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Is it possible to win with Orks?!!

 Post subject: Re: Is it possible to win with Orks?!!
PostPosted: Fri Jan 17, 2014 3:59 am 
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The Bissler wrote:
Bump.

Still wondering if anyone has any tips about the Boarboyz attached to the Snakebites Mob. It seems absurd that they are linked into the mob when they can move at twice the speed.


Hi!

The way I used them was attaching battlewagons for the infantry, so the speed would not be an issue.

Other than that it is one of those things that doesn't make much sense. ;)

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 Post subject: Re: Is it possible to win with Orks?!!
PostPosted: Fri Jan 17, 2014 9:21 am 
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Do you think it is time for a rethink for the basic mob? Even with Battlewagons the problem remains but is reversed; Boarboyz only have move of 20cm as compared to the 30cm of a Battlewagon. Time to set the Boarboyz free?

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 Post subject: Re: Is it possible to win with Orks?!!
PostPosted: Fri Jan 17, 2014 10:24 am 
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The Bissler wrote:
Do you think it is time for a rethink for the basic mob?


Something for Platinum? I think the plan is to rebuild the army lists from the ground up so they make a lot more sense and are flexible enough to allow all of peoples hard built collections to be viable (within reason) whether players come from a NetEpic, EpicA or Epic40k background

Matt.


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 Post subject: Re: Is it possible to win with Orks?!!
PostPosted: Sat Jan 18, 2014 1:43 am 
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Yep, sounds good to me.

Frankly, it doesn't bother me that you have to take Boarboyz when you take Snakebites, but it does annoy me that they have to stay in close proximity to the rest of the mob which seems daft to say the least. Infantry and cavalry serve completely different functions so it doesn't make much sense to have them roped together.

A Nobz Boarboyz unit would solve the problem, if you bought them as an add-on to the basic mob then at least you could seperate the Boyz from the Boarboyz and use both infantry and cavalry independently.


Additional unit:
Nobz Boarboyz: 200 points
Move: 20cm
Save: 6+
CAF: +6
Weapons: Shootaz
Range: 25cm
Attack Dice: 2
Roll to hit: 5+
TSM: -2
Notes: Command, Elite and HQ abilities.

I've basically used the same stats as Nobz Warbikes but the move has been reduced to 20cm (as for standard Boarboyz), while the CAF is one better. This reflects the fact that Nobz Bikes have +2 better CAF than their standard equivalents and the +6 CAF reflects the same principal applied to Boarboyz.

Thoughts?

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 Post subject: Re: Is it possible to win with Orks?!!
PostPosted: Sat Jan 18, 2014 3:24 am 
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Mattman wrote:
The Bissler wrote:
Do you think it is time for a rethink for the basic mob?


Something for Platinum? I think the plan is to rebuild the army lists from the ground up so they make a lot more sense and are flexible enough to allow all of peoples hard built collections to be viable (within reason) whether players come from a NetEpic, EpicA or Epic40k background

Matt.


Hi!

That's the plan, a more flexible army construction with a balanced points cost formula. :)

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 Post subject: Re: Is it possible to win with Orks?!!
PostPosted: Sat Jan 18, 2014 3:32 am 
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The Bissler wrote:
Yep, sounds good to me.

Frankly, it doesn't bother me that you have to take Boarboyz when you take Snakebites, but it does annoy me that they have to stay in close proximity to the rest of the mob which seems daft to say the least. Infantry and cavalry serve completely different functions so it doesn't make much sense to have them roped together.

A Nobz Boarboyz unit would solve the problem, if you bought them as an add-on to the basic mob then at least you could seperate the Boyz from the Boarboyz and use both infantry and cavalry independently.


Additional unit:
Nobz Boarboyz: 200 points
Move: 20cm
Save: 6+
CAF: +6
Weapons: Shootaz
Range: 25cm
Attack Dice: 2
Roll to hit: 5+
TSM: -2
Notes: Command, Elite and HQ abilities.

I've basically used the same stats as Nobz Warbikes but the move has been reduced to 20cm (as for standard Boarboyz), while the CAF is one better. This reflects the fact that Nobz Bikes have +2 better CAF than their standard equivalents and the +6 CAF reflects the same principal applied to Boarboyz.

Thoughts?


Hi!

This indeed would solve the problem.

Although once Mattman and I do the platinum army build method, it may not be needed.

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 Post subject: Re: Is it possible to win with Orks?!!
PostPosted: Sat Jan 18, 2014 9:59 am 
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No problem at all, I look forward to seeing how you get on with your project!

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 Post subject: Re: Is it possible to win with Orks?!!
PostPosted: Sat Jan 18, 2014 6:00 pm 
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Of course these are orks, so who knows why they have formations like they do.


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 Post subject: Re: Is it possible to win with Orks?!!
PostPosted: Sat Jan 18, 2014 6:49 pm 
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Mattman wrote:
Of course these are orks, so who knows why they have formations like they do.


Hi!

More of a case of GW not knowing what to do with certain things. Space marine has several cases like this. As time goes by, I am more and more inclined to make the army lists like I did in Heresy (along the lines of what Mattman proposed as well).

I think freedom of making your own battleforces is important in the post GW epic scene.

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 Post subject: Re: Is it possible to win with Orks?!!
PostPosted: Mon Jan 20, 2014 12:30 pm 
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Only problem I have at the moment is that I am more keen to pull together a first version of a platinum marine army list than I am gathering together all the updates and erratas for the gold books ::) ;D

Matt


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 Post subject: Re: Is it possible to win with Orks?!!
PostPosted: Mon Jan 20, 2014 8:26 pm 
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Mattman wrote:
Only problem I have at the moment is that I am more keen to pull together a first version of a platinum marine army list than I am gathering together all the updates and erratas for the gold books ::) ;D

Matt


Hi!

I hear ya! :P

But let's be nicer to our "old school" brethren and give them their due.

I suspect once platinum is done, it will be used more anyway.... ;)

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 Post subject: Re: Is it possible to win with Orks?!!
PostPosted: Mon Jan 20, 2014 8:47 pm 
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I must admit that I fall into the "old school" category. I don't really want to change my formations but I do think the Snakebites mob is a particularly daft composition that doesn't make much sense either in the gaming or real world. I can't see me changing many of my other companies/formations as it is likely to screw up my forces as they stand. That doesn't mean I won't be interested in following your project of course! ;)

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 Post subject: Re: Is it possible to win with Orks?!!
PostPosted: Tue Jan 21, 2014 3:47 am 
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The Bissler wrote:
I must admit that I fall into the "old school" category. I don't really want to change my formations but I do think the Snakebites mob is a particularly daft composition that doesn't make much sense either in the gaming or real world. I can't see me changing many of my other companies/formations as it is likely to screw up my forces as they stand. That doesn't mean I won't be interested in following your project of course! ;)


Hi!

The updated formula and unit formations will allow anyone to recreate the old formations if they so desire, but the price will be adjusted according to the new formula. The only real change is you can do other formations as well. You would no longer be bound by just one type.

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 Post subject: Re: Is it possible to win with Orks?!!
PostPosted: Mon Feb 17, 2014 1:43 am 
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The Bissler wrote:
Do you think it is time for a rethink for the basic mob? Even with Battlewagons the problem remains but is reversed; Boarboyz only have move of 20cm as compared to the 30cm of a Battlewagon. Time to set the Boarboyz free?


Remember, the Boarboys form their own "sub-mob" within the clan, (and can take orders from any nobz). One trick is to take the Snakebites and then add 3-4 extra cards of Boarboys, which all clump together into a Boarboys mob. You then let the Boarboys charge full speed at the enemy. Once out of command range of the Snakebite nobz they revert to instinctive behaviour......which is to charge at the enemy and engage in HtH......exactlly what you want them to do. Zero downside.

Another is to load up on extra boars as above, and take a reasonably small KoS, maybe add some extra Nobz bikes, and use the KoS Nobz to control the Boarboys as they charge across the field. Downside to this strat is the Kult has to move a little slower than normal.

Oh, and Orks are a funny army. You can make a highly competitive Ork army if you pick the solid units that dont have whacky downsides or highly unreliable weapons. People here who play a "serious" Ork army win much more often than they lose. The problem is a lot of people like to take the less serious units and have some fun with it.....they dont win so much, but when they do they get an epic tale out of it.


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 Post subject: Re: Is it possible to win with Orks?!!
PostPosted: Sun Feb 23, 2014 7:09 am 
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Apologies Zap, I had missed your answer! This is really excellent, thank you!

I had forgotten about the Boarboyz forming seperate mobs, excellent point. The one slight problem is that Snakebites natural instincts are "They may move towards the nearest enemy at up to their normal rate and will fight Close Combat normally. They may not shoot." I'm taking that to mean that although they can engage enemy units in Close Combat, they can only move up to their Advance rate. Sending them into battle alongside a Kult of Speed is an elegant solution to the problem though, well spotted!

Yes, I'm beginning to see that by cherry picking units the Orks can be an effective army. I'm extremely unlikely to take weapons such as the Shokk Attack Guns, which probably means that I am not playing the Orks in the ramshackle manner which was originally intended.

Talking about unreliable weapons, the Pulsa Rokkit restriction about the 30 degree fire arc seems unduly harsh and puts me off ever using them. I can see myself ignoring that rule and treating them as a standard 180 degree fire arc. Considering they cost 250 points and only have 3 (unreliable) shots, I think they are already pretty costly for what they are. When you add in the fact that they can only fire on FF orders, it makes them almost unplayable as an enemy force should be able to move units out of the fire arc, meaning that the Pulsas have to move on Advance and then wait another turn to fire...

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