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Bad Moon Tactics

 Post subject: Bad Moon Tactics
PostPosted: Tue Jan 31, 2006 11:22 pm 
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Per a couple requests, below is the unedited version of the tactics section that I had originally written for a Bad Moon theme article.
======================

Bad Moons Tactics

Bad Moon armies differ slightly from typical Ork armies.  While they are still a horde army and still very good at attrition style tactics, their expensive upgrades means they tend to field smaller numbers of units.  The trade off for these smaller numbers is a significant increase in ranged fire and firefight ability.  Basically, the Bad Moons are just shootier than other clans.

Contrary to popular perception, Orks are not especially lacking in ranged firepower.  This is especially true for a Bad Moon clan going to war.  The challenge is not limited firepower, but that Ork command and control issues make it difficult to use the firepower they have.  Luckily, proper application of tactics can mitigate this weakness somewhat.

The challenge of using Ork ranged fire is their 3+ initiative.  With a -1 activation if the formation has BMs, it is quire risky to attempt any actions except those that grant the +2 Waagh bonus to activation.  Obviously, Engage and Double Move actions are unsatisfactory for using ranged fire.

The best way to avoid the pitfalls of failed activations is to maneuver within firing range in one action, then attempt Sustained Fire on the next action.  That way if you fail the activation you lose only the +1 for sustained and can still fire normally at the target (minus the suppression for the BM gained for failing activation, of course).

Quite naturally, this requires some advance planning and set up on the part of the Ork player.  An end-of-turn/beginning-of-turn activation tactic is best to give your opponent the least amount of time to move out of your field of fire.  Near the end of the turn, use a Double Move action to get in range and fire at the target, then early the following turn, activate the formation and fire again.  Since the Orks? Strategy Rating of 3 cannot be counted on to consistently win the strategy roll at the beginning of the turn it is best to make certain there is an alternate target in range.  If your primary target evacuates, you can try to chase them with a Move action or attempt Sustained fire at the alternate target, but either way you can use a Hold action to fire at the alternate if you fail activation.

I?m not making the claim this is an easy tactic, but it will definitely startle your opponent when a formation of Orks who ?can?t shoot? blast a hole in their lines for the first time.

There are also some specific things to note with respect to formations with Bad Moon style upgrades.

Mounted Warbands ? Keep in mind that a formation mounted in wagons has gained a lot more flexibility than the footsloggers.  Beyond the obvious speed issue, wagons have good ranged fire and better Firefight values than Ork infantry.  Their speed allows them to Double Move into position to support an Engagement, Engage themselves on the following turn, or us Sustained Fire on the following turn.

Walker Warbands ? These are warbands heavy in Killa Kanz, Dreadnoughts, and Stompas.  They are slow and because they include higher points-cost units they will be smaller and less able to channel the enemy.  Because of that, it?s necessary to make the enemy come to you.  I have found the best use of the formations is to drive directly toward enemy objectives.  You can divert them to hit the enemy only if you will be able to maintain your drive afterwards.  This is a rare case for Orks where inflicting casualties on the enemy does not override other concerns.

Gunz Mobz ? These are great Bad Moon formations and there are several tactics, depending on the way you want to structure your army.  For ease of reference, I?ve labeled them Base of Fire, Aggressive Gunz, and Popcorn.  It?s also worth noting that large mobz of gunz come in a couple of forms.  Obviously, you can build them out of Big or Uge Gunzmob formations.  This allows lots of cheap gunz and access to multiple Oddboyz upgrades but they are somewhat fragile.  Adding Nobz will help greatly in reducing BMs, which you will need because Gunz don?t count for Mob Up bonuses.  The second way of building a mob is by starting with the standard Warband and adding Big Gunz units as Extras.  This is more expensive, but has obvious advantages as far as making the mob much more durable.  Either approach is completely valid and you should probably choose based on your personal preferences and play style.

Base of Fire ? This is the classic shooty formation tactic.  Garrison the mob in cover with a good field of fire and wait for the enemy to poke their heads out.  This works best with a large formation, reinforced as much as possible.  Otherwise, the enemy may be able to inflict enough casualties to seriously hinder your effectiveness before you can fire a good volley.  The only drawback is that you may end up using your Supreme Commander Initiative Reroll because you really want that Sustained Fire bonus.

Aggressive Gunz ? This is my personal favorite way to use Big Gunz.  As with Base of Fire it requires a large mob that you garrison.  The difference is that the primary goal is forward movement.  Just as a Warband formation can be used to press forward and corral the enemy, a Big Gunz formation can do so.  Double Moves should be the standard, so you will get the +2 Waagh activation bonus.  Also, with 10-15 units at 5+FF, engaging in a firefight is a respectable option.  Be sure to look for a corridor of terrain that the mob can use to leapfrog across the board because without some extra defense Big Gunz are more vulnerable than most Ork infantry.

Popcorn ? As the name implies, this tactic will result in lots of formations breaking, or ?popping,? hence the name.  Luckily, you will have lots of formations.  The basic idea is similar to Base of Fire but instead of a single large mob, you field lots of smaller mobz.  At 125 points for 5 gunz, you can field 4 formations for a mere 500 points.  This will start you out with a great advantage of activations and allow you to place a lot of BMs through sheer volume.  The mobz will break easily if pressed but odds are good that some will recover quickly, maintaining some of the activation advantage and basically keeping lots of potential targets in the enemy?s face.  It?s not worth buying upgrades for the most part but one particularly wicked combination presents itself ? SupaZzap Gunz.  Putting a single SupaZzap in each would put the cost of 4 formations up to 700 points, but that is 4 TKd3 weapons running around the board.  If the enemy has any substantial number of warengines, the pressure it can apply is more than worth the cost.

====

Obviously, the final form of the Garrison OW rule will affect these tactics, generally imiproving them considerably.

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 Post subject: Bad Moon Tactics
PostPosted: Wed Feb 01, 2006 3:02 pm 
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Thanks for the article Neal!

You didn't mention one of my favorite dakka formations:

Big guns+wagons.

Admitedly, ?it becomes more expensive than we are used to see in a big gun formation but:

deployed next to the vehcle, ?the guns get a 4+ cover save.
You add the big gun from the wagon to the dakka in the formation.

Since battlewagons and flakkwagons are both the same cost, its usually better to take all flakks for the extra dakka at shorter range. ?It also becomes a HUGE AA threat to the enemy.

It's basicaly a shooty blitz brigade. ?

If only big gunz could take gunwagons... that would be the perfect kombo.






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 Post subject: Bad Moon Tactics
PostPosted: Wed Feb 01, 2006 3:51 pm 
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I've thought of that, but never used it.  Specifically, I built this formation for my Evil Sunz army:

Big Gunz Formation
2 Oddboyz
2 Nobz
2 Battlewagons (to transport the Nobz w/gun)
6 Gunwagons
575 points

In a rare case, I stuck with the Gunwagons over flakwagons because all the Big Gunz are 45cm range and the Oddboyz 60cm range.  I would rather allow them to stay back a bit and not close to 30cm to maximize firepower.  It only has 10 units for MobUp, but that's still vastly better than most Gunzmobz.

I also built a similar formation for my Speed Freeks army (which is really just my Evils Sunz army, rearranged for the SF army list).  It's a Speed Freeks mob with added flakwagons and big gunz.  It does count on getting within 30cm, though, because I had to start with the large number of 30cm shots on the boyz/nobz.

===

I have a Speed Freek game scheduled for this weekend, so I may just pull that out to try it...

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 Post subject: Bad Moon Tactics
PostPosted: Wed Feb 01, 2006 4:33 pm 
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Thanks for the article, Neal. Very informative. :cool:

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 Post subject: Bad Moon Tactics
PostPosted: Thu Feb 02, 2006 2:05 am 
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Tims favourite Ork formation - 4 strong flak wagon brigade, 150 points. Say 4 of those? :)

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 Post subject: Bad Moon Tactics
PostPosted: Thu Feb 02, 2006 10:13 pm 
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Nice article Neal!

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 Post subject: Bad Moon Tactics
PostPosted: Thu Feb 23, 2006 3:11 am 
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Nice article ... too bad the whole thing wasn't published at SG.

Having seen these tactics in person, I can confirm they are quite effective in practice :D

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 Post subject: Bad Moon Tactics
PostPosted: Thu Feb 23, 2006 9:15 am 
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I played a 3000-point game last week (Orks vs. Imperial Guard) where I used similar tactics. I had not read this article, but I was inspired by your former comments about shooty Orks.

My army list looked like this:

- Gargant: 3 Soopagunz (6 BP, MW)
- 'Uge Warband: 7 Nobz, 15 Boyz, 6 Gretchins, 3 Oddboyz with Soopagunz (6BP, MW)
- Stompamob: 3 Stompas (with Big Gunz), 4 Dreadnoughts, 1 Super Stompa with 3 Soopagunz (6BP, MW)
- Blitz Brigade: 3 Gunwagons, 1 Oddboy with Supa-Zzap-Gun (TK D3)
- Blitz Brigade: 3 Gunwagons, 1 Oddboy with Supa-Zzap-Gun (TK D3)
- Blitz Brigade: 3 Gunwagons, 1 Oddboy with Supa-Zzap-Gun (TK D3)
- Blitz Brigade: 3 Gunwagons, 1 Oddboy with Supa-Zzap-Gun (TK D3)
- Fighta Sqwadron: 3 Fighta-Bombas

[9 activations]

You can have a look at the report (in French, but with pictures) HERE.

The 'Uge Warband garrisoned in the middle proved incredibly resilient, and the Blitz Brigade were very efficient. THe Gargant and Supa-Stompa were, quite literally, a blast, :;): each delivering its 6BP MW fire each turn.

I didn't even try to assault once, but used the SC reroll to good effect to order some Sustained Fire on those poor Imperial soldiers.

This list felt a bit cheesy... but it sure was fun.  :D


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 Post subject: Bad Moon Tactics
PostPosted: Thu Feb 23, 2006 10:16 am 
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Thanks Neal, I've been slowly building up a Bad Moon clan so I'm going to steer towards your recomendations.

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 Post subject: Bad Moon Tactics
PostPosted: Thu Feb 23, 2006 4:03 pm 
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Quote (GJLane @ 23 Feb. 2006 (02:11))
Nice article ... too bad the whole thing wasn't published at SG.

Well, the solicitation for the competition stated that it wasn't intended to be a tactics article, so I cut the bulk of the tactical discussion out of what I had written.

==

Hojyn:  Would you mind expanding on the "felt cheesy" comment?  One of my concerns for the upcoming ork list review is the large amount of flexibility and related ability to have rather extremem lists.  I'd like to hear your thoughts on this kind of army.

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 Post subject: Bad Moon Tactics
PostPosted: Thu Feb 23, 2006 7:26 pm 
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Quote (nealhunt @ 23 Feb. 2006 (15:03))
Hojyn: ?Would you mind expanding on the "felt cheesy" comment? ?One of my concerns for the upcoming ork list review is the large amount of flexibility and related ability to have rather extremem lists. ?I'd like to hear your thoughts on this kind of army.

Well, now that you're asking for specifics, it's hard to say, really.  :p

The flexibility of the list is indeed surprising. Infantry horde, mechanised infantry, shooty army, you name it... the Orks can do it. :)

The thing is, I'm not a regular Ork player, so perhaps part of my feelings came from my inexperience. I guess I was a bit startled when I realized that I could have MW or TK weapons in ALL my formations, no matter how small they were, and for a rather small cost.

For example, I felt that taking small Blitz Brigades just for the TK shot was a bit cheesy, especially at 200 points per formation. But now that I think about it, it's the same cost as a Shadowsword, it's faster but also more fragile, so...

I won this game quite easily due to the fact that my opponent wasn't expecting a shooty army: he was playing Guard and I used waaaay more barrage templates (MW barrages, mind you) than him every turn.

So, on the whole, it's not as bad as I first thought.  :(8:  Orks are a powerful army at close quarters, with deadly short-ranged firepower... not so good at assaulting by themselves (too slow), but a real pain to assault, and extremely resilient.


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