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2017 - Ork Review

 Post subject: Re: 2017 - Ork Review
PostPosted: Sun Nov 05, 2017 1:42 pm 
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Borka wrote:
GlynG wrote:
25 points but reduce the 2 x twin linked big shootas to 2 x big shootas is a possible approach too.

I don't think this is necessary. Orks are doubling almost all the time (or engageing) it's not like mech. warbands big strength is shooting.


There are also matters of internal balance to consider. A battlewagon at 25 points is basically a souped up Warbuggy with better shooting, AV and transportation at the same cost. As it stands we're paying not just for the transportation, but also the firepower and protection that a battlewagon brings to the table. So one option is to reduce that firepower. If we're mostly concerned with making warbands more viable by giving them cheaper transportation options, then that would be fine.

Of course it is debatable whether buggies are even worth the 25 points. They struggle in dedicated KoS formations. They are arguably worth less as an add-on to a Warband, so perhaps they could be reduced to 20 points when bought in that formation?


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 Post subject: 2017 - Ork Review
PostPosted: Sun Nov 05, 2017 4:06 pm 
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Graf_Spee wrote:
As I mentioned earlier has anyone ever thought of including the march action into power of the waagh and work with garrisioned warbands? Will do wonders to mobility, pressing and will not hassle with points, special rules, unit abilities and arising bias with with other cc lists


That would make ferals really very,very good. Guaranteed 45cm move on Orkeasaurus solves a lot of their issues

Personally, I think start with a price drop on battle wagons and see how that works.

One thing that people haven't brought up is that big mobs of orks garrisoned can make really good tar pits/bait for your opponent - this was used really well by several ork players at the EEC and ferals also have great options there. If you use a garrison to draw in a lot of your opponent's resource, you can then actually get your troops into CC by positioning your counter assault well (or using fast moving support).

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 Post subject: Re: 2017 - Ork Review
PostPosted: Mon Nov 06, 2017 12:42 pm 
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StevekCole wrote:
One thing that people haven't brought up is that big mobs of orks garrisoned can make really good tar pits/bait for your opponent - this was used really well by several ork players at the EEC and ferals also have great options there. If you use a garrison to draw in a lot of your opponent's resource, you can then actually get your troops into CC by positioning your counter assault well (or using fast moving support).


Also placing the some stormboy or bloodaxe instead of boy+grot into that garrison mob is adding up to their potential.


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 Post subject: Re: 2017 - Ork Review
PostPosted: Mon Nov 06, 2017 9:31 pm 
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The way I see it, Ghazgukull ork list should represent the kitchen sink list of orks.
Speed Freaks list accounts for Evil Suns & Cult of Speed Clans (this is where the mobile orks should be with cheap transports)
Feral Orks list account for Snake Bite Clan
Kommandos and Storm Boyz account for Blood Axe Clan
The rest of Ghazghkull ork list should take into account Goff, Bad Moon & Deathskull Clans in my opinion.

To that end I propose the following changes, mostly in order to bring boyz and infantry mobs more into the pictures:
1) Increase Boyz FF to 5+ (make the mob more versatile and effective in assaults as well as defending against clipping) represented by all the kombi weapons and such (Bad Moon and Deathskull shootas)

2) +50 pts upgrade to Warband formations: Hard Nobs: for every two Nob units in formation (round up fractions) gain Inspiring (ie 1-2 Nobs the formation gets x1 Inspiring, 3-4 Nobs the formation gets x2 Inspiring…). This adds staying power in assaults and represents the sheer relentless assault that is the ork Waaargh. (results would be a very strong unit in assaults that most opponents would bounce off of… but it would be an expensive and slow unit)

3) +25pts upgrade Warlord: add Inspiring and Invulnerable save (should be an option as if any unit deserves Inspiring it is a ork Warlord)

The concept is to upgrade the boyz mobs to make them truly resilient in assaults and encourage bigger units at the expense of activations which has been a cornerstone of orky tactics since the dawn of time. These slow units would be tar pits and be able to push back defenders but would be slow and predictable. These changes would also mean less activations and encourage bigger infantry formations without taking away from any of the existing Ork formations and choices.

On a separate note:
- wagons could stand to be reduced to 25pts a piece.
- warbuggies could stand to get an Invulnerable save (due to smoke and jinxing and fields and such)
- scorchas could stand to be reduced to a 6+ save and gain Invulnerable save (due to smoke and jinxing and fields and such), I think this would balance things out between the warbuggies and scorchas and keep them separate from other units.

Those are some of my thoughts on how to improve the ork list without taking anything away, adding special rules or changing any formations (in a significant manner).


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 Post subject: Re: 2017 - Ork Review
PostPosted: Mon Nov 06, 2017 10:13 pm 
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Or we could stick to smaller changes like battlewagons for 15p, gunwagons for 25p and Stompas for 50p.

Whats the AC:s thoughts on the matter?

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 Post subject: Re: 2017 - Ork Review
PostPosted: Thu Nov 09, 2017 10:35 am 
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mordoten wrote:
Whats the AC:s thoughts on the matter?


Yes this thread has been going on for quite some time. I'd like to know what you think is interesting among all the suggestions Tiny-Tim? Is there a list of things you'd like us to start testing? I would like to help.


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