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I was a Ork...for a while
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=4&t=466
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Author:  Cuban Commissar [ Sat Jan 17, 2004 1:47 am ]
Post subject:  I was a Ork...for a while

He guys,

We me and my friend swapped armies for a Epic:Armageddon game.

Well I'm glad I'm the imprial players.  Those pesky Humies have lost of fire power.  It's hard to get into close combat.  

In the end I lost.  It game down to one roll.  If I won the strategy phase two full warbands charge into close combat, , I even had the warboss in position.  If I lose I suffer the sustained of over half the Imperial army.  

Well Guess what happen...  :p

I was hoping the orks would do better they only have two victories in our games of Epic.

I definitely encouraging the use of an Orc lander with a upsized Stormboyz unit.

Any other ideas that work?

Thanks

Author:  thedlx [ Sun Jan 18, 2004 9:59 am ]
Post subject:  I was a Ork...for a while

Hi,


we had 6 or 7 games orks against ig and the ig only came out winning once. The following things were quite effective:


1) Fightabommas, typically our Ork player has 2 squadrons a 5 fightabommas. They have  a good chance of disrupting IG artillery batteries or at driving away the rough rider screen of the artillery or tank companies in a single action.

2) Mobile warbands. Battle/Gunfortress plus some battlewagonz or gunwagonz to deliver a warband with some extra nobz, boyz and gretchin.
Using a march action on the first turn you should be able to bring them into charge range in the first turn (deployment 15 on table + 90cm move + 5cm loading out troops = 110cm). The gretchin screen and hiding behind the battlefortress (warengines block los) helps surviving the one or two rounds of punishment, the nobz help removing the blast markers.
My opponent (Mark) typically uses gretchin in the first, then boys and then nobz in the third line to protect the nobz. I typically mix in some nobz in the first and second line to use the save against enemy fire and to increase the chance of getting them into close-combat.
You could add some stormboyz to the mob, with their 30cm move they don't even need a transport vehicle and increase your charge range. Dont forget you can charge the battlefortress into the enemy and push troops aside. You should see that it is in cc as you can then assign the first hits to the battlefortress and hope for the saving throws.

3) Deth-Koptas
good gun (for an ork), skimmer, fast, acceptable saving throw, very disruptive
prefer them very much to gunwagonz


4) Stompa mob with Soopastompa (how whats the exact name):
great firepower but because it is so slow you can usually not really fire before the second or third turn. But this mob usually draws unproportionally high attention from e.g. the leman russ companies and can sustain 3 turns of punishment from one leman russ company (if they stay at range > 60cm, if they don't, they risk a 6 barrage point macro weapon attack).


not effective:
we had a nice looking stormboyz mob with 2 skorchas in almost all ork games, they never did any damage and were killed/broken very early. but at least they drew some attention to themselves

warbands on foot -> simply to slow

Author:  Legion 4 [ Sun Jan 18, 2004 5:17 pm ]
Post subject:  I was a Ork...for a while

I try to give all my Epic forces some sort of transport ... I'm biased when it comes to Mech forces ...   :;):

Author:  Cuban Commissar [ Mon Jan 19, 2004 8:44 am ]
Post subject:  I was a Ork...for a while

Thanks Guys,

I'll pass it on.  I have a huge respect for fighter bombas. I couldn't believe how effective my Hydras where against ME.

Those bastrads  :p

Just because I shot their commanding officer for cowardice they have a gudge against you.

Author:  Legion 4 [ Mon Jan 19, 2004 6:35 pm ]
Post subject:  I was a Ork...for a while

Well ... that is a leadership technique ... it worked well for the Russians !  :o

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