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Feral Orks

 Post subject: Feral Orks
PostPosted: Mon Sep 28, 2009 11:54 pm 
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Quote: (Markconz @ Sep. 28 2009, 23:33 )

I have 5 Orkeosauruses all Wyrded up... :)

Only 5? My draft 3k Feral Ork ‘Behemoth Legion’ list has 7 Orkeosaurii in with 6 Wyrded up and 3 Steam Gargants :smile:

I’m going to proxy most of those for a few games to see how it does before deciding whether to buy the models or not, but I reckon it could be fun and very different :)





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 Post subject: Feral Orks
PostPosted: Mon Sep 28, 2009 11:56 pm 
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Quote: (GlynG @ Sep. 29 2009, 08:54 )

I’m going to proxy most of those for a few games to see how it does before deciding whether to buy the models or not,

I hear toy shops sell dinosaur models for a reasonable price  :)

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 Post subject: Feral Orks
PostPosted: Tue Sep 29, 2009 12:57 am 
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Quote: (frogbear @ Sep. 28 2009, 23:56 )

I hear toy shops sell dinosaur models for a reasonable price  :)

Nah, that’d be cutting into the territory of my Eldar Exodite army  :(

The inspiration came from flicking through a Faction Paradox comic (my all time favourite sci-fi universe) which features a woolly mammoth which has been given to King George III as a political gift. Got me wondering if I could have mammoths in epic, I noticed the old suiggoth models were hairy and rather mammoth-like and I then found a great model for it:


You can buy the beasties separately and I’d do then on snow bases, with flecks of snow in their hair, and I may well do them in a Bad Moon style theme (all ork clans can be primitive I should think, doesn't have to be snakebite colours all the time) which all in  I think would be cool and different from normal feral orks tend to look. I have one on order to have a proper look and could always sell of my existing not OOP ones and make a load back from them.


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 Post subject: Feral Orks
PostPosted: Tue Sep 29, 2009 9:27 am 
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Quote: (GlynG @ Sep. 28 2009, 23:54 )

Quote: (Markconz @ Sep. 28 2009, 23:33 )

I have 5 Orkeosauruses all Wyrded up... :)

Only 5? My draft 3k Feral Ork ‘Behemoth Legion’ list has 7 Orkeosaurii in with 6 Wyrded up and 3 Steam Gargants :smile:

Good luck,

I played an Orkeosaurus heavy army at a Club Challengue several years back and after initial success everyone just played corners against me leaving my 15cm move 'saurus stranded in my half of the table. The games ended up mainly being draws with the Ferals having little chance of getting a win.

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 Post subject: Feral Orks
PostPosted: Tue Sep 29, 2009 10:45 am 
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Served you right  :p

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 Post subject: Feral Orks
PostPosted: Tue Sep 29, 2009 11:40 am 
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Quote: (Tiny-Tim @ Sep. 29 2009, 09:27 )

Good luck,

I played an Orkeosaurus heavy army at a Club Challengue several years back and after initial success everyone just played corners against me leaving my 15cm move 'saurus stranded in my half of the table. The games ended up mainly being draws with the Ferals having little chance of getting a win.

Thanks! Out of curiosity is that partly due to running out of time in the tournament games with a slow horde, corner deployed, army? Or are they just simply not able to get close enough to the enemy to get enough damage / victory conditions irrespective of time?

A 15cm move creature should still be able to get to the opposing playing half no? So long at it keeps doubling, as orks automatically can.


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 Post subject: Feral Orks
PostPosted: Tue Sep 29, 2009 12:39 pm 
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Quote: (GlynG @ Sep. 29 2009, 11:40 )

[quote="Tiny-Tim,Sep. 29 2009, 09:27 "]Good luck,


A 15cm move creature should still be able to get to the opposing playing half no? So long at it keeps doubling, as orks automatically can.

That's all good in Theory, but its really not that easy to get into the correct areas.

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 Post subject: Feral Orks
PostPosted: Tue Sep 29, 2009 1:22 pm 
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Quote: (GlynG @ Sep. 29 2009, 11:40 )

Or are they just simply not able to get close enough to the enemy to get enough damage / victory conditions irrespective of time?

A 15cm move creature should still be able to get to the opposing playing half no? So long at it keeps doubling, as orks automatically can.

Objective placement plays a large part as well.

The opponent will put their own Blitz at the maximum distance, back in the corner, which is ~140cm from the closest point in the deployment zone.  You only get 120cm with 4 double moves at 15cm if you move in a straight line, which doesn't capture the Blitz.  You are forced to have at least one turn of Marching to even have a chance at the Blitz and that assumes 1) the opponent doesn't sacrifice a formation to slow you down at some point, and 2) you don't divert to actually attack anything.

For other goals, if the opponent puts their objectives deep in the Feral side, it's easy to get around slow formations and grab them but very hard for an all-slow force to divert.  Placing them far apart in addition to deep aggravates that, as it makes it harder to divert and means the Ferals cannot hold the widely spaced objectives without breaking the force up into smaller groups which can then be isolated.

That means TSNP, DTF and Blitz goals are nearly impossible.  If the opponent has a fast BTS formation, that goal is nearly impossible as well because you can't catch it to kill it.  The chances of winning on goals is virtually nil.

So... hunker down with your hoard-o-war-engines and hope that you can contest enough to keep the opponent from winning while outlasting the opponent on points.

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 Post subject: Feral Orks
PostPosted: Tue Sep 29, 2009 1:47 pm 
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Neal's covered most of the problems.

One of the other areas I had problems was being able to mount a sustainable advance. In a corners game the two blitz would often be placed at maximum distance from each other. I regularly play with a 'Uge Steamm Gargant mob, this sits on the blitz hopefully denigning BTS & Blitz from the opposition. This often left me with 2500pts versus a 3000pt army fighting for the rest of the objectives. With no transport aircraft I couldn't reach the other Blitz, yes junkatrukks and boarnoyz could be used, but they get targetted and are needed to contest the other objectives and screen the saurus.

A canny opponent will try and isolate your saurus and pick thmm off with fire fight engagements which is why you need to screen them.

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 Post subject: Feral Orks
PostPosted: Tue Sep 29, 2009 11:57 pm 
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My experiences with orkeosaurus herds are similar to those of Neal and Tim. Movement is too difficult. By the time you get close to obejctives you're too knackered to take them, and Orkeosauruses are vulnerable firefights.

I have often wondered if it would have been more entertaining as an army with faster movement and weaker armour the Orekosauruses. More of a 'game' for ferals and opponents as more tactical options available.

On a another note, Uge Steam Gargant Mob as BTS is the one definite choice for me in the army no matter the composition, plus a warlords warband in orekosaurus.

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 Post subject: Feral Orks
PostPosted: Wed Sep 30, 2009 12:17 am 
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I was very pleased with my Uge Wyldboyz + 2 Orkeosauri + 2 Wyrdboyz this past weekend.  They didn't actually do much in terms of damage, but they were able to stand their ground against 2 Reavers and force them to maneuver more carefully.  They won one assault and had a primo shooting opportunity that had a shot at killing a Reaver, though the dice went south on me.

Also, 12 DC + 24 units is one tough BTS/SC formation.

In retrospect, I think a Big Warband for about the same points would work better, though.

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