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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
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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.
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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.
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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
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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.
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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"
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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
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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
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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.
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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
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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.
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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.
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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
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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
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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.
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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?
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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?
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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.
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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.
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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:)
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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.
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for enemies (NT) . (0 Replies). GrogsnotPowwabomba[]. 2/27/2002 10:08 (2/27/2002
10:08)
No Text
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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!
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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.
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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.
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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...
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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 =)
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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.
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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.
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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
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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.
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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.
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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 =)
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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,
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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.
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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.
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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,
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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
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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
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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
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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!
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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
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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!
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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.
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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.
>>
>> --§
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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.
>>
>> --§
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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).
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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?
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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.
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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?
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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...
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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...
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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...
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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...
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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...
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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...
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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,
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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!
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bumps for the bump god . (1 Replies).
BloodAngelBrotherEdward[]. 2/28/2002 7:22 (2/28/2002 9:12)
bumps for the bump god
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=) . (0
Replies). GrogsnotPowwabomba[]. 2/28/2002 9:12 (2/28/2002 9:12)
Hehe, thanks.
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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."
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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 =)
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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?
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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
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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
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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?
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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
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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
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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
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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.
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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.
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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.
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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.
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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.
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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?
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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.
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Someone call a roolzboy (nt) (NT) . (0 Replies). thelankyone[]. 3/1/2002
12:19 (3/1/2002 12:19)
No Text
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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.
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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
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'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
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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,
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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.
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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?
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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.
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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?
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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.
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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?
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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.
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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.
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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.
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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
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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... :)
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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... :)
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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! :)
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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... :)
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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. :)
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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.
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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?
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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.
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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...
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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.
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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.
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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.
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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.
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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?
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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. =)
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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
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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... ;-)
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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... ;-)
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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... ;-)
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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*%$#y or C%&?@y.
I would ask that if one of
these posts shows up, all serious contributers just ignore it
and not respond, it only encourages
similar posts.
>>
>> 3. Flaming of any kind,
>>
>> 4. suggestions for new rules, we don't make the universe,
we only try to play in it, keep it
on the Dev board
>>
>> 5. Ideas for ways to stretch or bend the rules,
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Bump, bump i say! . (0 Replies).
novakane[]. 3/8/2002 1:09 (3/8/2002 1:09)
>> This post should serve Two purposes:
>> 1. Ork players can come here, post ideas about how units ought
to be used, new ways to
use them, and their general method of play on a table.
>>
>> 2.Non-ork players can come here to find out how da boyz think
and fight, aiding their
games against them
>>
>> Things I would prefer not to see:
>> 1. army lists, these can be posted separately, though basic
advice on army selection is
welcome
>>
>> 2. X unit sucks, needs to be changed, is b*%$#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,
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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?
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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.
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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)
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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?
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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.
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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.
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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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