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Ork Advice |
Cuban Commissar
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Post subject: Ork Advice Posted: Mon Dec 05, 2005 10:23 pm |
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Purestrain |
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Joined: Wed Oct 22, 2003 4:32 am Posts: 2933 Location: Colorado, USA
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Any one have suggestions for building an Epic ork army?
My initial 2000 point list:
1. Warband + Boys (6) + Stomboyz (4) + 1 Gunfortress + 4 flakwagons + 5 battlewagons + Oddboy = 950 points
2. ?Warband ?+ Boys (6) + Kommandos (4) = 450 points
3. ?Stompa Mob (4) = 300 points
4. ?Fighter Bombers (6) = 300 points
The warbands are created based on what you get from one infantry box. Which is really short on nobz. ?
Any suggestion for taking the list to 3,000 points
Thanks
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Cuban Commissar
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Post subject: Ork Advice Posted: Mon Dec 05, 2005 11:04 pm |
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Purestrain |
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Joined: Wed Oct 22, 2003 4:32 am Posts: 2933 Location: Colorado, USA
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Well I can place the Stompas with the foot slooging mob and that would make for a real ugly unit as a garrison.
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Markconz
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Post subject: Ork Advice Posted: Mon Dec 05, 2005 11:29 pm |
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Purestrain |
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Joined: Mon Jul 28, 2003 10:43 pm Posts: 7925 Location: New Zealand
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Quote (Cuban Commissar @ 05 Dec. 2005 (21:04)) | Well I can place the Stompas with the foot slooging mob and that would make for a real ugly unit as a garrison. | Plus you can use stompas and dreads as cover for infantry. Try and get enough to shield the whole unit though (1 per 2 infantry).
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nealhunt
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Post subject: Ork Advice Posted: Tue Dec 06, 2005 12:05 am |
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Purestrain |
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Joined: Thu Feb 13, 2003 10:52 pm Posts: 9617 Location: Nashville, TN, USA
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Unless you have extra grots lying around, the core box is short on grots, too. That means you will be leaving a lot of stuff you paid for out of your warbands. The packaging is just inconvenient.
950 points for a warband is too big, especially for this point level. A decent clipping firefight will still break it and then you're out massive amounts of points. You also have quite a few extra transport slots (4, if I counted correctly) that will simply go to waste. Some extra capacity is okay, but that's an awful lot.
You would get more tactical flexibility out of making a separate Blitz Brigade with the wagons and fortresses instead of trying to mount that monstrosity of a mob. At 2K going from 4 activations to 5 is substantial.
I also agree with the statements about the Stompa mob. It will be quite fragile and easy to suppress. However, at 2000 points, it might not be bad if you keep that in mind and protect it. I would just put a size boost high on my priority list for expanding the army.
_________________ Neal
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Cuban Commissar
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Post subject: Ork Advice Posted: Tue Dec 06, 2005 4:11 am |
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Purestrain |
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Joined: Wed Oct 22, 2003 4:32 am Posts: 2933 Location: Colorado, USA
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I appreciate the advice,
I do not belive I have extra transport ability in the first warband.
6 boyz 2 nobs 4 grots 6 boys
18 total
Gunfortress= 4 4 flakwgons = 4 5 Battlewagons = 10
18 total
Is that right?
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Cuban Commissar
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Post subject: Ork Advice Posted: Tue Dec 06, 2005 5:26 am |
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Purestrain |
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Joined: Wed Oct 22, 2003 4:32 am Posts: 2933 Location: Colorado, USA
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Ok based on the advice given here is the update. Enjoy
200 Warband 50 Boyz (2) 100 Stormboyz (4) 175 Battlewagons (5) 135 Gun Fortress 50 Oddboy 70 Flakwagon (2) 780 Total
200 Warband 100 Boyz (4) 100 Kommandos (4) 150 Boyz (6) 100 Killer cans (4) 140 Dreadnoughts (4) 790 Total
200 Fighter Bomber (4) 200 Total
150 BlitzBrigade 70 Flakwagon (2) 220 Total
1990 Army Total
200 Warband 50 Boyz (2) 100 Stormboyz (4) 175 Battlewagons (5) 135 Gun Fortress 50 Oddboy 70 Flakwagon (2) 780 Total
200 Warband 100 Boyz (4) 100 Kommandos (4) 150 Boyz (6) 100 Killer cans (4) 140 Dreadnoughts (4) 790 Total
300 Fighter Bomber (6) 300 Total
250 BlitzBrigade 70 Flakwagon (2) 320 Total
200 Kult of Speed 50 Warbikes (2) 70 Flakwagon (2) 320 Total
225 Stompa Mob 75 Stompa 70 Flakwagon (2) 100 Killer cans (4) 470 Total
2980 Army Total
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nealhunt
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Post subject: Ork Advice Posted: Tue Dec 06, 2005 4:09 pm |
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Purestrain |
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Joined: Thu Feb 13, 2003 10:52 pm Posts: 9617 Location: Nashville, TN, USA
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Battlewagons can also carry 1 grot each in addition to the 2 other units.
_________________ Neal
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Cuban Commissar
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Post subject: Ork Advice Posted: Tue Dec 06, 2005 6:43 pm |
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Purestrain |
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Joined: Wed Oct 22, 2003 4:32 am Posts: 2933 Location: Colorado, USA
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Big homer Simpson...DOH!!!!
Louie is now enlighted. Thanks. Well with a battlewagon cut form the first warband we can add another dread hurray!
Thanks guys.
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Jaldon
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Post subject: Ork Advice Posted: Wed Dec 07, 2005 4:39 pm |
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Brood Brother |
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Joined: Thu Sep 04, 2003 6:38 am Posts: 720 Location: Utah, pick a Pacific Island the other half of the year.
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I really think you are going to want to sneak another activation into each list.
#1 4xAct raise to 5xAct #2 6xAct raise to 7xAct
While an activation advantage can be overcome by Orks, and Nids, using Mass, it does require some luck and very skillfull use of your own activations.
You've got to get in fast and throw the opponent off balance before they can use the activation advantage they have to supress your two key army formations in both lists, the Warbands. If they do then you are dead meat.
I am not saying it cannot be done, and I wish you luck in the effort.
Jaldon 
_________________ Brave sir Robin, when danger reared its ugly head he bravely turned his tail and fled, Brave sir Robin.
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[ 11 posts ] |
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