyes, and lootas, even though
 they aren't the best unit out there, are just right on target for a deathskull army. If yer taking a
 bloodaxe army, certainly take a looted vehicle, it makes sense, BUT take loads of
 kommandos because after all, they are what the army theme rotates around. So many ork
 armies out there seem utterly themeless and only really include the most useful units available in
 the codex... while there isn't anything WRONG with this, there is something disappointing
 about it... Orks used to have so much personality and flavor that I think has started to
 disappear... sad really...
 >> 
 >> So yeah, battlewagons... orky... lets all field battlewagons... with zzap guns... and
 maximum bolt on big shootas... yeah...more dakka means more betta :)
 >> 
 >> guess I fell off topic... oh well... orks are fun.
 >> 
 >> --number9 
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                               Index: Orkoid . (0 Replies). GrogsnotPowwabomba[]. 3/12/2002 8:40 (3/12/2002 8:40) 
 I agree that they should have more lists. They have Craftworld Eldar and Index Astartes. I
 think the next step is to have Ork articles in White Dwarf. I would love to play a Goff army.
 =)

 >> They should make more army lists for orks as they've already done (ie Kult of Speed =
 Evil Sunz, Feral Orks = Snakebites). I really think that the current ork list has enough
 versatility to be specialized. Deathskull slugga boyz... let's say if they beat a unit in an assault,
 they can spend the following turn nabbing the weapons from their defeated foe, and due to
 their intuitively shooty nature will manage to figure out the weapons they pick up. Till the end
 of the turn, they're sitting ducks for shooting.
 >> 
 >> Blood Axe army gets snipers and mortars... looted, but don't break down. Only allowed
 IG looted vehicles, take kommandos as Troops choice. 2 mobz deep strike all the time.
 Tankbustas are infiltrators. 
 >> 
 >> Bad Moon nobz are fat, only roll 1D6 for movement, on a 1 stays still and can't shoot
 (catching breath), but they have +1 T for the extra bulk. All nobz have to take mega armour.
 No grots, they're too economically ineffecient (don't shed teeth, strain on resources [guns,
 food, etc...]). Can take 2 mobz of flash gitz. Has to take a battlewagon, but at half points cost.
 Gets an extra heavy support choice. Big gunz manned by orks, extra krew costs +9 each.
 >> 
 >> I've got LOTS more ideas, beleive me. But I'm saving them for now. ;)
 >> 
 >> But I hear you, not enough ork players are getting into character. I think we're too busy
 trying to save our asses from the conciderably more defined armies. Orks are tough; all we
 know that their strength is is in numbers, for shooting and assaulting. Beyond that, not much
 direction (offensive, defensive, lotsa boys, grotz, nobz, buggies, kans etc. etc.). I think that
 making more clan lists will allow Ork players to be more specialized with defined strengths
 and defined weaknesses. KoS can get into battle FAST, but if their trukks are gone, they're
 screwed. Definition right there. With vanilla orks, it's along the lines "You've got a lot of guys,
 but they suck." Pretty vague. I figure orks should more or less undergo the same things
 marines have, which seems to be the new trend: fresh army list with a new take on an army
 that's already been done. 
 >> 
 >> NOW who's off-topic, 9? :P
 >> 
 >> >> Yes it is I... I am everywhere... as I see you are as well...
 >> >> 
 >> >> Back on target here...
 >> >> 
 >> >> I love battlewagons. I don't think there is really anything more orky than a battlewagon,
 and I wish ork players would set aside their love of looted basilisks and leman russes and start
 fielding battlewagons and big gunz instead... big gunz crewed by gretchin are just so orky...
 >> >> 
 >> >> while the tactical merits of a looted landraider or looted griffon mortar are hard to
 deny, sometimes you just gotta suck it up and limit yourself to certain units for the sake of
 theme and integrity to the story. If yer gonna play a deathskull loota army, take a looted
 vehicle AND take unit of lootas. Can't really have one without the other in my eyes, and
 lootas, even though they aren't the best unit out there, are just right on target for a deathskull
 army. If yer taking a bloodaxe army, certainly take a looted vehicle, it makes sense, BUT take
 loads of kommandos because after all, they are what the army theme rotates around. So many
 ork armies out there seem utterly themeless and only really include the most useful units
 available in the codex... while there isn't anything WRONG with this, there is something
 disappointing about it... Orks used to have so much personality and flavor that I think has
 started to disappear... sad really...
 >> >> 
 >> >> So yeah, battlewagons... orky... lets all field battlewagons... with zzap guns... and
 maximum bolt on big shootas... yeah...more dakka means more betta :)
 >> >> 
 >> >> guess I fell off topic... oh well... orks are fun.
 >> >> 
 >> >> --number9 
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       city fight orks . (0 Replies). megaorc[]. 2/26/2002 17:36 (2/26/2002 17:36) 
 I think if you are going to play city fight you should use lots of burnas and boyz with choppas,
 leave the dreadnoght home and use three killer kans, if you have enough points then by all
 means use a dreadnoght too. I would also use lots of artillery ( lobbas).

 in an open fight, I would run speed freaks, I also would use gun trukks, I love them, not
 cheap, but effective. I would run one squad of burna boyz, and 3 trukks ful of skar boyz
 strength 4. I would then use bikes and a battle wagon with a looted basilisk. then fill up the
 slots with trukk boyz. 
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       My flurry of questions to keep this thread going . (6 Replies). thelankyone[]. 2/27/2002 15:45 (3/1/2002
 13:31) 
 Orks are a difficult army to direct properly against all those neat-and-tidy armies. Why, you
 say? Well, Orks aren't an all-out hth army. They're good in hth, yes, but they're not Tyranids.
 With tyranids, you can safely charge in blindly, more or less, as with Blood Angels. Equally,
 orks aren't shooty. Even though they have some decent weapons (zzap guns, big shootas,
 looted battle cannons, etc, etc), their BS limits things. 

 So, we ork bosses have to find the balance between shooting and assault. Just some points
 I'm going to throw out, get some input...

 --Do Ork dreads suck? Are kans worth taking in the first place, even if you weren't planning
 on a dread?
 --How do you use bikes; assault troops or counter-assault? Are they even worth taking?
 --How do you keep your zzap battery safe while moving it up? Are the other types of big
 gunz better?
 --Why bother with shoota boys? Aren't flash gitz infinitely better, if you're going to go with
 that kind of unit?
 --Basilisk or Russ?
 --Can painboyz actually be helpful? Cyborks? How do you model cyborks?
 --Is taking a vanilla ork force worth it, in comparison to KoS?
 --Big mobz, or lots of small ones?
 --How many nobz to take? What wargear?
 --Do uge choppas really suck?

 Reply to any of the above if your curiosoty is so piqued.

 --§ 
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           RE: My flurry of questions to keep this thread going . (0 Replies). javaguru[]. 2/27/2002 16:16
 (2/27/2002 16:16) 
 >> So, we ork bosses have to find the balance between shooting and assault. Just some
 points I'm going to throw out, start discussion rolling...
 >> 
 >> --Do Ork dreads suck? Are kans worth taking?

 ---> I take kans over dreads, why have one dread when you can have three kans for one HS
 choice?

 >> --How do you use bikes; assault troops or counter-assault?

 ---> I don't use bikes, I prefer to invest in more boyz.

 >> --How do you keep your zzap battery safe while moving it up? Are the other types better?

 ---> Give your opponent choices, shoot at the five trukks full of nutters or da little grotz. Nine
 times out of ten the trukks will be shot. 

 >> --Why bother with shoota boys? Aren't flash gitz infinitely better, if you're going to go that
 route?

 ---> Unless you need a mob to hold a table quarter. No more than one mob.

 >> --Basilisk or Russ?

 --->Russ, I like it's survivability.

 >> --Can painboyz actually be helpful? Cyborks? How do you model cyborks?

 --->Yes, Str4 and 5+ invulnerable save swith choppa, a termi's worst nightmare. : ) Try the
 Ork section of the GW website and look under the gorkamorka archive, all kinds of bionic
 bitz!

 >> --Is taking a vanilla ork force worth it, in comparison to KoS?

 --->Yep, you can have five truks full of ork stompiness and a battlewagon full of skarboyz.
 Combine this with the normal boyz slowly advancing and you have the classic hammer and
 anvil tactic. Besides, the loss of mobbing up in the KOS is a serious blow. However, I do like
 fielding six battlewagons. : ) Da Panzer boyz!

 >> --Big mobz, or lots of small ones?

 ---> I take three small ones and three big ones the small ones screen the big ones and mob up
 when they break.

 >> --How many nobz to take? What wargear?

 ---> I prefer to disperse my nobz among the boyz and give them power claws. I generally use
 a boss by himself.

 >> --Do uge choppas really suck?

 ---> Yes, they do suck, spend the extra points for a claw. 
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           My thoughts on this . (2 Replies). GrogsnotPowwabomba[]. 2/27/2002 16:29 (2/27/2002 17:03) 
 >> Orks are a difficult army to direct properly against all those neat-and-tidy armies. Why,
 you say? Well, Orks aren't an all-out hth army. They're good in hth, yes, but they're not
 Tyranids. With tyranids, you can safely charge in blindly, more or less, as with Blood Angels. 

 **I think that barring Tyranids Orks CAN charge in rather blindly. Not even Blood Angels
 (the Ork wannabes) can match Orks in assault.

 Equally, orks aren't shooty. Even though they have some decent weapons (zzap guns, big
 shootas, looted battle cannons, etc, etc), their BS limits things.

 ** True. That BS 2 is rough sometimes. Especially when you roll 4's =(

 >> 
 >> So, we ork bosses have to find the balance between shooting and assault. Just some
 points I'm going to throw out, get some input...
 >> 
 >> --Do Ork dreads suck? Are kans worth taking in the first place, even if you weren't
 planning on a dread?

 ** I think Dreads are a nice way to fill out an extra 80 points or so. They can be quite mean
 when given Skorchas, and if armed with Rokkits they can be a serious threat to tanks/armor.
 They are also still brutal in HtH. Just don't make 'em fight other dreads.

 ** That being said, I still think 3 killa kanz are better for the price. They have 1 pt less armor
 and less weapons/attacks, but you get 3 of them for 1.5X the cost of a dread. But the Dread
 model does look so cool...

 >> --How do you use bikes; assault troops or counter-assault? Are they even worth taking?

 ** Assault/Harassment without a doubt. Ork bikes are THE best bikes in the game. They
 have twin linked big shootas, a 5+ cover save, and get to shoot their big shootas into assaults.
 On the round they assault, each bike receives SIX twin linked big shoota shots! Did I mention
 that they are fearless? =)

 ** I use them to tie up enemy units, add supporting fire, and just basically raise hell on my
 enemy's flanks.

 >> --How do you keep your zzap battery safe while moving it up? Are the other types of big
 gunz better?

 ** I would only use Zzap guns on vehicles (ie BattleWagons. I don't play those Speed Freak
 pansies!). I prefer Lobbas if I take any Big Gunz at all.

 >> --Why bother with shoota boys? Aren't flash gitz infinitely better, if you're going to go with
 that kind of unit?

 ** Shoota boyz are very cheap, are a troop choice, and can be fielded in larger mobz.
 Because of their low cost, I almost always have a unit in my army.

 >> --Basilisk or Russ?

 ** Russ, because it is more survivable and versatile. The indirect fire option on the Basilisk is
 worthless unless you are playing on a 10 foot table. And why would you ever field a Basislisk
 without the indirect fire? You can also easily double up the Russ as a demolisher.

 >> --Can painboyz actually be helpful? Cyborks? How do you model cyborks?

 ** Painboss's rule! Cyborks Rule! A Str 4 T 5 model with a 5+ inv save for only 13 points is
 absolutely MONEY! As far as modeling them, check out the Gorka Morka archive.
 Necromunda Pit Slaves are good for this too.

 >> --Is taking a vanilla ork force worth it, in comparison to KoS?

 ** Completely! KOS is for pansies who want to race instead of fight! ;) Regular Orks allow
 you to be more versatile, and also regular Orks are a much more forgiving army. Small mob
 sizes, no mobbing up, and no dreads all forced me away from the KOS. I play vanilla Orks
 almsot always, and it works fine for me.

 >> --Big mobz, or lots of small ones?

 -- Big mobz are almost always best, but I wouldn't go over 20. Then it becomes a bit too
 unwieldy. Maybe in your main battlegroup, but that is all.

 >> --How many nobz to take? What wargear?

 **In limited point games, I put my Nobz with my Warboss on a truk. I don't normally put
 Nobz in normal Ork mobz. This has never really been very useful for me. I normally just arm
 my Nobz with Sluggas/choppas. About half I give 'eavy armor. I might give 1 a power klaw if
 I'm feeling sassy. I give my Warboss Mega Armor always.

 **My 1500pt Ork army has a Warboss with 7 Nobz and 2 mekboyz on a truk

 >> --Do uge choppas really suck?

 ** Yes, sadly there is no point to them. They should either count as a power weapon or not
 strike last. As the rules are now there is no point to them over a power klaw.

 >> 
 >> Reply to any of the above if your curiosoty is so piqued.
 >> 
 >> --§
 

 So hopefully this should keep the thread going!! =) Especially my views on KOS armies.
 Stupid Speed Freak Gitz! I would LOVE to take on KOS with my Vanilla army. I would
 wipe the floor with them. I have no doubt. Sadly, to this day, I have never fought an Ork vs
 Ork battle (and it is my dream...) 
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               RE: My thoughts on this . (1 Replies). Stormrider[]. 2/27/2002 16:51 (2/27/2002 17:03) 
 >> So hopefully this should keep the thread going!! =) Especially my views on KOS armies.
 Stupid Speed Freak Gitz! I would LOVE to take on KOS with my Vanilla army. I would
 wipe the floor with them. I have no doubt. Sadly, to this day, I have never fought an Ork vs
 Ork battle (and it is my dream...)

 ++++ Hey! they don't sing 'Ere we go! 'Ere we go! 'Ere we go! for nothing. Orks are
 supposed to ride in fast, red trukks just as they are supposed to enjoy a good scrap. It's just
 them Goff Boyz who doesn't understand that.

 ++++ Anyway, I've haven't face of with a fellow Warboss either and I'm kinda looking
 forward to that game. Preferbly I should be againsts a fellow Speed Freak Warboss. 
 Reply 
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                   RE: RE: My thoughts on this . (0 Replies). GrogsnotPowwabomba[]. 2/27/2002 17:03
 (2/27/2002 17:03) 
 >> >> So hopefully this should keep the thread going!! =) Especially my views on KOS
 armies. Stupid Speed Freak Gitz! I would LOVE to take on KOS with my Vanilla army. I
 would wipe the floor with them. I have no doubt. Sadly, to this day, I have never fought an
 Ork vs Ork battle (and it is my dream...)
 >> 
 >> ++++ Hey! they don't sing 'Ere we go! 'Ere we go! 'Ere we go! for nothing. Orks are
 supposed to ride in fast, red trukks just as they are supposed to enjoy a good scrap. It's just
 them Goff Boyz who doesn't understand that.
 >> 
 >> ++++ Anyway, I've haven't face of with a fellow Warboss either and I'm kinda looking
 forward to that game. Preferbly I should be againsts a fellow Speed Freak Warboss.

 I personally don't see how Speed Freaks could defeat a properly constructed Vanilla Ork
 army. They just don't have the numbers to compete with a standard Ork army.

 And btw, I am a Goff. Get in yer truk an' run Speed Git!!! 
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           RE: My flurry of questions to keep this thread going . (0 Replies). Stormrider[]. 2/27/2002 16:31
 (2/27/2002 16:31) 
 >> Orks are a difficult army to direct properly against all those neat-and-tidy armies. Why,
 you say? Well, Orks aren't an all-out hth army. They're good in hth, yes, but they're not
 Tyranids. With tyranids, you can safely charge in blindly, more or less, as with Blood Angels.
 Equally, orks aren't shooty. Even though they have some decent weapons (zzap guns, big
 shootas, looted battle cannons, etc, etc), their BS limits things. 
 >> 
 >> So, we ork bosses have to find the balance between shooting and assault. Just some
 points I'm going to throw out, get some input...
 >> 
 >> --Do Ork dreads suck? Are kans worth taking in the first place, even if you weren't
 planning on a dread?

 ++++ Since I'm mainly a KoS player and I haven't got all that far with my reguler Ork army I
 haven't had got any Kans or Dreads yet but I'm planning for a Dread and three Kans since
 I've heard that they are supposed to be rather useful.

 >> --How do you use bikes; assault troops or counter-assault? Are they even worth taking?

 ++++ Support Assault Troops in my opinion.

 >> --How do you keep your zzap battery safe while moving it up? Are the other types of big
 gunz better?

 ++++ Don't know. Have never used them.

 >> --Why bother with shoota boys? Aren't flash gitz infinitely better, if you're going to go with
 that kind of unit?

 ++++ Cause the Flashy Gits so much more expensive than Shoota boyz. Plus they take up an
 Elite Choice. I would much rather have a Mob of 'Ardboyz instead of maybe a Mob of
 Stormboyz.

 >> --Basilisk or Russ?

 ++++ I like the Russ myself. The Hellhoun can be useful too. 

 >> --Can painboyz actually be helpful? Cyborks? How do you model cyborks?

 ++++ I think they can be useful but I have to admit that I have never had the chance to use
 them or see them in action. 

 >> --Is taking a vanilla ork force worth it, in comparison to KoS?

 ++++ You have to paint a great deal of boyz to have a regular Ork army but i think that it is
 totally worth the effort.

 >> --Big mobz, or lots of small ones?

 ++++ i prefer to use alot of mobs around the size of 18-20 boyz but I think that is pretty
 much up to your own taste to decide what size they should be.

 >> --How many nobz to take? What wargear?

 ++++ Personnaly I think that you should take one Nob for every mob.

 >> --Do uge choppas really suck?

 ++++ 'Uge Choppas are Great. Use them in the Nob retinue mob in a mix of Pwer Claws
 and regular Choppas. A real killer combi in my opinion. 

 >> Reply to any of the above if your curiosoty is so piqued.
 >> 
 >> --§ 
 Reply 
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           RE: My flurry of questions to keep this thread going . (0 Replies). cloudstone[]. 3/1/2002 13:31
 (3/1/2002 13:31) 
 >> --Do Ork dreads suck? Are kans worth taking in the first place, even if you weren't
 planning on a dread?

 No. Not for their point cost. I have seen a dread take down a wraithlord and survive against
 numerous shots from other dreadnaughts during a tournament that was held specifically for the
 dreads. Kans draw alot of fire and aren't invunerable (I tried the KFF/mekboy repair combo
 and luck killed them all by turn 2). 3 Kans are also more difficult to manuever than a single
 dread.

 >> --How do you use bikes; assault troops or counter-assault? Are they even worth taking?
 Assault troops. The big shootas alone almost make them worth it. That is 30 shots a turn with
 re-rolls. I'm not big on the look of the model though.

 >> --How do you keep your zzap battery safe while moving it up? Are the other types of big
 gunz better?
 Don't use them as Zzap batteries because it is difficult to keep them safe. Lobbas I use alot
 because I can hide them, they are cheap, and I can always be shooting every turn with them.

 >> --Why bother with shoota boys? Aren't flash gitz infinitely better, if you're going to go with
 that kind of unit?

 Cheap and large numbers. Plus the model looks rather nice.:) I field 30 of them (3 big shootas
 plus one for nob). They sit behind my grotz and shoot at 24 inches.

 >> --Basilisk or Russ?
 Russ for its survivability but I use a griffon. I converted my Russ into a battlewagon after my
 Russ kept getting destroyed by the 2nd turn.

 >> --Can painboyz actually be helpful? Cyborks? How do you model cyborks?
 Awesome unit. I almost don't want to take them because I like to be different and everyone
 seems to take them. One of those few Strength 4 ork units. Mix in the 5 toughness and the 5+
 Invunverable save plus the trukk they can go on and you have one great unit for engaging
 anything. Can't go wrong for 13 points a model. 

 >> --Is taking a vanilla ork force worth it, in comparison to KoS?
 I like the flexibility a vanilla ork force gives me in my unit options. I can be kinda speed
 freak-ish in a regular ork army if I wanted to or field huge numbers of orks with lots of dreads.

 >> --Big mobz, or lots of small ones?
 Average size depending on what the mob does. If it shoots, large as possible. If it assaults,
 between 15-20 (except for trukk boyz of course).

 >> --How many nobz to take? What wargear?
 Depends on the mob they are for. Among tankbustas, I gave mine a rokkit launcha. Among
 my shoota mob, a big shoota. All have a bosspole and 'eavy armor except for a retinue for the
 warboss if I take a retinue. I usually give one or two nobs in the retinue mega-armor.

 >> --Do uge choppas really suck?

 Yep. If you didn't have to strike last maybe they might be good.
 >> 
 >> Reply to any of the above if your curiosoty is so piqued.
 >> 
 >> --§ 
 Reply 
 Back To Thread Navigation 
 
 

       Lootas . (9 Replies). WarlordGarslob[]. 2/27/2002 16:15 (3/1/2002 19:11) 
 I love lootas, looted vehicles and weapons are a good way of adding some diversity to the
 hord and can open up some interesting tactics ( try giving a loota squad sniper rifles, ti gives
 them BS 4). 
 Reply 
 Back To Thread Navigation 
 
 

           Modelling Snipers and Shotguns . (8 Replies). GrogsnotPowwabomba[]. 2/27/2002 16:32 (3/1/2002
 19:11) 
 >> I love lootas, looted vehicles and weapons are a good way of adding some diversity to the
 hord and can open up some interesting tactics ( try giving a loota squad sniper rifles, ti gives
 them BS 4).

 I have often toyed with the idea of looting a Marine boy scout squad, but I don't know how to
 go about modelling the sniper rifles and shotguns. Any thoughts? 
 Reply 
 Back To Thread Navigation 
 
 

               RE: Modelling Snipers and Shotguns . (0 Replies). thelankyone[]. 2/27/2002 17:15 (2/27/2002
 17:15) 
 I got ideas. Two places for shotguns. The Gorkamorka set has shotguns in their sprue. Not
 SM shotguns, but shotguns nonetheless. I think gorka bikes come with the shotgun you can
 put on the back, the one wrapped up in mesh. 

 Sniper rifles are a bit trickier. The problem with existing snipers is that they're all peuter. I
 think Tau weapons could be a good place to start. They're long an sniper-esque. Pop an orky
 crosshair or SM sight on top. That could work. just an idea, however. Good luck, let us know
 how it turns out if you decide to do it. 
 Reply 
 Back To Thread Navigation 
 
 

               Sniper rifles . (6 Replies). BlakkMadArrgarrd[]. 2/27/2002 21:39 (3/1/2002 19:11) 
 Orks with kannons from gorkamorka can be lootas with sniper rifles, just try to make a longer
 kannon and put it a target lock(marines).
 Another way is to get Imperial Lasguns and modify them to look like sniper rifles and put 'em
 target locks, that's what the IG cityfight guy from a recent battle report did with a IG cadian
 sniper.
 For shotguns get the ones from necromunda and stikk 'em to da orks.
 Anyways, why looting that squad? It is bad! Better try Fire warriors...
 You can have up to 5 of them per squad and they are totally free!!!!

 Warlord Arrgarrd "Kleptofreek" Mgadhash
 Blakk Slayers Tribe

 >> >> I love lootas, looted vehicles and weapons are a good way of adding some diversity to
 the hord and can open up some interesting tactics ( try giving a loota squad sniper rifles, ti
 gives them BS 4).
 >> 
 >> I have often toyed with the idea of looting a Marine boy scout squad, but I don't know
 how to go about modelling the sniper rifles and shotguns. Any thoughts? 
 Reply 
 Back To Thread Navigation 
 
 

                   RE: Sniper rifles . (5 Replies). GrogsnotPowwabomba[]. 2/27/2002 22:48 (3/1/2002 19:11) 
 >> Orks with kannons from gorkamorka can be lootas with sniper rifles, just try to make a
 longer kannon and put it a target lock(marines).
 >> Another way is to get Imperial Lasguns and modify them to look like sniper rifles and put
 'em target locks, that's what the IG cityfight guy from a recent battle report did with a IG
 cadian sniper.
 >> For shotguns get the ones from necromunda and stikk 'em to da orks.

 **I like these ideas. I will try them out. Thanks.

 >> Anyways, why looting that squad? It is bad! Better try Fire warriors...
 >> You can have up to 5 of them per squad and they are totally free!!!!

 **I'm not sure what you mean here? Do you mean loot Tau Fire Warriors? Because you can't
 do that... 
 Reply 
 Back To Thread Navigation 
 
 

                       Looted tau weaponry . (4 Replies). BlakkMadArrgarrd[]. 2/28/2002 19:29 (3/1/2002 19:11) 
 Yes you can. 
 The only rule is that you must ask your opponent's permission to use them.
 Also remember that lootas loot a squad's options included TRANSPORTS, so lootas can
 loot pulse carbines free and get a devilfish(kinda weird...)
 Long live to da Mekz, the Peak of Creation!
 

 >> >> Orks with kannons from gorkamorka can be lootas with sniper rifles, just try to make
 a longer kannon and put it a target lock(marines).
 >> >> Another way is to get Imperial Lasguns and modify them to look like sniper rifles and
 put 'em target locks, that's what the IG cityfight guy from a recent battle report did with a IG
 cadian sniper.
 >> >> For shotguns get the ones from necromunda and stikk 'em to da orks.
 >> 
 >> **I like these ideas. I will try them out. Thanks.
 >> 
 >> >> Anyways, why looting that squad? It is bad! Better try Fire warriors...
 >> >> You can have up to 5 of them per squad and they are totally free!!!!
 >> 
 >> **I'm not sure what you mean here? Do you mean loot Tau Fire Warriors? Because you
 can't do that... 
 Reply 
 Back To Thread Navigation 
 
 

                           RE: Looted tau weaponry . (3 Replies). GrogsnotPowwabomba[]. 3/1/2002 9:15
 (3/1/2002 19:11) 
 You can do anything you want in the game as long as you have your opponent's permission.
 The official rules do not allow you to loot non-imperial weaponry. I only use rules that are
 official and do nor require my opponents consent. You cannot rely on anything else.
 
 

 >> Yes you can. 
 >> The only rule is that you must ask your opponent's permission to use them.
 >> Also remember that lootas loot a squad's options included TRANSPORTS, so lootas can
 loot pulse carbines free and get a devilfish(kinda weird...)
 >> Long live to da Mekz, the Peak of Creation!
 >> 
 >> 
 >> >> >> Orks with kannons from gorkamorka can be lootas with sniper rifles, just try to
 make a longer kannon and put it a target lock(marines).
 >> >> >> Another way is to get Imperial Lasguns and modify them to look like sniper rifles
 and put 'em target locks, that's what the IG cityfight guy from a recent battle report did with a
 IG cadian sniper.
 >> >> >> For shotguns get the ones from necromunda and stikk 'em to da orks.
 >> >> 
 >> >> **I like these ideas. I will try them out. Thanks.
 >> >> 
 >> >> >> Anyways, why looting that squad? It is bad! Better try Fire warriors...
 >> >> >> You can have up to 5 of them per squad and they are totally free!!!!
 >> >> 
 >> >> **I'm not sure what you mean here? Do you mean loot Tau Fire Warriors? Because
 you can't do that... 
 Reply 
 Back To Thread Navigation 
 
 

                               RE: RE: Looted tau weaponry . (2 Replies). BlakkMadArrgarrd[]. 3/1/2002 12:49
 (3/1/2002 19:11) 
 Read Lootas Squad.
 At the bottom it says that you can loot ANY squad from ANY army IF you ask your
 opponent's permission.
 So therefore, you can loot everything you like. And this is very logical, as orks don't fight
 against 'oomies only, they fight other things.

 >> You can do anything you want in the game as long as you have your opponent's
 permission. The official rules do not allow you to loot non-imperial weaponry. I only use rules
 that are official and do nor require my opponents consent. You cannot rely on anything else.
 >> 
 >> 
 >> 
 >> >> Yes you can. 
 >> >> The only rule is that you must ask your opponent's permission to use them.
 >> >> Also remember that lootas loot a squad's options included TRANSPORTS, so lootas
 can loot pulse carbines free and get a devilfish(kinda weird...)
 >> >> Long live to da Mekz, the Peak of Creation!
 >> >> 
 >> >> 
 >> >> >> >> Orks with kannons from gorkamorka can be lootas with sniper rifles, just try to
 make a longer kannon and put it a target lock(marines).
 >> >> >> >> Another way is to get Imperial Lasguns and modify them to look like sniper
 rifles and put 'em target locks, that's what the IG cityfight guy from a recent battle report did
 with a IG cadian sniper.
 >> >> >> >> For shotguns get the ones from necromunda and stikk 'em to da orks.
 >> >> >> 
 >> >> >> **I like these ideas. I will try them out. Thanks.
 >> >> >> 
 >> >> >> >> Anyways, why looting that squad? It is bad! Better try Fire warriors...
 >> >> >> >> You can have up to 5 of them per squad and they are totally free!!!!
 >> >> >> 
 >> >> >> **I'm not sure what you mean here? Do you mean loot Tau Fire Warriors?
 Because you can't do that... 
 Reply 
 Back To Thread Navigation 
 
 

                                   Optional Rules vs Official Rules . (1 Replies). GrogsnotPowwabomba[].
 3/1/2002 12:56 (3/1/2002 19:11) 
 I have read it.

 What I am telling you is that all your opponent has to say is "no, you can't use looted Tau
 weapons" and that is it. You can't. End of story. You are shit out of luck.

 If playing with your friends then fine. But you sure as hell can't take this to a tournament and
 expect anyone to allow you to use them. I think Orks looting Eldar/Tau weapons is too
 powerful anyway. And I think the weapons would be too complicated for the Orks to even
 understand...

 >> Read Lootas Squad.
 >> At the bottom it says that you can loot ANY squad from ANY army IF you ask your
 opponent's permission.
 >> So therefore, you can loot everything you like. And this is very logical, as orks don't fight
 against 'oomies only, they fight other things.
 >> 
 >> >> You can do anything you want in the game as long as you have your opponent's
 permission. The official rules do not allow you to loot non-imperial weaponry. I only use rules
 that are official and do nor require my opponents consent. You cannot rely on anything else.
 >> >> 
 >> >> 
 >> >> 
 >> >> >> Yes you can. 
 >> >> >> The only rule is that you must ask your opponent's permission to use them.
 >> >> >> Also remember that lootas loot a squad's options included TRANSPORTS, so
 lootas can loot pulse carbines free and get a devilfish(kinda weird...)
 >> >> >> Long live to da Mekz, the Peak of Creation!
 >> >> >> 
 >> >> >> 
 >> >> >> >> >> Orks with kannons from gorkamorka can be lootas with sniper rifles, just
 try to make a longer kannon and put it a target lock(marines).
 >> >> >> >> >> Another way is to get Imperial Lasguns and modify them to look like sniper
 rifles and put 'em target locks, that's what the IG cityfight guy from a recent battle report did
 with a IG cadian sniper.
 >> >> >> >> >> For shotguns get the ones from necromunda and stikk 'em to da orks.
 >> >> >> >> 
 >> >> >> >> **I like these ideas. I will try them out. Thanks.
 >> >> >> >> 
 >> >> >> >> >> Anyways, why looting that squad? It is bad! Better try Fire warriors...
 >> >> >> >> >> You can have up to 5 of them per squad and they are totally free!!!!
 >> >> >> >> 
 >> >> >> >> **I'm not sure what you mean here? Do you mean loot Tau Fire Warriors?
 Because you can't do that... 
 Reply 
 Back To Thread Navigation 
 
 

                                       Well... . (0 Replies). BlakkMadArrgarrd[]. 3/1/2002 19:11 (3/1/2002 19:11) 
 Remember that orks can understand high technologhy, not skimmers.
 But as Meks are the Peak of creation, they can understand how a tau weapon functions.
 The other side is that it would be reasonable if you can loot non imperial weapons and take
 'em to a tourny.
 Anyways, tournies are bad. They are designed to one thing: Win.
 I prefer campgain, nobody loses, nobody wins and you can have great fun, just like
 armageddon.
 

 >> I have read it.
 >> 
 >> What I am telling you is that all your opponent has to say is "no, you can't use looted Tau
 weapons" and that is it. You can't. End of story. You are shit out of luck.
 >> 
 >> If playing with your friends then fine. But you sure as hell can't take this to a tournament
 and expect anyone to allow you to use them. I think Orks looting Eldar/Tau weapons is too
 powerful anyway. And I think the weapons would be too complicated for the Orks to even
 understand...
 >> 
 >> >> Read Lootas Squad.
 >> >> At the bottom it says that you can loot ANY squad from ANY army IF you ask your
 opponent's permission.
 >> >> So therefore, you can loot everything you like. And this is very logical, as orks don't
 fight against 'oomies only, they fight other things.
 >> >> 
 >> >> >> You can do anything you want in the game as long as you have your opponent's
 permission. The official rules do not allow you to loot non-imperial weaponry. I only use rules
 that are official and do nor require my opponents consent. You cannot rely on anything else.
 >> >> >> 
 >> >> >> 
 >> >> >> 
 >> >> >> >> Yes you can. 
 >> >> >> >> The only rule is that you must ask your opponent's permission to use them.
 >> >> >> >> Also remember that lootas loot a squad's options included TRANSPORTS, so
 lootas can loot pulse carbines free and get a devilfish(kinda weird...)
 >> >> >> >> Long live to da Mekz, the Peak of Creation!
 >> >> >> >> 
 >> >> >> >> 
 >> >> >> >> >> >> Orks with kannons from gorkamorka can be lootas with sniper rifles,
 just try to make a longer kannon and put it a target lock(marines).
 >> >> >> >> >> >> Another way is to get Imperial Lasguns and modify them to look like
 sniper rifles and put 'em target locks, that's what the IG cityfight guy from a recent battle
 report did with a IG cadian sniper.
 >> >> >> >> >> >> For shotguns get the ones from necromunda and stikk 'em to da orks.
 >> >> >> >> >> 
 >> >> >> >> >> **I like these ideas. I will try them out. Thanks.
 >> >> >> >> >> 
 >> >> >> >> >> >> Anyways, why looting that squad? It is bad! Better try Fire warriors...
 >> >> >> >> >> >> You can have up to 5 of them per squad and they are totally free!!!!
 >> >> >> >> >> 
 >> >> >> >> >> **I'm not sure what you mean here? Do you mean loot Tau Fire Warriors?
 Because you can't do that... 
 Reply 
 Back To Thread Navigation 
 
 

       Comments from Warlord Arrgarrd . (1 Replies). BlakkMadArrgarrd[]. 2/27/2002 16:55 (2/28/2002 0:53) 
 Well, answering to 1. purpose:
 I have many different tactics, most of them depending on the enemy i'm facing.

 I prefer using the Green Tide tactic as it is very effective specially against Tau, Chaos, Eldar or
 marines.

 Another tactic i like is the Gorkamorka One. Take da boyz in the center of the battlefield and
 da fast things in a flank. When the boyz reach the enemy, the vehicles can cause havocs with
 heavy weapons or with orks on board.

 One of my kustom tactics is "Show 'em who's da Boss!" used against tyranids mostly. In this
 tactic you need to use Feral Orks as they have BS3. An excellent result will be a combined
 waaagh! of orks and feral orks, most of them ferals.
 Have 120 huntas supported by grotz, lobba batteries, maybe trappa boyz with bombz and
 CC units such as: Herda, Madboyz, Warboss, squiggoth(massive)
 As most of nids have pathetic armour save, da Hunta's Shootas are gonna be a headache for
 them. Use wisely those 120 D6 rolls, as they are your main force. Lobbas can support those
 Huntas with Blasts who will blow up every little nid it touches, included Genestealers. Grotz
 serve as cannon fodder and are the ones who will be first assaulted.
 If nids take liktors or teasy things that can assault yer boyz, that's why the CC units are for.
 Take them down with your Warboss(mounted on a superciboar, burna and a bodyguard) or
 with the Squiggoth. Madboyz can take down a Fex or a tyrant with no problems, even Herda
 can take down Nid Big 'Unz
 This tactic is very effective and should try it.

 Another kustom tactic is: "Grotz, do yer job". As the tactic suggests, grotz need to do the hard
 work. Take 100 boyz including skarboyz. Most of them need to be CC units. In front of them
 take hordes of grotz...(Also be sure to take some in the middles). Your green horde need to
 have a formation like a square. Also take kanz and dreds behind those grotz. If the enemy
 tries to assault you(This tactic is excellent against BA and Nids), they are gonna suffer the
 Hammer of the Green Power.
 Only not so effective against Tank armies or Ordnance weapons.

 Those are my 4 main tactics, hope you like 'em. My favorite is the green tide, the most useful.

 I have created great ork stuff. Wanna check it? Just put your mail adress...

 For da Glory of Gork 'N' Mork!!!

 Warlord Arrgarrd "Kleptofreek" Mgadhash
 Great Kommander of the Blakk Slayers Tribe
 Golgotha Sektor, Angelis I-II, Priak Jungles.

 Warboss Gorshkrag "Slaughta" 
 Skull Huntas Tribe
 Allies of the Blakk Slayers

 Warboss Rashkrog "One Eyed" Gokbrug
 Blakk Slayers Tribe

 Warboss DethGor
 Da Stompaz Tribe
 Allies of the Blakk Slayers

 Big Digga Nob Knottz
 Mercernary Kroot band known as "Diggas"
 Allies of the Blakk Slayers

 Kommander Kround'el "Da Slave"
 Tau warband known as Tar'saa
 Enslaved by the Blakk Slayers Tribe

 This post should serve Two purposes:
 >> 1. Ork players can come here, post ideas about how units ought to be used, new ways to
 use them, and their general method of play on a table. 
 >> 
 >> 2.Non-ork players can come here to find out how da boyz think and fight, aiding their
 games against them
 >> 
 >> Things I would prefer not to see:
 >> 1. army lists, these can be posted separately, though basic advice on army selection is
 welcome
 >> 
 >> 2. X unit sucks, needs to be changed, is b*%$#y or C%&?@y. I would ask that if one of
 these posts shows up, all serious contributers just ignore it and not respond, it only encourages
 similar posts.
 >> 
 >> 3. Flaming of any kind, 
 >> 
 >> 4. suggestions for new rules, we don't make the universe, we only try to play in it, keep it
 on the Dev board
 >> 
 >> 5. Ideas for ways to stretch or bend the rules, 
 Reply 
 Back To Thread Navigation 
 
 

           RE: Comments from Warlord Arrgarrd . (0 Replies). blkdymnd[]. 2/28/2002 0:53 (2/28/2002 0:53) 
 >> Well, answering to 1. purpose:
 >> I have many different tactics, most of them depending on the enemy i'm facing.
 >> 
 >> I prefer using the Green Tide tactic as it is very effective specially against Tau, Chaos,
 Eldar or marines.
 >> 
 >> Another tactic i like is the Gorkamorka One. Take da boyz in the center of the battlefield
 and da fast things in a flank. When the boyz reach the enemy, the vehicles can cause havocs
 with heavy weapons or with orks on board.
 >> 
 >> One of my kustom tactics is "Show 'em who's da Boss!" used against tyranids mostly. In
 this tactic you need to use Feral Orks as they have BS3. An excellent result will be a
 combined waaagh! of orks and feral orks, most of them ferals.
 >> Have 120 huntas supported by grotz, lobba batteries, maybe trappa boyz with bombz and
 CC units such as: Herda, Madboyz, Warboss, squiggoth(massive)
 >> As most of nids have pathetic armour save, da Hunta's Shootas are gonna be a headache
 for them. Use wisely those 120 D6 rolls, as they are your main force. Lobbas can support
 those Huntas with Blasts who will blow up every little nid it touches, included Genestealers.
 Grotz serve as cannon fodder and are the ones who will be first assaulted.
 >> If nids take liktors or teasy things that can assault yer boyz, that's why the CC units are
 for. Take them down with your Warboss(mounted on a superciboar, burna and a bodyguard)
 or with the Squiggoth. Madboyz can take down a Fex or a tyrant with no problems, even
 Herda can take down Nid Big 'Unz
 >> This tactic is very effective and should try it.
 >> 
 >> Another kustom tactic is: "Grotz, do yer job". As the tactic suggests, grotz need to do the
 hard work. Take 100 boyz including skarboyz. Most of them need to be CC units. In front of
 them take hordes of grotz...(Also be sure to take some in the middles). Your green horde
 need to have a formation like a square. Also take kanz and dreds behind those grotz. If the
 enemy tries to assault you(This tactic is excellent against BA and Nids), they are gonna suffer
 the Hammer of the Green Power.
 >> Only not so effective against Tank armies or Ordnance weapons.
 >> 
 >> Those are my 4 main tactics, hope you like 'em. My favorite is the green tide, the most
 useful.
 >> 
 >> I have created great ork stuff. Wanna check it? Just put your mail adress...
 >> 
 >> For da Glory of Gork 'N' Mork!!!
 >> 
 >> Warlord Arrgarrd "Kleptofreek" Mgadhash
 >> Great Kommander of the Blakk Slayers Tribe
 >> Golgotha Sektor, Angelis I-II, Priak Jungles.
 >> 
 >> Warboss Gorshkrag "Slaughta" 
 >> Skull Huntas Tribe
 >> Allies of the Blakk Slayers
 >> 
 >> Warboss Rashkrog "One Eyed" Gokbrug
 >> Blakk Slayers Tribe
 >> 
 >> Warboss DethGor
 >> Da Stompaz Tribe
 >> Allies of the Blakk Slayers
 >> 
 >> Big Digga Nob Knottz
 >> Mercernary Kroot band known as "Diggas"
 >> Allies of the Blakk Slayers
 >> 
 >> Kommander Kround'el "Da Slave"
 >> Tau warband known as Tar'saa
 >> Enslaved by the Blakk Slayers Tribe
 >> 
 >> This post should serve Two purposes:
 >> >> 1. Ork players can come here, post ideas about how units ought to be used, new ways
 to use them, and their general method of play on a table. 
 >> >> 
 >> >> 2.Non-ork players can come here to find out how da boyz think and fight, aiding their
 games against them
 >> >> 
 >> >> Things I would prefer not to see:
 >> >> 1. army lists, these can be posted separately, though basic advice on army selection is
 welcome
 >> >> 
 >> >> 2. X unit sucks, needs to be changed, is b*%$#y or C%&?@y. I would ask that if
 one of these posts shows up, all serious contributers just ignore it and not respond, it only
 encourages similar posts.
 >> >> 
 >> >> 3. Flaming of any kind, 
 >> >> 
 >> >> 4. suggestions for new rules, we don't make the universe, we only try to play in it, keep
 it on the Dev board
 >> >> 
 >> >> 5. Ideas for ways to stretch or bend the rules,

 Thank Mork! Finally someone giving my Feral Orks some respect! 
 Reply 
 Back To Thread Navigation 
 
 

       bumps for the bump god . (1 Replies). BloodAngelBrotherEdward[]. 2/28/2002 7:22 (2/28/2002 9:12) 
 bumps for the bump god 
 Reply 
 Back To Thread Navigation 
 
 

           =) . (0 Replies). GrogsnotPowwabomba[]. 2/28/2002 9:12 (2/28/2002 9:12) 
 Hehe, thanks. 
 Reply 
 Back To Thread Navigation 
 
 

       The final word on the grots . (1 Replies). absolutfreak[absolutfreak80@hotmail.com]. 2/28/2002
 8:14 (2/28/2002 9:12) 
 Here's what the rulezboyz said about the grots.
 "Yes, they will block line of site. Friendly models do not block line of site." 
 Reply 
 Back To Thread Navigation 
 
 

           Right . (0 Replies). GrogsnotPowwabomba[]. 2/28/2002 9:12 (2/28/2002 9:12) 
 >> Here's what the rulezboyz said about the grots.
 >> "Yes, they will block line of site. Friendly models do not block line of site."

 That is what we said all along. =)

 BUt the great thing about Grots is that even if they don't block direct LOS, you can still use
 them for a 5+ cover save.

 And they are only 3 pts each =) 
 Reply 
 Back To Thread Navigation 
 
 

       Kommandos . (3 Replies). GrogsnotPowwabomba[]. 2/28/2002 9:14 (3/8/2002 14:03) 
 I have a unit of these guys, but I find them difficult to use. The small size of the mob means
 mine are often shot to pieces.

 But I think its maybe because I am not using them correctly.

 How have you all faired with these sneaky gitz? 
 Reply 
 Back To Thread Navigation 
 
 

           RE: Kommandos . (0 Replies). ironork[]. 2/28/2002 13:22 (2/28/2002 13:22) 
 >> I have a unit of these guys, but I find them difficult to use. The small size of the mob means
 mine are often shot to pieces.
 >> 
 >> But I think its maybe because I am not using them correctly.
 >> 
 >> How have you all faired with these sneaky gitz?

 I've only used them once. They managed to tear up an eldar ranger squad in one turn. Just
 remember to use cover, like you should with any ork unit.

 ironork 
 Reply 
 Back To Thread Navigation 
 
 

           Kommandos= Excellent unit. . (0 Replies). BlakkMadArrgarrd[]. 2/28/2002 19:36 (2/28/2002 19:36) 
 Be sure to know what mission are you gonna play and if it is a good option for the
 Kommandos take 'em.
 I had used them in bunker missions and they are quite good.
 Have a small mob(Up to 5 kommandos)with a Burna or a Rokkit launcha(i prefer a burna),
 tankbusta bombz, shootas/sluggas and choppas, you choose. Also take with 'em a Nob
 armed with a Rokkit launcha and tankbustas. Attack squigs could be fun.
 If you take 'em hide in your troops(if the field doesn't have too much cover)and then release
 them when it is time they're gonna be headache for yer enemy.
 They are tankdestroyers, they can infiltrate, they can move with 'ease through hard terrain.
 That's what they are for. They are not made to fight in CC or to shoot to death, they are done
 to be silent and strong...
 In bunker missions they are quite good if you take them near a bunker(they can infiltrate)If not
 use them against tanks...
 But it is obvious that Kommandos are always destroyed....
 Little mobs= Easy to destroy. 
 So you know now my tactics about Kommandos...
 Anyways, i love 'em as they mine are excellent conversions!

 Keep it mean and green....
 

 >> I have a unit of these guys, but I find them difficult to use. The small size of the mob means
 mine are often shot to pieces.
 >> 
 >> But I think its maybe because I am not using them correctly.
 >> 
 >> How have you all faired with these sneaky gitz? 
 Reply 
 Back To Thread Navigation 
 
 

           RE: Kommandos . (0 Replies). SlagnobDaGrusome[]. 3/8/2002 14:03 (3/8/2002 14:03) 
 Kommandos effectiveness is greatly dependent on the scenario being played. I think it's pretty
 obvious that unless u can infiltrate, ur better off spending those points on something else. 
 That said the main thing it remember is be as sneaky as possible, if u can make it to the enemy
 line with a deccent sized group of them u can cuase some serious havoc, especially vs a
 shooty army. try to use cover as much as possible, dont worry about having them shoot untill
 right before they charge someone. 
 If u give a Kommando nob a P Klaw, and the squad a burna, even vs a space marine army
 the kommandos will be able to pull down some kills. but in the end, their main purpose still
 remains tying up the enemy till da Boss and the boyz arrive to mop up the floor with everything
 still moving. (i.e. dont expect ur Kommandos to see the end of battle... ever)
 I have used kommandos a few times in scenarios where i could infiltrate and had good luck
 with them. But i also learned quickly that if u expose them to soon, theyll get splattered all
 over the ground..quickly. 
 One tactic to use with them vs shooty armies is to have them hiding 'just around the corner'
 from the enemy to sort of pin them in place. This way u can restrict the enemies movement
 somewhat at the beginning, or if they do move out u ponce on them, a win, win situation

 'Now do as I seyz youse lazy Gitz, or do i need ta crack sum skulz?!'
 Slagnob Da Grusome

 >> I have a unit of these guys, but I find them difficult to use. The small size of the mob means
 mine are often shot to pieces.
 >> 
 >> But I think its maybe because I am not using them correctly.
 >> 
 >> How have you all faired with these sneaky gitz? 
 Reply 
 Back To Thread Navigation 
 
 

       RE: Tactica: Orks . (5 Replies). megaorc[]. 2/28/2002 21:00 (3/3/2002 14:23) 
 I always loot things, I have looted a tau hammerhead. I placed the hammerhead
 commander,squased, into on to the turbines, with a big gaping hole through him. I have used
 lot of cardboard to make the armoredplates.

 I like to run it when I play against tau, kind of a slapp in the face.

 all hail: warboss snob, his brother: warboss snot: his cousin: warboss booger, his brother:
 warboss fasta 
 Reply 
 Back To Thread Navigation 
 
 

           RE: RE: Tactica: Orks . (4 Replies). Lordof[]. 2/28/2002 21:14 (3/3/2002 14:23) 
 >> I always loot things, I have looted a tau hammerhead. I placed the hammerhead
 commander,squased, into on to the turbines, with a big gaping hole through him. I have used
 lot of cardboard to make the armoredplates.
 >> 
 >> I like to run it when I play against tau, kind of a slapp in the face.
 >> 
 >> all hail: warboss snob, his brother: warboss snot: his cousin: warboss booger, his brother:
 warboss fasta

 You can't loot a Hammerhead

 The list that is in the codex is all that you can take

 GW may release a list later in the CA articles approving the looting of more vehicles 
 Reply 
 Back To Thread Navigation 
 
 

               RE: RE: RE: Tactica: Orks . (3 Replies). javaguru[]. 3/1/2002 9:06 (3/3/2002 14:23) 
 >> >> I always loot things, I have looted a tau hammerhead. I placed the hammerhead
 commander,squased, into on to the turbines, with a big gaping hole through him. I have used
 lot of cardboard to make the armoredplates.
 >> >> 
 >> >> I like to run it when I play against tau, kind of a slapp in the face.
 >> >> 
 >> >> all hail: warboss snob, his brother: warboss snot: his cousin: warboss booger, his
 brother: warboss fasta
 >> 
 >> You can't loot a Hammerhead
 >> 
 >> The list that is in the codex is all that you can take
 >> 

 You can loot anything with opponents consent, usually not a problem in a gaming group.
 >> GW may release a list later in the CA articles approving the looting of more vehicles 
 Reply 
 Back To Thread Navigation 
 
 

                   Problems with looting Tau . (2 Replies). thelankyone[]. 3/1/2002 12:17 (3/3/2002 14:23) 
 I figure if your opponent doesn't agree to your looting tau stuff, just use the rules for equipment
 you can loot... treat the devilfish as a rhino, the hammerhead as a leman russ. Sure, they aren't
 ACTUALLY those models, but you could just say the orks re-styled 'em. :) Still legal, if not a
 little underhanded.
 Reply 
 Back To Thread Navigation 
 
 

                       RE: Problems with looting Tau . (0 Replies). GrogsnotPowwabomba[]. 3/1/2002 12:57
 (3/1/2002 12:57) 
 >> I figure if your opponent doesn't agree to your looting tau stuff, just use the rules for
 equipment you can loot... treat the devilfish as a rhino, the hammerhead as a leman russ. Sure,
 they aren't ACTUALLY those models, but you could just say the orks re-styled 'em. :) Still
 legal, if not a little underhanded.

 They would never let you do that in a tournament. 
 Reply 
 Back To Thread Navigation 
 
 

                       Yep . (0 Replies). BlakkMadArrgarrd[]. 3/3/2002 14:23 (3/3/2002 14:23) 
 That's right.
 I loot tau cuz they are my slaves, so my ladz allow me to loot their stuff.
 

 >> I figure if your opponent doesn't agree to your looting tau stuff, just use the rules for
 equipment you can loot... treat the devilfish as a rhino, the hammerhead as a leman russ. Sure,
 they aren't ACTUALLY those models, but you could just say the orks re-styled 'em. :) Still
 legal, if not a little underhanded. 
 Reply 
 Back To Thread Navigation 
 
 

       Speed Freek Vehicle Upgrades . (6 Replies). absolutfreak[absolutfreak80@hotmail.com].
 3/1/2002 8:30 (3/1/2002 12:54) 
 Since I'm at school, I don't have my Armageddon codex with me at the moment. Can you use
 Speed Freek vehicle upgrades on regular ork armies? It seems fitting that you should. My goff
 orks could use an armored top for their vehicles. They aren't too concerned about shooting
 out of them. I've always envisioned goff stuff as being slower but better armored. 
 Reply 
 Back To Thread Navigation 
 
 

           Unfortunately, no . (0 Replies). GrogsnotPowwabomba[]. 3/1/2002 9:16 (3/1/2002 9:16) 
 >> Since I'm at school, I don't have my Armageddon codex with me at the moment. Can you
 use Speed Freek vehicle upgrades on regular ork armies? It seems fitting that you should. My
 goff orks could use an armored top for their vehicles. They aren't too concerned about
 shooting out of them. I've always envisioned goff stuff as being slower but better armored.

 You can only use vehicle upgrades listed in the Ork codex for a standard Ork army. 
 Reply 
 Back To Thread Navigation 
 
 

           RE: Speed Freek Vehicle Upgrades . (3 Replies). thelankyone[]. 3/1/2002 12:07 (3/1/2002 12:51) 
 On that note, can Speed freeks take normal ork vehicle upgrades? That makes even more
 sense. I was a little confused when I didn't see the large majority of normal ork vehicle
 upgrades in Armageddon. Is it safe to assume you can get 'em? 
 Reply 
 Back To Thread Navigation 
 
 

               hmmm.. . (1 Replies). GrogsnotPowwabomba[]. 3/1/2002 12:13 (3/1/2002 12:19) 
 It doesn't specifically say they can, but I am 99.999999999% sure. I believe the intention was
 for Speed Freak vehicle upgrades to be additional options for Speed Freak armies, and not
 the only ones they could take. 
 Reply 
 Back To Thread Navigation 
 
 

                   Someone call a roolzboy (nt) (NT) . (0 Replies). thelankyone[]. 3/1/2002 12:19 (3/1/2002 12:19) 
 No Text 
 Reply 
 Back To Thread Navigation 
 
 

               RE: RE: Speed Freek Vehicle Upgrades . (0 Replies). javaguru[]. 3/1/2002 12:51 (3/1/2002 12:51) 
 >> On that note, can Speed freeks take normal ork vehicle upgrades? That makes even more
 sense. I was a little confused when I didn't see the large majority of normal ork vehicle
 upgrades in Armageddon. Is it safe to assume you can get 'em?

 Yes, speed freaks amy take upgrades from the the regular Ork codex, it was in the
 Armageddon Chapter approved Q&A in WD and carried forward into the Chapter approved
 book. However, normal ork armies cannot take Speed Freak upgrades. 
 Reply 
 Back To Thread Navigation 
 
 

           The real truth. . (0 Replies). BlakkMadArrgarrd[]. 3/1/2002 12:54 (3/1/2002 12:54) 
 No.
 Normal Orks can't take Speed Freeks stuff.
 Remember that the Kult of Speed has a big amount of fast running machines, so they need
 loadz of Meks to keep them on line.
 Orks, in exchange, trust in numbers than in vehicles, so Meks are not so neccesary.
 So, you can't take Speed Freeks Vehicle upgrades for your orks. BUT speed freeks CAN
 take ork's vehicle upgrades.
 In exchange, freeks don't have so beautiful units as Grotz, Kanz, Dreds and Ciborks.

 Keep it mean....
 

 >> Since I'm at school, I don't have my Armageddon codex with me at the moment. Can you
 use Speed Freek vehicle upgrades on regular ork armies? It seems fitting that you should. My
 goff orks could use an armored top for their vehicles. They aren't too concerned about
 shooting out of them. I've always envisioned goff stuff as being slower but better armored. 
 Reply 
 Back To Thread Navigation 
 
 

       'Ere we bump, 'ere we bump, 'ere we bump... (NT) . (0 Replies). thelankyone[]. 3/3/2002 13:58
 (3/3/2002 13:58) 
 No Text 
 Reply 
 Back To Thread Navigation 
 
 

       Flash Gitz . (3 Replies). BlakkMadArrgarrd[]. 3/3/2002 21:12 (3/4/2002 13:47) 
 Flash gitz are one of the best shooty ork units.
 I was planning to build a Mob.
 So which of the kustom jobs is better?

 Shootier +1S=2pts.
 Cheap. And good, S5 shootas is excellent against big nids and light vehicles.

 Dakka Assault2=4pts
 The best option, probably. As Flash Gitz still have BS2 with this upgrade they can improve
 their fire power to make them very efficient. Imagine 20 of these ladz with this upgrade=40
 shotz.

 Blasta Makes a shoota AP3 at 12", AP2 at 6"= 3pts
 A very good kustom job, but very dangerous. It gets hot, so if you bring a big mob of Flash
 Gitz it is very sure that you're gonna score a lot of 1's. So i better prefer not taking this job.

 And what about the heavy weapons?

 Burna? I don't think so. Even you can carry 4 of them, Flash Gitz are supposed to be
 improved shoota boyz, so a Burna is useless for them.

 Rokkit launcha? A good choice. Specially if you take a Nob armed with this weapon and 4
 boyz armed the same. Combine those 5 rokkit launchas with Shootier Shootas to make them
 a Tank-Hunta Unit.

 Big shootas? A good choice also. Have a nob with big shoota to have 5 big shootas=15
 shotz! Now combine them with Dakka Shootas to make them an Infantry-Hunta Unit.

 Well, maybe i'm gonna get an Infantry-Hunta unit, cuz other units have enough fire power
 against tanks. Too bad that Flash Gitz can carry 1 kustom job and that they are 0-1.

 Ideas?
 

 >> This post should serve Two purposes:
 >> 1. Ork players can come here, post ideas about how units ought to be used, new ways to
 use them, and their general method of play on a table. 
 >> 
 >> 2.Non-ork players can come here to find out how da boyz think and fight, aiding their
 games against them
 >> 
 >> Things I would prefer not to see:
 >> 1. army lists, these can be posted separately, though basic advice on army selection is
 welcome
 >> 
 >> 2. X unit sucks, needs to be changed, is b*%$#y or C%&?@y. I would ask that if one of
 these posts shows up, all serious contributers just ignore it and not respond, it only encourages
 similar posts.
 >> 
 >> 3. Flaming of any kind, 
 >> 
 >> 4. suggestions for new rules, we don't make the universe, we only try to play in it, keep it
 on the Dev board
 >> 
 >> 5. Ideas for ways to stretch or bend the rules, 
 Reply 
 Back To Thread Navigation 
 
 

           RE: Flash Gitz . (2 Replies). thelankyone[]. 3/4/2002 8:54 (3/4/2002 13:47) 
 The blasta option, it seems to me, would be absolutely great against SMs. If you're within 12",
 heehee, beekees dun get no armur saves! ... I get excited and orky when talking about
 bashing marines. Excuse me. As for assault weapons, go with the big shootas, definately. 
 Reply 
 Back To Thread Navigation 
 
 

               RE: RE: Flash Gitz . (1 Replies). bluedevil[]. 3/4/2002 11:02 (3/4/2002 13:47) 
 I didn't think you could do this, but can you choose more dakka to rokkit launchas and
 burnas? 
 Reply 
 Back To Thread Navigation 
 
 

                   Why would you want to? . (0 Replies). GrogsnotPowwabomba[]. 3/4/2002 13:47 (3/4/2002
 13:47) 
 >> I didn't think you could do this, but can you choose more dakka to rokkit launchas and
 burnas? 

 What would this accomplish? They are already assault weapons?

 But to answer your question. No you can't. Only sluggas and shootas can be given kustom
 jobz. 
 Reply 
 Back To Thread Navigation 
 
 

       Loota 1's . (2 Replies). absolutfreak[absolutfreak80@hotmail.com]. 3/4/2002 11:03 (3/5/2002 20:42) 
 If you're using lootas armed with plasma weapons, what happens when you roll a 1? Does it
 get hot, or do you suffer from the "Oops, sorry mate!" rule? Or both? 
 Reply 
 Back To Thread Navigation 
 
 

           RE: Loota 1's . (0 Replies). GrogsnotPowwabomba[]. 3/4/2002 13:45 (3/4/2002 13:45) 
 >> If you're using lootas armed with plasma weapons, what happens when you roll a 1? Does
 it get hot, or do you suffer from the "Oops, sorry mate!" rule? Or both?

 I would say oops sorry mate takes precedence, since it is a rule written specifically for the unit
 as opposed to a general rule of the game. As far as I know unit specific rules take
 precedence.

 But I have no idea what the official ruling is/will be. 
 Reply 
 Back To Thread Navigation 
 
 

           Good question... . (0 Replies). BlakkMadArrgarrd[]. 3/5/2002 20:42 (3/5/2002 20:42) 
 I suggest THAT:

 Oops, sorry mate rule is applied with any looted weapon and its S is equal to the gun who is
 fired, so if you suffer this and also a plasma cannon gets hot, then the ork whit the plasma
 cannon suffers the overheating of the plasma weapon and another ork from the mob is hurt.
 
 
 

 >> If you're using lootas armed with plasma weapons, what happens when you roll a 1? Does
 it get hot, or do you suffer from the "Oops, sorry mate!" rule? Or both? 
 Reply 
 Back To Thread Navigation 
 
 

       Kustom Jobz . (3 Replies). GrogsnotPowwabomba[]. 3/4/2002 13:42 (3/15/2002 16:54) 
 I wanted to get a discussion going on kustom jobs.

 When do you use 'em? Which ones do you take?

 I am quite a big fan of the Blasta upgrade when fighting marines.
 Basically I am a huge fan of anything that denies marines their armor save. Blasta is a cheap
 way for Orks to get the AP3 and AP2 weaponry they so desperately need. And the risk to
 harm yourself is less than a plasma gun because the weapon strength is much lower.

 Marines are NOTHING without their 3+ save as far as I am concerned. That is why they get
 bitch slapped by Starcannons so bad. And that is also why I love the Blasta Gunz.

 All in all a very under-used and good kustom job imho. 
 Reply 
 Back To Thread Navigation 
 
 

           That's right, but... . (1 Replies). BlakkMadArrgarrd[]. 3/5/2002 20:37 (3/6/2002 10:15) 
 I use a Blasta shoota for my Tella Porta Boyz. This lad had proved to be excellent as i place
 this unit near marines to shoot 'em. I also combine this shoota with the other two upgrades to
 at least wound once and take one marine down.

 Blasta job for the Flash gitz still seems to me very, very dangerous....
 BUT i agree, marines are NOTHING without their armour...

 What da ya think?
 

 >> I wanted to get a discussion going on kustom jobs.
 >> 
 >> When do you use 'em? Which ones do you take?
 >> 
 >> I am quite a big fan of the Blasta upgrade when fighting marines.
 >> Basically I am a huge fan of anything that denies marines their armor save. Blasta is a
 cheap way for Orks to get the AP3 and AP2 weaponry they so desperately need. And the
 risk to harm yourself is less than a plasma gun because the weapon strength is much lower.
 >> 
 >> Marines are NOTHING without their 3+ save as far as I am concerned. That is why they
 get bitch slapped by Starcannons so bad. And that is also why I love the Blasta Gunz.
 >> 
 >> All in all a very under-used and good kustom job imho. 
 Reply 
 Back To Thread Navigation 
 
 

               Da Soopa Gatt and Blastas in general . (0 Replies). GrogsnotPowwabomba[]. 3/6/2002 10:15
 (3/6/2002 10:15) 
 I think blasta is only good for assault oriented squads, not the Flash Gitz. So I basically only
 ever use it on my HQ squads.

 One of the 2 Mekboyz in my Warboss Bodyguard has an awesome gun called "Da Soopa
 Gatt"

 It has all three kustom jobs, making it a Str5, AP3, Assault 2 pistol. It rulez, and it only costs
 10 points!

 I think Flash Gitz are almost always better off using more dakka, because it basically gives
 you storm bolters for your Orks (which is very nice). 
 

 >> I use a Blasta shoota for my Tella Porta Boyz. This lad had proved to be excellent as i
 place this unit near marines to shoot 'em. I also combine this shoota with the other two
 upgrades to at least wound once and take one marine down.
 >> 
 >> Blasta job for the Flash gitz still seems to me very, very dangerous....
 >> BUT i agree, marines are NOTHING without their armour...
 >> 
 >> What da ya think?
 >> 
 >> 
 >> >> I wanted to get a discussion going on kustom jobs.
 >> >> 
 >> >> When do you use 'em? Which ones do you take?
 >> >> 
 >> >> I am quite a big fan of the Blasta upgrade when fighting marines.
 >> >> Basically I am a huge fan of anything that denies marines their armor save. Blasta is a
 cheap way for Orks to get the AP3 and AP2 weaponry they so desperately need. And the
 risk to harm yourself is less than a plasma gun because the weapon strength is much lower.
 >> >> 
 >> >> Marines are NOTHING without their 3+ save as far as I am concerned. That is why
 they get bitch slapped by Starcannons so bad. And that is also why I love the Blasta Gunz.
 >> >> 
 >> >> All in all a very under-used and good kustom job imho. 
 Reply 
 Back To Thread Navigation 
 
 

           RE: Kustom Jobz . (0 Replies). SlagnobDaGrusome[]. 3/15/2002 16:54 (3/15/2002 16:54) 
 >> I wanted to get a discussion going on kustom jobs.
 >> 
 >> When do you use 'em? Which ones do you take?
 >> 
 >> I am quite a big fan of the Blasta upgrade when fighting marines.
 >> Basically I am a huge fan of anything that denies marines their armor save. Blasta is a
 cheap way for Orks to get the AP3 and AP2 weaponry they so desperately need. And the
 risk to harm yourself is less than a plasma gun because the weapon strength is much lower.

 Weapon str has nothing to do with it, if u roll a 1 the model takes a wound, no 'to wound' roll
 required
 >> 
 >> Marines are NOTHING without their 3+ save as far as I am concerned. That is why they
 get bitch slapped by Starcannons so bad. And that is also why I love the Blasta Gunz.

 Of course space marines are nothing without their save, they wouldnt exactly be space
 marines anymore with out it now would they.

 >> 
 >> All in all a very under-used and good kustom job imho.

 My opinion of the kustom jobs is as follows:

 More shootier: Mostly useless, I tend only to give kustoms jobs to Nobz (since I dont use
 Flash Gitz) and given their terrible chances to hit, it's just as likely to never hit something and
 therefore be useless. I guess it could be useful on Flash Gitz vs a race with low armor (such as
 other orks or tyranids) but I dont endorse using Flash Gitz or this kustom job

 More Blasta: I beleive the fact that you are half as likely to wound urself with this weapon as it
 is to actually hit anything else is an unexceptable trade off. Also the low effective range of the
 mod makes it even less desirable. I dont like the Idea of my Nobs gettin wounded before
 combat begins by their own weapon. On flash Gitz this might work out for yah, but it's also
 likely you end up killing several of ur own Flash Gitz every turn (given orks horrible save)

 More Dakka: This is the only Kustom job I use on a regular basis. I mainly use it for mega
 armored orks, since they have no choise but to carry a shoota. This mod gives you just what
 an ork needs, more dice to throw in the shooting phase. Given their horrible Bs, the more dice
 the merrier. I could also see this mod being terribly deadly to low armor save races if used in
 conjunction with Flash Gitz. Two shots per Git will add up to alotta hits no matter how bad
 orks shoot.

 'Just my two Teef'
 Slagnob Da Grusome 
 Reply 
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       Army Lists . (5 Replies). thelankyone[]. 3/4/2002 21:21 (3/6/2002 9:44) 
 Hey guys, I really like this idea of the Tactica threads, I think it's more convenient to have
 organized threads so you're not sifting through the massive piles in the main forum. Good call
 dirithai. 

 Anyhoo, post your army lists for harsh razings, I say! Here's mine. Now, I wrote this after
 having my ass handed to me when I used an army list with two trukks and the rest
 footsloggers (and the Russ, of course :) ) So, I was thinking all footslogger, so no nuts go
 ahead of the lines, everyone advances nice and steady-like. Big risk here is getting
 out-maneovered. I could replace one of the slugga squads with 5 bikes, which would give me
 some counter-assault power for fast moving armies. Against slow-moving armies, though, I'm
 out in the open for a long, long time. Suggestions welcome, I've got lotsa models, so I can
 always totally revamp things. Everyone drop off your army lists as a reply to this, we could get
 a nice resevoir of critcisms here. 

 1000 Pts - Orks Army

 1 Warboss @ 262 Pts
 Mega Armour; Power Klaw; Shoota
 Cybork Body [10]
 Mega Boosta [10]

 4 Nobz Bodyguard @ [152] Pts
 Choppa; Slugga

 1 Additional Nobz #1 @ [60] Pts
 Mega Armour; Power Klaw; Shoota
 Mega Boosta [10]

 15 Slugga Boyz @ 159 Pts
 Slugga & Choppa (x12); Big Shoota (x3)

 15 Slugga Boyz @ 159 Pts
 Slugga & Choppa (x12); Big Shoota (x3)

 15 Slugga Boyz @ 150 Pts
 Slugga & Choppa (x12); Rokkit Launcha (x3)

 27 Gretchin @ 95 Pts
 Blasta

 1 Slaver @ [14] Pts
 Squighound [5]
 

 1 Leman Russ Battle Tank @ 175 Pts
 Leman Russ; Battle Cannon; Hull Lascannon; 2 Spn. Heavy Bolters
 10 pt. Armour Plates [10]

 Total Army Cost: 1000
 

 Mmmm.... army builder... :) 
 Reply 
 Back To Thread Navigation 
 
 

           RE: Army Lists . (1 Replies). GrogsnotPowwabomba[]. 3/5/2002 9:36 (3/5/2002 10:36) 
 I overall like the list. But I would add one unit of fast attack, whether it be some Trukboyz,
 bikes, or wartraks/buggies. You need that fast element to buy time for your boyz on foot. It
 can be a throw away unit, but you need something.

 Bikes are especially good for this because they are fearless and tougness 5. But they are
 expensive and hard to justify in 1000pt games.

 Maybe try some wartraks?
 

 >> Hey guys, I really like this idea of the Tactica threads, I think it's more convenient to have
 organized threads so you're not sifting through the massive piles in the main forum. Good call
 dirithai. 
 >> 
 >> Anyhoo, post your army lists for harsh razings, I say! Here's mine. Now, I wrote this after
 having my ass handed to me when I used an army list with two trukks and the rest
 footsloggers (and the Russ, of course :) ) So, I was thinking all footslogger, so no nuts go
 ahead of the lines, everyone advances nice and steady-like. Big risk here is getting
 out-maneovered. I could replace one of the slugga squads with 5 bikes, which would give me
 some counter-assault power for fast moving armies. Against slow-moving armies, though, I'm
 out in the open for a long, long time. Suggestions welcome, I've got lotsa models, so I can
 always totally revamp things. Everyone drop off your army lists as a reply to this, we could get
 a nice resevoir of critcisms here. 
 >> 
 >> 1000 Pts - Orks Army
 >> 
 >> 1 Warboss @ 262 Pts
 >> Mega Armour; Power Klaw; Shoota
 >> Cybork Body [10]
 >> Mega Boosta [10]
 >> 
 >> 4 Nobz Bodyguard @ [152] Pts
 >> Choppa; Slugga
 >> 
 >> 1 Additional Nobz #1 @ [60] Pts
 >> Mega Armour; Power Klaw; Shoota
 >> Mega Boosta [10]
 >> 
 >> 15 Slugga Boyz @ 159 Pts
 >> Slugga & Choppa (x12); Big Shoota (x3)
 >> 
 >> 15 Slugga Boyz @ 159 Pts
 >> Slugga & Choppa (x12); Big Shoota (x3)
 >> 
 >> 15 Slugga Boyz @ 150 Pts
 >> Slugga & Choppa (x12); Rokkit Launcha (x3)
 >> 
 >> 27 Gretchin @ 95 Pts
 >> Blasta
 >> 
 >> 1 Slaver @ [14] Pts
 >> Squighound [5]
 >> 
 >> 
 >> 1 Leman Russ Battle Tank @ 175 Pts
 >> Leman Russ; Battle Cannon; Hull Lascannon; 2 Spn. Heavy Bolters
 >> 10 pt. Armour Plates [10]
 >> 
 >> Total Army Cost: 1000
 >> 
 >> 
 >> Mmmm.... army builder... :) 
 Reply 
 Back To Thread Navigation 
 
 

               RE: RE: Army Lists . (0 Replies). thelankyone[]. 3/5/2002 10:36 (3/5/2002 10:36) 
 >> I overall like the list. But I would add one unit of fast attack, whether it be some Trukboyz,
 bikes, or wartraks/buggies. You need that fast element to buy time for your boyz on foot. It
 can be a throw away unit, but you need something.
 >> 
 >> Bikes are especially good for this because they are fearless and tougness 5. But they are
 expensive and hard to justify in 1000pt games.
 >> 
 >> Maybe try some wartraks?

 I have 3 traks with mega-blastas... that would be nice against SMs, I think. I could replace the
 rokkit mob with the traks and with any points leftover I could beef up the other two squads. I
 figure I've got enough speedy stuff for KoS army, too, actually. I'll post one up soon.

 Thanks for the pointers. Let's see your list! :) 
 Reply 
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           Skull Huntas Army list ready to battle!!! . (2 Replies). BlakkMadArrgarrd[]. 3/5/2002 20:59
 (3/6/2002 9:44) 
 I will face BT soon and i had decided to use Feral orks, i just love 'em.
 'ere's da list:

 Warboss Gorshkrag "Slaughta"
 with burna, choppa, mounted on superciboar, shiny bitz, fragstikkbombz, warpaint Pts. 108
 Bodyguard

 Da Direktor
 with burna, choppa, superciboar, shiny bitz Pts. 51

 "Little" Klapkan
 with burna, choppa, superciboar, shiny bitz Pts. 51

 Grishnak
 superciboar, slugga and choppa Pts. 38
 Badsnik
 the same, pts. 38
 Grushkrim
 Boar, slugga and choppa Pts. 28
 Wozzdreg
 Pig dok, boar Pts. 15

 Total HQ: 301

 Nazgrub Wurzzaf, Scrap Prospector.
 Weird Boy, Pts. 50

 Elites
 19 Brute boyz with 3 burnas
 Nob with Slugga and choppa 
 Pts.198

 Troopz
 25 Wild Boyz 
 Boss Krushgob with choppa and club, boss pole
 Pts. 215

 29 Huntas
 3 rokkit launchas, shootas
 Boss Skrashgrom with rokkit launcha, ammo runt "Wekkit"
 Pts. 301

 20 Madboyz
 Pts. 140

 30 Grotz 
 Slaver with squighound
 Pts. 104

 "Skull Seekas"
 21 Huntas with 3 big shootas
 Boss Ferchkrosh with Big shoota
 Pts. 236

 Fast Attack
 20 Squigs Pts. 100
 Blag, da Slaver Pts. 9

 Heavy Support

 Da Banta
 Massive Squiggoth with twin linked rokkit launchaPts. 80

 Lobba battery with 3 lobbas, slaver with squighound
 Pts. 104

 Total Pts: 1838

 This battle is going to be played at 2000 pts, so i can spend 162pts more.
 What do i need?

 Boar Boyz or more Huntas?
 Junka Boyz?

 Ideas?

 Warboss Gorshkrag "Slaughta"
 Skull Huntas Tribe
 Allies of the Blakk Slayers

 >> Hey guys, I really like this idea of the Tactica threads, I think it's more convenient to have
 organized threads so you're not sifting through the massive piles in the main forum. Good call
 dirithai. 
 >> 
 >> Anyhoo, post your army lists for harsh razings, I say! Here's mine. Now, I wrote this after
 having my ass handed to me when I used an army list with two trukks and the rest
 footsloggers (and the Russ, of course :) ) So, I was thinking all footslogger, so no nuts go
 ahead of the lines, everyone advances nice and steady-like. Big risk here is getting
 out-maneovered. I could replace one of the slugga squads with 5 bikes, which would give me
 some counter-assault power for fast moving armies. Against slow-moving armies, though, I'm
 out in the open for a long, long time. Suggestions welcome, I've got lotsa models, so I can
 always totally revamp things. Everyone drop off your army lists as a reply to this, we could get
 a nice resevoir of critcisms here. 
 >> 
 >> 1000 Pts - Orks Army
 >> 
 >> 1 Warboss @ 262 Pts
 >> Mega Armour; Power Klaw; Shoota
 >> Cybork Body [10]
 >> Mega Boosta [10]
 >> 
 >> 4 Nobz Bodyguard @ [152] Pts
 >> Choppa; Slugga
 >> 
 >> 1 Additional Nobz #1 @ [60] Pts
 >> Mega Armour; Power Klaw; Shoota
 >> Mega Boosta [10]
 >> 
 >> 15 Slugga Boyz @ 159 Pts
 >> Slugga & Choppa (x12); Big Shoota (x3)
 >> 
 >> 15 Slugga Boyz @ 159 Pts
 >> Slugga & Choppa (x12); Big Shoota (x3)
 >> 
 >> 15 Slugga Boyz @ 150 Pts
 >> Slugga & Choppa (x12); Rokkit Launcha (x3)
 >> 
 >> 27 Gretchin @ 95 Pts
 >> Blasta
 >> 
 >> 1 Slaver @ [14] Pts
 >> Squighound [5]
 >> 
 >> 
 >> 1 Leman Russ Battle Tank @ 175 Pts
 >> Leman Russ; Battle Cannon; Hull Lascannon; 2 Spn. Heavy Bolters
 >> 10 pt. Armour Plates [10]
 >> 
 >> Total Army Cost: 1000
 >> 
 >> 
 >> Mmmm.... army builder... :) 
 Reply 
 Back To Thread Navigation 
 
 

               RE: Skull Huntas Army list ready to battle!!! . (0 Replies). thelankyone[]. 3/6/2002 9:35 (3/6/2002
 9:35) 
 Let me go find the Feral Orks army list on kazza, and I'll get back to you on it. :) 
 Reply 
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               If I'm not mistaken..... . (0 Replies). absolutfreak[absolutfreak80@hotmail.com]. 3/6/2002
 9:44 (3/6/2002 9:44) 
 I'm not sure if this is correct or not, but I think you can only take 2 "heavy" weapons in a mob.
 I don't have the WD handy at the moment, but you should probably check up on that. 
 Reply 
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       Tella Porta Boyz . (1 Replies). shogo[]. 3/5/2002 20:49 (3/6/2002 9:41) 
 what are Tella Porta Boyz? And where can i find the rules for them? 
 Reply 
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           Armageddon website . (0 Replies). absolutfreak[absolutfreak80@hotmail.com]. 3/6/2002 9:41
 (3/6/2002 9:41) 
 You can find out about them at www.armageddon3.com. 
 Reply 
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       Modular Land Raider/Battlewagon . (4 Replies). thelankyone[]. 3/6/2002 18:49 (3/15/2002 17:06) 
 I've been working on a battlewagon but it's way to big... based around a remote control car..
 fun, crazy big, cool looking but a lil too wacky... For tactical purposes, I think I'll shrink it
 down to LR-size. In fact, I've been tossing around ideas for a modular looted
 raider/battlewagon... My idea was to have a removable top.. when you put it on, there's railing
 and such, so it's open-topped as per a battle wagon... take it off, it's got 4 less bolt-on big
 shootas (one staying for the twin heavy bolters), and you've got your Raider.. Now, figuring
 out what weapons I need to put on the top... First off, I can put a bolt-on big shoota big
 shoota (ie twin heavy bolters) in one of the sponsons... those can stay. One of the twin-linked
 lascannons can stay on as it's pretty much the same as a zzap gun. So... one sponson will have
 the t-linked lascannon... the other the t-linked big shoota... the removable top will have the
 typhoon missle pods on it.. now, the trick is converting the second twin-linked lascannon so I
 could put it on top when the battlewagon cover wasn't on... make a plaster mould of the cover
 so it fits nice and snug... hrmmm... this could work very nicely... any suggestions? 

 My big problem is the second twin-linked lascannon... both sponsons will be taken up, soo... 
 Reply 
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           RE: Modular Land Raider/Battlewagon . (3 Replies). GrogsnotPowwabomba[]. 3/7/2002 9:35
 (3/15/2002 17:06) 
 >> I've been working on a battlewagon but it's way to big... based around a remote control
 car.. fun, crazy big, cool looking but a lil too wacky... For tactical purposes, I think I'll shrink
 it down to LR-size. In fact, I've been tossing around ideas for a modular looted
 raider/battlewagon... My idea was to have a removable top.. when you put it on, there's railing
 and such, so it's open-topped as per a battle wagon... take it off, it's got 4 less bolt-on big
 shootas (one staying for the twin heavy bolters), and you've got your Raider.. Now, figuring
 out what weapons I need to put on the top... First off, I can put a bolt-on big shoota big
 shoota (ie twin heavy bolters) in one of the sponsons... those can stay. One of the twin-linked
 lascannons can stay on as it's pretty much the same as a zzap gun. So... one sponson will have
 the t-linked lascannon... the other the t-linked big shoota... the removable top will have the
 typhoon missle pods on it.. now, the trick is converting the second twin-linked lascannon so I
 could put it on top when the battlewagon cover wasn't on... make a plaster mould of the cover
 so it fits nice and snug... hrmmm... this could work very nicely... any suggestions? 
 >> 
 >> My big problem is the second twin-linked lascannon... both sponsons will be taken up,
 soo...
 

 My Battle Wagon is kinda looking like yours, but I do not plan on using it as a Land Raider. I
 am going to use the lascannons for a loota squad instead.

 But let me know how it works. Battlewagons are an awesome conversion project, and I love
 seeing how people make them. 
 Reply 
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               RE: RE: Modular Land Raider/Battlewagon . (2 Replies). thelankyone[]. 3/7/2002 11:10 (3/15/2002
 17:06) 
 How do Battlewagons do on the field? I'd imagine that they attract quite a bit of firing. I figure
 what I'd do is have my warboss in a trukk behind the battlewagon, so the mek could offer the
 wagon hull down while staying out of LOS for enemy firing. 

 I'm also thinking of leaving the rear end of it wide open to represent the shitty rear armour on
 the battlewagon. 
 Reply 
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                   Battlewagons rock! . (1 Replies). ronzoni[]. 3/11/2002 11:57 (3/15/2002 17:06) 
 >> How do Battlewagons do on the field? I'd imagine that they attract quite a bit of firing. I
 figure what I'd do is have my warboss in a trukk behind the battlewagon, so the mek could
 offer the wagon hull down while staying out of LOS for enemy firing. 
 >> 
 >> I'm also thinking of leaving the rear end of it wide open to represent the shitty rear armour
 on the battlewagon.

 Battlewagons are incredible, especially if you play speed freeks. But they still can be just as
 good. I field one with a big mek on it with tools, and a kustom force field, plus 3 grot oilers.
 This way all hits on it are glancing and repairs can be made any time. I also bolt on 5 big
 shootas and then put a mob of skarboyz in it with 3 more big shootas for a total of 24 shots,
 EVEN WHEN IT MOVES AT FULL SPEED!!! With a speed freak upgrade of a force
 field, when someone fires on it and glances, they have to roll a natural 6 to destroy it. 
 Reply 
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                       RE: Battlewagons rock! . (0 Replies). SlagnobDaGrusome[]. 3/15/2002 17:06 (3/15/2002
 17:06) 
 Another nasty tactic is to fill the Battlewagon with Flash Gits with the More Dakka Kustom
 job. Then you can more 12" and still put out a tremedous amount of fire : 9 die for twin-linked
 big shootas, 15 die for bolt on Big Shootas, 12 die from Flash Git big Shootas, and 22 shoota
 die from the remaining Gitz

 Thats 36 die at str5 range 36" and 22 die at str4 range 24"
 that adds up to alot of dead something

 'just my 2 teff'

 Slagnob Da Grusome

 >> >> How do Battlewagons do on the field? I'd imagine that they attract quite a bit of firing.
 I figure what I'd do is have my warboss in a trukk behind the battlewagon, so the mek could
 offer the wagon hull down while staying out of LOS for enemy firing. 
 >> >> 
 >> >> I'm also thinking of leaving the rear end of it wide open to represent the shitty rear
 armour on the battlewagon.
 >> 
 >> Battlewagons are incredible, especially if you play speed freeks. But they still can be just
 as good. I field one with a big mek on it with tools, and a kustom force field, plus 3 grot oilers.
 This way all hits on it are glancing and repairs can be made any time. I also bolt on 5 big
 shootas and then put a mob of skarboyz in it with 3 more big shootas for a total of 24 shots,
 EVEN WHEN IT MOVES AT FULL SPEED!!! With a speed freak upgrade of a force
 field, when someone fires on it and glances, they have to roll a natural 6 to destroy it. 
 Reply 
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       Ork Dreadnoughts and Armor Plates . (5 Replies). absolutfreak[absolutfreak80@hotmail.com].
 3/7/2002 9:56 (3/8/2002 9:25) 
 I'm going to be going to some store that I never played at before in 2 weeks. My dreads both
 have armor plates. I haven't converted them or anything, so do you think that people would
 generally get pissed and say that they aren't WYSIWIG? 
 Reply 
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           Armor plates on the fly . (4 Replies). GrogsnotPowwabomba[]. 3/7/2002 10:00 (3/8/2002 9:25) 
 >> I'm going to be going to some store that I never played at before in 2 weeks. My dreads
 both have armor plates. I haven't converted them or anything, so do you think that people
 would generally get pissed and say that they aren't WYSIWIG?

 I don't think it should be much of a problem. But if you are worried bring some boltgun metal
 painted cardboard and puddy. If they bitch, whip out the cardboard pieces, stick them on
 with the puddy, and you have temporary armor plate. =) 
 Reply 
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               Smooth idea. I should try that... (NT) . (3 Replies). thelankyone[]. 3/7/2002 11:11 (3/8/2002 9:25) 
 No Text 
 Reply 
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                   Yeah . (2 Replies). GrogsnotPowwabomba[]. 3/7/2002 11:31 (3/8/2002 9:25) 
 Its a good way to change weapons for things like Dreads and buggies on the fly too. I do this
 all the time with my Killa Kanz, depending on whether I want them to have big shootas,
 rokkits, or skorchas. And because they are Orks, they can look messy and its fine!!

 Orks rule... ;-) 
 Reply 
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                       My armour plates . (1 Replies). BlakkMadArrgarrd[]. 3/7/2002 20:48 (3/8/2002 9:25) 
 I don't like that idea, seems un-orky. My armour plates are from gorkamorka mainly,
 rhino-razorback-landraider bitz and from kannon plates.

 Keep it mean...
 
 

 >> Its a good way to change weapons for things like Dreads and buggies on the fly too. I do
 this all the time with my Killa Kanz, depending on whether I want them to have big shootas,
 rokkits, or skorchas. And because they are Orks, they can look messy and its fine!!
 >> 
 >> Orks rule... ;-) 
 Reply 
 Back To Thread Navigation 
 
 

                           RE: My armour plates . (0 Replies). GrogsnotPowwabomba[]. 3/8/2002 9:25 (3/8/2002
 9:25) 
 How is messy looking, slapped on at the last minute armor "un-orky"?

 And if you actually read my post, you would realize that my suggestion was something that
 somebody could do in a pinch for quick armor plates.

 >> I don't like that idea, seems un-orky. My armour plates are from gorkamorka mainly,
 rhino-razorback-landraider bitz and from kannon plates.
 >> 
 >> Keep it mean...
 >> 
 >> 
 >> 
 >> >> Its a good way to change weapons for things like Dreads and buggies on the fly too. I
 do this all the time with my Killa Kanz, depending on whether I want them to have big
 shootas, rokkits, or skorchas. And because they are Orks, they can look messy and its fine!!
 >> >> 
 >> >> Orks rule... ;-) 
 Reply 
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       ork combo . (0 Replies). emetib[reynoldsda@hotmail.com]. 3/7/2002 20:58 (3/7/2002 20:58) 
 >> This post should serve Two purposes:
 >> 1. Ork players can come here, post ideas about how units ought to be used, new ways to
 use them, and their general method of play on a table. 
 >> 
 >> 2.Non-ork players can come here to find out how da boyz think and fight, aiding their
 games against them
 >> 
 >> Things I would prefer not to see:
 >> 1. army lists, these can be posted separately, though basic advice on army selection is
 welcome
 >> 
 >> 2. X unit sucks, needs to be changed, is b*%$#y or C%&?@y. I would ask that if one of
 these posts shows up, all serious contributers just ignore it and not respond, it only encourages
 similar posts.
 >> 
 >> 3. Flaming of any kind, 
 >> 
 >> 4. suggestions for new rules, we don't make the universe, we only try to play in it, keep it
 on the Dev board
 >> 
 >> 5. Ideas for ways to stretch or bend the rules, 
 Reply 
 Back To Thread Navigation 
 
 

       Bump, bump i say! . (0 Replies). novakane[]. 3/8/2002 1:09 (3/8/2002 1:09) 
 >> This post should serve Two purposes:
 >> 1. Ork players can come here, post ideas about how units ought to be used, new ways to
 use them, and their general method of play on a table. 
 >> 
 >> 2.Non-ork players can come here to find out how da boyz think and fight, aiding their
 games against them
 >> 
 >> Things I would prefer not to see:
 >> 1. army lists, these can be posted separately, though basic advice on army selection is
 welcome
 >> 
 >> 2. X unit sucks, needs to be changed, is b*%$#y or C%&?@y. I would ask that if one of
 these posts shows up, all serious contributers just ignore it and not respond, it only encourages
 similar posts.
 >> 
 >> 3. Flaming of any kind, 
 >> 
 >> 4. suggestions for new rules, we don't make the universe, we only try to play in it, keep it
 on the Dev board
 >> 
 >> 5. Ideas for ways to stretch or bend the rules, 
 Reply 
 Back To Thread Navigation 
 
 

       Why does everyone pick on shoota boyz? . (12 Replies).
 absolutfreak[absolutfreak80@hotmail.com]. 3/11/2002 11:33 (3/16/2002 9:35) 
 It seems that everyone out there is anti-shoota boy. Why? If you're in a mission where you
 need to hold an objective, I think shoota boyz are probably your best unit to do it. They will
 hit something if you're rolling 20+ dice a turn. Does everyone play against nothing but
 marines? With shoota boyz you will get 3 attacks each on the charge. If you're running into
 anything but marines, the choppa isn't going to help out that much. You're going to beat the
 hell out of whatever you charge. So, again, why is everyone so against shoota boyz? 
 Reply 
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           RE: Why does everyone pick on shoota boyz? . (0 Replies). javaguru[]. 3/11/2002 12:01 (3/11/2002
 12:01) 
 >> It seems that everyone out there is anti-shoota boy. Why? If you're in a mission where you
 need to hold an objective, I think shoota boyz are probably your best unit to do it. They will
 hit something if you're rolling 20+ dice a turn. Does everyone play against nothing but
 marines? With shoota boyz you will get 3 attacks each on the charge. If you're running into
 anything but marines, the choppa isn't going to help out that much. You're going to beat the
 hell out of whatever you charge. So, again, why is everyone so against shoota boyz?
 >>

 ---> Well, if you're short a few points then including a unit of shoota boyz may be the way to
 go. However, if you really want a defensive unit to hold a table quarter or objective then go
 with flash gitz. If you're really short on points then an extra unit of grots can hold a quarter. 
 Reply 
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           No clue. They are awesome . (0 Replies). GrogsnotPowwabomba[]. 3/11/2002 13:28 (3/11/2002
 13:28) 
 >> It seems that everyone out there is anti-shoota boy. Why? If you're in a mission where you
 need to hold an objective, I think shoota boyz are probably your best unit to do it. They will
 hit something if you're rolling 20+ dice a turn. Does everyone play against nothing but
 marines? With shoota boyz you will get 3 attacks each on the charge. If you're running into
 anything but marines, the choppa isn't going to help out that much. You're going to beat the
 hell out of whatever you charge. So, again, why is everyone so against shoota boyz?

 I would wager people play marines most of the time though. I know I sure do.

 But regardless, I think Shoota Boyz are an excellent choice. People always say to go with
 Flash Gitz instead, but I think this is a flawed way to look at things. Flash Gitz are an elite, and
 with the most common upgrade cost more than 1.5 times as much as shoota boyz.

 I love shoota boyz and always have a unit of them (except in CityFight, where Slugga Boyz
 own EVERYTHING) 
 Reply 
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           reasons why i don't like shoota boyz. . (6 Replies). BlakkMadArrgarrd[]. 3/11/2002 18:29
 (3/16/2002 9:35) 
 They are not worth it.
 Shoota Boyz? Well, they are not shooty at all!
 A shoota unit are flash gitz, i love those guys!

 Once, a gaunt unit charged my shoota boyz who were deployed exclusively to destroy 'em
 and the gaunts did s*** my poor shoota boyz. Even that it was a 20 shoota boy mob with 4
 big shootas they were unable to destroy the gaunts, or weak them.

 Once, those same 20 shoota boyz weren't unable to destroy 7 Blood angels!! Can you feel
 my pain?

 Once, those same 20 shoota boyz weren't capable of hold a charge of 10 Black Templars!! 

 I reckon, shoota boyz need to be more shooty.
 
 
 
 

 >> It seems that everyone out there is anti-shoota boy. Why? If you're in a mission where you
 need to hold an objective, I think shoota boyz are probably your best unit to do it. They will
 hit something if you're rolling 20+ dice a turn. Does everyone play against nothing but
 marines? With shoota boyz you will get 3 attacks each on the charge. If you're running into
 anything but marines, the choppa isn't going to help out that much. You're going to beat the
 hell out of whatever you charge. So, again, why is everyone so against shoota boyz? 
 Reply 
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               RE: reasons why i don't like shoota boyz. . (0 Replies). thelankyone[]. 3/11/2002 21:51 (3/11/2002
 21:51) 
 I would tend to agree with you, Arrgarrd. I've actually thought about this a bit. I say that
 instead of regular options, shoota boyz could take up to 4 big shootas (no burnas or rokkits)
 and another 3 boyz can take more dakka. That's just a brain fart, though.

 As far as usefulness goes, I've never even bothered with shoota boyz; I'm not going to spend
 my time painting and buying a whole unit that may or may not work. As for whoever said "the
 choppas won't do anything" you're dead wrong. 1 extra attack on every single model is
 exactly what orks need: more dice. I'd say yeah, I play mostly marines because they're the
 poster boy of GW, the big seller, it makes sense that we're the odd lads out in a sea of SM
 players. On that note, reducing not only their normal power armour but especially terminator
 armour down to a 4+ is absolutely lovely. Also, your typical slugga boy will have double the
 attacks of your typical shoota boy. Why? Shoota boyz would rather shoot twice at the enemy
 that's within 12 inches (and get assaulted the next turn) each. That IS a lot of dice, I'd say.
 And if you killed enough, you may even postpone the assault for a turn (if not wipe them out
 altogether). Let's say they do get assaulted. 2 attacks, that's it, that's all. Slugga boyz will
 move and charge, getting 4 attacks charging, as opposed to a shoota's 2 defending. 

 As far as orky philosophy goes... well, shoota boyz are basically space marines without the
 armour and twice as many in number. When you balance out the quality vs. quantity of a Tac
 Squad vs. Shoota Boyz mob, they'll be about equal, if not a bit in the SMs favour. The big
 question here is: Do you want to play like a Marine? If the answer is yes, why are you playing
 orks? That's a purely mindset thing, though. Try out whatever tactics work, that's the
 important part. 

 I think that because most ork players are fairly agressive in their strategy, they wouldn't be
 able to use shoota boyz effectively. Question to the supporters of shoota boyz; have you
 played as SMs before? I'm thinking that may be a part of it, but I may be wrong. 

 I can see the value of shoota boyz, I think. They do kind of epithomize orks, in that they are
 the cheapest orks there is and so you can get more. And quantity really is what matters. I
 might give shoota boyz a chance at some point, I don't know. Right now I've got a
 battlewagon to make. :)
 
 

 >> They are not worth it.
 >> Shoota Boyz? Well, they are not shooty at all!
 >> A shoota unit are flash gitz, i love those guys!
 >> 
 >> Once, a gaunt unit charged my shoota boyz who were deployed exclusively to destroy 'em
 and the gaunts did s*** my poor shoota boyz. Even that it was a 20 shoota boy mob with 4
 big shootas they were unable to destroy the gaunts, or weak them.
 >> 
 >> Once, those same 20 shoota boyz weren't unable to destroy 7 Blood angels!! Can you
 feel my pain?
 >> 
 >> Once, those same 20 shoota boyz weren't capable of hold a charge of 10 Black
 Templars!! 
 >> 
 >> I reckon, shoota boyz need to be more shooty. 
 Reply 
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               Have you ever used them? (NT) . (3 Replies). GrogsnotPowwabomba[]. 3/12/2002 8:44
 (3/15/2002 17:10) 
 No Text 
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                   Nope (NT) . (2 Replies). thelankyone[]. 3/15/2002 14:37 (3/15/2002 17:10) 
 No Text 
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                       LOL! Then you are in no position to judge them! (NT) . (1 Replies).
 GrogsnotPowwabomba[]. 3/15/2002 15:03 (3/15/2002 17:10) 
 No Text 
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                           RE: LOL! Then you are in no position to judge them! (NT) . (0 Replies).
 SlagnobDaGrusome[]. 3/15/2002 17:10 (3/15/2002 17:10) 
 >> No Text 
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               Below post... . (0 Replies). thelankyone[]. 3/16/2002 9:35 (3/16/2002 9:35) 
 There's a post below about using shoota boyz as a shield. Sounds good. I suggest you guys
 take a gander. 
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           My beloved shoota boyz . (2 Replies). CourtesyGrot[dark_autumn@hotmail.com]. 3/12/2002
 0:06 (3/12/2002 10:06) 
 I can guess why some players do not like Shoota boyz. A lot of players just get stuck on
 slugga boyz and never look back. If you're playing nothing but one-off battles which are fights
 to the death, shoota boyz are questionable. The moment that objectives are involved, they are
 worth their weight in gold.

 Defensively, they can be a dead-hard unit, providing a solid wall of fire for less than 200pts. I
 have 20 shoota boyz with 3 big shootas (I feel so dirty) which put out a reasonable amount of
 fire each turn at 24"; ideal for point defense while waiting for reinforcements to show up. On
 the assault, their big shootas keep the long range support going and at 3 attacks a piece and
 20 strong, they're going to tie up units for at least a couple of turns before running. Watching
 an Eldar player gnash his teeth because his Farseer & bodyguard are tied down by shoota
 boyz is always pleasant.

 Tactics wise, they're a wonderful unit as there's no shortage of opponents who feel as some of
 the Ork players here: Shoota boyz just aren't worth it. Out of all of your mobz, they're often
 the ones that will escape unscathed making ideal quarter-holders and first-line shock troops.
 20 Shoota boyz in a battlewagon zooming about and having a blast are nothing to sneer at,
 especially with a Nob on board with the requisite slugga-choppa combo for some extra teeth.
 Swap big shootas for burnas and you've got a sneaky close-assault squad hiding as a so
 called "useless unit".

 Cheers! 
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               Dead on! =) . (0 Replies). GrogsnotPowwabomba[]. 3/12/2002 8:41 (3/12/2002 8:41) 
 You can't go wrong at 8pts each. 
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               RE: My beloved shoota boyz . (0 Replies). cloudstone[]. 3/12/2002 10:06 (3/12/2002 10:06) 
 Here, here! My ork army mixes some relatively low cost but effective shooting units with
 some large hand to hand units so always have something to do as I march to an assault.
 Nothing stinks more than facing an army with units you know your regular troops can't handle
 in an assault. Being able to shoot gives you something to fall back on if necessary.

 >> I can guess why some players do not like Shoota boyz. A lot of players just get stuck on
 slugga boyz and never look back. If you're playing nothing but one-off battles which are fights
 to the death, shoota boyz are questionable. The moment that objectives are involved, they are
 worth their weight in gold.
 >> 
 >> Defensively, they can be a dead-hard unit, providing a solid wall of fire for less than
 200pts. I have 20 shoota boyz with 3 big shootas (I feel so dirty) which put out a reasonable
 amount of fire each turn at 24"; ideal for point defense while waiting for reinforcements to
 show up. On the assault, their big shootas keep the long range support going and at 3 attacks
 a piece and 20 strong, they're going to tie up units for at least a couple of turns before running.
 Watching an Eldar player gnash his teeth because his Farseer & bodyguard are tied down by
 shoota boyz is always pleasant.
 >> 
 >> Tactics wise, they're a wonderful unit as there's no shortage of opponents who feel as
 some of the Ork players here: Shoota boyz just aren't worth it. Out of all of your mobz,
 they're often the ones that will escape unscathed making ideal quarter-holders and first-line
 shock troops. 20 Shoota boyz in a battlewagon zooming about and having a blast are nothing
 to sneer at, especially with a Nob on board with the requisite slugga-choppa combo for some
 extra teeth. Swap big shootas for burnas and you've got a sneaky close-assault squad hiding
 as a so called "useless unit".
 >> 
 >> Cheers! 
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       RE: Tactica: Orks . (3 Replies). DomesticOrk[domestic_ork@yahoo.com]. 3/11/2002 12:26 (3/15/2002
 16:07) 
 I have to believe the best tactics are to use the Rouge Trader Tournament System for army
 building, and build an army to take on everyone, not just Space Marines or whatever you
 think your opponent is going to bring. That way, the army is fair and not cheesy, and you are
 assured that a good scrap will take place, where BOTH players have a good game. It doesnt
 matter who I play against or what army they bring, I always build an army this way. 
 Granted, when I play against an opponent who has maxed out his army's "cheese-factor", it's
 a bit frustrating, but then I inform them of how an army should be built (in the true spirit of the
 game). If they continue to build "Power-Armies" I dont play against them anymore, period.
 There is no "best" tactic for building an Ork army, but I prefer lotz of da Boyz!!!

 If you want to check out my last RT Tournament army list go to:

 http://www.geocities.com/domestic_ork/army.html

 Email me with your opinion if you like.

 Domestic Ork 
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           RE: RE: Tactica: Orks . (1 Replies). thelankyone[]. 3/11/2002 22:25 (3/15/2002 14:56) 
 That's a pretty solid list. I'd be careful with the burnas, if you're wanting to take out numbers.
 It involves you having to be within assault range, so you've got your burna shots on the guys
 who are in range which my kill the ones you need to get into base-to-base with. The biggest
 threat here will be when you're going against nids, who will tear you apart in hth. I'd go with
 big shootas over burnas. You'd have to scrounge around for the points, but it would be worth
 it. 

 Too many big horns/gobs and bosspoles. I don't think I've ever mobbed up, but that just may
 be because I haven't organized myself to get into that kind of a situation. I figure if your
 numbers are small enough in that your check size AND your morale test will fail, you'll want
 your boyz to fall back and mob up. So, if anything, just the bosspoles. 

 Might want to skim down on the slugga boyz mobz; 30 lads can be hard to move around.
 Skim ten off either, make another mob of 20 boyz. Hey, that could be your mob that falls
 back. If you take out a few more boyz from there and put more assault weapons in, when
 they fall back, you'll get a mob with extra assault weapons. Whee. :) 6 big shootas in one
 mob? Wackiness.

 Still, a very good list. I'll e-mail this post to you if you don't reply to it later. 
 Reply 
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               RE: RE: RE: Tactica: Orks . (0 Replies). DomesticOrk[domestic_ork@yahoo.com]. 3/15/2002
 14:56 (3/15/2002 14:56) 
 Hey, thanks for the advise! I understand having too many bosspoles, I plan on removing a few
 of them (like in the smaller units (tankbustaz, burna boyz, etc.) who might actually run after
 taking some casualties. the big horns/iron gobs, are all too important to not have them, 1 point
 of leadership means ALOT in an Ork army.
 The burnaz hang out with the killa kanz, (with their kustom force field) this taktik, is tried and
 true for the footsloggin army, plus it's very effective in protecting the kanz (they draw ALOT
 of fire, after the first round, because my opponent usually gets mad that they dont get blown to
 bit on the first turn.) not to mention the sheer H-to-H power of both of these units in concert.
 Trust me, it's scary!
 Also, the one burna in each of my squads is so that the nob doesnt get massively raped by
 enemy troops in assault, especially if he has a power claw. Also recall that I always build an
 army to RT standards, full 30 boyz squads are my only option, if i have to remove models
 from the list i must not do it from a "TROOPS" choice. 
 All things considered, the Army did very well at the last RT Tournament, 1 Win, 1 Loss, and
 1 Draw. I also scored the "Best Sportsman" trophy, and scored 3rd place in the overal
 standings, (i was a scant 2pts behind 2nd place and 4pts behind 1st). If i just kicked a little
 more butt, i would have taken "Overall" but, what fun would that be right?
 The next tournament will be at Mall Of America hosted by GW on 04.21.02....1,500pts....
 Badgob will be there!!!!!

 http://www.geocities.com/domestic_ork/ 
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           Excellent site . (0 Replies). GrogsnotPowwabomba[]. 3/15/2002 16:07 (3/15/2002 16:07) 
 Your site and army rock!! How did you do those deathskull snipers? And what did you make
 your Warboss's mask from? I would love to chat with you about your Orks in general! I was
 very impressed! =)

 >> I have to believe the best tactics are to use the Rouge Trader Tournament System for
 army building, and build an army to take on everyone, not just Space Marines or whatever
 you think your opponent is going to bring. That way, the army is fair and not cheesy, and you
 are assured that a good scrap will take place, where BOTH players have a good game. It
 doesnt matter who I play against or what army they bring, I always build an army this way. 
 >> Granted, when I play against an opponent who has maxed out his army's "cheese-factor",
 it's a bit frustrating, but then I inform them of how an army should be built (in the true spirit of
 the game). If they continue to build "Power-Armies" I dont play against them anymore, period.
 >> There is no "best" tactic for building an Ork army, but I prefer lotz of da Boyz!!!
 >> 
 >> If you want to check out my last RT Tournament army list go to:
 >> 
 >> http://www.geocities.com/domestic_ork/army.html
 >> 
 >> Email me with your opinion if you like.
 >> 
 >> Domestic Ork 
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       looted Crusader? . (1 Replies). WarlordAzgrim[]. 3/12/2002 0:33 (3/12/2002 8:54) 
 Hey, cna someone tell me if it is possible for Orks to use a Land Raider Crusader?
 Thanx

 WarlordAzgrim
 Da Skorpionz Rule!
 PS: I'll post my tactiz at a later date 
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           Officially, no. . (0 Replies). absolutfreak[absolutfreak80@hotmail.com]. 3/12/2002 8:54 (3/12/2002
 8:54) 
 According to the official rules, no you could not. If it was okay with your opponent, you
 could. Just don't try showing up at a tournament with one. 
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       Wheee.... nobz with burnas! . (6 Replies). thelankyone[]. 3/15/2002 14:47 (3/17/2002 9:38) 
 Mueeheehee... dirty trick, and I'm still not sure if it's entirely legal... Okay, you upgrade one of
 your boyz in a mob to carry a burna, right? Right. Says you can upgrade a single boy to a
 nob, right? No reason not to upgrade that boy with the burna. As when you upgrade units,
 they keep their previous weapons, right? So, technically, that nob would get to keep that
 burna. Only once per squad, but definately something worth doing. 
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           No way . (0 Replies). GrogsnotPowwabomba[]. 3/15/2002 16:01 (3/15/2002 16:01) 
 >> Mueeheehee... dirty trick, and I'm still not sure if it's entirely legal... Okay, you upgrade
 one of your boyz in a mob to carry a burna, right? Right. Says you can upgrade a single boy
 to a nob, right? No reason not to upgrade that boy with the burna. As when you upgrade
 units, they keep their previous weapons, right? So, technically, that nob would get to keep that
 burna. Only once per squad, but definately something worth doing.

 No way you can do this. I wish, but it is cheesy and bending the rules and basically not in the
 spirit of the game. Nobz were not meant to carry burnas (unless they are Big Mekz).
 Otherwise they would be able to buy them from the armory. 
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           RE: you can't do that . (2 Replies). SlagnobDaGrusome[]. 3/15/2002 17:38 (3/16/2002 15:46) 
 At some point in time I beleive there was an FaQ in WD that said you can't upgrade models
 that had taken special or heavy weapons to Characters such as vetern sergents or nobs. Even
 if they hadn't, I agree with Grotsnot, this is cheesy rules bending and definately not in the spirt
 of the game or the Ork race (burnaz are for meks u lazy git!)

 >>I'm not sure if it's entirely legal... Okay, you upgrade one of your boyz in a mob to carry a
 burna, right? Right. Says you can upgrade a single boy to a nob, right? No reason not to
 upgrade that boy with the burna. As when you upgrade units, they keep their previous
 weapons, right? So, technically, that nob would get to keep that burna. Only once per squad,
 but definately something worth doing. 
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               RE: RE: you can't do that . (1 Replies). thelankyone[]. 3/16/2002 9:47 (3/16/2002 15:46) 

 (burnaz are for meks u lazy git!)
 

 What about burna boyz, hrmmmMM? Or those three boyz in, well, any mob that you can give
 burnas. lol Don't mind me, I'm just being a jackass. 
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                   RE: RE: RE: you can't do that . (0 Replies). SlagnobDaGrusome[]. 3/16/2002 15:46 (3/16/2002
 15:46) 
 Not all meks spend all day in a shop tinkering. Even though it doesn't specifically say that
 burna boys are meks, theirs no reason they couldn't be. Meks fufill most of the vital roles on
 the battlefeild that just aren't up close and personal enough for the standard Ork (drivers,
 gunners, Kan pilots, etc.) So even though the rule book only names a few of the orks in the
 army Mek, I personally beleive most Ork forces have alot more meks runnin around than that,
 especially in a KoS.

 'Just my 2 teef'

 Slagnob Da Grusome>> 
 >> (burnaz are for meks u lazy git!)
 >> 
 >> 
 >> What about burna boyz, hrmmmMM? Or those three boyz in, well, any mob that you can
 give burnas. lol Don't mind me, I'm just being a jackass. 
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           lol worth a try (NT) . (0 Replies). thelankyone[]. 3/16/2002 9:17 (3/16/2002 9:17) 
 No Text 
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           Ferals can.... . (0 Replies). absolutfreak[absolutfreak80@hotmail.com]. 3/17/2002 9:38 (3/17/2002
 9:38) 
 Apparently, feral ork nobz could take burnas. It doesn't say any restrictions in the list. After
 seeing the squiggoth on Forge World's site, I was considering starting a feral army. I was
 thinking of converting a warboss using the dreadnought skorcha for the burna, sort of like a
 lance. 
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       RE: Tactica: Orks . (0 Replies). DaveUK[ashy_the_master@yahoo.co.uk]. 3/15/2002 15:10 (3/15/2002
 15:10) 
 Anyone want ork fluff fell free to ask. I have the GorkaMorka books, this ED codex, last ED
 codex, this ED rulebook, last ED rool book and the fluff bible

 DaveUK 
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       are grots w/ kffs good shields? . (1 Replies). DWAthbanika[]. 3/15/2002 16:14 (3/16/2002 9:31) 
 In my time off from the Emperor i dally with the Orks. I just have a quick question for you
 warbosses: is it more cost effective to use grots or shootas under a kustom force field for
 cannon fodder.

 Here's my idea. Grots under the kustom force field block LOS as long as they are
 base-to-base contact. They cost 3 pts each but the Slaver (if you have one) adds about 20
 pts to that (with a slugga, choppa, and squighound). So if you have 22 grots (66 pts), add the
 slaver and his stuff you get 88 pts. You divide this by 22 and you get about 4 pts per model
 for grots. What i'm doing is comparing this cost to the base cost of a shoota boy which is 8
 pts. 22 shoota boyz (w/ no upgrades @ all--hey, they are cannon fodder) costs 176 pts. That
 means you could have 2 squads of grots (44 grots) w/ 2 Slavers while only having one squad
 of 20 shoota boyz.

 So now you should compare the stats. Grots have T2, making it really easy to wound them.
 But shoota boyz have T4 (they both have the 5+ save from a kff remember). Shoota boyz can
 mob up with orks, and grots can not, but the Slaver can keep them in line when they fall back.
 The boyz have better gunz and are stronger.

 So my question to you guys is: do shootas make better cannon fodder then grots. If you guys
 feel that shootas are better used in another role (like with some bigger gunz!) then say so. I'm
 asking whether mathematically and logistically which unit is better for cannon fodder. Also, if
 any of you have had experience with something like this, please let me know.

 On a more Orky note, i use a squad of 16 shootas w/ 4 big shootas (1 w/ the Nob)
 supported by 8 flash gitz (no kustom jobs, but have 5 big shootas--1 w/ the Nob). My other
 unit is 16 sluggas that are protected by a kustom force field, the shootas just march beside
 them throwing as many bullets into the unit the sluggas are going to assault/be assaulted by.

 Here's a list that i've used recently (it works out to 1500 pts, i'm too lazy to put the pts down):

 HQ
 Warboss w/ kustom slugga w/ mrdka&shtr, choppa, eavy armour, big horns, krak
 stikkbombz
 8 Nobz w/ 8 kustom sluggas w/ mrdka&shtr, 3 powerclaws, 5 choppas, Waaagh! Banner
 1 Mekboy w/ burna, choppa, super stikkbombz
 Wartrukk w/ big shoota, armour plates, grot riggers, red paint job

 HQ
 Big Mek w/ kff, mekboy's toolz, 3 grot oilers

 Elite
 8 Flash Gitz w/ Nob w/ bs&ch&bp, 5 big shootas, 3 shootas

 Troops
 16 Shootas w/ Nob w/ bs&ch, 3 big shootas, 12 shootas

 Troops
 16 Sluggas w/ Nob w/ sl&ch, 3 rokkit launchas, 12 sls&chs

 Troops
 8 Tankbustas w/ Nob w/ rl&ch&bp, 3 rls, 4 w/ tankbusta equipment

 Fast Attack
 10 Trukka Boyz w/ Nob w/ burna & Wartrukk w/ bs&riggers

 Fast Attack
 10 Trukka Boyz w/ Nob w/ burna & wartrukk w/ rl&rpj&riggers

 Tell me what you think,
 Athbanika 
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           Yep; my army list . (0 Replies). thelankyone[]. 3/16/2002 9:31 (3/16/2002 9:31) 
 >> In my time off from the Emperor i dally with the Orks. I just have a quick question for you
 warbosses: is it more cost effective to use grots or shootas under a kustom force field for
 cannon fodder.
 >> 
 >> Here's my idea. Grots under the kustom force field block LOS as long as they are
 base-to-base contact. They cost 3 pts each but the Slaver (if you have one) adds about 20
 pts to that (with a slugga, choppa, and squighound). So if you have 22 grots (66 pts), add the
 slaver and his stuff you get 88 pts. You divide this by 22 and you get about 4 pts per model
 for grots. What i'm doing is comparing this cost to the base cost of a shoota boy which is 8
 pts. 22 shoota boyz (w/ no upgrades @ all--hey, they are cannon fodder) costs 176 pts. That
 means you could have 2 squads of grots (44 grots) w/ 2 Slavers while only having one squad
 of 20 shoota boyz.
 >> 
 >> So now you should compare the stats. Grots have T2, making it really easy to wound
 them. But shoota boyz have T4 (they both have the 5+ save from a kff remember). Shoota
 boyz can mob up with orks, and grots can not, but the Slaver can keep them in line when they
 fall back. The boyz have better gunz and are stronger.
 >> 
 >> So my question to you guys is: do shootas make better cannon fodder then grots. If you
 guys feel that shootas are better used in another role (like with some bigger gunz!) then say so.
 I'm asking whether mathematically and logistically which unit is better for cannon fodder. Also,
 if any of you have had experience with something like this, please let me know.
 >> 
 >> On a more Orky note, i use a squad of 16 shootas w/ 4 big shootas (1 w/ the Nob)
 supported by 8 flash gitz (no kustom jobs, but have 5 big shootas--1 w/ the Nob). My other
 unit is 16 sluggas that are protected by a kustom force field, the shootas just march beside
 them throwing as many bullets into the unit the sluggas are going to assault/be assaulted by.
 >> 
 >> Here's a list that i've used recently (it works out to 1500 pts, i'm too lazy to put the pts
 down):
 >> 
 >> HQ
 >> Warboss w/ kustom slugga w/ mrdka&shtr, choppa, eavy armour, big horns, krak
 stikkbombz
 >> 8 Nobz w/ 8 kustom sluggas w/ mrdka&shtr, 3 powerclaws, 5 choppas, Waaagh! Banner
 >> 1 Mekboy w/ burna, choppa, super stikkbombz
 >> Wartrukk w/ big shoota, armour plates, grot riggers, red paint job
 >> 
 >> HQ
 >> Big Mek w/ kff, mekboy's toolz, 3 grot oilers
 >> 
 >> Elite
 >> 8 Flash Gitz w/ Nob w/ bs&ch&bp, 5 big shootas, 3 shootas
 >> 
 >> Troops
 >> 16 Shootas w/ Nob w/ bs&ch, 3 big shootas, 12 shootas
 >> 
 >> Troops
 >> 16 Sluggas w/ Nob w/ sl&ch, 3 rokkit launchas, 12 sls&chs
 >> 
 >> Troops
 >> 8 Tankbustas w/ Nob w/ rl&ch&bp, 3 rls, 4 w/ tankbusta equipment
 >> 
 >> Fast Attack
 >> 10 Trukka Boyz w/ Nob w/ burna & Wartrukk w/ bs&riggers
 >> 
 >> Fast Attack
 >> 10 Trukka Boyz w/ Nob w/ burna & wartrukk w/ rl&rpj&riggers
 >> 
 >> Tell me what you think,
 >> Athbanika
 

 Hrmmm... interesting idea. This seems like really the ideal way to soak up wounds... Plus
 when the shootas fall back they beef up the slugga's numbers and continue to do essentially
 the same thing. personally, I don't put any upgrades on my slaver, he has is 9 points, that's it.
 A mob of 30 grotz costs me 99 points. BUT, concidering the lil bastards only have to take 8
 wounds before they have to take a morale check (which it seems they inevitably fail, at least in
 my games :/ ). Assuming you're usually getting hit by S4 weapons, grotz are going down on
 2+, shootas on 4+. 50/50 odds are definately better than 2/3. The force field will save you a
 couple.

 Through all this rambling, shoota boyz sound like decent cannon fodder. As for your list,
 seems pretty speedy. Do the three trukks generally last long enough for your core force to get
 in after them? Good idea for the flash gitz. How do you use them? Just sit back and big shoota
 the hell out of enemy ranks at long range?

 Here's my 1.5k list...

 1500 Pts - Orks Army

 1 Warboss @ 295 Pts
 Mega Armour; Power Klaw; Shoota
 Cybork Body [10]

 1 Trukk @ [50] Pts
 Rokkit Launcha (x1)
 Grot Riggers [2]
 Red Paint Job [3]
 Bolt-on Big Shoota [10]

 5 Nobz Bodyguard @ [145] Pts
 Choppa; Slugga

 1 Mekboy @ [30] Pts
 Kustom Force Field

 1 Big Mek @ 82 Pts
 Slugga; Kustom Mega-Blasta
 Kustom Job: Shootier [2]
 Super Stikkbombz [5]
 'Eavy Armour [8]
 Bionik Bonce [10]
 Grot Oiler [6]
 Grot Oiler [6]
 Grot Oiler [6]
 Mek's Tools [2]

 9 Tankbustas @ 162 Pts
 Frag Stikkbomz; Tankbusta Bomz; Slugga & CC Weapon (x6); Rokkit Launcha
 (x3)

 1 Nob @ [32] Pts
 Frag Stikkbomz; Tankbusta Bomz; Choppa; Rokkit Launcha
 

 15 Gretchin @ 54 Pts
 Blasta

 1 Slaver @ [9] Pts

 20 Slugga Boyz @ 204 Pts
 Slugga & Choppa (x17); Big Shoota (x3)

 20 Slugga Boyz @ 204 Pts
 Slugga & Choppa (x17); Big Shoota (x3)

 10 Trukk Boyz @ 143 Pts
 Slugga & Choppa (x10)

 1 Trukk @ [53] Pts
 Big Shoota (x1)
 Grot Riggers [2]
 Red Paint Job [3]
 Bolt-on Big Shoota [10]

 1 Leman Russ Battle Tank @ 167 Pts
 Leman Russ; Battle Cannon; Heavy Bolter; 2 Spn. Heavy Bolters
 Grot Riggers [2]
 10 pt. Armour Plates [10]

 1 Battlewagon @ 195 Pts
 Bolt-On Big Shoota (x5); Twin Linked Rokk. Launcha (x2); Zzap Gun (x1)
 Grot Riggers [2]
 Red Paint Job [3]
 Turbo Boosta [5]
 

 Heh, I love army builder. :) Suggestions?
 

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       Moving a russ? Heehee, more cheese . (0 Replies). thelankyone[]. 3/16/2002 9:46 (3/16/2002 9:46) 
 If you pop a red paint job onto a russ, that means it can move an inch and still fire the battle
 cannon, right? Because it's adding an inch to all move distances, when it moves one inch, it's
 effectively moving none, ie immobile. A little risker is Popping a turbo boosta onto the tank.
 You have a 50/50 chance of staying immobile for the purposes of shooting. Might be worth it,
 might not. So, if you're lucky, you could move your russ 4" and still fire the battle cannon (w/
 the red paint job and boosta). Not much, but better than nothing. 
 

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