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![[Post New]](/s/i/i.gif) 2015/01/22 10:45:33
Subject: Grots in Space - BFG - Starting Out
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Grim Dark Angels Interrogator-Chaplain
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That mat is nice Panic- Is that a Deepcut Studios one or something?
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![[Post New]](/s/i/i.gif) 2015/01/22 13:00:14
Subject: Grots in Space - BFG - Starting Out
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Wrathful Warlord Titan Commander
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Nice stuff Gary.
Good to see the X-Wing mat in a 2nd use!
Another Green army though mate, you must be the best person in the world at paint green by now.
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This message was edited 1 time. Last update was at 2015/01/22 13:01:36
How do you promote your Hobby? - Legoburner "I run some crappy wargaming website " |
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![[Post New]](/s/i/i.gif) 2015/01/22 16:28:07
Subject: Re:Grots in Space - BFG - Starting Out
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Longtime Dakkanaut
London
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Grey Templar wrote:I printed out the GW tokens and glued them to cereal box cardboard. So Torpedoes are in a line of however many were launched.
And how do you play atack craft?
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![[Post New]](/s/i/i.gif) 2015/01/22 16:53:31
Subject: Re:Grots in Space - BFG - Starting Out
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Fighter Ace
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With the markers:
Not stacked.
You may place them in a line, square, how you wish. Measurement from front edge.
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![[Post New]](/s/i/i.gif) 2015/01/23 01:46:49
Subject: Re:Grots in Space - BFG - Starting Out
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Highlord with a Blackstone Fortress
Adrift within the vortex of my imagination.
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Ok Panic.
How to use da ladz in spaaace.
1. Ork escorts should be mixed, and deployed in column. Have the 1-2 front rank torpedo armed ships, the rest gun armed ships. The reason for this is because if you attack in waves you never know which wave will be in front because of the random nature of the AAF dice. Ideally you should use AAF orders as often as possible to get into optimum range, which for an ork is usually right down their throats.
The other reason to take a front rank of torpedo ships is because theyv are cheaper, so you hurt less when they die first. Don't worry about reloading, they dont reload, they advance. AAF doesnt effect torpedo salvos so you lose nothign on the way in, after that soak with your empty escorts so that your gunz and big gunz escorts get through ok.
Don't overinvest in escorts, they are tough but need to close in and are vulnerable to exploding hulls.
2. Ramships are your flank guards. They are the only thinkg you have got with any reliable mobility. The firepower doesn't seem like much but is surprisingly useful whwen you team up. Their primary role is still to ram though, choose your moment then pile in. I recommend squadrons of three.
3. Eldar are a nightmare. BFG is fairly blanced but only if you compare every fleet with the two core fleets. There are some mismatches elsewhere. There is not fleet that orks are particularly fgood at killing, but if there waas I would say nids. However they do have a nightmare opponent. The pointy eared gitz.
Eldar will get around your flank and hit your 4+ armour sides and krooker aft. They can also dance around you 45 degree turn arcs on everything. They can outrun everything you have, and out range your nastier weapons. They are all gun and no hull, which is a compromise normally but as orks cant really hit them its lethal. Orks also suffer from poor fire arcs, in general they are prey. You have one thing that can hurt them....
4. Roks. Get roks, get lots of roks. Roks are your friend. Roks have long range (45cm) batteries. Roks have all round firepower. Roks are cheap and can take a lot of gunfire. Sure they are easy to damage but this is offset by the number of shots you need to pile into them. Most of all roks dont explode when they are destroyed, uyou just get some blast markers. So you can band roks together and not care.
My advice is to have a wall of roks as your rearguard and deploy your columned escorts an kroozers in front of them.
Totally essential against Eldar, if you see a hint of pointy ear in space anywhere near you, start making roks, lots of roks. GW never produced then. Make them with balls of plasticine with bits pressed into them.
You can do without them wirth other fleets, but they still come in handy against anyone.
5. Dethdeala is the best ork battleship. If you get hold of a battleship, or scratch build one. This is the ship to have, its got the best gun selection and oddly enough is the cheapest. Its a good vessel, some of the others are very gimicy. The lance armed variant especially.
Hope this helps.
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n'oublie jamais - It appears I now have to highlight this again.
It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. |
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![[Post New]](/s/i/i.gif) 2015/01/23 03:06:00
Subject: Grots in Space - BFG - Starting Out
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[DCM]
Dankhold Troggoth
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Awesome project and thread, Panic!! Looking forward to seeing these painted  .
Wehrkind is doing an ork BFG fleet too, I just saw his in person this weekend! I think he might like to use those fighta / bomber tokens too, is that the full size image spoilered on the previous page?
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This message was edited 1 time. Last update was at 2015/01/23 03:08:07
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![[Post New]](/s/i/i.gif) 2015/01/23 04:07:15
Subject: Re:Grots in Space - BFG - Starting Out
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Highlord with a Blackstone Fortress
Adrift within the vortex of my imagination.
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Panic wrote:yeah,
Thanks for the low down.
I found this article and it basically says as many Kroozers and ordnance as you can cram into a list!
To which end I've Been busy converting 3 Kroozers into terrors.
So I will have 4 Terrors and 4 Kroozers.
Will do some photos once they are finished.
Panic...
Red Starrise made some good points, but I dont agree with the tactica for the most part. It contains many good points, play agressively, board as often as you can, play to your strengths.
First it says leave roks at home, bad idea.
Second it has 'use tactics' level of advice for handling Eldar. Asujming the orks can maneuver them with regards to grand positioning, or hide behind planets against them. This is so wrong. Spreading attack craft about could work, but is also easily counterable.
The main problem is that it concerns concentration on large numbers of krroozers attacking at once. This will require a dense formation due to unfavourable fire arcs and ranges. While Kroozers are very nasty, and recommended they need spacing because when one blows the damage it causes is based on its starting hull points. This is good news if it blows in the middle of the enemy fleet, bad news if it blows in the middle of your own. Dense formations of capital ships are prey to pinpoint attacks, shoot the one in the middle til it blows.
Worst of all the tactics assumes you will be able to use special orders, in particular reload ordnance. The odds however do not agree, even with cheap rerolls.
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This message was edited 1 time. Last update was at 2015/01/23 04:17:39
n'oublie jamais - It appears I now have to highlight this again.
It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. |
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![[Post New]](/s/i/i.gif) 2015/01/23 05:08:49
Subject: Grots in Space - BFG - Starting Out
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Fighter Ace
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However, deadshane, who wrote that article, had won adepticon twice using Orks with those tactics.
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![[Post New]](/s/i/i.gif) 2015/01/23 09:37:00
Subject: Grots in Space - BFG - Starting Out
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Highlord with a Blackstone Fortress
Adrift within the vortex of my imagination.
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I am mainly seeing this from an Eldar perspective, with regard to what I critique.
As stated the core of the advice is sound: Play aggressively, use capital ships and warlords, board as often as you can.
As an Eldar player the only thing I fear are roks. Their speed is an irrelevance, as the orks cannot dictate the flow of the battle at any circumstances, they maneuver too slowly for that. Free AAF is all very well, but they cant turn more than 45 and to pass other orders in large numbers is a pointless dream.
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n'oublie jamais - It appears I now have to highlight this again.
It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. |
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![[Post New]](/s/i/i.gif) 2015/01/24 00:34:03
Subject: Grots in Space - BFG - Starting Out
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1st Lieutenant
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I sculpted & cast up a bunch of starhawk bombers & starfury fighters for my imperials & use the old sm missiles as torpedoe. I made a square token with a slot for a d6 the size of the official 3 torpedo markers.
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![[Post New]](/s/i/i.gif) 2015/01/24 19:16:33
Subject: Grots in Space - BFG - Starting Out
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Did Fulgrim Just Behead Ferrus?
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Pictures or it didn't happen!
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![[Post New]](/s/i/i.gif) 2015/01/26 20:20:17
Subject: Grots in Space - BFG - Starting Out
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Dispassionate Imperial Judge
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Hurrah!! I may get the fighters and assault boats from Shapeways - but I saw the shape ways torpedo tokens and they don't look that great...
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This message was edited 1 time. Last update was at 2015/01/26 20:20:37
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![[Post New]](/s/i/i.gif) 2015/01/26 20:30:47
Subject: Re:Grots in Space - BFG - Starting Out
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Longtime Dakkanaut
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Yeah,
I ordered some dystopian wars SAS aircraft tokens gonna see if I can cut the fighters free and mount them.
They are only 50p each on the spartan games website.
Panic...
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![[Post New]](/s/i/i.gif) 2015/01/29 17:45:54
Subject: Re:Grots in Space - BFG - Starting Out
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Longtime Dakkanaut
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Yeah,
the selection of fighters I ordered arrived
Not bad as is?? On their 20mm orky girder bases!
Should be easy to slice free and mount on pins!
Panic...
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This message was edited 1 time. Last update was at 2015/01/29 17:48:03
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![[Post New]](/s/i/i.gif) 2015/01/29 21:44:12
Subject: Grots in Space - BFG - Starting Out
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Omnipotent Lord of Change
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RiTides wrote:Wehrkind is doing an ork BFG fleet too, I just saw his in person this weekend!
I sooooo want to bust out my Slaanesh CSM fleet again
Panic, awesome thread, will be watching as long as you keep telling us about the tiny ship carnage!
- Salvage
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![[Post New]](/s/i/i.gif) 2015/01/30 18:47:34
Subject: Grots in Space - BFG - Starting Out
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Did Fulgrim Just Behead Ferrus?
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Where did you order those models from?
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![[Post New]](/s/i/i.gif) 2015/01/31 13:00:10
Subject: Re:Grots in Space - BFG - Starting Out
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Longtime Dakkanaut
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yeah, Sorry my previous posts were from my phone and kinda brief. They are the SAS tokens from Spartan games Dystopian Wars http://shop.spartangames.co.uk/SearchResults.asp?Search=SAS+token&Submit= They also have a space ship range which is very cool. but the best part is that they sell bits! http://shop.spartangames.co.uk/ProductDetails.asp?ProductCode=FAR0311 My Grot admiral is very happy as he will at some point get a battle ship! Panic...
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This message was edited 2 times. Last update was at 2015/01/31 13:05:04
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![[Post New]](/s/i/i.gif) 2015/01/31 16:32:52
Subject: Grots in Space - BFG - Starting Out
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Painlord Titan Princeps of Slaanesh
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OMG Dystopian wars models for BFG! I hadn't thought of that!
I should pick a fleet whose fighters I like the best and use those, that's totally awesome!
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40k Armies I play:
Glory for Slaanesh!
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![[Post New]](/s/i/i.gif) 2015/02/09 15:24:49
Subject: Re:Grots in Space - BFG - Starting Out
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Battleship Captain
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Orlanth wrote:Ok Panic.
How to use da ladz in spaaace.
1. Ork escorts should be mixed, and deployed in column. Have the 1-2 front rank torpedo armed ships, the rest gun armed ships. The reason for this is because if you attack in waves you never know which wave will be in front because of the random nature of the AAF dice. Ideally you should use AAF orders as often as possible to get into optimum range, which for an ork is usually right down their throats.
The other reason to take a front rank of torpedo ships is because theyv are cheaper, so you hurt less when they die first. Don't worry about reloading, they dont reload, they advance. AAF doesnt effect torpedo salvos so you lose nothign on the way in, after that soak with your empty escorts so that your gunz and big gunz escorts get through ok.
Don't overinvest in escorts, they are tough but need to close in and are vulnerable to exploding hulls.
2. Ramships are your flank guards. They are the only thinkg you have got with any reliable mobility. The firepower doesn't seem like much but is surprisingly useful whwen you team up. Their primary role is still to ram though, choose your moment then pile in. I recommend squadrons of three.
3. Eldar are a nightmare. BFG is fairly blanced but only if you compare every fleet with the two core fleets. There are some mismatches elsewhere. There is not fleet that orks are particularly fgood at killing, but if there waas I would say nids. However they do have a nightmare opponent. The pointy eared gitz.
Eldar will get around your flank and hit your 4+ armour sides and krooker aft. They can also dance around you 45 degree turn arcs on everything. They can outrun everything you have, and out range your nastier weapons. They are all gun and no hull, which is a compromise normally but as orks cant really hit them its lethal. Orks also suffer from poor fire arcs, in general they are prey. You have one thing that can hurt them....
4. Roks. Get roks, get lots of roks. Roks are your friend. Roks have long range (45cm) batteries. Roks have all round firepower. Roks are cheap and can take a lot of gunfire. Sure they are easy to damage but this is offset by the number of shots you need to pile into them. Most of all roks dont explode when they are destroyed, uyou just get some blast markers. So you can band roks together and not care.
My advice is to have a wall of roks as your rearguard and deploy your columned escorts an kroozers in front of them.
Totally essential against Eldar, if you see a hint of pointy ear in space anywhere near you, start making roks, lots of roks. GW never produced then. Make them with balls of plasticine with bits pressed into them.
You can do without them wirth other fleets, but they still come in handy against anyone.
5. Dethdeala is the best ork battleship. If you get hold of a battleship, or scratch build one. This is the ship to have, its got the best gun selection and oddly enough is the cheapest. Its a good vessel, some of the others are very gimicy. The lance armed variant especially.
Hope this helps.
Good summary.
One other thing to note - if playing BFG generally - always, always play a mission. This matters a great deal for a Pirates of the Cyclops Cluster fleet, because you're a raiding fleet with a decent attack rating, not a battle fleet. This means that (a) you will often get more of a say in what mission is played, and (b) the missions will be off the Raid table.
This drastically changes the feel of the game - for example, the Cruiser Clash mission, where both sides get 4 cruisers of 185 points or less, is very balanced. The thing that gives orks a big edge is that that point value isn't chosen arbitrarily - it means that (for example) the only way the imperial navy can field a Nova Cannon is to take the pre-refit (i.e. sucky firepower) Hammer of Justice. Equally, it means that the only carriers available to the core fleet lists are Terror Ships. 4 launch bays aren't that great, but when your opponent has no fighter cover they become a lot more impressive.
Also, your escorts are a lot more imposing in raid missions where they're hunting transports. Their 45' turns are less of an issue, and a single heavy gunz hit can do for a transport. A couple of Savages or Onslaughts coming out of a contact marker with 6+ frontal armour pointed at the enemy is a seriously scary thing to see in a 750 point game in a way it wouldn't be in a 'proper' fleet engagement.
In a normal fight, Brute ramships are worth their weight in gold, both as flank guards and as frontal assault ships. That 6+ frontal armour combined with their agility means they can launch suicidal-seeming strafing runs. Also, learn to synchronise a ramming attack with gunz and heavy gunz fire from elsewhere. If four ramships plow into a battleship amidships, then you should expect two to four damage, depending on whether he braces for impact. But more importantly, the ramships will probably die. The good news is that when they die, they become a blast marker....in base contact with the ship they just rammed. Which means that those four ramships also just took down the battleship's shields before the shooting phase begins.
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Termagants expended for the Hive Mind: ~2835
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