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Feral Orks

 Post subject: Feral Orks
PostPosted: Fri Aug 07, 2009 10:59 am 
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I played a a game vs a World Eater test list, which was fun vs Frogbear.

I guess some issues that I notice with the Feral list is the lack of weapons vs Titans and units like termis. How do people deal with these type of units? I guess I just had issues with trying to kill or deal with these units.

Another question is Squiggoths, whey don't they have the walker ability.

:evil:


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 Post subject: Feral Orks
PostPosted: Fri Aug 07, 2009 11:35 pm 
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As far as the Terminators go, they made every single save. As far as the Squiggoths go they were not able to get into cc with the terminators.

I'm not totally keen forces such as must take this in order to deal with these, type forces. But that being said I may have to take a Steam Gargant.

I guess if some one is working on the Feral list can they please take into account, that I believe that they should have the walker the walker ability and would make sense to have this.

8v)


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 Post subject: Feral Orks
PostPosted: Sun Sep 27, 2009 8:51 am 
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Question moved to this thread: http://www.tacticalwargames.net/forums....754;r=1




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 Post subject: Feral Orks
PostPosted: Sun Sep 27, 2009 8:56 am 
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I think Madboys are restricted to only one unit as they are meant to be a unique type formation were, these orks have actually lost the plot as opposed to the normal orks.

Similar to the very old convicts(forgot there names) for the IG armys.

:blues:


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 Post subject: Feral Orks
PostPosted: Sun Sep 27, 2009 9:10 am 
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Quote: (Blish @ Aug. 07 2009, 10:59 )

Another question is Squiggoths, whey don't they have the walker ability.

First off, orkesaurus with wyrdboyz are always good for a laugh.

Why no walker? They are massive ungainly beasts, bred to a size far larger than nature intended using a load of orky steroids.

If it helps I imagine failed walker tests not to show tripped beasts, but rather the large, ungainly, poorly secured howdah has fallen off and the squig has scarpered.

Oh termies - grotz them and get them in the assault resolution (and maybe support fire bit if the right assets around). Same as with standard orks.

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 Post subject: Feral Orks
PostPosted: Sun Sep 27, 2009 9:20 am 
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Quote: (The_Real_Chris @ Sep. 27 2009, 09:10 )

Quote: (Blish @ Aug. 07 2009, 10:59 )

Another question is Squiggoths, whey don't they have the walker ability.

First off, orkesaurus with wyrdboyz are always good for a laugh.

Why no walker? They are massive ungainly beasts, bred to a size far larger than nature intended using a load of orky steroids.

If it helps I imagine failed walker tests not to show tripped beasts, but rather the large, ungainly, poorly secured howdah has fallen off and the squig has scarpered.

Oh termies - grotz them and get them in the assault resolution (and maybe support fire bit if the right assets around). Same as with standard orks.

Um how do you combine Orkesaurus with Wyrdboyz, I can't seem to find this any time of Feral army list.

:cool:


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 Post subject: Feral Orks
PostPosted: Sun Sep 27, 2009 9:24 am 
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TRC

No opinion on the Madboyz (the reason for reviving this thread)?

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 Post subject: Feral Orks
PostPosted: Sun Sep 27, 2009 12:33 pm 
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Quote: (frogbear @ Sep. 27 2009, 09:24 )

TRC

No opinion on the Madboyz (the reason for reviving this thread)?

No opinion, correct :) I've only every played against ferals not with them so apart from those 2 comments can't add much more :)

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 Post subject: Feral Orks
PostPosted: Sun Sep 27, 2009 12:49 pm 
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Moving my question to another thread to keep it on topic: http://www.tacticalwargames.net/forums....754;r=1

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 Post subject: Feral Orks
PostPosted: Sun Sep 27, 2009 12:51 pm 
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Quote: (Hena @ Sep. 27 2009, 12:22 )

Quote: (Blish @ Sep. 27 2009, 11:20 )

Quote: (The_Real_Chris @ Sep. 27 2009, 09:10 )

First off, orkesaurus with wyrdboyz are always good for a laugh.

Um how do you combine Orkesaurus with Wyrdboyz, I can't seem to find this any time of Feral army list.

There is no definition on where the wyrdboy has to go as it's a character. So you can put him in a Squiggoth / Orkeosaur as well.

I play ferals a bit, and I would never try something dodgey as that. I don't believe you can really do that.

:evil:


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 Post subject: Feral Orks
PostPosted: Sun Sep 27, 2009 12:56 pm 
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Nope perfectly ok and not dodgy. Its like adding a commissar to a demolisher, marine character to a dreadnought or ork oddboy to a battlefortress.

Only the Chaos Black Legion list does not permit such upgrades to be added to upgrades.

Plus the wyrdboyz like to sit up so high, its gives them a break from being on the same level as so many boyz :)

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 Post subject: Feral Orks
PostPosted: Sun Sep 27, 2009 1:01 pm 
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Quote: (The_Real_Chris @ Sep. 27 2009, 12:56 )

Nope perfectly ok and not dodgy. Its like adding a commissar to a demolisher, marine character to a dreadnought or ork oddboy to a battlefortress.

Only the Chaos Black Legion list does not permit such upgrades to be added to upgrades.

Plus the wyrdboyz like to sit up so high, its gives them a break from being on the same level as so many boyz :)

I think we will have to agree to dis agree on this one. I would never ever think about and can't see how people get that out of what is written.

I also can't see where a Oddboyz can be used in a Battlefortress. I know you can for a Gunfortress.

:evil:


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