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![[Post New]](/s/i/i.gif) 2009/08/21 16:08:48
Subject: Really Risky Ork Tactic, can it work?
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Growlin' Guntrukk Driver with Killacannon
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Meltaguns, orks don't have any, but yet they do! It's only AP2, but it is Strength 10. The only bad thing about it is that it's a random power on a Warphead. However, here's what I'm thinking of, people have already suggested the 'fun' option of a bunch of shootaboyz with a weirdboy, and when they get the 'ere we go, they deep strike across the board and shoot something up. The 'competetive' option of shootaboyz in a battlewagon has also been discussed...but why not 19 shootaboyz+Weirdboy+battlewagon transport? My only question is if I get an 'eadbanger, is that resolved against the boyz in the wagon? Or against the wagon itself?! If I resolve it against the transport, it only has a 50/50 chance of penetrating it at best. (and for the other effects, imagine a Deff-rolla battlewagon with 4xBig shootas (and full of shootaboyz as well) deep striking across the board.) and if I Frazle in close combat I get a power weapon! Good idea? Or way too random to work?
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This message was edited 2 times. Last update was at 2009/08/21 18:18:47
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![[Post New]](/s/i/i.gif) 2009/08/21 16:16:04
Subject: Really Risky Ork Tactic, can it work?
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Foolproof Falcon Pilot
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wierdboys = non-competitive
Unfortunately they just don't do that well in competitive play. Also, there are far better HQs to use your slots on.
However, they are VERY entertaining to play with, so for non-tounrey games, I would definately gieve them a go, once in awhile
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![[Post New]](/s/i/i.gif) 2009/08/21 16:17:04
Subject: Really Risky Ork Tactic, can it work?
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Focused Fire Warrior
Atlanta
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'ere we go affects the wierdboy and any unit he is attached to, but does not affect a transport they may be embarked in at the time. Effectively, they teleport out of it.
Conversely, the 'eadbanger would be centered on the vehicle that the wierdboy is in at the time.
Overall, I feel the wierdboy is too random to be useful, and I doubt you'd ever get the meltagun shot when you need it.
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Victorious warriors win first and then go to war, while defeated warriors go to war first and then seek to win. -- Sun-tzu
The art of war is simple enough. Find out where your enemy is. Get at him as soon as you can. Strike him as hard as you can, and keep moving on. -- Ulysses S. Grant
Armies and records (w/l/d) (1v1 only)
Orks: ~8500pts -- 2009: 52/2/7 & 17/2/6 in RTTs -- Casual size 85% Painted
Empire: 7000pts -- 2009:19/6/11 & 3/1/5 in RTTs -- Casual size 50% Painted
Marines: 2000pts -- 2009: 4/2/0 -- 20% Painted
Kroot Mercenaries - ~1500pts -- 2009: 0/1/1
Vampire Counts: 1850pts -- 2009: 9/3/4 -- Paint? We're dead...
Skaven (Work in Progress) - ~4000pts -- 2012: 1/1/1 -- Unpainted
Tau (Work in Progress) - 1500pts -- 2012: 5/1/1 -- 20% Painted |
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![[Post New]](/s/i/i.gif) 2009/08/21 16:22:48
Subject: Really Risky Ork Tactic, can it work?
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Growlin' Guntrukk Driver with Killacannon
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Malecus wrote:Conversely, the 'eadbanger would be centered on the vehicle that the wierdboy is in at the time. Wait, Frazle dosn't scatter does it? (but it also isn't ordinance...)Edit: Ah, FAQ answered this, Frazle just does a S6 hit on the rear armor, on a battlewagon it might blow it up...but it isn't likely. I think I see the point though, I've only got a 1/6th chance of getting a meltashot. With Warphead though, I could reroll for it...but I still don't have a good chance at getting it.
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This message was edited 1 time. Last update was at 2009/08/21 16:36:43
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![[Post New]](/s/i/i.gif) 2009/08/21 16:38:06
Subject: Really Risky Ork Tactic, can it work?
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Ragin' Ork Dreadnought
Monarchy of TBD
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Personally, I think if you're going for a random anti-tank unit you should pair the Warp'ead with Tankbustas for maximum effectiveness in the role. If you wanted to dazzle your opponent with your bravery and faith in luck, you could put him with Flashgitz.
Otherwise, the advice so far is quite sound. A warphead is unreliable, and a bad choice in most cases. But every once in a while, they will win you a game.
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Klawz-Ramming is a subset of citrus fruit?
Gwar- "And everyone wants a bigger Spleen!"
Mercurial wrote:
I admire your aplomb and instate you as Baron of the Seas and Lord Marshall of Privateers.
Orkeosaurus wrote:Star Trek also said we'd have X-Wings by now. We all see how that prediction turned out.
Orkeosaurus, on homophobia, the nature of homosexuality, and the greatness of George Takei.
English doesn't borrow from other languages. It follows them down dark alleyways and mugs them for loose grammar.
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![[Post New]](/s/i/i.gif) 2009/08/21 17:03:53
Subject: Re:Really Risky Ork Tactic, can it work?
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Dark Angels Librarian with Book of Secrets
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The only time I field a wierdboy is with this unit....
The Green Tide™
You take as many boys as you can get, I find 150 is a good round number. You add in a wierdboy, a KFF Big Mek, and Mad Dok Grotsnik. My FLGS now dubs this unit "The Green Cheese", and I have found great effect using the weirdboys teleport to get the squad into the battle. With 150 boys all with FNP and 5+ cover, you pretty much can do whatever you want with the unit and its very hard to wipe.
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![[Post New]](/s/i/i.gif) 2009/08/21 17:20:05
Subject: Re:Really Risky Ork Tactic, can it work?
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Growlin' Guntrukk Driver with Killacannon
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labmouse42 wrote:The only time I field a wierdboy is with this unit....
The Green Tide™
You take as many boys as you can get, I find 150 is a good round number. You add in a wierdboy, a KFF Big Mek, and Mad Dok Grotsnik. My FLGS now dubs this unit "The Green Cheese", and I have found great effect using the weirdboys teleport to get the squad into the battle. With 150 boys all with FNP and 5+ cover, you pretty much can do whatever you want with the unit and its very hard to wipe.
Only FNP? Why not up the ante and give them all a Cybork body? Invulnerable saves yo :3.
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![[Post New]](/s/i/i.gif) 2009/08/21 17:43:31
Subject: Re:Really Risky Ork Tactic, can it work?
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Dakka Veteran
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labmouse42 wrote:The only time I field a wierdboy is with this unit....
The Green Tide™
You take as many boys as you can get, I find 150 is a good round number. You add in a wierdboy, a KFF Big Mek, and Mad Dok Grotsnik. My FLGS now dubs this unit "The Green Cheese", and I have found great effect using the weirdboys teleport to get the squad into the battle. With 150 boys all with FNP and 5+ cover, you pretty much can do whatever you want with the unit and its very hard to wipe.
Are they fine with you breaking the FoC by taking 3 HQs  ?
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![[Post New]](/s/i/i.gif) 2009/08/21 17:59:00
Subject: Re:Really Risky Ork Tactic, can it work?
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Focused Fire Warrior
Atlanta
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He's talking about the Apocalypse formation, so... yes, they're fine with the FoC being broken. It's actually kind of encouraged.
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Victorious warriors win first and then go to war, while defeated warriors go to war first and then seek to win. -- Sun-tzu
The art of war is simple enough. Find out where your enemy is. Get at him as soon as you can. Strike him as hard as you can, and keep moving on. -- Ulysses S. Grant
Armies and records (w/l/d) (1v1 only)
Orks: ~8500pts -- 2009: 52/2/7 & 17/2/6 in RTTs -- Casual size 85% Painted
Empire: 7000pts -- 2009:19/6/11 & 3/1/5 in RTTs -- Casual size 50% Painted
Marines: 2000pts -- 2009: 4/2/0 -- 20% Painted
Kroot Mercenaries - ~1500pts -- 2009: 0/1/1
Vampire Counts: 1850pts -- 2009: 9/3/4 -- Paint? We're dead...
Skaven (Work in Progress) - ~4000pts -- 2012: 1/1/1 -- Unpainted
Tau (Work in Progress) - 1500pts -- 2012: 5/1/1 -- 20% Painted |
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![[Post New]](/s/i/i.gif) 2009/08/21 18:02:34
Subject: Really Risky Ork Tactic, can it work?
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Hurr! Ogryn Bone 'Ead!
CT
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The Green Tide™ is an Apocalypse formation available to the orks. Apocalypse doesn't use the FoC so its fine. Cheers ~Volkan
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This message was edited 1 time. Last update was at 2009/08/21 18:02:59
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![[Post New]](/s/i/i.gif) 2009/08/21 18:02:44
Subject: Re:Really Risky Ork Tactic, can it work?
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Dark Angels Librarian with Book of Secrets
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starbomber109 wrote:Only FNP? Why not up the ante and give them all a Cybork body? Invulnerable saves yo :3.
Cost. Adding 5+ invuln to 150 models costs 750 points. For that cost we could put 125 more orks in the squad! That should cover the entire board heh.
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![[Post New]](/s/i/i.gif) 2009/08/21 21:50:49
Subject: Really Risky Ork Tactic, can it work?
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Unhealthy Competition With Other Legions
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how do you get 150 models to deep strike without a mishap? Shooting at 150 orks in base contact with manticores, mortars, flamers, bane blades, (whoo-hoo 10" blast!) basilisks, just about anything in fact would be very fun. Even the tendancy of a smart player to spread out his models after taking a few dozen casualtys wouldent diminish my enthusiasim, nor the prospect of getting charged by 50 orks!
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6000 points IG, Leviathins 8th company, (store regiment) 60% painted
4500 points Empire 80-90% painted!
2500 Ogres 2% painted
WIP Biker Battle Company 95% painted
2500 Points Isstavan Drop site massacre Iron Hands (still waiting for dat codex)
I managed to play a 1750 point game with minimal proxieing on the first day DE came out. go me!
The Gutterballers, a relatively successfull BloodBowl team
Oh, and Howard's Faildar
4000 points Adeptus Titanicus |
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![[Post New]](/s/i/i.gif) 2009/08/21 22:36:24
Subject: Re:Really Risky Ork Tactic, can it work?
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Dark Angels Librarian with Book of Secrets
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The most I teleported at once was about 100 models.
It made maybe a 1.5 foot circle once all the models were placed in a circle. Some of them had dangerous terrain, and you need to put them away from enemy models. The main focus of this is to move your green tide to a side of the board near the end of hte game where you can contest or control multiple objectives.
It's been my experience with the green tide to try and avoid baneblades, or ensure your in cover. The most I've lost in one barrage is 18 models but thats a rarity. Usually you lose about 10-20 models or so a turn if taking full fire as you will get a 4+ cover from most things and the FNP from many blasts. the reason its so easy to get cover is that your entire unit spreads across the board, and its rare one enemy model will see more than half the squad.
The other advantage is that if the entire enemy is pouring their fire into the green cheeze, and they are killing 60-120 points of orks a turn, they are not shooting at the rest of the army.
Finally, there is a strategic card which lets you bring one dead unit back in from reserves. I cannot remember the name of it, and I usually get it as insurance. Thus far Ive never had the green tide wiped off the board, however.
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![[Post New]](/s/i/i.gif) 2009/08/22 01:10:27
Subject: Really Risky Ork Tactic, can it work?
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Perturbed Blood Angel Tactical Marine
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Anyone at your FLGS tried 15 burna boyz in a battlewagon against that?
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Drink deep of victory and remember the fallen.
Gwar! wrote:Sanguine has it spot on. |
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