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Feral Orks - starting advice & tips? http://www.tacticalwargames.net/taccmd/viewtopic.php?f=83&t=23748 |
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Author: | Tiny-Tim [ Fri Aug 17, 2012 7:19 am ] |
Post subject: | Re: Feral Orks - starting advice & tips? |
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 ![]() |
Author: | Steve54 [ Fri Aug 17, 2012 8:50 am ] |
Post subject: | Re: Feral Orks - starting advice & tips? |
Par on this forum made some very nice orkeosaurus conversions |
Author: | mspaetauf [ Fri Aug 17, 2012 10:45 am ] |
Post subject: | Re: Feral Orks - starting advice & tips? |
@ 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? |
Author: | Tiny-Tim [ Fri Aug 17, 2012 1:27 pm ] |
Post subject: | Re: Feral Orks - starting advice & tips? |
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. |
Author: | Markconz [ Fri Aug 17, 2012 10:59 pm ] |
Post subject: | Re: Feral Orks - starting advice & tips? |
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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