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Help, Orky players!

 Post subject: Help, Orky players!
PostPosted: Wed Dec 17, 2003 3:17 pm 
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When there is a limit to how many upgrades you can take (i.e. upto 1 oddboy) that is the limit for a normal mob. ?This figure is increased when you also enlarge the mob.
So, for example, a normal gunz mob can have 1 oddboy, a big mob can have 2 and a uge mob 3 oddboyz.

Oh, I hadn't realized that. That changes things a bit.

Do you get any use from gunfortresses?

Well, I lost both of my GF:s on turn one, first one from first salvo from Russ company and second from warlords fire.

I came up with this list. And this is pretty much everything I have available. I just need to get those buggys & scorchas & more stormboyz & more big gunz.

Big Warband
+1 Stompa

Big KoS (buggys)

Big KoS (bikes&scorchas)

Stormboyz
+3 Stormboyz

BB
+1 Gun Fortress
+ Oddboy

BB
+1 Gun Fortress
+ Oddboy

Big Big Gunz mob
+ 2 Oddboy
+1 Nobz

Stompamob
+ 3 Stompas
+4 Dreadnoughts

Thats 3005 points.


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 Post subject: Help, Orky players!
PostPosted: Wed Dec 17, 2003 4:14 pm 
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Where's the Gargant gone?

With the BB, its cheaper to have a big mob rather than two normal mobz (as is usually the case) however, obviously its less activations.

Apart from that, I think it looks good.


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 Post subject: Help, Orky players!
PostPosted: Wed Dec 17, 2003 5:54 pm 
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>> Big Warband
+1 Stompa

Personally, I prefer single warbands (still 10 units), but this is a big ol' honkin' garrison to throw out in the middle of the board and I can see it being useful.  In particular, it can be flashy enough to keep the fire away from your Big Gunz.

>> Big KoS (buggys)
>> Big KoS (bikes&scorchas)

I think this is a good setup.  The buggies are a good general purpose formation (FF5/CC5/AP5/AT6, 30cm range) and the bikes/skorchas will be awesome in assault or at close range. like after a double move.

>> Stormboyz +3 Stormboyz

Nice little garrison and fast enough to pick off stray enemy units.

>> BB +1 Gun Fortress + Oddboy

Don't listen to Shadow Hunter on this one.  This is a sweet formation.  At 335 points, you can dish out massive AT damage at range, plus a good Titan Killer shot.  I love them, and have since I took down a warhound titan in a single volley with only slightly above average rolls.

I would recommend having one flakwagon in the mix.  With two formations, you can spread them out to provide air cover and they are fast enough to react and go where you need the firepower.

>> Big Big Gunz mob + 2 Oddboy +1 Nobz

I am not convinced that the soopagunz are worth it, but it's worth a try.  I would definitely max out the Nobz upgrades.  Each one removes an extra BM, and since Gunz don't count for MobUp bonuses, you need all the help in the rally phase you can get.

Make sure you place this with plenty of cover and I'm sure it will do great, especially if that Big Warband is close enough to distract your opponent.

>> Stompamob + 3 Stompas +4 Dreadnoughts

I'm not convinced that stompas are worth 75 points.  I think 65 would probably be more accurate.  OTOH, I think the Supstompa is probably underpriced, so take one when it becomes available.

Anyway, I might break this in half.  There are no points breaks for big stompamobs, and a formation of 3 stompas/2 dreads should be pretty tough on its own, unless your main goal is to get into assault.

Overall, a strong army selection.


You are pretty shooty here, so that may be problematic dealing with Orks' activation rules.  Remember that even if your double move and shoot option is really crappy, it still works for softening up a target and/or supporting an assault.  If you try to stand and shoot too often, you will burn your SC reroll and end up failing activations.  I would generally try to save it for Sustained Fire by the Gunz or a normal move by one of the BB mobz.

Hope that helps.

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 Post subject: Help, Orky players!
PostPosted: Wed Dec 17, 2003 6:38 pm 
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Thanks for the input.

Reason for Gargant not being there is activations. This list has most activations I have had so far. Maybe I'll split that stompa mob as well to gain one more.

But anyway I think I'll go with this one for next game and be a lot wiser after that.


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 Post subject: Help, Orky players!
PostPosted: Thu Dec 18, 2003 5:00 pm 
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Fitting in a soopa stompa would be a very good idea.  Proxy one if you have to.  I've been trying to think of something to use as one, and have just pulled apart an unpainted mega gargant to help in the task.  It has as much fire power as a regular Gargant at a fraction of the cost.

I have to admit that the gunfortresses I used were not actually upgraded with an Oddboy.  I suppose I should have one really.  Especially since I had nothing to take down a Warlord titan at range in my last battle.  At 185pts, though, it seems a lot.  Especially when you can put that weapon in a big gunz formation for about 75pts.

Air cover is one thing I dont need to worry about at the moment, since I'm still teaching someone the basic rules.  I do still have 2 flakwagonz though, for looks  :cool:


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 Post subject: Help, Orky players!
PostPosted: Thu Dec 18, 2003 6:35 pm 
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>> I have to admit that the gunfortresses I used were not actually upgraded with an Oddboy.

I actually put the upgrade on a gunwagon.  It makes it harder to target specifically, and spreads otu the value of the formation across the vehicles.

>> At 185pts, though, it seems a lot.  Especially when you can put that weapon in a big gunz formation for about 75pts.

Well... you also get 30cm move, 4+ armor, DC 3, 2 other big gunz and 5 big shootas with the fortress.


I've actually been thinking about some mechanized arty.  A Uge BB with 3 oddboyz would be 500 points.  If you put 2 flakwagons in it, you would have

6BP at 60cm (or 3 SupaZzaps, or 4 BP and 1 SupaZzap)
7 AT5/AP5 at 45cm
4 AT6/AP6/AA6 at 30cm

with all the speed and armor saves of wagonz.

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 Post subject: Help, Orky players!
PostPosted: Thu Dec 18, 2003 9:43 pm 
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Some pics from my army used in that game.

Balance Of Terror


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 Post subject: Help, Orky players!
PostPosted: Fri Dec 19, 2003 12:52 am 
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Nice site- your armies are great, I especially like the Eldar, and your converted Titans..  :)

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 Post subject: Help, Orky players!
PostPosted: Fri Dec 19, 2003 6:37 am 
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As much as would like to take credit for those eldars I have to confess that they are not mine:) That site is combined site of several people.

Teekkaris World Eaters are also featured.

Altough most of the site is in finnish, you can find articles written in english if you type "english" into search box and hit enter.


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 Post subject: Help, Orky players!
PostPosted: Sun Apr 04, 2004 2:45 pm 
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I have been trying to convince the Ork player in our group over to Epic A.  Unfortunately, in last nights game, a 2000 point Ork vs Guard, he lost soundly, mainly due to good dice rolling on my part (Guard), and some rules mistakes and tactical errors on his part.  He tried to take his Stompamob toe to toe with my Leman Russ company (plus 3 Destroyers), and lost badly.  He also tried to assault a Mech Company entrenched in some ruins (4+saves, yeaa!)  with a hugely oversized warband with too many Stormboyz, this was a rules error, because he thought that you could transport different detachments like Epic40k, so we just combined them into one massive detachment.  Didnt matter anyway, they got thrown back.  
    So, I need help finding ways to win him over.  He doesnt like the transport rules, and he doesnt like the fact that big gunz arent as usefull in Epic A as they were in Epic40k.  And he hates the fact that he cant field massive batteries of Pulsa rockkit disrupt weapons.  I tried to explain that to give orks Pulsa disruptors would unbalance the game, or that they would be prohibitively expensive.  
   Any ideas or suggestions would be helpful.

my 2cents,

iblisdrax

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 Post subject: Help, Orky players!
PostPosted: Sun Apr 04, 2004 4:16 pm 
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Well you could have let him win....

Or played a scenario in which he always won, but gave you an interesting tactical scenario (ie you have 2000pts, he had 6000 or 4000 pts).

It was his first game, he lost, and though that wouldn't bother me, the fact he lost as turned him against the game - even more so as you were trying to convince him to play.

This was not a fair game, you knew the rules well, he didn't.

Play again and let him win (but don't let him know).

...or play Epic40K one week EA the next.

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 Post subject: Help, Orky players!
PostPosted: Sun Apr 04, 2004 4:53 pm 
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The Orks have serious limitations in E-A. When he realizes that, things will get better.

Even with their limitations though, they now play very well as an attritional horde army. If he's willling to sacrifice some of his maggoty Orks then he will probably get good results.

Also introduce him to the Supagunz. They always give me a good chuckle of enjoyment.

Shalom,
Maksim-Smelchak.

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 Post subject: Help, Orky players!
PostPosted: Sun Apr 04, 2004 9:37 pm 
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Having played orks a lot in both E40k and EA I much prefer the EA version... they have a much more orky feel to them.  

Do like Jimbo says - let him win without knowing it...

Or my first battle report where the orks win might inspire him:

http://au.geocities.com/markconz/eab1.html

...also I think the formations I use in that are reasonably effective ones... Stompas are great at holding ground... they can garrison and the enemy will waste a lot of firepower on them.  If you face MW enemies then stick the cheap Kans in the front to soak it.  

'Uge Gunwagonz mobz with 3 supa-zzap guns are another favourite, (much better at handling enemy armour than stompas), and lets not forget Landas and Fighta bombas (ork artillery - great at taking out enemy artillery formations).

Ork infantry is cheap, exendible and fantastic in an assault, just getting there is the problem, transport and unload right close next to your supressed target, then assault next turn.

Another piece of advice for ork players in general, is to stick your two objectives close to the enemy base line objective.  The enemy must then hold this piece of ground or let you win the game, they cannot just keep falling back from the green horde.

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 Post subject: Help, Orky players!
PostPosted: Mon Apr 05, 2004 8:28 pm 
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>> He doesnt like the transport rules

That's just a 40K bias.  Not much to do there, but you would have thought the world was coming to an end from the way some of the 40K players on the forum reacted to it.

>> and he doesnt like the fact that big gunz arent as usefull in Epic A as they were in Epic40k

I think they are just as good, actually, and in a similar way - more range and twice the firepower as a boyz stand.

>>  And he hates the fact that he cant field massive batteries of Pulsa rockkit disrupt weapons.

Uge gunzmob with 3 oddboyz (pulsa rokkits as soopagunz) and 3 nobz.

12 45cm AP5/AT5 shots
6BP MW barrage (or a 4BP barrage and a TKd3 if he prefers)
3 Leaders for removing BMs

That's some serious firepower for 430 points.  I've taken down a warhound in one salvo with about half that much firepower (straight damage, no criticals).

The best way to disrupt the enemy is to actually kill things...

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 Post subject: Help, Orky players!
PostPosted: Wed Apr 07, 2004 10:07 am 
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I've just finished my first game of EA and the most fun I had during the game was using my two ?'Uge Blitzbrigades with 3 Oddboys each (1 had 3 Zzaps, the other had 1 Zzap and 2 Soopagunz). I'm thinking about an army with 9 Oddboys in next, they are great! :D

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