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Revisions to the Ork lists

 Post subject: Revisions to the Ork lists
PostPosted: Fri Sep 25, 2009 10:23 am 
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Quote: (Blish @ Sep. 25 2009, 18:31 )

I love the idea of Kommandos being used and the ferals being cheaper.

Yes. You would.  :(

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 Post subject: Revisions to the Ork lists
PostPosted: Fri Sep 25, 2009 11:19 am 
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Quote: (frogbear @ Sep. 25 2009, 10:23 )

Quote: (Blish @ Sep. 25 2009, 18:31 )

I love the idea of Kommandos being used and the ferals being cheaper.

Yes. You would.  :(

For sure, just would mean there is more use for the Kommondos.

:cool:


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 Post subject: Revisions to the Ork lists
PostPosted: Fri Sep 25, 2009 11:58 am 
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Quote: (Hena @ Sep. 24 2009, 18:29 )

No to these from me. Commando mob should be left to variant list.

Why so though? It seems to me an oddity and omission of the original list rather than anything characterful or appropriate for them.

Why can all other main list armies have independent scouting formations - Eldar Rangers, Space Marine Scouts, Chaos Forlorn Hope, Imperial Guard Rough Riders / Sentinels, ect - but Orks not?

Yes as a whole orks are loud and brutish but Kommandoz are cunning enough to sneak about the battlefield more to get close to the enemies. The flavour text for Ork Kommandoz from W40k for example says: "Kommandos are the most slippery, cunning and untrustworthy Orks in any warband. On the other hand they are the best at slithering closer to an enemy battleline or sneaking around a flank without raising the alarm." Are they really going to be able to successfully sneak about and not raise the alarm with a large ork army not very far away that they can't stray far away from? Large ork armies tending to be very loud and noisy and having to stay nearby rather than going off on their own and doing scouty stuff like actual scouts make little sense.

Kommadoz mobs adds something to the main overall list that has till now has here been the preserve of variant Blood Axe lists, but - though I've not familiarised myself with them yet - surely there are a number of other units and formations that make these variant lists distinct and interesting still anyway?

In the end I will standardly use the Net-EA Ork list and just house-mod a Kommando unit option in if it's not officially done, but I do think it should be there.





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 Post subject: Revisions to the Ork lists
PostPosted: Fri Sep 25, 2009 12:32 pm 
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Quote: (GlynG @ Sep. 25 2009, 11:58 )

Why can all other main list armies have independent scouting formations - Eldar Rangers, Space Marine Scouts, Chaos Forlorn Hope, Imperial Guard Rough Riders / Sentinels, ect - but Orks not?

Orks have a *fantastic* "independent scouting formation" already: Stormboyz.

One of my almost standard formations in my Orks is six Stormboyz and 4-5 Deth Koptas, it works quite well as a nice and fast garrison.

Orks certainly don't need *two* such options in their main list.




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 Post subject: Revisions to the Ork lists
PostPosted: Fri Sep 25, 2009 7:47 pm 
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Stormboys are not traditionally a scouting formation (How can they be with big, noisy jetpacks?!)

Personally i don't see any problem with having some choice.


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 Post subject: Revisions to the Ork lists
PostPosted: Sat Sep 26, 2009 1:33 am 
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if they were allowed, how would they be purchased and what upgrades would be available? would they be a 0-1 formation for the whole army?


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 Post subject: Revisions to the Ork lists
PostPosted: Sat Sep 26, 2009 2:03 am 
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Quote: (mnb @ Sep. 26 2009, 01:33 )

if they were allowed, how would they be purchased and what upgrades would be available? would they be a 0-1 formation for the whole army?

Both Blood Axe variants have a Kommando formation in them.  I'd say take a look at those for approximate points and upgrades.

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