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Ork advice

 Post subject: Ork advice
PostPosted: Thu Apr 12, 2012 5:07 pm 
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Hi,

Some of you may have seen my Epic Eldar army over on my blog: http://miniaturemiscellany.wordpress.com/category/epic-armageddon/. I have now decided to move on to building an ork army as they are very different from the Eldar both in terms of gameplay and painting and modelling opportunities. I was looking for some advice on how to go about creating an ork army. At the moment I have a load of infantry (probably enough for 3-4 standard formations), 8 bike stands, 8 buggies, 2 stompas and 4 dreadnoughts and I was wondering how people would recommend combining them to create detachments.

Also, I have a few general questions regarding orks. First of all, what is generally considered the optimum size for an ork mob in a game of 3,000 points? The normal size mobs seem a bit too fragile to me but I was wondering if big mobs are too expensive for games of this size. Also, do people find it best to use orc detachments that specialise in one area (close combat, shooting etc) or a detachment that contains a mix of units that can operate independently of other detachments? A good, all round formation has its appeal but seems very expensive in terms of points.
Would you recommend using stompas as part of infantry formations or having them as stompa mobs, perhaps supported by some dreads/killa kans?

Also, what role do people generally use stormboyz and kommandos for? Are they best added to other units or deployed as a stormboyz warhorde?

I'd love to hear people's opinions and advice both regarding these questions and any other advice you may have for an aspiring ork warboss.

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 Post subject: Re: Ork advice
PostPosted: Thu Apr 12, 2012 5:44 pm 
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Hi- nice blog. Enjoyed your Eldar.

Good start with your warbands.

Stompa mobz are minimum of 3 Stompas but you could add your Stompas to footslogging warbands. I do plan on adding some Dreads to my Goff warbands.

For my KoS I am trying to keep Warbikes and Buggies/Skorchas in separate mobz, as Warbikes are mounted infantry and others are LV.

Cheers

James

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 Post subject: Re: Ork advice
PostPosted: Thu Apr 12, 2012 5:56 pm 
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On the mob size if we look at the lists used in the Epic UK scene (http://epic-uk.co.uk/ukepicachampionship/albyr.php) we can see that there is a good mix of normal warbands, upgraded normal warbands and big warbands. Usually when you are upgrading make sure you cannot do it cheaper / with a better ocmbination by adding the +1 boy +1 grot option. This gives you a much better proportion of grotz to important stuff, and can sometimes work out cheaper. The same can be said for the Nobz upgrade for the extra Leader ability.

When it comes to running stompa mobs, I think it is generally accepted that adding some killa kans / dreadnaughts is a really good idea for a few reasons.
If you are facing good MW or TK firepower you can throw them to the front of the formation to soak up hits that would other wise waste your stompas, or if you are facing relatively weak AT firepower hold them behind your 4+ RA armoured Stompas.

They give you more units in the formation for a relatively cheap price, meaning you keep your mob-up bonus longer and are less susceptible to breaking than minimum sized stompa mobs.

They are actually surprisingly good in assault and add lots of nice MW CC to any formation of shooty Stompas. I think shooty stompas are probably you best best for load out but others may disagree.

Stormboys and Kommandos seem to be best kept seperate to make the most of their special rules, possibly deploying from a Landa.

About the limit of my Orky knowledge!

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 Post subject: Re: Ork advice
PostPosted: Thu Apr 12, 2012 9:21 pm 
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I like stormboyz in their own separate squad. I usually take a couple of formations. Things I like about them are:

1) Cheap formation, so good for boosting your number of activations, giving you the chance to control the game.

2) Infantry formation, so can take full advantage of cover and can garrison.

3) Fast and can jump over stuff, so very flexible for redeploying and useful for last turn grabbing/contesting of objectives.

4) Scout special rule means that they are even more flexible. They can string out in a long chain to hold two objectives at once (not very robustly, but that might not matter on the last turn). They can string out in a long chain to get right in the face of an important enemy formation or two, stopping them moving towards objectives or forcing them to clear the scouts away and waste their turn. They can screen valuable units. They can use the annoying 10cm scout ZoC to force an enemy to move when it might not want to (eg artillery that wants to fire indirectly).

5) They can be great to trigger assaults, bringing in the firepower of something more powerful. They won’t beat up much on their own, but the following can work nicely. Double an uge kult of speed full of skorchas to within 15cm of an enemy and shoot at them. The shooting may not kill much, but it will place blast markers. Then retain with the stormboyz (on a 2+) and engage the softened up enemy (you don’t even need to get in to base to base, even though the stormboyz are poor at firefights). Just be careful to set it up so the stormboyz don’t all get killed and then you will be able to call on the awesome firefight support of the kult of speed. Stormboyz are good at this because they are manoeuvrable enough to give you a pretty good range for triggering assaults, even with a single move. And it’s certainly satisfying to get to use the kult of speed’s firefight after it’s already moved 70cm and shot in the turn :) .


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 Post subject: Re: Ork advice
PostPosted: Thu Apr 12, 2012 9:45 pm 
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Excellent blog and models, by the way! I love what you've done with that Phantom titan.


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 Post subject: Re: Ork advice
PostPosted: Sat Apr 14, 2012 4:28 pm 
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Thanks for the advice guys, it really is appreciated. I'm also glad that you like my blog. I have made some progress with painting on my orks which you can see here: http://miniaturemiscellany.wordpress.co ... st-models/

wargame_insomniac wrote:
For my KoS I am trying to keep Warbikes and Buggies/Skorchas in separate mobz, as Warbikes are mounted infantry and others are LV.


Is this an issue? I know that this means that the formation can suffer casualties from both AP and AT fire but other than this is it a hindrance to mix infantry and vehicles? In my Eldar army I have a Viper in a Jetbike formation and this has never caused me any problems.

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 Post subject: Re: Ork advice
PostPosted: Sat Apr 14, 2012 4:32 pm 
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I like cc stompas so I can take a shooty super stompa. I add flak wagons and kans to my stompa mobs.

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 Post subject: Re: Ork advice
PostPosted: Sat Apr 14, 2012 7:15 pm 
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Thelosthobbit wrote:
wargame_insomniac wrote:
For my KoS I am trying to keep Warbikes and Buggies/Skorchas in separate mobz, as Warbikes are mounted infantry and others are LV.


Is this an issue? I know that this means that the formation can suffer casualties from both AP and AT fire but other than this is it a hindrance to mix infantry and vehicles? In my Eldar army I have a Viper in a Jetbike formation and this has never caused me any problems.

So far I have been tring them separate and I think I prefer it. So many formations have the ability to do both AP and AT shooting that i don't like giving them an optimal target.

Have nt yet played with Vypers so can't comment. I imagine 1 Vyper in jetbike formation is fine- would nt want more but my opinion might change if I play with them regularly.

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 Post subject: Re: Ork advice
PostPosted: Sat Apr 14, 2012 9:40 pm 
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Evil and Chaos wrote:
I like cc stompas so I can take a shooty super stompa. I add flak wagons and kans to my stompa mobs.


Yeah this is something I've done too. I think the Supa-Stompa is awsome! I allways take one, and the formation usually goes with a flak wagon and some extra dreadnoughts (don't have kan miniatures).

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 Post subject: Re: Ork advice
PostPosted: Thu May 24, 2012 12:42 pm 
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Thanks for all the advice. For those of you who haven't seen already, I have started work on this army as part of the Tale of Epic Gamers:

viewtopic.php?f=119&t=23301

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 Post subject: Re: Ork advice
PostPosted: Fri May 25, 2012 2:21 pm 
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Have you checked out the Ork General Strategy thread.


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 Post subject: Re: Ork advice
PostPosted: Mon May 28, 2012 11:44 am 
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No, I hadn't spotted it. Thanks for the tip.

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