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Feral Orks - starting advice & tips?

 Post subject: Re: Feral Orks - starting advice & tips?
PostPosted: Fri Aug 17, 2012 7:19 am 
Hybrid
Hybrid

Joined: Tue Jul 05, 2005 1:32 pm
Posts: 4893
Location: North Yorkshire
There are three ways to go with the Ferals, Orkeosaurus heavy; Squiggoth heavy or total hoard.

I like to play with 3 or 4 Orkeosaurus as these have the staying power whilst lumbering up over the table. To go Squiggoth heavy increases your mobility and hitting power but are more vulnerable to shooting . Or you forget all that and go Boarboyz, Junkatrukks and mobz with Squig Catapults.

It is possible to go with a combination of all three, but once you have added in your Steam Gargants, which are close to a must, and Wyrdboy upgrades you will find that you want to go with Squiggoths or Orkeosaurus.

Here is the list that I used earlier on this year.

Enjoy the Feral list they have some surprising combinations which will wake your opponents up ;)


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 Post subject: Re: Feral Orks - starting advice & tips?
PostPosted: Fri Aug 17, 2012 8:50 am 
Hybrid
Hybrid

Joined: Wed Sep 28, 2005 8:35 am
Posts: 4311
Par on this forum made some very nice orkeosaurus conversions

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 Post subject: Re: Feral Orks - starting advice & tips?
PostPosted: Fri Aug 17, 2012 10:45 am 
Brood Brother
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Joined: Fri Jun 13, 2008 7:41 pm
Posts: 486
Location: Austria
@ Tiny-Tim: saw your list; interesting :)

how are you handling the Wildboyz? I never take them because they lack FF and I find it hard to get into CC. Let alone being attacked, when you really miss out on attacks.

And the 5 Boarboyz - how is their hitting power? Can you actually assault with those guys?


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 Post subject: Re: Feral Orks - starting advice & tips?
PostPosted: Fri Aug 17, 2012 1:27 pm 
Hybrid
Hybrid

Joined: Tue Jul 05, 2005 1:32 pm
Posts: 4893
Location: North Yorkshire
Most of the time they ride on the Orkeosaurus until it gets close to dying and then they drop off. I'll even do this when they go into a fire fight so there are less of them to have hits allowcated to. The same goes with mounted Wildboyz on Squiggoths. I used to take a formation and add four squig catapults, but this was too good for the points & garrisoning so we introduced the 0-3 restriction.

I mainly use Boarboyz as a force multiplier increasing my activations so that I can be a bit 'Orkish' with them and throw them into mad engagements that they stand a low chance of winning. But it comes off every so often which makes them useful along with thier 5+ save. Double an Orkeosaurus (or two) up and then engage with the boarboyz.


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 Post subject: Re: Feral Orks - starting advice & tips?
PostPosted: Fri Aug 17, 2012 10:59 pm 
Purestrain
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Joined: Mon Jul 28, 2003 10:43 pm
Posts: 7925
Location: New Zealand
My army can be seen here, divided into warbands that I typically use.
https://sites.google.com/site/epic40k/feralorks

Orekosaures with Warlord mob, xtra boyz and wyrdboy in orkeosaures
3 Steam Gargants
Orkeosaureses with Wild boyz and wyrdboy in orkeosaures
Junkatruck mob with or without nobz containing wyrdboy
Warband with 2 squiggoths
Warband with 3 squig catapults
Boarboyz mobs from normal to huge
Madboyz

I use various mixes of these formations depending on what I feel like. Slow army and somewhat vulnerable to Titan Killer weapons if you go orkeosaures heavy, but fun to stomp around with 8 behemoths.

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