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Made in us
Been Around the Block





Bye a lazer pointer for 5 10 bucks you can check line without a measuring tape.
   
Made in us
Changing Our Legion's Name




Orangeville, Ontario, Canada

Yakface,

I agree wholeheartedly with your assessment. I gave up on footsloggers about 4 years ago and it was all I've ever played. I've been playing KOS ever since and of course it's a whole different kettle of fish. I actually do really well with mine in tournaments, but every game I have to play absolutely without mistakes or I get killed. There are also some lists that it's pretty much game over before you even roll a dice.

Maxing on the stuff you list is a good way of making the best out of the list. I've always wondered if a viable list is one of all shoota boyz maxed out, and going all out shooty, but I'm not about to spend the money to find out.

I know I've never not massacred any poor footslogging player I've ever run into with my KOS, and on paper it's a decent match up.

There are also other factors in tournaments that effect the footslogger, and that's things like limited time, or guys that drag out the turns to make you run out of time before turn 5 or 6 when the ork has a chance to pull back some points, if he's fortunate enough to have lasted that long.

I don't even know where GW should begin to try and make footsloggers a viable list again. I don't envy them their job on it, that's for sure.

 

 

   
Made in ie
Battlefield Tourist






Nuremberg

What a scummy tactic!
The game is designed to work around 6 turns, how can people be allowed to stretch it out!
Surely anyone can get a game over and done with in an hour or so?

   
Made in us
Fresh-Faced New User




In a recent tournie a buddy of mine playing Feral orks never got past turn 3, partly due to his large number of models, partly due to some of his opponents taking advantage of the time limit.

He now uses movement trays similar to fantasy and he loves it. Only has to get off the trays when facing pie plate love from guard etc. Now when his opponents drag their feet he can finish his turn in about 5 min, smile and say back to you!(well, before the boys get into HTH then he can take his time figuring out how many waves he is going to roll his 40 - 80 attacks in)

He also fields 3 squiggoths and 3 cyboar units and usually is charging on turn one or two depending on deployment zones, minimum model distance and his luck with the fleet and big red knob rolls.
   
Made in us
Banelord Titan Princeps of Khorne






Leith,

After reading your first bullet point about how "casualties are casualties" in close combat and "it's not important who takes models from base to base or not", I can safely ignore the rest of your entire post because you are clearly an idiot.

WARNING.  Do not insult other posters.  You can communicate your ideas without abuse. Continued violations may lead to banning. 


Veriamp wrote:I have emerged from my lurking to say one thing. When Mat taught the Necrons to feel, he taught me to love.

Whitedragon Paints! http://www.dakkadakka.com/dakkaforum/posts/list/613745.page 
   
Made in us
Regular Dakkanaut





I've seen the time lagging turns before. What a __(insert word of choice)__ way to squeeze in a win. If on a time limit, I try to speed things up. I hate ending a game prematurely. So much can happen in the last 2 turns, especially if you're close combat orientated.

Charging on turn 2 is pretty fast. I'm usually happy if my Marines are in close combat by turn 4. I try to take my time moving to setup the assault. I like to have almost the entiredy of my army spring out at once to charge as opposed to what units get there first. Now,...if my Tau are in close combat at turn 4...something's wrong.
   
Made in us
Sneaky Kommando




Posted By whitedragon on 04/24/2007 2:12 PM
Leith,

After reading your first bullet point about how "casualties are casualties" in close combat and "it's not important who takes models from base to base or not", I can safely ignore the rest of your entire post because you are clearly an idiot.


You're whats wrong with America. This entire atitude of if you don't agree with me, than you are an idiot. You can say you dont agree, but attacking someone shows what an immature little kid you are. GROW UP. AND you have a DCM tag. Way to set an example for the other posters.

WARNING.  TWO WRONGS DON'T MAKE A RIGHT.  If attacked, please try not to sink to the same level.

   
Made in us
Dakka Veteran




NJ

Posted By whitedragon on 04/24/2007 2:12 PM
Leith,

After reading your first bullet point about how "casualties are casualties" in close combat and "it's not important who takes models from base to base or not", I can safely ignore the rest of your entire post because you are clearly an idiot.



This is a wee bit strong don't ya think?


You're whats wrong with America.


THREE WRONGS DON'T MAKE A RIGHT
   
Made in ie
Battlefield Tourist






Nuremberg

Yeah. We all know toxic waste mutated velociraptors are what's wrong with america.

   
Made in us
Been Around the Block





Mephistoles do I know you? LOL I'm trying a very shooty list, last night I played a three way match with Space Marines and Chaos on turn 3 after shrugging off there initial attacks they both turned on me on turn 5 I killed the last SM model. When the smoke cleared I lost 500 pnts out of 1850 and totally destroyed both 1850 lists. 

   
Made in us
[DCM]
Tilter at Windmills






Manchester, NH

Tone it down, guys.

Whitedragon, he was wrong about casualty removal, but there’s no justification for namecalling.

Any more posts arguing like that are getting deleted; continued violations may result in stronger sanctions, such as banning.

Adepticon 2015: Team Tourney Best Imperial Team- Team Ironguts, Adepticon 2014: Team Tourney 6th/120, Best Imperial Team- Cold Steel Mercs 2, 40k Championship Qualifier ~25/226
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A better way to score Sportsmanship in tournaments
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Maelstrom's Edge! 
   
Made in us
Fixture of Dakka






San Jose, CA

Oooh, colorful. *popcorn*

Quis Custodiet Ipsos Custodes? 
   
Made in us
Been Around the Block





The Chaos army was a world eater demon bomb and the space morons where a vanilla list with land raider and three tie fighters. Orks, Orks, Orks Orks, Orks, Orks.... were the most shooty list I've done with a more dakka flash gits with 4 big shootas nob with more dakka more shooter, 2 tank busta + 2 slugga mobs each with 4 rockets another slugga mob with 4 big shootas couple of truck boy mobs and looted demolisher, war track with twin big shoota and 3 killa kans with big shootas. In the middle had boss with big shoota and big mek with KFF and three grot oilrs. Worked reel good.
Like 16 rockets and 13 - 14 big shootas
.
   
Made in us
Longtime Dakkanaut



Brotherhood of Blood

Sounds like a good list. Definatley need to go shooty with 4th. Sad when you think that orks should be close combat but if they do that they have a hard time crossing the board.(KOS being the exception) Looks like GW is starting to bring CC back around with the new re-write of the BA dex. I hope they do the same for orks and give them a way to actually make it to combat also. Ork drop pods or the boyz getting fleet of boot ect.
   
Made in us
[ADMIN]
President of the Mat Ward Fan Club






Los Angeles, CA

Posted By Leith on 04/22/2007 9:18 PM

In the case of the Warboss having a choppa, i dont think it matters all that much if your opponent removes the models in base to base since the warboss is an independant character and therefore counts as a separate unit in close combat and odds are not all of the models engaged with him  will also be in base to base with the mob. In the case of the Powerclaw, normally the unit can do more damage to the enemy than the warboss can so it's a moot point if he cant attack. If the enemy cant be damaged as badly by the orks then the odds of the warboss fighting, and smoking a few of the enemy, are pretty good. The bottom line is that in CC casualties are casualties who ever kills more wins and niggling over how many you kill is not generaly going to accomplish anything. 


Sorry it took me so long to get back to your points, but there were a lot of 'em. I'll address them in a couple of different replies. Here's part one of my reply:

If the Warboss has charged along with a unit, at most he should be in base contact with 2 models, and often only one. Like I said, smart opponents will often remove the 1-2 models in base contact with the Warboss before he gets to strike with his powerklaw.

Obviously if the combat lasts more than one round or if the enemy charges you this can not be an issue, but when the Orks charge this absolutely is a problem if your opponent has half a brain.

As a tactic I suggested that if the right situation presents itself players should consider splitting their Warboss off from the unit to charge a seperate enemy unit. Again, the situation dictates whether this is a good option: Is the enemy unit one the Warboss can handle himself and is there even another unit in charge range?

Regardless I think the advice is solid and I'm confused as to why you'd even attempt to argue against it.

Armour plates costs 5 points and can potentialy save your vehicle from being utterly anihilated. Id take that chance for only 5 points, I cant see any reason not to, even with whats said above.

Like I said in the tactica, Buggies and Trukks will generally suffer multiple damage results from just about any enemy unit firing at them. The odds of the armor plates saving all that damage is next to nothing. Instead, I advocate keeping your AV10, open-topped vehicles completely out of LOS whenever possible.

The point is, if the Trukk or Buggy is taking any fire at all it is almost certainly a goner regardless of whether you have Armor plates or not. And if you're giving armor plates to all your Trukks/buggies the 5 points a piece quickly adds up to a sizable chunk of points that could be better spent elsewhere.

See, that is the point of a tactica (IMO). I'm not saying that Armor plates aren't useful (cause they are) or even that they're useful for 5 points. The point is, if you can play in a style where you don't need the armor plates on your Trukks then you've just saved some points that can be applied elsewhere in the army.

 

I like nob retues. Granted they are expensive and in anything larger than 1000 points Id hesitate to take them, but if you kit them out with a 3+ save and a mad doc they can be quite the deadly suprise for anyone not expecting it. At 1000 points Ill spend 300 points for something that can destroy half an army, maybe more if you play your cards right. And that is where the Waaagh! Banner comes in. if you put the retinue in a trukk (not such a bad idea once they have 3+ armour) the banner means they can actually use the waaagh test rules where before they may have flopped.

3+ armor save? That means you're clocking in at a 38 point model before giving them any weaponry. Depending on how many Nobs you're advocating we're talking about a 400-500 point unit. To get them to wipe out half an army I think you'd have to do better than "play your cards right", I contend your opponent would have to have a pretty pathetic army and not realize the huge danger the Nob Trukk represents.

You've mentioned that Orks take imagination to play well, yet you seem to think that your opponent won't share the same type of imagination. Most opponents will have some sort of guess weapon, psychic power that shoots through terrain, or fast moving unit that can destroy the Nob Trukk before it can unload its cargo.

By sinking 300-400 points into a single unit can effectively be taken out of the game by destroying an open-topped AV10 vehicle is basically hinging the whole game on whether or not the opponent destroys that Trukk before the Nobs can charge out of it.

Personally, that's not the kind of gameplan I advocate because it completely puts the outcome of the game into your opponents hands: if they can destroy that Trukk they pretty much win. I don't like giving my opponents that kind of power so I believe it is important to evenly spread around the destructiveness of the army so they can't eliminate any of the threats with a single blow.

I cant say that skarboyz are useless since they are the only ork unit that can choppa a T7 carnifex. Even if they get shot up nice and quick, the distraction can be used to get other units into position to claw the beasts down. ive used them effectively time and time again, with shootas even (which was probably due to the 4x4 table i was on at the time)

 

How can they be anything but easy points for your opponent? They are too slow to be a distraction. If you have Trukk boyz a smart opponent will destroy the Trukk boyz first and still have time to shoot the Skarboyz to death before they get anywhere near them.

It really is a simple formula: If a CC unit costs more points than another CC unit in the army but is just as slow and easy to destroy, why won't the enemy just kill them first? They will, so the only option becomes to take an army so full of the more expensive unit hoping to overwhelm the enemy with sheer numbers.

Of course a more expensive base model means less bodies in the unit (and army), so you have to ask yourself is the tradeoff for offensive power worth the loss of bodies?

Well, in my experience with playing an Ork horde, if the horde reaches the enemy it usually doesn't have any problem doing enough damage to wipe out whatever they face between the Nobs' powerklaws and all the boyz choppa attacks. The real issue is whether the opponent will do enough damage to keep the boyz out of charge range (and does the mission allow the enemy to keep backing away from the horde to stay out of combat).

So I contend that more bodies (Slugga boyz) are a better bet than offensive ability (Skarboyz) 98% of the time. I agree that if you knew you were facing a bunch of T7 Carnifexes you'd want an army full of Skarboyz, but my tactica isn't written for specific army matchups like that, it is clearly targeted for making a 'take all comers' style army.

More to come. . .


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yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
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Made in de
Dominating Dominatrix






Piercing the heavens

wow, that's a lot of stuff you guys wrote here....it's been over 3/4 year since I last played Orks (Cygnar keept me busy ) but I still want to share my experience (altough it can't be as much as, for example, the experience of yakface.....I mean....king of zoats? wow you must be ooooooooold )

anyway:
Nob with retinue
when the game size is above 1500, I never leave my space hulk without them. 5 bosses wiht 'ard armor, and at least 1 mechanik with force field. sure, they get shot at, but IF they reach the enemy (and I like big IFs in my games. at our store we call it "time for heroes") they crush a LOT of stuff.


kommandos
place them in good cover and either the enemy get distracted by them, or gets hurt. even 10 Orks pack a bunch of power.

battlewagon
this is the gadget to use with skarboyz. just keep it in the back and wait for that T7 Carnifex. they are still CC 'Fexes out there you know. and they don't stand a chance against 20 pissed of Ork vets'.

Stormboyz
I admit, they are damn expensive and even more fragile. that's why you have to keep them in back for a while. as long as you don't play against a complete stand-and-shoot army the enemy will get something in range at some point. or you could keep them behind the foot boyz for later, so you can strike deeper into the enemy

Stikkboomaz
I hate them too


more too come from me too....
   
Made in us
Fresh-Faced New User




San Diego, California

Yak, I really enjoyed your commentary. Good job.

Just throwing in my 2 cents on the armor plates though. I play a KOS, and with a trukk rich environment (i.e. where I have so many trukks that I can't hide them all) the armor plates are gold. In a foot slogging ork army where you only have one or two trukks, I'm not sure that they (the armor plates) are worth the points. But if you were doing a walking ork army that had the 5 possible trukks, I would go with the armor plates purely on the theory that any additional protection is a good thing. Even if it only works once, having that one more trukk that isn't dead with its boyz entangled for a turn can help you tip the balance and win you the game.

Besides, extra armor is fun to model.

-- GZ
   
 
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