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Feral Orks http://www.tacticalwargames.net/taccmd/viewtopic.php?f=83&t=11499 |
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Author: | nealhunt [ Mon Jan 14, 2008 11:53 pm ] |
Post subject: | Feral Orks |
The point progression for Wildboyz is the best of any ork formation. 150/250/350 is a serious discount for Big/Uge. That said, I still think Wildboyz are just a touch too expensive and lobbied Tiny Tim for a price cut (125/225/325) when the handbook changes were being debated. Your comparison of the basic warband versus buying the boyz as extras is off. 150 points would be 6 boyz AND 6 grots. You don't get 2 nobz and 2 grots for free. You get 2 nobz but lose 4 grots from what you would have if you bought them separately. Conventional wisdom is 7-8 points per grot, so losing 4 is about the same as 1 nob. If you subtract that out, it's about 1 free nob for each size jump. As far as suggestions, I'd put the Wyrdboyz on the warbands to keep them from being suppressed so easily, and probably on the Squiggoths/Orkeosauruses because they can fire even if the troops are loaded. It's been the experience around here that despite the risks, the good armor values of the squiggoths make it worth it to stay mounted. A typical formation is Warband + 3 Squiggoths (extra capacity and less boyz killed if a squiggoth dies) + wyrdboy on one squiggoth. |
Author: | rpr [ Tue Jan 15, 2008 10:37 am ] |
Post subject: | Feral Orks |
Here is one Feral army close to what I have thought to wield: big warband + 6 catapult + wyrdboy (550) (+warlord) big warband + 4 catapult + 2x wyrdboy (550) warband + 5 squiggoths + wyrdboy + nob + boy (560) (bts) warband + 3 squiggoths + wyrdboy (400) madboyz (12) + wyrdboy (240) steam gargant (200) 'uge boarmob (250) 'uge boarmob (250) Big slowly moving green horde... do not come close or it devours you. There is also a trick to get warlord to non-bts formation as feral army has more limitations where he is put. Possibly add more boys and grots to first garrisoned warbands. (some choices are made because of my fig range =) (traktor kannons would be ideal squig catapults but what to use for junkas...) |
Author: | Tiny-Tim [ Tue Jan 15, 2008 11:21 am ] |
Post subject: | Feral Orks |
Trust me I would love to make Wildboyz cheaper, but we would then come down to a numbers game, ie. being able to have too many units in an army to swamp your opponent no matter what he takes, and they can garrison as well. Ferals are a great army to play as fun, but can be faily easily counteracted to play for a draw against. I actually like to place Wyrdboys in with Boarboys as they give them a ranged attack. |
Author: | rpr [ Tue Jan 15, 2008 12:07 pm ] |
Post subject: | Feral Orks |
(Hena @ Jan. 15 2008,12:44) QUOTE rpr, couldn't you use the old Battlewagon (the one with the "skull" in front) as Junka? Not bad.. I use them as battlewagons (naturally), but as there is not that much of battlewagons in use (battle fortress is better if transport is needed) I could easily spare them to this use... If I got enough energy to put this up, ferals feel somehow... boring army. Too little variation... and as speed is essence in E:A, they really have their problems. |
Author: | Markconz [ Tue Jan 15, 2008 12:14 pm ] |
Post subject: | Feral Orks |
My mate uses that old skull wagon along with the new junka models and conversions for junkas. Looks the part. Looking forward to seeing your Ferals when you get them done Hena ![]() |
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