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				<title>New 1850 Orks for 5th Ed</title>
				<description><![CDATA[ so I think this build is pretty solid.... what do you guys think?<br /> <br /> Warboss-150<br /> -Power Klaw, Attack Squig, Cybork Body, Warbike<br /> <br /> Warboss-150<br /> -Power Klaw, Attack Squig, Cybork Body, Warbike<br /> <br /> 30 Orks-215<br /> Nob<br /> -Power Klaw<br /> <br /> 30 Orks-215<br /> Nob<br /> -Power Klaw<br /> <br /> 30 Orks-215<br /> Nob<br /> -Power Klaw<br /> <br /> 30 Orks-215<br /> Nob<br /> -Power Klaw<br /> <br /> 29 Orks-209<br /> Nob<br /> -Power Klaw<br /> <br /> 11 Lootas-165<br /> <br /> 11 Lootas-165<br /> <br /> 10 Lootas-150<br /> <br /> How does this list look? Basic gameplan is that the lootas grab mountains or buildings in the backfield so they can shoot over the ork swarm, then 150 lunatics RUN forward toward the enemy, screaming their heads off while the warbosses target tanks. I'm currently thinking about switching out the lootas for burnas, but we will see what happens.<br /> <br /> Oh, and I'm going to be making 10 man movement trays to make tournament games go faster. <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 30 Jun 2008 17:47:56]]> GMT</pubDate>
				<author><![CDATA[ Angron]]></author>
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				<title>New 1850 Orks for 5th Ed</title>
				<description><![CDATA[ Hmm I assume your anti tank is the power Klaws but then the Orks dont have anything good for that any way.<br /> <br />  Even with the movement trays you will have huge problems with the tournements. Because of line of sight issues people will be sticklers about placement and moving terain even slightly to fit models. So you will often have to remove the orks from those trays to place the boyz. THen load them up to move them agian or ignore the trays and move with out them. Of course this means you will most likely not finish games and since most of our killing happens on turns 4-6.<br /> <br />  Also with so many boyz the unwieldyness of the army may anoy you since it will be hard to react to fast armies. <br /> <br /> Though once you get onto an objective you will not be moved and if the game goes the full 6 turns I think you will dominate.]]></description>
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				<pubDate><![CDATA[Mon, 30 Jun 2008 18:17:47]]> GMT</pubDate>
				<author><![CDATA[ Crawdadr]]></author>
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				<title>New 1850 Orks for 5th Ed</title>
				<description><![CDATA[ Isn't there a change to <span class="glossaryitem" onmouseover='gp(67);'>IC</span> in 5th? Won't the Bosses get mulched pretty quickly without a retinue?<br /> <br /> Rockets, Rockets, Rockets. ]]></description>
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				<pubDate><![CDATA[Mon, 30 Jun 2008 18:33:40]]> GMT</pubDate>
				<author><![CDATA[ Flagg07]]></author>
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				<title>New 1850 Orks for 5th Ed</title>
				<description><![CDATA[ <blockquote><div><cite>Flagg07 wrote:</cite>Isn't there a change to <span class="glossaryitem" onmouseover='gp(67);'>IC</span> in 5th? Won't the Bosses get mulched pretty quickly without a retinue?</div></blockquote><br /> <br /> yes they will. even with T5 and a 4+ cover they will get shot to peices.<br /> <br /> in 4th you used to be able to run them behind cover but you cant do that now. <br /> <br /> you will either need lots of fast things to distract your enemy from shooting your bosses or trucks to hide them behind.<br /> <br /> are the orks shootas or sluggas?<br /> <br /> if youre unfortunate to come up against any land raiders, monilits or russes you will probably lose. you dont really have any way to deal with <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 14 appart from a few hits in combat. against a gunline you may never get there. even with run your army isnt particularly fast, buts thats fine. just hope your opponent doesnt find a way to separate your mobs of boys from each other or they will crumble.<br /> <br /> 32 lootas is nice though, although you should promamly put them in 2 squads of 15 so they dont get shot a couple of time then run away.]]></description>
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				<pubDate><![CDATA[Mon, 30 Jun 2008 18:58:00]]> GMT</pubDate>
				<author><![CDATA[ Regwon]]></author>
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				<title>New 1850 Orks for 5th Ed</title>
				<description><![CDATA[ <blockquote><div><cite>Regwon wrote:</cite><br /> <br /> 32 lootas is nice though, although you should promamly put them in 2 squads of 15 so they dont get shot a couple of time then run away.</div></blockquote><br /> <br /> Very Much Agree with that statement!<br /> <br /> Keep the Lootas over burnas in this instance, But I am thinking tankbusta squads would be more beneficial here mainly because they can at least glance <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 14, also they can move with the boyz and still shoot!  <br /> I would suggest using a mix of shootas and choppa sluggas units.<br /> <br /> If you don't like the tankbustas then maybe giving boyz the rokkis then you won't have the Glory Hogs issue but you will lose the Tankbusta bombs that are awesome in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> vs Armor!]]></description>
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				<pubDate><![CDATA[Mon, 30 Jun 2008 20:42:49]]> GMT</pubDate>
				<author><![CDATA[ Makari]]></author>
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				<title>New 1850 Orks for 5th Ed</title>
				<description><![CDATA[ <blockquote><div><cite>Makari wrote:</cite><br /> <br /> If you don't like the tankbustas then maybe giving boyz the rokkis then you won't have the Glory Hogs issue but you will lose the Tankbusta bombs that are awesome in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> vs Armor!</div></blockquote><br /> <br /> And you can take Tankhammers, Strength 10 and furious charge in combat is pretty good.<br /> You need boss poles for your boys mobs, and yeah two squads of 15 Lootas will serve you better for the sake of not running away!<br /> <br /> <span class="glossaryitem" onmouseover='gp(376);'>mmm</span> 30 Lootas.... <img src="/s/i/a/ef7b97610a8bf5b2bd5df8209dc08ff3.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Mon, 30 Jun 2008 21:01:20]]> GMT</pubDate>
				<author><![CDATA[ Apone]]></author>
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				<title>New 1850 Orks for 5th Ed</title>
				<description><![CDATA[ <blockquote><div><cite>Apone wrote:</cite><blockquote><div><cite>Makari wrote:</cite><br /> <br /> If you don't like the tankbustas then maybe giving boyz the rokkis then you won't have the Glory Hogs issue but you will lose the Tankbusta bombs that are awesome in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> vs Armor!</div></blockquote><br /> <br /> And you can take Tankhammers, Strength 10 and furious charge in combat is pretty good.<br /> You need boss poles for your boys mobs, and yeah two squads of 15 Lootas will serve you better for the sake of not running away!<br /> <br /> <span class="glossaryitem" onmouseover='gp(376);'>mmm</span> 30 Lootas.... <img src="/s/i/a/ef7b97610a8bf5b2bd5df8209dc08ff3.gif" border="0"> </div></blockquote><br /> <br /> Boss poles are not needed for the Big boy units, by the time they widdle down the unit where they would need to use the boss pole they are already there, that means other units got there instead savew the points for something else.<br /> The Tankhammer is not a good choice either, sure you get  a S10+<span class="glossaryitem" onmouseover='gp(24);'>D6</span> <span class="glossaryitem" onmouseover='gp(6);'>AP</span> hit in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> but you lose your ranged attack.  All tankbustas come with Tankbusta Bombs <span class="glossaryitem" onmouseover='gp(1);'>2D6</span>+6 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> for <span class="glossaryitem" onmouseover='gp(19);'>CC</span> that is pretty damn good and you still keep the ranged shot! My $0.02]]></description>
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				<pubDate><![CDATA[Tue, 1 Jul 2008 12:06:25]]> GMT</pubDate>
				<author><![CDATA[ Makari]]></author>
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				<title>Re:New 1850 Orks for 5th Ed</title>
				<description><![CDATA[ on the subject of boss poles: <br /> <br /> boss poles stop orks from running. <br /> <br /> this is obviously a good thing for small mobs they dont gain as much benifit from the mob rule. <br /> <br /> however it is also essential for larger mobs. <br /> <br /> when a mob gets shot down to under 11 models (not if, when) they cease being fearless and get -1LD for being under half strength. at that point it gets gradually harder to keep them around. every time they make a <span class="glossaryitem" onmouseover='gp(82);'>LD</span> test they risk running away and never comming back because they are under half strength. for a mere 10pts you can ensure that remaining your mob of boys sticks around for long enough to really do some more damage. <br /> <br /> really its the choice between buying a rokkit or making sure that your remaining mob, worth 100pts or more (9 boys+nob /w powerklaw), dosent suddenly bugger off. <br /> <br /> boss poles are worth it. <br /> <br /> a well built shooting army will either be able to shoot multiple mobs of orks down very quickly (<span class="glossaryitem" onmouseover='gp(69);'>IG</span>, nidzilla, tau) or be able to delay them from reaching you so they can shoot you more (dual lash, necrons).<br /> <br /> once it gets to that stage you will have more and more trouble keeping your mobs around and boss poles help a great detail. <br /> <br /> it is also useful against combat armies. if you take a bit of shooting and then get charged by a powerful enough unit (even some more orks) you will likely take a lot of casualties. if you drop below 11 models and loose combat by a significant amount you will probably break and get run down. boss poles decrease that chance massively.]]></description>
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				<pubDate><![CDATA[Tue, 1 Jul 2008 13:55:32]]> GMT</pubDate>
				<author><![CDATA[ Regwon]]></author>
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				<title>Re:New 1850 Orks for 5th Ed</title>
				<description><![CDATA[ <blockquote><div><cite>Regwon wrote:</cite>on the subject of boss poles: <br /> <br /> boss poles stop orks from running. <br /> <br /> this is obviously a good thing for small mobs they dont gain as much benifit from the mob rule. <br /> <br /> however it is also essential for larger mobs. <br /> <br /> when a mob gets shot down to under 11 models (not if, when) they cease being fearless and get -1LD for being under half strength. at that point it gets gradually harder to keep them around. every time they make a <span class="glossaryitem" onmouseover='gp(82);'>LD</span> test they risk running away and never comming back because they are under half strength. <b>for a mere 10pts</b> you can ensure that remaining your mob of boys sticks around for long enough to really do some more damage. <br /> </div></blockquote><br /> <br /> Boss poles are 5pts <span class="glossaryitem" onmouseover='gp(17);'>btw</span>. Even better! And yes this is exactly right, and don't forget you can make a save against the bosspole as it's a wound. ]]></description>
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				<pubDate><![CDATA[Tue, 1 Jul 2008 14:03:43]]> GMT</pubDate>
				<author><![CDATA[ Apone]]></author>
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				<title>New 1850 Orks for 5th Ed</title>
				<description><![CDATA[ <blockquote><div><cite>Makari wrote:</cite><br /> The Tankhammer is not a good choice either, sure you get  a S10+<span class="glossaryitem" onmouseover='gp(24);'>D6</span> <span class="glossaryitem" onmouseover='gp(6);'>AP</span> hit in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> but you lose your ranged attack.  All tankbustas come with Tankbusta Bombs <span class="glossaryitem" onmouseover='gp(1);'>2D6</span>+6 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> for <span class="glossaryitem" onmouseover='gp(19);'>CC</span> that is pretty damn good and you still keep the ranged shot! My $0.02</div></blockquote><br /> <br /> Good point bout the Tankhammer, hadn't thought of that really. Guess I just liked the idea of an Ork hitting a Tank with a Rokkit on a stick too much  <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> .<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 2 Jul 2008 11:40:06]]> GMT</pubDate>
				<author><![CDATA[ Apone]]></author>
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				<title>Re:New 1850 Orks for 5th Ed</title>
				<description><![CDATA[ <blockquote><div><cite>Regwon wrote:</cite>on the subject of boss poles: <br /> <br /> boss poles stop orks from running. <br /> <br /> this is obviously a good thing for small mobs they dont gain as much benifit from the mob rule. <br /> <br /> however it is also essential for larger mobs. <br /> <br /> when a mob gets shot down to under 11 models (not if, when) they cease being fearless and get -1LD for being under half strength. at that point it gets gradually harder to keep them around. every time they make a <span class="glossaryitem" onmouseover='gp(82);'>LD</span> test they risk running away and never comming back because they are under half strength. for a mere 10pts you can ensure that remaining your mob of boys sticks around for long enough to really do some more damage. <br /> <br /> really its the choice between buying a rokkit or making sure that your remaining mob, worth 100pts or more (9 boys+nob /w powerklaw), dosent suddenly bugger off. <br /> <br /> boss poles are worth it. <br /> <br /> a well built shooting army will either be able to shoot multiple mobs of orks down very quickly (<span class="glossaryitem" onmouseover='gp(69);'>IG</span>, nidzilla, tau) or be able to delay them from reaching you so they can shoot you more (dual lash, necrons).<br /> <br /> once it gets to that stage you will have more and more trouble keeping your mobs around and boss poles help a great detail. <br /> <br /> it is also useful against combat armies. if you take a bit of shooting and then get charged by a powerful enough unit (even some more orks) you will likely take a lot of casualties. if you drop below 11 models and loose combat by a significant amount you will probably break and get run down. boss poles decrease that chance massively.</div></blockquote><br /> <br /> you do not suffer -1 <span class="glossaryitem" onmouseover='gp(82);'>LD</span> for being under half strength anymore.<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 3 Jul 2008 07:44:02]]> GMT</pubDate>
				<author><![CDATA[ Sushicaddy]]></author>
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