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Help, Orky players!

 Post subject: Help, Orky players!
PostPosted: Tue Sep 09, 2003 2:49 am 
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Quote (netepic @ 02 2003 Sep.,23:10)
Blimey! Didn't expect this much interest! :cool: ?

The main rules can be downloaded from this URL:

http://www.netepic.org/EOTS/EOTS.PDF.


I have a half written background for a campaign hidden deep in my hard drive- if you like we could resurrect it and use it as background for this campaign if it gets up.  Should save you some work at least...

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 Post subject: Help, Orky players!
PostPosted: Sat Sep 20, 2003 11:55 am 
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I've seen in a few places that the Salamander light vehicle is being used as a command model in a number of EpicA IG company formations. Is this correct? As I'm probably going to put in a Forgeworld order sometime soon, is it worth getting some at this point? Does anyone know if the Salamander will be a essential piece of Imperial kit in the official Guard army once the game proper gets released or if it will disappear from their list?

Jackhammer


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 Post subject: Help, Orky players!
PostPosted: Sat Sep 20, 2003 4:53 pm 
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Yes,

Salamanders are necessary now and Jervis has included them with the army lists. They have a metal version worked out from what I understand and it will come packed with everything needed in a box (or big blister) set.

I need to buy some too so I can get going. So far, my Jopallis have been working as an infantry-heavy regiment!    :;):

Shabbat shalom,
Maksim-Smelchak.

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 Post subject: Help, Orky players!
PostPosted: Sat Sep 20, 2003 5:08 pm 
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My mate Simon has done some conversions to create Salamanders



They are Imperial Bombard bases and Ork Buggy Gunners

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 Post subject: Help, Orky players!
PostPosted: Sat Sep 20, 2003 5:19 pm 
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Jimbo,

Thanks for sharing.

I almost forgot about that easy conversion/proxy for Salamanders.

Alternatively, we could go the Tuffskull route and start cutting plasticard...

Shabbat shalom,
Maksim-Smelchak.

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 Post subject: Help, Orky players!
PostPosted: Sat Sep 20, 2003 9:03 pm 
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Hi!

I have mixed feelings regarding the salamander, I think its one extra vehicle that wasn't needed since chimeras can fill most any slot on the IG army list by changing the weapons on it.

In netepic we limited it to a command sort or vehicle, so as to give it a place.

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 Post subject: Help, Orky players!
PostPosted: Sat Sep 20, 2003 10:30 pm 
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I forgot to add to my last post my conversion consists of a Hydra, replacing the AA weapon with one of the hatches (the one with the bolter). Looks nice.

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 Post subject: Help, Orky players!
PostPosted: Wed Dec 17, 2003 7:32 am 
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I got blown to atoms last night in a game against Teekkaris Guard forces. We agreed to try game with single objective, complete and utter destruction of the other side. We decided that 5 turns would be more than enough and after that we would count the casulties and decide the winner.

Well, before turn 4 ended I had nothing in the table. Not a single tinyplasticork.

We agreed that I need to make some changes to my list, altough my tactical decisions were not supported by my dice rolls. I think I haven't ever seen so many ones in one game.

My forces:

Great Gargant

Warband
+ 4x Battlewagon
+ 1x Gun Fortress
+ 1x Big Gun

Stormboyz

KoS
+ 4x bikes

Huge Blitz Brigade
+ 1x Gun Fortress
+ 1 Oddboy

Stompamob
+ 4x Stompas
+ 4x Dreadnoughts

Total of 3000p

Teekkari had the usual, one mech company, some SHT's, Russ Company few sentinels and a Warlord.

I think I need to split those bigger formations to smaller ones to get more activations. And ditch those bikes in favor of buggys and/or scorchas.

Comments appreciated.


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 Post subject: Help, Orky players!
PostPosted: Wed Dec 17, 2003 9:38 am 
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I'll try to help, but I haven't played that many games myself.

I think you'r right with the KoS.  With mine I'm sticking to buggies and Skorchas, and they are doing fine.  At the moment I use a Big KoS, and just a few scorchas.  I leave these at the back (so they are surpressed) until I'm really close to the enemy, then move them to the front.

Your Stompa Mob is very expensive.  I would be temtpted to drop one or two Stompas from it, and add to your warband, which is a little small.

I personally dont find the BB very useful.  I do have a Big BB, but two of them are flakwagonz for my aircover.  I am even thinking of dropping them for a garrisoned big gunz mob.  I think that would probably be a much better unit.

Do you need the Great Gargant?  A regular one is still pretty good, and saves you a lot of points to spend on more units.

I dont think its a bad list, as you said, you had a lot of bad luck.  Just try moving things around a little to see if it makes any difference.  I would try a regular Gargant, though, and use the extra 200pts to bolster the current units.

In my most recent game, my Gargant hacked down a Warlord in combat.  And both started the fight totally unhurt.  Just watch out for its gunz.


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 Post subject: Help, Orky players!
PostPosted: Wed Dec 17, 2003 9:58 am 
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Valid points all. Biggest reason for lot's of decision in that list fact that this was my first 3000p game, and I barely managed to get that much points. Thats why Stompamob is so big and for the same reason there is that single big gun in that warband.

And this was first game for that Great Gargant, and I don't yet own regular one. And I really wanted to try that one.

Warband was this small because in previous games it has been twice that size, but it hasn't ever managed to deal any significant damage.

So, I think buggys are my next project. Luckily I have 4 blisters of them. Shouldn't take too long to get them painted.


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 Post subject: Help, Orky players!
PostPosted: Wed Dec 17, 2003 10:33 am 
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I know what you mean about the Great Gargant, I'm thinking about using one just to see the difference between the two.  What I really want, though, is a soopa stompa for the stompa Mob!  :cool:

I use two Warbands in my 3000 list.  A regular one and a big one.  They are very useful in in two ways.  Firstly, they look very imposing and the opponent will waste a lot of firepower trying to reduce them.  I have extra Grotz to soak up these hits (bought through extra Boyz) and a Stompa in each to soak up AT fire (I use a stompy force).  So they can take a lot of hits and still stick around for the scrap.

Then they are very useful to get onto an objective and stay there.  With such big sizes (I buy extra boyz for the smaller warband too) if they do break they rally easily (ish) with a +2 modifier.  And they are a very flexible unit, able to achieve anything.  a big shoota on each boy and two on Nobz, plus what ever upgrades (gunfortess', gunwagonz, stompas etc) mean they can shoot effectively, and the same goes for assault.  Just remember those grotz!

So while the opponent is wasting all his shots on your warband, the rest of the force does your damage.  Outflanking him for crossfires etc.

The KoS os very useful (and damn fast)  I have a big formation (16) which is plenty.  I dont think they need the Assault value of the bikerz, since I rely on thier firepower.  These are very good for getting behind the enemy for that crossfire.


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 Post subject: Help, Orky players!
PostPosted: Wed Dec 17, 2003 12:10 pm 
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Guess I need to give my Boyz a second chance :)

BTW how big Big Gun mobz do you use? And do you use Oddboy upgrade for them?


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 Post subject: Help, Orky players!
PostPosted: Wed Dec 17, 2003 1:00 pm 
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I'll try again, stupid computer crashing!

Try a big gunz mob, and two soopagunz.  These can be garrisoned, so should have targets straight away.  Also give them extra boyz and grotz to soak up hits/supression.

Give the Boyz another go.  Try a big mob for the extra nobz (and rallying) and extra grotz.  Use them to take the brunt of the enemy fire, with a stompa and dread in there too.  This way, your stompa mob can come from behind unhurt.


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 Post subject: Help, Orky players!
PostPosted: Wed Dec 17, 2003 2:14 pm 
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Try a big gunz mob, and two soopagunz. ?These can be garrisoned, so should have targets straight away. ?Also give them extra boyz and grotz to soak up hits/supression.


How am I going to do that when using GT list? Only one oddboy upgrade and nobz are only infantry units allowed as upgrade.

Give the Boyz another go. ?Try a big mob for the extra nobz (and rallying) and extra grotz. ?Use them to take the brunt of the enemy fire, with a stompa and dread in there too. ?This way, your stompa mob can come from behind unhurt.


That I am going to try. I did have big mob in previous games as I mentioned before, but they'll become rather expensive  when mounted to Battlewagonz.


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 Post subject: Help, Orky players!
PostPosted: Wed Dec 17, 2003 2:38 pm 
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When there is a limit to how many upgrades you can take (i.e. upto 1 oddboy) that is the limit for a normal mob.  This figure is increased when you also enlarge the mob.

So, for example, a normal gunz mob can have 1 oddboy, a big mob can have 2 and a uge mob 3 oddboyz.

You are right with the infantry, though.  Forgot boyz dont go there anymore.  Still, Nobz would still be good.  They can take the suppression, and if you need to rally take off extra blast markers.

I dont worry about giving my warbands vehicles (except stompas and dreads).  I use the KoS and stormboyz for speed.  With my boyz I just walk them forward.  As double orders are easier for Orks, they still have a 30cm speed, and can go straight through terrain.

Do you get any use from gunfortresses?  I used 2 last game, and they did bugger all.  I had one in each warband, which they are now being dropped from and replaced with more stompas.  I wasn't using them for transport, just as some biggunz and a target to take fire off of the dreads and stompas.


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