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Made in us
Regular Dakkanaut




Hillsboro, Oregon

So my army always gravitates tword being KOS.

In smaller games I use mostly foot sloggers.

Now my question is.... I love the idea of the greentide, hundreds of foot sloggers trenching across the battle field to over run my foe.

However, dealing with sometimes faster foes (Mech Tau, eldar), I like to match their speed with my own speed, which you really cant do with a foot slogger orc army. I've been in situations where half my army is on the other side of the table running tword my foe missing all the action, while the orcs in the action are outmatched (in smaller battles). I dont care for mix army KOS/foot.

So my question is.... Has anyone tried an all orc foot army for a game of 2000pts or more, and if so how well did it work, and was their any special tactics that you imployed to stomp the crap out of your foe?

 
   
Made in gb
Been Around the Block




Well at larger games you would gravitate towards stormboyz, SAG meks and snikrots kommandos for extra bodies that hit the opponent early in the game.


   
Made in us
Stabbin' Skarboy




La Crosse, WI USA



I just played a 1750 game last weekend... if that's close enough...
played against eldar... farseer, 3 units of dire avengers, 1 unit of harlequins, 2 units of banshees,
1 unit of guardians, 1 unit of deep striking swooping hawks, wraithlord, walker and falcon

3 units of 3 boys (one shootas)
2 units of 15 lootas w/ 3 mek boys (rokkits)
1 unit of 15 burnas w/ 3 mek boys (megablasta)
big mek with KFF
wierdboy (warphead)

put the wierdboy with the burnas, hoping to deepstrike and flame his rear units (never happened)
I got one free waugh out of him, he frazzled himself once, and he died with the burnas

one unit of boys took on 1 dire avengers and banshees...
held their own in shooting and CC until burnas charged in and killed everything
then a second dire avengers smoked them all in shooting

in the middle, the shoota boyz finished the wraithlord, and guardians, then were charged by harlequins and held for 2 turns,
then were charged again and finished off (harlequins had hit and run)

boys on far side charged and killed 2nd unit of banshees with a warlock, wiped them out, charged the harlequins, wiped them out
charged the direavengers that had wiped out the other side (everyone had moved into middle) but couldn't finish them

lootas downed the falcon, hurt the wraithlord, killed the swooping hawks and smoked the farseer when he got stranded alone

it was a fun game, close right to the end, but a managed a solid victory

it was a random length game, and if it had gone one more turn, I would have wiped him out...

the main problem I see with the horde armies... it takes time to move and shoot everything... at tournaments you may run out
of time before you put the real hurt on them

hope this helps!

"We are what we repeatedly do. Excellence, therefore, is not an act, but a habit." Aristotle


WWWAAAAAAAGGGGGGHHHHHH!


heh heh 
   
Made in us
Longtime Dakkanaut




St. George, UT

Foot pounding horde armies are fun to think and dream about, but not so much fun to play or play against. I think its the dynamics of a much more mobile force that makes things fun and quite frankly makes the game move quicker. Its really boring for the other guy when you have to physically move 100 plus models each turn (not to mention restand up any that fell down).

See pics of my Orks, Tau, Emperor's Children, Necrons, Space Wolves, and Dark Eldar here:


 
   
Made in us
Regular Dakkanaut




Hillsboro, Oregon

true

 
   
Made in us
Stabbin' Skarboy




La Crosse, WI USA


as always, having fun can depend more on the player than the army...

I can be sure all of my opponents had fun, because I'm a nice guy and play to have fun, even in tournaments...

I'm often a slower than usual player, but have actually picked up the pace of my decision making to compensate for the larger number of models.... you can do things to speed up play... I accurately measure the movement of front models that will affect play.... rear models I move quicker, but being carefull not to move them any farther in relation to the rest of the group...

a large army can still be a fun game, and go relatively quickly, but it does slow down play a little...


I am looking at adding stormboyz or maybe bikerz to my army to compensate with some speed.... will let you know how it goes


"We are what we repeatedly do. Excellence, therefore, is not an act, but a habit." Aristotle


WWWAAAAAAAGGGGGGHHHHHH!


heh heh 
   
Made in ca
Decrepit Dakkanaut





There's ways of dealing with the way large amounts of troops slows down the game - use movement trays. I use 60mm round bases to parse my Ork Mobz into easily handled chunks (and Imperial Guard squads into three efficient parts equal to heavy weapon teams...). If you haven't played with 30 strong mobz before this may strike you as making it awfully vulnerable to blast weapons, but the fact is that large units take up lots of space and need to be packed in tight if you're going to use them effectively (make sure they're all in shooting range or engagement range).
   
 
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