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Blood Axe Orks

 Post subject: Blood Axe Orks
PostPosted: Fri Jun 13, 2008 2:44 pm 
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Sorry for the new thread.  Both the existing Blood Axe threads were before the GTM (Great TacComms Meltdown) and are doing freaky stuff (at least in my browser), so I locked them.

Any comments or discussion for the BA can go here.  Latest version is linked in the Current Ork Lists thread.




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 Post subject: Blood Axe Orks
PostPosted: Mon Jun 16, 2008 2:22 pm 
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I had commented on this in one of the other threads that ate my post...

I agree 1BP is better than AP5/AT5.

Lobbas:  Lower FF should offset the increased firepower.  At least it should be close.  With larger Gunzmob formations, the FF is important as it provides a substantial deterrent to assaults.  It's hard for most armies to get 15 units in base contact, so the Gunz usually get some pretty good assault attacks in.  In the rare cases where they make it into assault/support range, FF5+ is darn nice for Orks.

There are a couple of factors based on formation traits as well.  5/10/15 unit sizes aren't all that great for trying to min-max the barrage table and the presence of any Lobbas means Soopagunz are not an upgrade option.

I'd like to try them out with FF6+ and see if they can be abused.  If that doesn't work, we can change them to 1BP per 2 units and see how that works.


LobbaWagonz:  The stats in that file are the 50-point version.  They should have 6+ armor, CC and FF, and 45cm range.  I will have a corrected version up shortly.  That makes them weaker in every area, and 5cm slower as well.  A Uge Blitz is still 12BP for 350 points, but it should be fragile as heck.

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 Post subject: Blood Axe Orks
PostPosted: Mon Jun 16, 2008 3:06 pm 
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On a side note...  we played a scenario with Axes this weekend.  We're working on scenarios for a "Mean and Green" fan supplement.  It's going to use OGBM, Blood Axe Orks, Salamanders (assuming TRC and BlackLegion are willing), and Catachan (probably Chroma's version, depending on his views).  6 scenarios are planned as a mini-campaign and we may kick around some others.

====

Assault At Volcanus
IG vs Axes.
The battle is the preliminary stages of the massed Ork assault at Volcanus on Armageddon. Blood Axes, mostly Kommandos, are trying to get in and destroy Defense Laser installations before the main Ork assault.  On Armageddon, the Defense Lasers ended up shredding the Ork Landas but we're trying to see if the sneaky gitz can change that...

Blood Axes
Battlekrooza available on Turn 1
Big Warband + 3 Big Koptas (Warboss in this formation)
Warband + 4 kanz + 2 Big Koptas
Warband + 4 Boyz/grots + 2 Big Koptas
5x Kommandoz Warband + Big Kopta

IG
Reg HQ + Griffons
Infantry + Fire Support + Griffons
Russ Co + Demolishers
Basilisk Battery
Warhound (VMB and Inferno)
Warhound (VMB and Inferno)
Storm Troopers in Valkyries
4 Defense Laster Batteries (Shadowswords with 0 move and 360-degree fire)

The board should have light to moderate terrain.  Defense lasers are placed as objectives by IG.  Ork player places 2 additional objectives (radar, command bunkers, whatever).  Placement as GT scenario, except that all objectives must be 30cm from a board edge.

Defense laser objectives must be destroyed to score.  Other objectives are captured as normal.

Orks plot bombardment.

IG must split their forces into 2 groups and the Ork player decides which deploys on board.  IG must deploy more than 15cm from all board edges.  Orks choose table edge and deploys all forces along the edge.  All Defense lasers start on Overwatch (so Big Koptas watch out!).

Reserve IG forces arrive based on formation speed.  Over 30cm move - Turn 1.  Over 15cm move, Turn 2.  15cm or less, Turn 3.  Arrival direction is determined randomly.

Victory for the Orks is 4 objectives.

As it plays, it's basically a rush to kill lasers.  It starts out in the Orks' favor but the OW defense lasers get in some nice licks.  If the Orks haven't killed enough stuff by the end of Turn 2, the IG will outnumber them by a huge margin.  In our game, it came down to the IG winning strategy on Turn 3 and finishing off the formations that could possibly have destroyed the last defense laser (with only 1DC left) before they could activate.

====

AABS:  Gee willikers, I'd forgotten just how fast mechanized Orks can be.  With Skimmer and an extra 5cm of move, those Koptas were blazing fast.  Keeping them mounted is risky but with a 40cm CC range it can be worth it.  I managed to CC a Defense Laser with the Killa Kan mob on the first turn.

We discussed free options for force selection, but with all the conditions in the scenario it would be pretty easy to choose manipulative forces.


As a permanent change to the army list I decided to allow Koptas to carry Killa Kanz.  This was inspired by designing the forces for the scenario.  With their odd (for Orks) carrying capacity, they needed a little touch of something and it distinguishes them a bit more from the normal Fortresses.





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 Post subject: Blood Axe Orks
PostPosted: Tue Jul 22, 2008 1:58 pm 
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Here's hoping to stir up some interest in the Blood Axe list.

BIG KOPTAZ!!!!!




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 Post subject: Blood Axe Orks
PostPosted: Tue Jul 22, 2008 2:00 pm 
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Next view

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 Post subject: Blood Axe Orks
PostPosted: Tue Jul 22, 2008 2:02 pm 
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Last one... now go build some of your own.

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 Post subject: Blood Axe Orks
PostPosted: Tue Jul 22, 2008 2:29 pm 
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Sweet orkiness

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 Post subject: Blood Axe Orks
PostPosted: Tue Jul 22, 2008 2:35 pm 
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I like it, Neal.

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 Post subject: Blood Axe Orks
PostPosted: Tue Jul 22, 2008 2:37 pm 
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Whoops.  Forgot to mention, these are Zzap's.  We discussed the design several times but he put them together.

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 Post subject: Blood Axe Orks
PostPosted: Tue Jul 22, 2008 2:40 pm 
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OOh, now really does pique the interest, nicely doen Sir.
Do I really need to build yet another ork force.....of course I do  :laugh:

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 Post subject: Blood Axe Orks
PostPosted: Wed Aug 06, 2008 1:59 pm 
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@nealhunt: I can't find the latest editions of the ork armylists, and the thread you link to above is dead. have you any idea where can I find them now?

Can't wait to try OGBM............


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 Post subject: Blood Axe Orks
PostPosted: Wed Aug 06, 2008 2:06 pm 
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The link's fixed.  I forgot to update it after the TacComms moved.

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 Post subject: Blood Axe Orks
PostPosted: Wed Aug 06, 2008 2:24 pm 
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Well, that was quick. Cheers!


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