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WIP - Epic Orks

 Post subject: WIP - Epic Orks
PostPosted: Thu Jul 23, 2009 6:56 am 
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Hello All, Almost have one big mob completed.  ;D ;D

These are very big pics they should be good to save so you can zoom in and get a better look.

All C&C Welcome.

Thanks

Lazarus

This is the list of what my first list will be i have about 10k worth of orks that i will make up a speed freaks and a Feral orks list.











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 Post subject: WIP - Epic Orks
PostPosted: Thu Jul 23, 2009 10:40 am 
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Nice, clean paint job, and very nice bases.

Excellent army


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 Post subject: WIP - Epic Orks
PostPosted: Thu Jul 23, 2009 10:43 am 
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For ugly green monsters they are very pretty :)

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 Post subject: WIP - Epic Orks
PostPosted: Thu Jul 23, 2009 12:54 pm 
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I'd remove the big guns from the mobs, get another 1 and field them as a serparate blitz guard formation.
thier 10cm move really slows things down.
Good job no the painting though.
R>

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 Post subject: WIP - Epic Orks
PostPosted: Thu Jul 23, 2009 1:45 pm 
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Nice! The colours all go well together and produce a great overall look.

Only thing I suggest is you could maybe give the shiny metal bits a wash of thinned down brown wash with a bit of black wash in. They look a bit too shiny and clean for my tastes at the moment.


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 Post subject: WIP - Epic Orks
PostPosted: Thu Jul 23, 2009 7:45 pm 
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@ GlynG

There not that bad in life, the flash really brings out the metallic in the paint.

@ Man Of kent

What do i do with Big guns if there not good on there own and no good in a mob, where should they be put. I did drop a bit to add in the Gargant what was meant to be one of my Mega Gargants but could not fit in.


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 Post subject: WIP - Epic Orks
PostPosted: Thu Jul 23, 2009 11:10 pm 
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In a big formation with two oddboy upgrades I find them very good - they can start the game on overwatch!

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 Post subject: WIP - Epic Orks
PostPosted: Sat Jul 25, 2009 11:03 am 
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What the others said.

Really good looking boyz you've got there lazarus.

With regards to army selection my advice would be to get a few games in with the list you've got first.  You'll soon find what works for your style of play and what doesn't.

One thing I'd pretty much guarantee is that whatever list you start with, you'll have tweaked and changed it before you're happy!

Cheers
Reedar


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 Post subject: WIP - Epic Orks
PostPosted: Sat Jul 25, 2009 9:44 pm 
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Ya thats right its like the day i start 40k all those years ago haha. i have plenty of extra models to work with so should be able to tweek easy.


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 Post subject: WIP - Epic Orks
PostPosted: Tue Jul 28, 2009 5:55 am 
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Another update got me some dreadnoughts done and a Blitz brigade. Enjoy





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 Post subject: WIP - Epic Orks
PostPosted: Tue Jul 28, 2009 8:30 am 
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How are you doing the red on those vehicles?

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 Post subject: WIP - Epic Orks
PostPosted: Tue Jul 28, 2009 8:43 am 
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Quite and easy job really.

1. Black spray base
2. quick once over but streaky coat in P3 Brand skorne red just sort of slop it on but dont go heavy on it. dont worry about detail at this point.
3. Once dry a once over with the GW black wash the new stuff.
4. Detail stage go over again with the p3 red it will still be quite streaky so you need to coats.

And you get this outcome.

The gold/rust type silver is done with methril silver then a wash of black then a wash of gryphonne sepia. The outcome once dry is very nice.  

Nice to see everyone is really into these guys very happy for my first epic list.

PS. Tanks will look better once i have there bases sorted when i get some cash next week so i will do another pic when the fully complete.





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 Post subject: WIP - Epic Orks
PostPosted: Tue Jul 28, 2009 2:34 pm 
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Hello Lazarus:

Sweet looking army.

On the army list, I would recommend a few tweaks that require only a small number of model changes.

I would move all the Big Gunz to one of the Warband, making it a shooty warband, then move all the Boyz/Grotz to the other as an assault warband.  That would give each of them a more focused role.  They would each be a bit less flexible, but the increased performance should be substantial.

Having a couple of 45cm shots in with the Oddboyz will help with suppression.  As the warbands stand now, once you have 2 BMs, those Oddboyz are suppressed to the 30cm range of all the units around them.  Any target farther than that and the Oddboyz are the only things with range, so the BMs have to be applied to them and they cannot fire.  It will be easy for an opponent to lay a few BMs and then avoid those Oddboyz.

The assault warband would have the ability to move at 15cm because you don't have any Big Gunz slowing it down.  That's only 5cm difference, but it's also 50% faster, which adds up over the course of the game.  It would have lots of Grotz for assault fodder.

That leaves you with 2 spare Oddboyz, which should be moved to the Blitz Brigades.  The BB's are faster and therefore more flexible in their choices of targets.  Even though they are more fragile than big Gunz units buried in the middle of the Warbands, I often find the wagonz can skulk around the edges of the battle and avoid being fired on.  Replace the Gunwagonz, keep the Flakwagonz.

The Stompa mobz could be improved in several ways.  If you want to use the same models, I suggest you move one of the Dreads to the other mob.  That would give you one larger mob of 6 to get the Mob Up bonus (the bonus is "more than 5" which many people overlook on their initial reading).  The other mob is at 4 models so it still doesn't break on a single casualty.

Another option if you have the models would be 3 Kanz in each mob instead of 2 Dreads.  That puts them both at 6 models to gain the Mob Up bonus, at least until you take casualties.  Personally, I can never tell Dreads from Kanz on the tabletop without picking them up to look.  I think most people would be fine if you just added 2 models and told them "all these are kanz" at the start of the game.

Finally, if you are using the NetEA recommendations, I'd consider putting all of the walkers in a single Big Stompa Mob.  It would drop an activation, but it would save you the 50 points discount for a Big Mob and you'd have a formation of 10, with 6 4+RA units.  You could use the saved points on 2 Kanz to put you solidly in the larger Mob Up bonus range.  That formation is going to take a beating and still keep rolling, so while your initial activation count might be lower, it also won't drop as easily.  As above, you'd only need to add 2 Kanz, but you'd need to make sure the Kanz and Dreads were easily distinguishable on the tabletop.


Assuming I haven't messed up my count, you'd only need 2 plain Big Gunz and 2 Oddboy wagonz to make the Warband/Blitz changes work.  You'd need at most 2 Kanz to rearrange the Stompamobz.  That's not much different in terms of models and I think it will definitely be worth it for the army's overall performance.

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 Post subject: WIP - Epic Orks
PostPosted: Tue Jul 28, 2009 8:50 pm 
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I will look into this i have plenty of models if fit would can make up for the movements. But i will be keeping to Gunwagonz as i like them but will play with the stompa mob a bit and the warbands.


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 Post subject: WIP - Epic Orks
PostPosted: Thu Jul 30, 2009 10:28 am 
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Tell me what you think of this list change. I have manged to fit more in.

One big mob is now a urge mob with 4 dreads, added 1 extra odd boy to each blitz unit. Moved big guns and odd boys to big mob. And made the stompa squad 6 to get the mob up. So i think this will work a little better. One heavy assult unit with lots of orks and dreads. Alot of stompas and alot of flack gun and oddboys.











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