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2017 - Ork Review

 Post subject: Re: 2017 - Ork Review
PostPosted: Fri Jun 16, 2017 11:16 am 
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I've never found death koptas as useful as the gunwagons (range booster for an oddboy-including formation with a BM), flakwagons (flak!), or oddboy gunwagons (obv usage).

The pip of armour comes at the cost of becoming LV, which ultimately ends up making the formation more vulnerable in-toto IMO.

Warbikes are great (I especially like to use them in a landa, to land and shoot rather than engage). Buggies are meh; they extend the range of a skorcha's effective hit allocation range, otherwise don't really have a role.

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 Post subject: Re: 2017 - Ork Review
PostPosted: Fri Jun 16, 2017 4:13 pm 
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Infiltrate for the Warbands was something I'd considered suggesting but thought that it might make Kommando formations a bit redundant. Also may warrant a price increase?

It has crossed my mind to simply use boosted Kommandoz for my infantry formations. My opponents seemed much more wary about coming near those at the tourney. I'd miss my Nobz and Grotz but perhaps that'd be a worthy trade-off to have scarier infantry


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 Post subject: Re: 2017 - Ork Review
PostPosted: Fri Jun 16, 2017 4:55 pm 
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Abetillo wrote:
Yeah, those two need some upgrade to be as viable as other options. Gunwagons the most maybe, as opposite to Bikes/Buggies/Skorchas and Killas/Dreads/Stompas they have no role to fill as those +15cm can't outdo Flakwagons even on ground ( better on double against cover and sustain, and bigger potential damage (2 shots)), but unfortunately there was never a solution as all the proposals were turned down. If i remember well, 4+ armour for not being orky or not the point of the unit, and upgrading Big Guns to AP4+/AT5+ because it requires tweaking on Speed Freeks' Fortress and Ferals' Squigoths and Orkeosaurus (all Ghazghkull units with Big Guns are barely used so those would give no problem if upgraded). Out of the two i prefer the second as it fits it's role.


A bit out of left field perhaps, but how about making Gunwagons CC4+? Most of the models have deathrollers, pincers or spiky bits anyhow. It might make bigger gunwagon blitz brigades more appealing without affecting the power levels of Zzap brigades. Heck, it might even make mechanized warbands more appealing.


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 Post subject: Re: 2017 - Ork Review
PostPosted: Wed Jun 28, 2017 4:58 pm 
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My Two cents:

Give "inspiring" to the ork warlord. At least one formation in an ork army could have it. Also add inv save to him. He is so vital.

Allow 30cm Nob upgrade to stormboyz.

Allow nob warbike upgrade in speed freak list

Lower stompa cost

Raise supastompa cost

Add staying power to gun/battle fortresses. Maybe dc4 or as suggested oddboy power fields

Do not tone down skorchaz. Tone up buggies instead

Make motorized option for warbands more viable

Give fire arcs to steam gargants

Increase point cost of orkeosaurus


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