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Orks in BFG

 Post subject: Orks in BFG
PostPosted: Fri Jan 17, 2003 1:22 pm 
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Well, I have my next campaign turn tonight at the club.  I will no doubt fight a player of a better caliber than last week, so will be able to give a better report of how my Orks perform in bfg.  I will report back here after the game.

As it stands, using the rule book I think they are a bit weak.  I am going to use the ammer battle crusier if I have enough points, as it seems much better than the standard cruisers.

Watch this space though  :O


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 Post subject: Orks in BFG
PostPosted: Fri Jan 17, 2003 11:07 pm 
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We,, I got Gothic Mag 13 a day or two ago. You should really look at this. It has the rules for the Hammer, and the four varieties of Battle Kroozer. I will be getting the one with the Bombardment Cannon! Good luck with the game.

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 Post subject: Orks in BFG
PostPosted: Sat Jan 18, 2003 6:37 pm 
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Are the ork battleships worth it?
I know "Da Ammer" seemed questionable for it's points.

Did they really change the rules much?  Do any of the ships have long ranged weaponry now?

Thanks


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 Post subject: Orks in BFG
PostPosted: Mon Jan 20, 2003 11:28 am 
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Well I've had my second game.  This one was a lot more fun.  I was defending the mining world I just captured from Chaos.  The guy attacking me (Impreial) was the father of the chaos player I'd captured it from.

The Ammer was excellent.  (it has a bombardment cannon too). It has all the weapons of the terror ship, plus a longer range and higher strength on its forward batteries.  And its 3 shield were very useful.

I got it and a terror ship to board an imperial cruiser (forgot which one, it had a nova cannon) and the difference between the scores was over 17.  I stopped bothering to calculate it, since it only had 5 hits left.  It was obliterated.  I had already knocked its nova cannon off line with assault boats (nova cannon was damaged 4 times, starboard batteries twice and the engine room once, which was repaired).

I didn't bother launching any fighter bombers.  I've decided that they are a waste of time.  The assault boats are faster for a start.  They ripped through his escorts aswell, as they cause criticals on a 2+, which means dead escorts.

If you want some tactics for Orks, launch loads of assault boats, and take out those escorts.

We ended the game on turn 6. (my lift turned up)  his squadron of 4 cobras were being chased by a lone onsluaght (which someone likened to Han Solo chasing a load of tie fighters away in his millenium falcon.  :D   ) and my two kruisers on a head on with his Gothic, which i'd knocked two points off.  My cruisers were still undamaged.

I had done some foolish things during the game.  I rammed his Gothic with a Onslaught.  My Onslaught died to no damage to his cruiser.  And I rammed two cobras with two Onslaughts.  We both lost one ship each  :(   but it was funny.  We had a crowd gathered, as no-one had seen Orks in action.  It was peer pressure that made me ram, it was all in one turn.  I lost two out of three Onslaughts to one cobra!  :laugh:

Well I kept control of the system, but I am being attacked by another Imperial player next, who was watching the game with interest.

Oh I used the new nova cannon rules for the first time.  They seem fine by me (despite losing a ravager and onslaught to it.).


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 Post subject: Orks in BFG
PostPosted: Mon Jan 20, 2003 12:20 pm 
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Quote (CyberShadow @ 17 2003 Jan.,22:07)
We,, I got Gothic Mag 13 a day or two ago. You should really look at this. It has the rules for the Hammer, and the four varieties of Battle Kroozer. I will be getting the one with the Bombardment Cannon! Good luck with the game.

A guy at the club has also recieved this issue, he's the imperial player I play next.  I think I will get this issue, the first for a few months.


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 Post subject: Orks in BFG
PostPosted: Wed Jan 22, 2003 4:07 pm 
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Just a further note about Orks in BFG. I played a game against Cybershadow at the weekend (Battle report and BFG scenario forthcoming on this very site). I played Imperial and my admittedly outnumbered fleet was soundly thrashed. This was partly due to poor tactics on my part but I would also like to point out that Ork Kroozers are fearsome at close range. Their double hits with heavy guns and +1 in Teleport attacks were surprisingly devastating. 3 kroozers succeeded in taking down a battleship and a battlecruiser. My advice to any Imperial player is to open the range up as soon as possible.

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 Post subject: Orks in BFG
PostPosted: Wed Jan 22, 2003 10:28 pm 
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Yes, hi mate. Something that struck me was the complete change in effectiveness of the Kroozers depending on the distance. At only 30cm, I struggled just to take down the shields of the Battleship. At about 10cm they were a lot more effective! Much nicer.

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 Post subject: Orks in BFG
PostPosted: Fri Jan 24, 2003 3:39 pm 
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The range is a big problem for the Orks, which is where I found the hammer helped out loads.  It has a forward gun battery of D6+6 at 45cm.  This at least had some result, although at best it knocked down two shields, so you still need to back it up.

I have another game for tonight.  Another Imperial player, but this time a veteran.  Lets see how well I do this time. The tactics and fleet I'm going to use will be the same.  Assault Boats to take out Escorts, and then close in on the cruisers, pick on one at a time.  This time though, I dont think I'll do any rash ramming.


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 Post subject: Orks in BFG
PostPosted: Mon Jan 27, 2003 12:26 pm 
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Well, Friday I had two more games of BFG for the campaign.

First up was the Chaos player I took the mining world off.  He now only has one planet, so his resources are low.  He decided to try and take back his planet.

The game started well enough.  I churned out my usual amount of assault boats, but he also sent out some fighters to reduce the amount.  He took some casualties, but at long range, I was taking the most.  The pride and joy of my fleet, the hammer, was crippled with 5 points lost.  However, I had now got close, and the Ork fire power took its toll.  I fired everything point blank at his fleet.  His carrier (not the styx, the other one) suffered a close assault from gunz, heavy gunz and bombardment cannons.  It lost all its 8 points in one round.  The torpedoes were launched from my Raveners into his murder, after recieving hits from a total of 16 torpdeoes (from just 4 ravagers) it was crippled badly.  My assault boats then took care of the last of his escorts.

The game ended in my next turn, after I finished off his murder.  He had lost his entire fleet, which he cannot replace as he only has one planet allowing just 2 repair points.


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 Post subject: Orks in BFG
PostPosted: Mon Jan 27, 2003 12:53 pm 
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Game 2 was me attacking an Agri world.  This was defended by the guy in 2 place in the tournament (I'm now first  :cool:   ) and who is quite a good player. (so I wasn't confident)

He had a Dauntless, except it was fitted out as a carrier with three lances (didn't even know about it 'till then) a cruiser with a nova cannon (?) and another cruiser (cant remember which they were) Also in his fleet he had a defence monitor (the firepower 8, 1 lance thing).

I had my usual Hammer, Terror ship and a squadron of two onslaughts plus ravager. (the way the fleet lists work, is you choose a 1000pt list [with a leader free]) and then you pick your ships to use in each engagement from that.  Attackers choose 600pts, defenders 700pts.)

With being out numbered, I was a bit worried.  We had a few people around us too, as we are the two current leaders.  Everyone had apparantly pursuaded him to play me as I was destroying everyones fleets, and they were struggling to repair them.

He won first turn, and slowly advanced.  His nova cannon hit the hammer dead on, and dropped its three shields and took off a point of damage.  I decided that had to go, before I did. (I had been warned it had effectively won him a couple of games.)

I advanced asap, at my free all ahead full.  I launched my craft, although they were at half effect.  I had to get them after that nova cannon though.

He didn't realise the defence monitor was so slow, and left it behind.  I turned all my fleet, and concentrated on his cruiser without the nova cannon and his dauntless thing that were clumped together.  This left his other cruiser out of range on its own.  I sent my assault boats after this.

I lost two of my escorts to nova cannon fire, and my terror ship was crippled by the combined fire of the cruiser and dauntless lances.  It was now my turn though, and after burning retros to turn my terror ship, I fired at point blank with my hammer, terror and 1 onslaught remaining.  (i had got my kruisers facing his cruiser with their bases only about 3cm apart, and the dauntless to their side about 4 cm away.  It was very congested).  My onsluaght fired on his dauntless and took down its shield.  My terror then fired its side weapons at it, but with it being crippled missed, even at that close range.  My hammer then opened fire, and failed to hurt it with its regular gunz, the heavy gunz then fired though, and caused 3 hits.  Doubled up, that meant 6 = death.  The first drifting hulk.

The two kruizers then fired there forward armamnet at the cruiser in front.  The terror unleashed its normal gunz and heavy gunz dropping its shields and causing a hit.  The hammer then fired its gunz causing another two hits.  Its bombardment cannon then fired hitting twice more and causing two criticals with its 4+. One hit caused the starboard weapons to fail, the other was a double 6!  I rolled the dice and got a 5.  Rolling on the catastrophic table, my opponent asked me to carry on with my high rolling (if there was an explosion, I was so close it would hit my entire fleet.  And as we were so close, the blast markers on his ships were also touching mine so my shields were down too.)  I let him down though, and another crusier became a drifting hulk.

My assault boats succeded in damaging the nova cannon on the other cruiser (but he repaired it anyway) and In my next turn I destroyed the defence monitor.  Lack of time caused us to end the game, but he conceeded anyway as he only had his one cruiser left, which had damaged weapons.  I had my hammer (down one point) my terror (still with 5 points) and an Onslaught.

This means this Friday I land on his planet with a full 1500pts of 40K as all my troops were on the hamer (eggs all in one basket  :O )  To defend he will have 1000pts plus D3 x 100pts (for a total of 1100-1300pts) So I'm pretty confident in taking another planet.  Even though an agri world is crap.

Phew, wrote a lot. Sorry.  So far, the low points cost of the fleets is really helping me.  As Orks are a raider force, they aren't outclassed in such a small force.  Dont know how I'd do in 1500+ battles.


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 Post subject: Orks in BFG
PostPosted: Mon Jan 27, 2003 1:24 pm 
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I like this thread. After all of those people who keep saying how much the Orks are broken, it is great to see you wiping the void using them. Keep it up!  :blues:

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 Post subject: Orks in BFG
PostPosted: Mon Jan 27, 2003 2:02 pm 
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I have to admit that the star of my fleet so far is the hammer though.  If I were just using blue book cruisers, I may not be quite so fortunant.  The Hammer has alot of weaponry, aswell as an increased range.

Also, with only small fleets in the tourny, it really helps raiding fleets.


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 Post subject: Orks in BFG
PostPosted: Mon Jan 27, 2003 2:11 pm 
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Does it actually help the raiding fleets, or does it simply not disadvantage them and put them on an evan keel?

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 Post subject: Orks in BFG
PostPosted: Mon Jan 27, 2003 3:03 pm 
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Sorry, a bit misleading that.  It puts them on an even keel.  They aren't more powerful than the regular Imperial and chaos lists by any means.  The main advantage is their carriers are so cheap, that you can get attack craft without sinking a huge amount of points in a carrier. Also the carriers are still effective at attacking, and dont have to sit back.  The draw back comes with the fact that ork fighter bombers are absolutly rubbish.  I never launch any at all, just assault boats.  Which means you dont effect enemy cruisers too much, just damaged weapon systems.


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 Post subject: Orks in BFG
PostPosted: Fri Feb 07, 2003 12:21 pm 
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Another Friday, another campaign day.  :blues:

Today I plan on killing as many things as possible.  I really want to start taking over the sector.  It maybe a little difficult as I got a large portion of the weekly newsletter dedicated to my WAAGH (as I'm top  :p   )

In the article it told of how I like to 'put my eggs in one basket' so everyone will be targetting my hammer with everything they have.

I still have the planet to land on (the guy never turned up last week.) and then I'm going to attack the imperial player I took the mining world off on the first day, and wipe him out of the campaign, and then attack his dad (the chaos player) and start taking his systems away from him.  If I succeed in this, I will have about a third of the sector.  And there are about 15-20 players, so I should be in a good position.  I have a feeling though, that I will be picked on.

I may even try for the forge world in the centre of the sector, but there's about 3 worlds between me and it, so I'll have to get a good WWAAAGHHH going.

Last week saw the opening of a couple of new warp links, so I may even have a line to other players.

I'm starting to feel confident, cocky even, which is bound to be my downfall.  But like the orkzys say,

'we Orkz never luuz.  If we runz away, we can alwayz av annuver go.'


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