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Finally got my copy

 Post subject: Finally got my copy
PostPosted: Wed Jun 04, 2003 5:18 am 
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Hello all,

I'm new to Epic-Armageddon and I'd like to get all of your opinions on my Ork army list. I know that a 2,000 point army is a little on the small side.

? ? Uge warband w/Oddboy
? ? Big warband w/6 Nobz,5 Komandoes, Oddboy
? ? Kult of Speed (5 warbikes)
? ? Mekboy Stompa Mob w/2 Stompas
? ? Mekboy Gunzmob w/2 Big Gunz,Oddboy

What do you think I need to add/take away? ?
Any suggestions would be welcome.

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 Post subject: Finally got my copy
PostPosted: Wed Jun 04, 2003 6:58 am 
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I'm new to Epic-Armageddon and I'd like to get all of your opinions on my Ork army list. I know that a 2,000 point army is a little on the small side.

   Uge warband w/Oddboy
   Big warband w/6 Nobz,5 Komandoes, Oddboy
   Kult of Speed (5 warbikes)
   Mekboy Stompa Mob w/2 Stompas
   Mekboy Gunzmob w/2 Big Gunz,Oddboy

What do you think I need to add/take away?  
Any suggestions would be welcome.


Von Kempln,

I like your list. It seems pretty solid just as it is. I think that it will need very little modification to win games for you.

It seems to be a pretty balanced and flexible Ork army. You might want to specialize a little more. I personally like to always bring a Gargant as well. It frustrates the enemy to have a piece they probably can't destroy. Gargants also act as great shot absorbers.

Here's my suggestion how to use your list:

- Uge warband w/Oddboy:
Use this unit as your anchor in the center and have it alternate a fast advance with defensive function on overwatch.

- Big warband w/6 Nobz,5 Komandos, Oddboy:
This should be an agressive unit that wants to close with the enemy. I would deploy it near the center, but have it take a mostly take a flank route to the enemy.

- Kult of Speed (5 warbikes):
This is you flanker unit and useful for taking objectives. Don't use it as a "stand and deliver" unit because it can't take punishment.

- Mekboy Stompa Mob w/2 Stompas:
This is another unit that should be used aggresively. Use it as a ready reserve behind the infantry line to have a ready CC unit.  

- Mekboy Gunzmob w/2 Big Gunz,Oddboy:
I use gunz defensively behind Ork foot warbands. The gunz really discourage close combat since they will take a big chunk out of a charging force if on overwatch. Expect enemy artillary to go after them like a mosquito around sugar.

Best of luck and Shalom,
Maksim-Smelchak.

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 Post subject: Finally got my copy
PostPosted: Wed Jun 04, 2003 4:49 pm 
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>> Uge warband w/Oddboy

Why the oddboy? ?Personally, I don't think upgrading a nobz stand is worth the points.

>> ? Big warband w/6 Nobz,5 Komandoes, Oddboy

Same.

>> ? ?Kult of Speed (5 warbikes)

Fine, but I prefer them larger, just in case. ?If you base your bikes 2 per stand in the old-fashined way, you will get a couple extra stands out of it.

>> ? ?Mekboy Stompa Mob w/2 Stompas

5 Stompas is great. ?If you have a dread or two to drop out front, I think they help a lot.

>> ? ?Mekboy Gunzmob w/2 Big Gunz,Oddboy

More gunz! :D ? These are cheap, effective units. ?If you have enough boyz, I suggest adding 6 boyz/grotz to them in order to get the mob-up advantage and the grots to screen. ?Again, I think the Oddboy is questionable. ?A single 2BP attack is not that effective in most cases, but it's better than a Nobz upgrade.

I like it also, especially the fact that everything except the bikez can garrison.

===============

As far as other options:

I might go for 3 infantry units instead of 2. ?2 Big Warbands (still 20 units each), and a warband with the extra nobz and Komandoes as the "elite" company would give you more flexibility while not giving up much staying power or mob-up ability.

Stompas can be added to warbands, so you could do something like:

Big Warband w/ nobz and kommandoes (assault)
Big warband (flexible/assault)
Warband w/ 1 or 2 stompas (a take and hold force)
Stompas (3 or 4 is still enough to support other detachments)
Bikez
Gunz

Adding sormboyz could also boost your Warbands if you want to go with 3 instead of 2. ?More than one stand will hurt your garrison ability so one per formation is probably best, but I'd rather have some extra boyz and bikez than the Oddboyz for the same points.

In any case, not too shabby for 5 sprues of infantry.

You might also check out the "New to Orks" thread for more general discussion of formations.

http://www.epic40k.co.uk/epicomm....59;st=0

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 Post subject: Finally got my copy
PostPosted: Wed Jun 04, 2003 6:13 pm 
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Thanks everyone!

I am in Jackson, MS and Epic advice is hard to come by. ?
Most people, including myself, are loyal followers of Epic-40k. ?
Old habits die hard. :D

Right now I need to concentrate on getting my warbands painted. I'm trying to get a good color scheme for the Crooked Moon Tribe.

A gamer's job is never done!

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 Post subject: Finally got my copy
PostPosted: Wed Jun 18, 2003 8:32 pm 
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Thread recycle:

Maksim:  Have you been reading the playtest forum?  There's a long thread about how the Ork army list is too tough.  

Basically, it revolves around the advantage that Orks can get by taking hordes of small formations.  All the extra activations gives them a lot of tactical flexibility and individual detachments are so small they are disposable.

I was initially resistant to the idea and thought that the battle reports sounded as if the Ork opponents were just making mistakes.  However, when every single playtest comes up with the same results, it's hard to believe that's coincidence.

I think the strategic flexibility must be a very strong point for the orks, but there seems to be something terribly un-Orky about it.

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 Post subject: Finally got my copy
PostPosted: Thu Jun 19, 2003 1:52 am 
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Neal,

Maksim:  Have you been reading the playtest forum? There's a long thread about how the Ork army list is too tough.


I glanced over this post, but don't recall it in great detail other than what you specified below.

Basically, it revolves around the advantage that Orks can get by taking hordes of small formations.  All the extra activations gives them a lot of tactical flexibility and individual detachments are so small they are disposable.

I was initially resistant to the idea and thought that the battle reports sounded as if the Ork opponents were just making mistakes.  However, when every single playtest comes up with the same results, it's hard to believe that's coincidence.

I think the strategic flexibility must be a very strong point for the orks, but there seems to be something terribly un-Orky about it.


I haven't tried it yet, but i understand that it works pretty well.

I agree that it doesn't seem too terribly Orky, but with all the handicaps the Orks have recieved, it's sort of nice to see someone break the list and STILL have them win!  :D

Shalom,
Maksim-Smelchak.

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 Post subject: Finally got my copy
PostPosted: Mon Jun 23, 2003 6:30 pm 
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Maksim:  I moved this over here to avoid thread crossover.

Let me try a different direction.

What strategic choices do you want available to Orks?

In what way the changes you want to the Ork army list provide those?

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 Post subject: Finally got my copy
PostPosted: Mon Jun 23, 2003 7:02 pm 
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Neil,

Basically, it revolves around the advantage that Orks can get by taking hordes of small formations.  All the extra activations gives them a lot of tactical flexibility and individual detachments are so small they are disposable.

I was initially resistant to the idea and thought that the battle reports sounded as if the Ork opponents were just making mistakes.  However, when every single playtest comes up with the same results, it's hard to believe that's coincidence.

I think the strategic flexibility must be a very strong point for the orks, but there seems to be something terribly un-Orky about it.  


I guess the attack of the pipsqueak units has been controlled by JJ's new rules that at least half of the Ork formations must be double-sized.

The whole 'Big' and 'Uge' sounds an awful lot like the supersizing that fast food restaurants offer!  :D

Shalom,
Maksim-Smelchak.

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 Post subject: Finally got my copy
PostPosted: Mon Jun 23, 2003 7:04 pm 
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Neil,

Let me try a different direction.

What strategic choices do you want available to Orks?

In what way the changes you want to the Ork army list provide those?  


I'm getting ready to head out the door so I'll think about this while on errands and get back to you. I should to respond to the "Arty" topic ASAP as well.

Shalom,
Maksim-Smelchak.

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 Post subject: Finally got my copy
PostPosted: Mon Jun 23, 2003 9:56 pm 
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Neil,

What strategic choices would you want to be available to Orks?


Actually, I'm pretty happy with the ammended by errata list.

I still have my reservations about a few of the Ork stats, but I'm pretty happy with things how they are.

Battlefortresses still need variable loads though.

Supagunz should have a mobile version or Battlefortresses with the option to carry them.

The SupaStompa seems a tad expensive for its' capabilty.

What do you think?

In what ways would the changes you desire for the Orks be provided to the army list?


At this point, cost adjustment and the addition of a few units would wrap things up.

That is until the Feral Orks list comes out... :;):  

Shalom,
Maksim-Smelchak.

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 Post subject: Finally got my copy
PostPosted: Tue Jun 24, 2003 4:39 pm 
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Maksim:  Apparently, we are in agreement.  That's not supposed to happen...

Just out of curiosity, did you convince me, or did I convince you? :D

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 Post subject: Finally got my copy
PostPosted: Tue Jun 24, 2003 8:52 pm 
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Neil,

Maksim:  Apparently, we are in agreement.  That's not supposed to happen...
Just out of curiosity, did you convince me, or did I convince you?


If you're asking me then... I WIN!  :D

Shalom,
Maksim-Smelchak.

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 Post subject: Finally got my copy
PostPosted: Wed Jun 25, 2003 9:49 am 
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Orks too tough?!? They are on around 46% win ratio on the battlestats, if anything Eldar are too tough, creeping up to just over 58% win ratio...

There isn't enough data yet to comment on Tyranids but there appears to be some issues there.

Orks 46.43 % (wins 117, losses 135)
Eldar 58.02 % (wins 76, losses 55)
Tyranid 36.84 % (wins 7, losses 12)

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 Post subject: Finally got my copy
PostPosted: Wed Jun 25, 2003 3:03 pm 
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I would imagine as people work out how to defeat the Eldar the stats will come down. Once they've played as many as the Orks, if they are still up there, then yes maybe they do need a little attention.

The only thing is, with the lists changing all the time, you can't be guaranteed which rules people are using for the stats.


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 Post subject: Finally got my copy
PostPosted: Wed Jun 25, 2003 3:23 pm 
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Yeah,
That's my problem with those stats. They were reset once, iirc, but there have already been some big changes, so those stats are composites of a bunch of stuff.

I think the recent Ork list changes will help their win percentage. Flakwagons are now interchangeable with Gunwagons - same slots in the army list, same transport ability. The only difference is the gun, which loses 15cm range in return for AA6+.

Personally, I rarely have Wagons sitting back to fire, so I will play almost exclusively Flakwagons. Aircraft should have a much harder time against Orks now, doubly so since they can field gigantic formations of Fighta-bommas.

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