Tactical Command
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Help, Orky players!
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=4&t=752
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Author:  iblisdrax [ Sun Apr 04, 2004 2:45 pm ]
Post subject:  Help, Orky players!

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

Author:  Jimbo [ Sun Apr 04, 2004 4:16 pm ]
Post subject:  Help, Orky players!

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.

Author:  MaksimSmelchak [ Sun Apr 04, 2004 4:53 pm ]
Post subject:  Help, Orky players!

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.

Author:  Markconz [ Sun Apr 04, 2004 9:37 pm ]
Post subject:  Help, Orky players!

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.

Author:  nealhunt [ Mon Apr 05, 2004 8:28 pm ]
Post subject:  Help, Orky players!

>> 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...

Author:  Falesh [ Wed Apr 07, 2004 10:07 am ]
Post subject:  Help, Orky players!

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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