Login |  Register |  FAQ
   
Post new topic Reply to topic  [ 21 posts ]  Go to page 1, 2  Next

Guide to Ork units advantages and disadvantages.

 Post subject: Guide to Ork units advantages and disadvantages.
PostPosted: Tue Jan 13, 2004 8:45 pm 
Brood Brother
Brood Brother

Joined: Tue Aug 12, 2003 4:35 pm
Posts: 313
I've decided to make a guide to the advantages and disadvantages of the different Ork units. It's something I could use myself and instead of asking for it I thought I'd have a go at making one. I have yet to play a game of EA so all help anyone can give would be much appreciated!

I thought I'd post it now as I work on it so I can incorporate any feedback and to check if people want it in the first place :).


Unit Name: Ork Boyz

Advantages:
Cheap (25), good in CC (4+), can move freely through most terrain and they also usually come with a free Grot to soak up enemy fire.

Disadvantages:
With a 6+ needed when shooting they are not going to hit much when taking a Double action (because of the extra -1), they are also slow (15cm) which can make it more difficult for them to get into hand to hand combat.


Unit Name: Warbikes

Advantages:
Cheap (25), very fast (35cm), decant guns vs infantry (5+) and good in CC (4+). These bikes can take a Double action, move 70cm then shoot at infantry within 15cm needing a 6 to hit, then next turn assault a formation up to 35cm away with a CC score of 4+.

Disadvantages:
Low armour (5+), counts as infantry so easier to hit, poor in a FF (6+), low weapon range (15cm), poor to hit vehicles (6+).


Unit Name: Warbuggies/Wartraks

Advantages:
Cheap (25), very fast (35cm), good guns (AP5+, AT5+, 30 range). With the move of these units they can get to where the shooting is needed, this is very useful for focusing casualties on or suppressing a formidable enemy formation.

Disadvantages:
These are LV's so can be hit by AP or AV rounds, poor in an assault (5+ CC, 5+ FF), low armour (5+).


Unit Name: Scorcha

Advantages:
Cheap (25), very fast (35cm), great guns vs infantry when in range (4+, ignores cover), great in a FF (4+).

Disadvantages:
These are LV's so can be hit by AP or AV rounds, poor weapon range (15cm), can't hit vehicles, low armour (5+), poor in CC 6+.

Strategy:
These are more support units, for instance if you have a formation just made up of these and someone assaults you in CC you will be devastated. Their advantage comes in because you often can't get all units in a formation into CC, so to get the most out of an assault formation you need a good amount of CC and a decant amount of FF.

How much FF you want in a formation depends on your opponent. For instance when fighting Space Marines you will probably be fighting small formations so only a limited number can get into CC, but if you fight Orks or Imperial Guard you may be up against larger formations where more units that can CC could be an advantage.


Stompas

Advantages:
Great armour (4+ & Reinforced), great gunz (2-3 AP5+, AT5+, 45 range), good in a FF or CC (4+), even better if you take the Kombat 'Ammer (base contact, MW, +1A).

Disadvantages:
Expensive (75), just as easy to suppress as any other normal Ork unit, slow (15cm).

Strategy:
These are tough to kill but can be easy to suppress, for instance it take an average of 36 shots, if the enemy needs 5+ to hit, to kill 3 stompas. But it only takes 3 formations to shoot at them to give 3 BM's and break them.

These are often used as shields for formations. This is because hits are allocated from the front of a formation to the back, so if you put a stompa or two in front the first 1 or 2 hits gets taken by the Stompa, and with their very thick armour they are move likely to survive then the other vehicles in the formation.


Unit Name: Stormboyz

Advantages:
Cheap (25), Fast (30cm), good at CC (4+), they have Jump Packs and are Scouts.

Disadvantages:
No weapons that work outside an assault, low save (6+), infantry so easy to hit, if they end their move in dangerous terrain they must take a dangerous terrain test.

Strategy:
Because of their 30cm movement and the fact that they have jump packs (which lets them jump over impassable of dangerous terrain) they can get to most places on the battlefield. A basic formation is also very cheap (150).

One strategy to use these advantages could be to buy a formation of these solely to charge an enemies barrage (or other vulnerable units at the back of the field) formation. With a 60 double or 90 march there is a decant chance they can get within range to assault on the next turn, this means the enemy can either let you assault, and quite probably loose their barrage, or send a formation to stop you. The formation sent to stop you is probably worth more then 150 points, so you have the enemy at a disadvantage while they deal with you, or you destroy or seriously damage a barrage formation worth most probably more then 150 points, so both ways you win.

Another way to exploit their strengths could be to use them as a shield to stop the enemy assaulting one of your formations. They are scouts, which means that they have a 10cm zone of control and only need to be within 20cm of each other instead of 5cm, this means that with only 6 units they can protect a whooping 120cm of battlefield. For the enemy to pass through this with ground troops they must first shoot a hole in it or assault it, both ways you have succeeded in making the enemy attack you instead of your guarded formation.




General Strategy

Plan your strategy before you build your army. This can be very important, for instance if you have found that large formations can work against one enemy it might be a disaster against another that has huge barrage formations.

Another thing to think about is the speed of your units, if you have an army that is mostly very fast and is going to charge into assault immediately you may not want some slow units that get left behind.

Think through how you will use each formation before you add it to your army list, if you can't think of how it will work with the rest of your formations it may be a good idea to get a diferant one.

Another thing to consider when building an Ork army is the fact that they get a +2 to initiative when taking double or engage actions. So if you are building a shooty army that mainly goes for sustained fire you may end up failing a fair amount of action tests.

_________________
Easy printing Reference Sheets and Army Lists
Pics of my mini's

John Baldock


Top
 Profile Send private message  
 
 Post subject: Guide to Ork units advantages and disadvantages.
PostPosted: Tue Jan 13, 2004 11:41 pm 
Brood Brother
Brood Brother

Joined: Sat Jan 03, 2004 6:07 pm
Posts: 489
looks good.

btw, Warbikes: "2.1.10: Mounted units count as vehicles for terrain effects, and as infantry for all other purposes"

_________________
Blastmarker.com


Top
 Profile Send private message  
 
 Post subject: Guide to Ork units advantages and disadvantages.
PostPosted: Wed Jan 14, 2004 12:05 am 
Brood Brother
Brood Brother

Joined: Mon Oct 13, 2003 10:54 pm
Posts: 3381
Location: First star to the right, and straight on till morning.
I thought at 15cm you had to use the FF value, not the weapon?


my2cents,

iblisdrax

_________________
"Have Leman Reuss, will travel"

"Hallo. My name is Indigo Montoya. You killed my father prepare to die!"


Top
 Profile Send private message  
 
 Post subject: Guide to Ork units advantages and disadvantages.
PostPosted: Wed Jan 14, 2004 12:17 am 
Brood Brother
Brood Brother

Joined: Tue Aug 12, 2003 4:35 pm
Posts: 313
Thanks for the replies!

I thought at 15cm you had to use the FF value, not the weapon?


I really don't think this is the case, if it was weapons with a range of only 15cm would be useless. I'll have a good check through the rule book in case though. :)

EDIT: Oh and please feel totally free to say if you feel I am spouting nonsense, I have played epic a fair bit but not EA so if I am wrong about something I would like to know!

_________________
Easy printing Reference Sheets and Army Lists
Pics of my mini's

John Baldock


Top
 Profile Send private message  
 
 Post subject: Guide to Ork units advantages and disadvantages.
PostPosted: Wed Jan 14, 2004 12:42 am 
Brood Brother
Brood Brother
User avatar

Joined: Tue Feb 25, 2003 11:49 am
Posts: 2830
Location: South East UK
Quote (Falesh @ 13 2004 Jan.,23:17)
Thanks for the replies!

I thought at 15cm you had to use the FF value, not the weapon?


I really don't think this is the case, if it was weapons with a range of only 15cm would be useless. I'll have a good check through the rule book in case though. :)

EDIT: Oh and please feel totally free to say if you feel I am spouting nonsense, I have played epic a fair bit but not EA so if I am wrong about something I would like to know!

No, you are correct. Unless an engage action is taken, normal ranged combat is used (where applicable).
Firefight values are ONLY used if an engage action is made.

_________________
Cheers,
Paul "TuffSkull" T.
http://hobbybrush.com - My New Website, with thousands of painted Mini Pics :)
http://hobbybrush.blogspot.com - My Hobby Blog
TuffSkull's notepad- My Old Blog on Wargames Wiki.


Top
 Profile Send private message  
 
 Post subject: Guide to Ork units advantages and disadvantages.
PostPosted: Wed Jan 14, 2004 12:49 am 
Brood Brother
Brood Brother
User avatar

Joined: Sun Feb 16, 2003 8:10 pm
Posts: 2642
Location: Edmonton, Alberta
Quote (TuffSkull @ 13 2004 Jan.,15:42)
No, you are correct. Unless an engage action is taken, normal ranged combat is used (where applicable).
Firefight values are ONLY used if an engage action is made.

The only exception to this rule (and its not for firing per se) is that Small Arms weapons that normally wouldn't be able to fire do count for Suppression if the target formation is within the range of the Small Arms weapon (usually 15cm)

_________________
Guns don't break formations. Blast Markers break formations.


Top
 Profile Send private message  
 
 Post subject: Guide to Ork units advantages and disadvantages.
PostPosted: Wed Jan 14, 2004 11:40 pm 
Brood Brother
Brood Brother

Joined: Tue Aug 12, 2003 4:35 pm
Posts: 313
I think I'm going to have to give up on this for now, I'm rapidly running out of ideas. I might pick it up again once I have played at least one game. ?:;):

_________________
Easy printing Reference Sheets and Army Lists
Pics of my mini's

John Baldock


Top
 Profile Send private message  
 
 Post subject: Guide to Ork units advantages and disadvantages.
PostPosted: Thu Jul 14, 2005 5:13 am 
Brood Brother
Brood Brother

Joined: Mon Jul 04, 2005 4:45 pm
Posts: 8139
Location: London
Cut from the forgeworld newsletter

Death from the Skies
Being a loyal Space Marine collector/sometimes player, I think I might have to give our resident Inquisitor a call because I must admit that I really, REALLY like Daren Parrwood?s new Chaos fighter. The Hell Blade quite obviously comes from the same twisted family as the Hell Talon but I think it is just downright beautiful! Why? Could be how it manages to be sleek and jagged at the same time but the Hell Blade just ticks all the right ?Must have one!? boxes in my head. For such a compact aircraft, 4 inches/100mm wide and 10 inches/250mm long, the Hell Blade will still pack a fair punch with two twin-linked autocannon, nearly the same firepower mustered by the Imperial Thunderbolt! Warwick should have some experimental rules ready for the Hell Blade soon so watch this space? The Hell Blade is available to pre-order now and orders will ship out from Monday August 1st.

I certainly hope that forgeworld releases the hellblade for Epic. However the note above puts its firepower as sub Imperial. So it becomes interesting to convert to epic. A direct conversion isn't possible if you wanted to stick to that (the beast would have 2 x range 45cm AP4+/AT5+/AA5+) so it raises the question how to convert to epic?

And the wider one - how to convert forgeworld aircraft to Epic. A direct conversion just doesn't seem to work.

_________________
If using E-Bay use this link to support Tac Com!
'Abolish red trousers?! Never! Red trousers are France!' – Eugene Etienne, War Minister, 1913
"Gentlemen, we may not make history tomorrow, but we shall certainly change the geography."
General Plumer, 191x


Top
 Profile Send private message  
 
 Post subject: Guide to Ork units advantages and disadvantages.
PostPosted: Thu Jul 14, 2005 5:21 am 
Brood Brother
Brood Brother
User avatar

Joined: Sun Feb 16, 2003 8:10 pm
Posts: 2642
Location: Edmonton, Alberta
Quote (The_Real_Chris @ 13 2005 July,21:13)
I certainly hope that forgeworld releases the hellblade for Epic.

According to Jervis there are no current plans for one. FW might produce one in the futre (probably will knowing them) but what it does mean is that there won't be an Epic version of it in time for the CSM list.

Sucks really.

_________________
Guns don't break formations. Blast Markers break formations.


Top
 Profile Send private message  
 
 Post subject: Guide to Ork units advantages and disadvantages.
PostPosted: Thu Jul 14, 2005 6:14 am 
Brood Brother
Brood Brother

Joined: Mon Jul 04, 2005 4:45 pm
Posts: 8139
Location: London
Is there any plans for the swiftdeath model (was it an epic40k one that didn't see light)? Or will we be using converted thunderbolts?

_________________
If using E-Bay use this link to support Tac Com!
'Abolish red trousers?! Never! Red trousers are France!' – Eugene Etienne, War Minister, 1913
"Gentlemen, we may not make history tomorrow, but we shall certainly change the geography."
General Plumer, 191x


Top
 Profile Send private message  
 
 Post subject: Guide to Ork units advantages and disadvantages.
PostPosted: Thu Jul 14, 2005 7:28 am 
Brood Brother
Brood Brother
User avatar

Joined: Sun Feb 16, 2003 8:10 pm
Posts: 2642
Location: Edmonton, Alberta
Quote (The_Real_Chris @ 13 2005 July,22:14)
Is there any plans for the swiftdeath model (was it an epic40k one that didn't see light)? Or will we be using converted thunderbolts?

There is already a model for the Swiftdeath.

_________________
Guns don't break formations. Blast Markers break formations.


Top
 Profile Send private message  
 
 Post subject: Guide to Ork units advantages and disadvantages.
PostPosted: Thu Jul 14, 2005 9:57 am 
Brood Brother
Brood Brother
User avatar

Joined: Fri Oct 31, 2003 7:52 am
Posts: 10348
Location: Malta
Quote (pixelgeek @ 14 2005 July,06:21)
Quote (The_Real_Chris @ 13 2005 July,21:13)
I certainly hope that forgeworld releases the hellblade for Epic.

According to Jervis there are no current plans for one. FW might produce one in the futre (probably will knowing them) but what it does mean is that there won't be an Epic version of it in time for the CSM list.

Sucks really.

Aha! A challenge! (and no, I don't mean convincing Jervis or FW to make a model).

Now someone please remind me not to jump up each time someone mentions an unavailable or weird model. I don't even KNOW what it looks like; and this is the second one today.... ?:( ?:p

Anyone interested is kindly asked not to expect anything soon - I take AGES to do anything. And in the end it won't look like the original at all.... as an example, I still havn't decided whether to use my last chaos conversion as a spawn or a Defiler or a Doomwheel. ?:{ ?:blush:

_________________
Back from oblivion (again)?


Top
 Profile Send private message  
 
 Post subject: Guide to Ork units advantages and disadvantages.
PostPosted: Thu Jul 14, 2005 10:01 am 
Brood Brother
Brood Brother
User avatar

Joined: Thu Feb 13, 2003 5:13 pm
Posts: 36984
Location: Ohio - USA
I have the Epic F/W Chaos aircraft ! :D

_________________
Legion 4 "Cry Havoc, and let slip the Dogs of War !" ... "People sleep peaceably in their beds at night only because rough men stand ready to do violence on their behalf."


Top
 Profile Send private message  
 
 Post subject: Guide to Ork units advantages and disadvantages.
PostPosted: Thu Jul 14, 2005 3:18 pm 
Brood Brother
Brood Brother
User avatar

Joined: Mon Jul 04, 2005 6:44 pm
Posts: 173
Location: Ottawa, Ontario, Canada
Quote (pixelgeek @ 14 2005 July,02:28)
Quote (The_Real_Chris @ 13 2005 July,22:14)
Is there any plans for the swiftdeath model (was it an epic40k one that didn't see light)? Or will we be using converted thunderbolts?

There is already a model for the Swiftdeath.

It would be nice if you could provide some details for those of us not so enlightened.

_________________
"I think I just had an evilgasm."


Top
 Profile Send private message  
 
 Post subject: Guide to Ork units advantages and disadvantages.
PostPosted: Thu Jul 14, 2005 5:53 pm 
Brood Brother
Brood Brother
User avatar

Joined: Sun Feb 16, 2003 8:10 pm
Posts: 2642
Location: Edmonton, Alberta
Quote (QuintAan @ 14 2005 July,07:18)
It would be nice if you could provide some details for those of us not so enlightened.

The plans are to just use the old Chaos Doomwing interceptor for the model or to allow players to mod up Thunderbolts.

So there isn't a "new" fig but simply a generic class of interceptor that players can use existing figs or build their own based on Imperial figs.

_________________
Guns don't break formations. Blast Markers break formations.


Top
 Profile Send private message  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 21 posts ]  Go to page 1, 2  Next


Who is online

Users browsing this forum: No registered users and 8 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  


Powered by phpBB ® Forum Software © phpBB Group
CoDFaction Style by Daniel St. Jules of Gamexe.net