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![[Post New]](/s/i/i.gif) 2007/12/22 04:43:28
Subject: Thee new Ork Apoc formations!!!
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Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
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I have in my hot little hands... well... hot little Hard Drive I suppose... three new PDF's for new Ork formations.
They are as follows:
The Green Tide (75 + Models)
1 Warboss (no bike)
100+ Ork Boyz
The Warboss leads the unit and cannot leave it. The Boyz have all the normal options from the new Ork 'Dex (ie. one in every 10 can have a heavy weapon, as now Orks, along with the CSMs cousins, all follow the Codex Astartes, or should we call that the Jervis Astartes now?). You can mix Shootaz and Sluggaz within the same mob as well.
They get the Power Of Da WAAAGH every single turn and Move Through Cover. If you call the WAAAGH for your Orks that turn, then the Green Tide gets to roll an extra dice for it's Fleet and pick the ones it likes best. Additionally, any other Ork Boyz mob that Falls Back within 48" of the Green Tide are removed from the table and then added to the Green Tide. This unit has no upper limit for its unit size.
Ork Trukk Konvoy (50 + models)
3+ Trukks. One must be a Command Trukk.
Usual Strike Force Apoc rule. They can travel 48" on roads (c'mon all y'all Ork players, go and buy some latex roads!!), and during your own shooting phase you can choose to inflict an S6 hit with one of your trukks on another one of your trukks to gain 2D6 of extra movement to represent the Orky Krew ramming a rival trukk as they race against one another.
Shokk Attack Gun Battery (75 + Models)
3+ Big Mekks w/Shokk Attack Guns (one Mek is assigned the Boss Mek)
1+ Snotling Herd (8 point swams, WS2/BS1/S2/T2(!)/W3/I2/A3/Ld4/Sv-). Snotling Herd is 5-10 Snotling Swarms + 1 Runtherd for every 5 Swarms or part thereof.
They fire using the Apocalyptic Barrage Template, with 1D6 for every gun. They roll for the Strength of the attack as normal, using the chart in the Ork Codex whenever they roll a double or an 11.
If the player wants, if there's a Snotling Herd + Runtherd within 8" of one of the Meks, you can sacrifice D3 Snotling bases and roll 3D6 rather than 2D6 for the strength. One any triple other than a triple one, you resolve a Vortex Grenade at the centre of the Apoc Barrage Template as well. On a triple 1, you resolve a Vortex Grenade hit on the Boss Mek.
Lots of Orky fun...
BYE
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This message was edited 1 time. Last update was at 2007/12/22 04:53:19
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![[Post New]](/s/i/i.gif) 2007/12/22 06:08:20
Subject: Thee new Ork Apoc formations!!!
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Deathwing Terminator with Assault Cannon
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The Green Tide is seriously scary - as it should be.
They sound like a very fun mix all around.
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![[Post New]](/s/i/i.gif) 2007/12/22 09:12:25
Subject: Thee new Ork Apoc formations!!!
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Drew_Riggio
Vancouver, British Columbia.
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The Green Tide is a terrible idea. Your smallest unit is 101 models.
-A gigantic unit, even with Move Through Cover, is tough to manuever. Impassable terrain, hazardous terrain, and vehicles are all still in your way.
-Regardless of the unit's size, you will only be able to concentrate a certain amount of HTH attacks or Shoota shots at a given unit. Too many models means dead weight.
-A clever opponent will be able to tie this unit into assault by attacking the edges with sacrificial units. Sure, the attacking enemy unit may not last long, but if you loose a turn in an unwanted assault, your opponent just negated the bonus speed that the Green Tide is providing.
-The unit can only have one powerfist. Taking Orks in this fashion actually makes them weaker in assault.
-The Warboss is still an independant character! He can be picked out in assault. Even worse, if the unit is large, he may not participate in HTH at all because he could not get into BTB. A high toughness combat creature could tie up the unit for most of the game, and there are no shortage of such monsters in Apocolypse.
-With all the gigantic templates in Apocolypse, why would you take a large unit of infantry? Ork infantry in particular are a bad choice, as their specialty is killing other infantry. Is your opponent likely to be bringing a horde of infantry to an Apocolypse game?
Green Tide is terrible. The Shokk Attack Gun Battery is the only one worth using here, unless you can be fairly certain that your field includes roads.
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This message was edited 1 time. Last update was at 2007/12/22 09:15:05
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![[Post New]](/s/i/i.gif) 2007/12/22 14:18:39
Subject: Thee new Ork Apoc formations!!!
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Been Around the Block
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Shokk Attack Gun Battery sound very fun to me,
but the ramming rule is ace! Very orcy. At least some good ideas from GW.
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![[Post New]](/s/i/i.gif) 2007/12/22 14:35:15
Subject: Re:Thee new Ork Apoc formations!!!
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Fresh-Faced New User
Metairie, LA
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The Ork Konvoy is so...orky.
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Guns don't kill people. Orks kill people. |
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![[Post New]](/s/i/i.gif) 2007/12/22 18:30:04
Subject: Thee new Ork Apoc formations!!!
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Longtime Dakkanaut
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Where di you get these? Are they comign out in the Codex or next month on the website?
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![[Post New]](/s/i/i.gif) 2007/12/29 13:41:47
Subject: Re:Thee new Ork Apoc formations!!!
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[DCM]
Et In Arcadia Ego
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I believe they will be being released on the web, there's even a few copies floating round here and there.
I'm sure I could help out anyone who was desperately in need of them....
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The poor man really has a stake in the country. The rich man hasn't; he can go away to New Guinea in a yacht. The poor have sometimes objected to being governed badly; the rich have always objected to being governed at all
We love our superheroes because they refuse to give up on us. We can analyze them out of existence, kill them, ban them, mock them, and still they return, patiently reminding us of who we are and what we wish we could be.
"the play's the thing wherein I'll catch the conscience of the king, |
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![[Post New]](/s/i/i.gif) 2007/12/29 14:51:56
Subject: Thee new Ork Apoc formations!!!
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Executing Exarch
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To be honest, I thought you were taking the piss at first, H.B.M.C! It all sounds fun, but not exactly effective.
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Wehrkind wrote:Sounds like a lot, but with a little practice I can do ~7-8 girls in 2-3 hours. Probably less if the cat and wife didn't want attention in that time. |
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![[Post New]](/s/i/i.gif) 2007/12/29 15:04:08
Subject: Thee new Ork Apoc formations!!!
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Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
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tegeus-Cromis wrote:To be honest, I thought you were taking the piss at first, H.B.M.C! It all sounds fun, but not exactly effective.
No, no. They're real. If you want 'em, just PM me.
BYE
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![[Post New]](/s/i/i.gif) 2007/12/29 15:23:21
Subject: Thee new Ork Apoc formations!!!
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Ancient Chaos Terminator
South Pasadena
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"Taking the piss"? What does that mean? What is the origin of that phrase?
Sorry to go OT.
Darrian
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![[Post New]](/s/i/i.gif) 2007/12/29 15:32:08
Subject: Re:Thee new Ork Apoc formations!!!
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[DCM]
Et In Arcadia Ego
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Taking the Piss means being sarcastic or making fun of in the UK.
You can also be pissed-- which means that you're drunk.
Or pissed off, which means annoyed.
I remember years bacj when they relaunched the Savage Dragon, big full page ads of him, pencil moustache and all, under a big tagline that read " He's back ! And this time he's pissed !" Which didn't really have quite the intended affect over here methinks.
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The poor man really has a stake in the country. The rich man hasn't; he can go away to New Guinea in a yacht. The poor have sometimes objected to being governed badly; the rich have always objected to being governed at all
We love our superheroes because they refuse to give up on us. We can analyze them out of existence, kill them, ban them, mock them, and still they return, patiently reminding us of who we are and what we wish we could be.
"the play's the thing wherein I'll catch the conscience of the king, |
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![[Post New]](/s/i/i.gif) 2007/12/31 15:04:52
Subject: Thee new Ork Apoc formations!!!
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Fixture of Dakka
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One benefit of the Green Tide I can see in Apoc is getting them all at once when bringing in reserves. Also, the issue of only getting some of the attacks is less of one, since you can charge multiple units (our games always seemed to have a solid line of infantry strung across the board more or less). Plus the extra movement lets them recover from being kicked to the other end of the table by a disruptor field.
I can definitely see it getting stuck with a Dread for a few turns until the warboss or one of the 10+ power claw nobs gets up to the front though.
The other two are pretty cool too. Gotta love da orks.
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![[Post New]](/s/i/i.gif) 2007/12/31 16:03:11
Subject: Thee new Ork Apoc formations!!!
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Regular Dakkanaut
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H.B.M.C. wrote:I have in my hot little hands... well... hot little Hard Drive I suppose... three new PDF's for new Ork formations.
They are as follows:
The Green Tide (75 + Models)
1 Warboss (no bike)
100+ Ork Boyz
The Warboss leads the unit and cannot leave it. The Boyz have all the normal options from the new Ork 'Dex (ie. one in every 10 can have a heavy weapon, as now Orks, along with the CSMs cousins, all follow the Codex Astartes, or should we call that the Jervis Astartes now?). You can mix Shootaz and Sluggaz within the same mob as well.
They get the Power Of Da WAAAGH every single turn and Move Through Cover. If you call the WAAAGH for your Orks that turn, then the Green Tide gets to roll an extra dice for it's Fleet and pick the ones it likes best. Additionally, any other Ork Boyz mob that Falls Back within 48" of the Green Tide are removed from the table and then added to the Green Tide. This unit has no upper limit for its unit size.
Are people really saying this is a bad choice? you could make one giant 100+ boy mob to this(bigger the better), throw in a MadDoc Grotsnik, and you have a unit which will never break, Fleets every turn and Feels no Pain?
This unit scares the beejesus out of me. I must be reading the responses wrong.
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Waaagh, for the Emperor, and blood for the blood god... |
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![[Post New]](/s/i/i.gif) 2008/01/01 22:54:26
Subject: Thee new Ork Apoc formations!!!
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Longtime Dakkanaut
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theres a few of them, includes a new pulse rocket, orky submersible and a few other odds and ends- most of the GW stores have theres so ask there methinks
The greentide is actually rather nasty... forget the manovering and other such rubbish and think of it in an orky way.. you can use it to cover VAST areas of the battlefield with fearless orks rushing forwards- so what if they get caught up in a combat you can't win... if you've done it right the warboss and/or nob with powerclaw can get stuck in eventually, it'll block vast amounts of LoS and most importantly looks cool.....
Then again a sneaky bloodaxe type player might come up with some oh so good uses.... like strategic redeployment (yeah they are so going to kill ALL of them before they get to assault if you do that) or more fun... flank march them behind your oppenent and assault their whole army
and yes the latter works- I did it myself last week
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