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Made in us
Mekboy Hammerin' Somethin'






hey everyone...

I was running my 4 AoBR box set army for 1500 points... I decided to take out the Nobz and Warbosses in favor for Tank-Busters and Warp-Heads ( he let me make the switch after seeing his list of 3 flame tanks and 2 Pie plate laying tanks)

I was quite new to the game, so he was patient with my lack of practical knowledge rather than theory. looking back, I think he was taking advantage of my Newbieness...

My Warp-head manage to deep strike and land where I placed the template... the template that I was hoping to move.... after getting rapid shotted into oblivion my unit of 20 boys with a power claw along with the Warp-head leading them precede to fall back for the rest of the game (they were below half strength so they could not rally)

My 10 Deff-koptas out flanked him and took out all his pesky sniper rifles, but died to a suicide squad and a Satchel....

The highlight of the game is when he tank shocked me into a column and placed 6 flame templates on me... after I killed one of his flame tanks with 6 BOYZ dealing 30 hits with 12 glances (the Warp-head made them 5 attacks each) leaving one dead tank...

the tankbusters were sort of a boon as they were able to destroy one of his tanks but when I think about it now... the average game of Orks vs _____ useally last maybe 3-4 rounds so on average they are not too impressive...

needless to say I lost the match of Annihilation.

what I plan to do in the future.... research into having squads of specialty troops and crush my enemy in rock vs scissor matches.... while using a Warp head to deep strike into the rear or flank of my enemy....


he slowly whittled my forces down with flame templates and rapid fire...

Luke_Prowler wrote:Is it just me, or do Ork solutions always seems to be "More Lootas", "More Boyz" Or "More Power Klaws"?
starbomber109 wrote:Behold, the true ork player lol.
I have to admit, I miss the old Infantry battles of 4E compared to this 5E wonderland of APCs/IFVs everywhere. It's like we jumped from WWI to WWII.

ChrisCP wrote: KFFs... Either 50% more [anti-tank] than your opponent expects or 50% less [anti-tank] than you expect.

Your worlds will burn until their surface is but glass. Your destruction is for the Greater Good, and we are instruments of Its most Glorious Path.
 
   
Made in us
Nimble Pistolier





i would say make you army mostly cc. thats what orks do best. also get more slugga boys. orks can never have too many slugga boys

501 Agathonian Grenadiers
Blood Angels strike force

Glory for the first man to die!

the caption says " when there is something scary at the front, put something even scarier at the back." 
   
Made in us
Mekboy Hammerin' Somethin'






I wonder if it would have been best to just charge with all the units (straight into the flame Tanks because they could lay flame templates at a range of 24") then I would have only suffered around 12 casualties per tank (he had 3)

Also I wonder if it would have been better if I made the Warp Head lead a unit of Shoota Boyz instead of Slugga Boyz, That way when I got the Ere We Go I can drop behind the enemy and load the rear armor/unit of infantry with 40 S4 Shots (roughly 3 armor saves or 1-2 glancing shot)

Or It might be better to have the warp head lead a unit of 10 TankBusters so I can Eviscerate tanks with about 1 Penetration and 1 glancing shot followed by 5 S 6+2d6 bombs...



Luke_Prowler wrote:Is it just me, or do Ork solutions always seems to be "More Lootas", "More Boyz" Or "More Power Klaws"?
starbomber109 wrote:Behold, the true ork player lol.
I have to admit, I miss the old Infantry battles of 4E compared to this 5E wonderland of APCs/IFVs everywhere. It's like we jumped from WWI to WWII.

ChrisCP wrote: KFFs... Either 50% more [anti-tank] than your opponent expects or 50% less [anti-tank] than you expect.

Your worlds will burn until their surface is but glass. Your destruction is for the Greater Good, and we are instruments of Its most Glorious Path.
 
   
Made in us
Lord Commander in a Plush Chair





In your base, ignoring your logic.

What I wonder is how many boys did you have in that squad under half strength. Mostly people put them in mobs of 30 so they can take the mob rule. That allows them to be fearless as long as there are 11 boys in the mob. I believe that this means they ignore morale and could've never broke.

I'm not sure if tankbustas can infiltrate, but I would try that against his tanks next time(flanking behind enemy lines).
   
Made in us
Mekboy Hammerin' Somethin'






I will do this from now on because I hate seeing my boyz run from the enemy...and the Tank Busters Cannot Infiltrate, I was thinking about put a weird boy (with the warp head upgrade) in the group and roll for E're We Go.

Now that I think about it the Weird boy is a silly Idea and I might replace the 20 shootas with a 12 Kommandos and the weird boy with Boss Snikrot

This message was edited 2 times. Last update was at 2009/03/13 13:39:52


Luke_Prowler wrote:Is it just me, or do Ork solutions always seems to be "More Lootas", "More Boyz" Or "More Power Klaws"?
starbomber109 wrote:Behold, the true ork player lol.
I have to admit, I miss the old Infantry battles of 4E compared to this 5E wonderland of APCs/IFVs everywhere. It's like we jumped from WWI to WWII.

ChrisCP wrote: KFFs... Either 50% more [anti-tank] than your opponent expects or 50% less [anti-tank] than you expect.

Your worlds will burn until their surface is but glass. Your destruction is for the Greater Good, and we are instruments of Its most Glorious Path.
 
   
Made in us
Stabbin' Skarboy





Jersey

I like the concept but maybe thats just cause i like wierdboys, but even so, relying on getting a five even with two rolls is a bad idea, but you still get zzap, so against a vehicle based army you have a reasonable chance. Also, tank bustas in my admittedly limited experience are a bad idea they tend to get cut down before they make it to the vehicle they have no choice in charging. Just my 2 cents.

early bird gets the worm
second mouse gets the cheese
ANYTHING POSTED AFTER 1AM MAY NOT MAKE ANY SENSE YOU HAVE BEEN WARNED 
   
Made in us
Mekboy Hammerin' Somethin'






I thought it through and decided that I can just paint the Boyz black and call them Kommandos as for the boss Snikrot, he is too cool to not buy....

personally I love the weird boy and may just have 2 of them instead of the Warboss and the Nob... the only thing that bothers me is what do I do with the Weird boys... I love the Idea of his shooting powers and his extra Waaagh but his +1 attack and deep striking leave me something to be desired as I would have to attach him to a unit to take advantage of it... a shooty unit to take advantage of the deep strike because all I can do is shoot or run... and the +1 attack just kills MEQS and GEQS as I just generate more attacks that they can save....

This all goes back to my lack of models as the only thing I would have left after getting rid of the Nobz and converting the Boyz into kommandos is 5 boyz and 20 Nobz and 2 War bosses if I do not use them as an HQ choice....


Luke_Prowler wrote:Is it just me, or do Ork solutions always seems to be "More Lootas", "More Boyz" Or "More Power Klaws"?
starbomber109 wrote:Behold, the true ork player lol.
I have to admit, I miss the old Infantry battles of 4E compared to this 5E wonderland of APCs/IFVs everywhere. It's like we jumped from WWI to WWII.

ChrisCP wrote: KFFs... Either 50% more [anti-tank] than your opponent expects or 50% less [anti-tank] than you expect.

Your worlds will burn until their surface is but glass. Your destruction is for the Greater Good, and we are instruments of Its most Glorious Path.
 
   
Made in au
Tough-as-Nails Ork Boy






Weirdboyz are much more effective joined to a big unit than running on their own. On their own, they have to take a psychic test against Ld7 so they'll only get to use a power about every second turn. With a big mob, they use Mob Rule for their Ld, so they'll get a power off more than 9 times out of 10.
   
Made in us
Mekboy Hammerin' Somethin'






Agreed, not to mention the look on my opponents face when 6 boyz dealt 30 attacks and glanced a hell-hound to death

Luke_Prowler wrote:Is it just me, or do Ork solutions always seems to be "More Lootas", "More Boyz" Or "More Power Klaws"?
starbomber109 wrote:Behold, the true ork player lol.
I have to admit, I miss the old Infantry battles of 4E compared to this 5E wonderland of APCs/IFVs everywhere. It's like we jumped from WWI to WWII.

ChrisCP wrote: KFFs... Either 50% more [anti-tank] than your opponent expects or 50% less [anti-tank] than you expect.

Your worlds will burn until their surface is but glass. Your destruction is for the Greater Good, and we are instruments of Its most Glorious Path.
 
   
 
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