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Ork Upgrades: What do you use?

 Post subject: Re: Ork Upgrades: What do you use?
PostPosted: Sat Nov 09, 2013 10:32 pm 
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Have to agree, 4k+ is a different dynamic to the 'standard' tournament game, I can barely squeeze a demonstrably non-rubbish strike cruiser in for my marines at 3k, but it's the first thing I pick at 4k and above

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 Post subject: Re: Ork Upgrades: What do you use?
PostPosted: Sat Nov 09, 2013 11:27 pm 
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you guys honestly might be right about that. assuming equal map sizes, the more dudes on the table the more efficient warships will be considering their chances to hit things increase, as well as the average damage they'll inflict with the massive templates. food for thought.


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 Post subject: Re: Ork Upgrades: What do you use?
PostPosted: Mon Nov 11, 2013 12:39 pm 
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re: Kommandos,

I may have this wrong because I am only just becoming comfortable with the rules but,

Depending on the Army I am playing against, I will add them to the formation I transport in a Landa. I find that most of my opponents formations have a decent FF ability (better than mine at least). As a result, I use the Kommandos to force those targets to use their CC stat as opposed to their FF stat. I think (don't quote me) this also means that during hit allocation, you can force more saving throws against say, the Hydra in the middle of that Artillery Company and increase the chances of it being destroyed in the assault.

The ability to ignore ZoC and double charge distance from the Landa to a unit at the back of the formation does have its advantages. 4+ CC stats for the win!


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 Post subject: Re: Ork Upgrades: What do you use?
PostPosted: Mon Nov 11, 2013 1:17 pm 
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I dont think kommandos are allowed to double their charge move as they arent charging but disembarking from the aircraft, the air assault section refers only to formations with jump packs having special rules, all other units disembark 5cm

I'm not sure this has been errata/FAQ'd however, I'm just going on the rulebook text

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 Post subject: Re: Ork Upgrades: What do you use?
PostPosted: Mon Nov 11, 2013 1:53 pm 
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I interpretted this wording

Quote:
If this option is chosen then the aircraft and any units that disembark may enter enemy zones of control as if they were charging.


Focusing on the term "charging" to imply that they are in fact charging, thereby the following Infiltrator rule to apply.

Quote:
"These are allowed to double their speed when they make a charge move (and only when they charge!), and they can also ignore enemy zones of control from the formation they are charging."


There are Q&A to cover infiltrator for counter charges but haven't found anything for charging from an aircraft or the hit allocation at the moment.


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 Post subject: Re: Ork Upgrades: What do you use?
PostPosted: Mon Nov 11, 2013 2:28 pm 
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More FAQ homework... ::) :D

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 Post subject: Re: Ork Upgrades: What do you use?
PostPosted: Mon Nov 11, 2013 5:11 pm 
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Kommandos are really useless at the moment. The Ork list is overall balanced, but I'd like to see the internal balance fixed so that some never used options are more viable. Further reduced spacecraft cost and a formation of Kommandos, like Epic-UK created for their Ork list would be a good idea (though 125 points would be a better cost, 150 is too high).
sethanon wrote:
I interpretted this wording

Quote:
If this option is chosen then the aircraft and any units that disembark may enter enemy zones of control as if they were charging.


Focusing on the term "charging" to imply that they are in fact charging, thereby the following Infiltrator rule to apply.

The rules seem clear to me. The wording gives them an exception to the normal rules allowing them to enter zone of control as though they are charging. They are not actually charging though and they don't get to use infiltrator. If infiltrators did it would make SM Scouts much too good.


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 Post subject: Re: Ork Upgrades: What do you use?
PostPosted: Tue Nov 12, 2013 5:01 am 
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I disagree with your interpretation, "as if they are charging" is the text, you don't disembark from a vehicle and stroll into close combat.

I will use a 10cm ignore ZoC charge move from a Landa. Your use of the term "though" vs "they" doesn't shore up the room for different interpretations.


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 Post subject: Re: Ork Upgrades: What do you use?
PostPosted: Tue Nov 12, 2013 10:47 am 
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I would have to agree with Glyn on this one. In any case, they aren't making a charge move, they are disembarking with the additional bonus of being allowed to enter ZOC so I don't see how infiltrator applies. They are allowed to double their speed, which is a stat, which isn't used in this case. It isn't the same as being able to double their allowed movement.


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 Post subject: Re: Ork Upgrades: What do you use?
PostPosted: Tue Nov 12, 2013 11:13 am 
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Yup, Glyn is right.
I'll see about adding an FAQ to the Infiltrator section to clear up any misunderstanding.

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 Post subject: Re: Ork Upgrades: What do you use?
PostPosted: Tue Nov 12, 2013 11:15 am 
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the rules mention charging to save repeating rules on zones of control, as charging is normally the only time you are permitted to enter the ZoC of an enemy unit, air assault is an exception to this.

This is not a charge, the aircraft is actually making the attack and essentially using the troops as a weapon, the troops are not charging, the aircraft itself is making the attack.

This is why you are allowed to air assault twice on a retain (thrice if you're eldar) as the aircraft is activating, not the troops within. The rules say aircraft disembark all troops within 5cm, unless they have jump packs, which specifically have a written exception, it is not a charge move, so infantry are not permitted to use infiltrate to double charge or ignore ZoC.

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Last edited by kyussinchains on Tue Nov 12, 2013 7:08 pm, edited 1 time in total.

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 Post subject: Re: Ork Upgrades: What do you use?
PostPosted: Tue Nov 12, 2013 11:29 am 
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Nicely put mate! :)

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 Post subject: Re: Ork Upgrades: What do you use?
PostPosted: Tue Nov 12, 2013 4:39 pm 
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Well said Kyuss! That's rabbinic level debate there, mate ;D

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 Post subject: Re: Ork Upgrades: What do you use?
PostPosted: Tue Nov 12, 2013 10:31 pm 
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LordotMilk wrote:
We find that we rarely take Ork Warband upgrades.

I have a strategy thread I posted way back that talks about different possible formations and overall army composition. While I agree with a few of your points, I don't think all of them are accurate.

Quote:
Which leaves a lot of them unused: Kommandoes,

I'll give you this one. Basically, due to the list structure in Ghazghkul's, there's not a good way to optimize their use. On rare occasions, I'll see someone take one or two as token units for the Scout ZoC, usually in a Landa.

Quote:
Dreadnoughts, Killa Kanz,

This I just flat out disagree with. In a Stompa Mob, these provide the bulk. Stompas are expensive to take in the numbers for Mob Up unless you have a high point game and they are easy to suppress and break without it.

And I would suggest trying a Walker Mob - Warband + Dreads. They are slow enough to garrison, are walkers so you can use terrain and AVs provide portable cover for the infantry if you have to get into the open.


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 Post subject: Re: Ork Upgrades: What do you use?
PostPosted: Tue Nov 12, 2013 11:30 pm 
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Cik wrote:
the other thing is i generally play against guard, and without planetfall their artillery is just invincible. even if you guess extremely well and set up your planetfall directly on top of the bloody things, you arrive turn 3 after it's already done it's job. if it's surrounded by hydras (always is, because why not surround it in hydras) running in your rokkits or landas just doesn't work.

There are so many things Orks can do against IG artillery besides planetfall. "Why not surround it with Hydras" would be because it's darn expensive. 2 batteries and a Hydra formation is 650 points. It should be nasty. It costs as much as a Gargant. But it should also be worth sending a lot of points against it and you should expect to lose a lot on the way. The more he spends on screening and AA, the more you can spend to break it.

9FB formations can charge through lots of flak and still pound something.
Zzap brigades reach out and touch things (60cm move, 60cm range), especially 3-unit IG formations that break on one kill.
KoS will crush forward screens and on the second turn are a real threat to any deployment zone formations, i.e. a big distraction.
Stormboyz can garrison, move 60cm and play ZoC games against arty and non-scout screens.
Gargants are good against barrages (WE, 4+RA) and if he plays a castle style setup, MW barrages will bring the funk.


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