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Footy Orks
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=83&t=17702
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Author:  Spectrar Ghost [ Sun Jan 17, 2010 8:29 pm ]
Post subject:  Footy Orks

I am considering doing a Ghazghkull's Warhorde list, probably 3k, centered around footsloggers. It would be primarily 'Uge Warbands on foot supported by Big Gunz, with very limited mobile assets (probably no more than 2 Blitz or Speed Freek formations).

Tactics, such as they are, would be to garrison near the centerline, and do a mass charge towards objectives. Would an army like this be viable? Specifically, would it 1) Have the movement to grab objectives, 2) Have the sustainability to soak incoming fire, and 3) Be able to actually do enough damage to take BTS?

The only serious Ork player I know plays a heavily mechanized list. In fact in a recent tourney, he took no infantry save a single Stormboyz formation. This would therefore be a departure both from what most players in my area are used to, and from my own treadhead tendancies.

A starting point would be a list like:

‘Uge Warband 500
Warlord

‘Uge Warband 500

‘Uge Warband 500

‘Uge Warband 500

‘Uge Mekboy Gunzmob 510
Flakwagon
3 Oddboyz (Soopagun)

‘Uge Blitz Brigade 485
12 Gunwagonz
Flakwagon
2 Oddboyz (Soopa-Zzap-Gun)

2995

Advice is greatly appreciated.

SG




Author:  Morgan Vening [ Sun Jan 17, 2010 8:58 pm ]
Post subject:  Footy Orks

Id be more likely to take Big Formations for the infantry, rather than 'Uge. Get more activations, more flexibility, a little less vulnerability to clipping assaults, but retain the resilience. Also allows them to make better use of cover. 20 greenskins is easier to put into terrain features than 30.

Morgan Vening

Author:  Markconz [ Sun Jan 17, 2010 9:41 pm ]
Post subject:  Footy Orks

Seen lots of big foot warbands used with big airforce (and no other vehicles). That worked ok. Think you have too few activations making them all uge, as others say.

Author:  Spectrar Ghost [ Sun Jan 17, 2010 9:43 pm ]
Post subject:  Footy Orks

@ Morgan: The sheer area a 30 stand unit would cover I had not considered. I was aware that I had very few activations, But given the tactical reality of the army (CHARGE!) I felt that the impact would be minimal. Clipping attacks were a major concern to me, though. I did wonder what the chances I'd spend much of the game broken due to clips was, and adding activations does lessen the impact.

@ Hena: While I definitely see the advantages of airdropping boyz, I really want this list to be as pure as possible. Definitely a good suggestion if I decide to expand the army. I will keep it on the back burner for sure.

So, Mk.2:

6x Big Warbands (1 w/ Warlord)
2x 'Uge Blitz Brigades (11 Gunwagon, 1 Flackwagon, 2 Oddboyz)

3000pts.

I like the idea of the Blitz Brigades being BTS hunters with their TK(d3) gunz. I'm not so fond of having two BTS formations myself.

The Big Gunz lack of save puts them out of the Running as a BTS formation as in the last list, but I'm not sure whether to include a Big formation with some Soopagunz. What are people's experiences with them? When I've played against them, their utility varied with placement, as I would expect. Would they be better garrisoned in cover with good fields of fire, or as a blitz guard? Can they do anything a Blitz Brigade can't at the same price?

Are there any formations I've overlooked that would compliment my army concept?

SG

Author:  Matt-J2 [ Mon Jan 18, 2010 12:02 am ]
Post subject:  Footy Orks

I'm always worried about the number of Grot stands when I take Big/Uge formations, rather than buying extra Boyz.

Author:  Man of kent [ Mon Jan 18, 2010 9:28 am ]
Post subject:  Footy Orks

More Flakwagonz! About half of each Blitz Brigade should be about right :-)
R>

Author:  nealhunt [ Mon Jan 18, 2010 4:23 pm ]
Post subject:  Footy Orks

It's entirely viable to do lots of infantry, but there are some serious considerations.

A player that realizes what you are doing will put the objectives as far back as possible to keep you from having a center-line garrison.  Fortunately, if you stretch out a warband, you can reach close to the middle of the board anyway.  However, the most you can effectively garrison off a formation is about 2 Warbands.  So, that's really only 4 garrisons, or possibly just 3 if the enemy places the objectives close together as well.  More than that and you run out of space.

You could, however, put in a couple of Stormboyz formations.  Those could garrison farther back, allowing you to garrison 3 formations on an objective without crowding, but are fast enough to move up and plug holes.  Also, because the normal boyz are slow and sometimes cannot reach Engage range, having some fast infantry will allow you to double/shoot with the footslogger formations, then trigger an Engage with the Stormboyz with the Warband in support.  Stormboyz' ZoC will help with area denial and their speed might allow you to counter-attack when the enemy does get a bite on one of your mobz.

I strongly recommend putting Nobz with the Big Gunz.  Gunz don't count for Mob Up, so the formations don't rally as easily as the other big Ork mobz.  You need the Nobz to make sure you shed as many BMs as possible when you succeed.  Big Gunz formations might also be a decent choice for the "second row" garrison(s).  They have the range to be behind the Warbands and still shoot at stuff in front of your wave of troops.  They're too slow to count on physically plugging holes in the line, but their firepower can be considerable on Sustain, possibly knocking an opponent back out of a hole they opened up.

Others have addressed the activation issue and the need for mixing in some Big formations.  In addition, it might be worth it to build mobz using Boyz/Grotz instead of just the size upgrades.  More units and more Grotz will help.  So, instead of spending 150 points to go from Big to Uge, you might buy a Big mob and add 6 Boyz/Grotz with those 150 points.

Another thing to consider is that you are likely to run out of cover.  There are only so many "alleys" of cover you can use to move across the board.  An option along those lines is to reinforce a warband with Stompas, Dread and/or Kanz.  They are armored vehicles, so you can put them in the open and put the boyz in contact with them to gain cover saves.  If they do have access to cover, the Walkers get rerolls on dangerous terrain, so they can wade through it with the infantry.

Others pointed out the lack of AA.  In addition to that, artillery will shred a force with this much infantry, packed together like it will undoubtedly be.  You need some deepstrike capabilities.  Fightabommas are an effective answer to both.  They are good AT aircraft for hitting artillery or other high-priority targets and they can be used to Intercept enemy aircraft.

Also, note that you could scatter Flakwagons all over the place and still garrison.  The 15cm speed garrison requirements allow you to have 1 unit that is more than 15cm move.  If you want to go light on aircraft for style reasons, you could add a Flakwagon to every warband and still garrison.

As to suggestions on formations, these will depend on your idea of how "pure" of a footslogger army you want, but...

Warband + 2 Stompas + 2 Kanz + Flakwagon - 435 points
Put the Stompaz out front so AT fire hits the 4+RA first.  This packs as much firepower and FF ability as the larger mobz, though it's obviously fewer units and therefore less durable.

Big Gunz Mob + 2 Oddboyz + 2 Nobz - 395 points
Packs almost as much barrage as the 3-Oddboy Uge version but obviously can't take as many casualites.  However, removing an extra 2 BMs by the Nobz means it maintains fire capacity just about as well.  Keep the Nobz off the front line to save them, but close enough they can counter-charge forward if the formation is assaulted.

Stormboyz + 2 Deth Koptaz - 220 points.
You can add a couple more Stormboyz and/or Koptas to beef them if you like, but like this they are flexible and good activation-boosters.  The Koptaz allow the formation to place BMs and since they are skimmers, can lurk behind terrain the Stormboyz are in and fire pop-up.

==

You will need to concentrate on an area-denial strategy.  Use the Big/Uge warbands to fence in the enemy so they cannot maneuver.  If you squeeze them, you will eventually get the chance to assault.  You will take lots of casualties but you cannot let the line open up.  If they get a chance to break out you're screwed.  Maintaining the battle line is very important so you get those Turn 3 and, probably, Turn 4 assault opportunities.

Keep your Grotz off the front line, but close enough they can countercharge in front of the boyz for any assaults.  The enemy will almost certainly try to FF, and the Grotz are the best weapon you have in that situation.

As noted, Stormboyz will be extremely useful for both area denial and the ability to counterattack if the enemy tries to break through your lines.

You'll likely run into the most trouble with highly mobile forces and heavy air assault/planetfall armies.  Mobile forces can re-deploy and concentrate on a single part of the line to break out or end run.  Planetfall and air assault can bypass your battle line entirely.  There are limited options for these.  Against mobility, reinforce your lines as best you can.  Against air and planetfall, deploy more deeply, possibly even leaving formations as reserves on the Blitz (remember, the Blitz is an objective and you can garrison on it if you think you want to - to be just forward of the normal deployment zone or to have something on your Blitz on OW).

Those kinds of armies are yet more reasons that Stormboyz will be extremely useful for an infantry-based army, as their Scout ZoC can help bounce the enemy away from optimal LZs for air/planetfall and their mobility will help reinforce lines if the enemy uses a concentrated deployment.

Author:  GlynG [ Wed Jan 20, 2010 12:17 am ]
Post subject:  Footy Orks

This thread makes me think it's maybe a pity we never made rules for FWs Ork AA Big Gunz which they made a cool model for. Then you really could go all infantry.

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