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I was a Ork...for a while

 Post subject: I was a Ork...for a while
PostPosted: Sat Jan 17, 2004 1:47 am 
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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?

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 Post subject: I was a Ork...for a while
PostPosted: Sun Jan 18, 2004 9:59 am 
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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

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 Post subject: I was a Ork...for a while
PostPosted: Sun Jan 18, 2004 5:17 pm 
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I try to give all my Epic forces some sort of transport ... I'm biased when it comes to Mech forces ...   :;):

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 Post subject: I was a Ork...for a while
PostPosted: Mon Jan 19, 2004 8:44 am 
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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.


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 Post subject: I was a Ork...for a while
PostPosted: Mon Jan 19, 2004 6:35 pm 
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Well ... that is a leadership technique ... it worked well for the Russians !  :o

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 Post subject: I was a Ork...for a while
PostPosted: Wed Jul 13, 2005 8:55 am 
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Location: Utah, pick a Pacific Island the other half of the year.
Khazak's Stronghold

Background
(Still being written hope to have it up in a few days)

Squat Special Rules

Army Strategy Rating: 3
Army Initiative Rating: 2+

Stubborn
Squats are stubborn and are hard to break in assaults, and will rally quicker then other troops to get back into the fight and the following two rules represent this.
(1) Squats roll 3D6 in the final assault roll off, picking the single highest number rolled.
(2) Squats roll 2D6 for rallies picking the highest single number rolled.

Land Train
A Land Train must form a connected chain with the Engine in front. As long as the train is able to maintain this chain the whole train has a speed of 15cm, and all of it's cars may combine their void shields. While the entire Land Train is treated as a single formation, and do combine their void shields, treating it as a single shield covering a single formation, they are still treated as individual war engines as far as the rules of Epic-A are concerned. If a car is immobilized through a critical hit it may be abandoned by the Land Train.

Hellfury Pulse
The Hellfury can only target, and hit, a single unit. However if it scores a hit roll D3 to see how many hits were scored on that single unit (the Pulse), and then D3 for each of those hits for the TKD3. So a Hellfury can score from 1 to 9 hits on a single unit, and all of them will be MWTKs. If the Hellfury hits Shields, Powerfields, Holofields roll D3 to determine how many shilds were downed, in the case of the Holofield, how many holofield saves need to be taken, and then only carry out TKD3 if any hits got through the shields to strike the target.

Tunnellers
Tunnellers are similar to Drop Pods in the way they are deployed, however they do have some very significant differences so we present the rules for them here in full.
(1) Write down the coordinates, on a piece of paper, where the tunneller will emerge from below ground and the turn it will arrive. If the tunneller is going to appear in the friendly half of the table it can be slated to arrive from turn two onwards. If it is slated to arrive in the enemy half of the table it can arrive anywhere from turn three onward. For example you could write 45cms up from my table edge and 60cms in from the right edge, again facing from my table edge on turn three. The opponent is not made aware of this location, nor of the turn of arrival.
(2) On the turn of arrival the tunneller model is placed within 15cms of the location designated in the coordinates written down for the tunneller (They do not scatter). This is done at the start of the turn before teleports would be placed down. The tunneller, and the units it is carrying, are then treated like a normal formation from that point on, the tunneller cannot go back underground.
(3) If the tunneller is a Hellbore then it may seperate from the formation it is carrying because it is a WE transport and not a part of the carried formation. Termites and Moles ARE part of the formation they transported as must remain in coherancy with that formation, just like any other normal unit.
(4) You cannot hide that you are deploying Tunnellers, and you cannot hide the units being carried by the tunnellers, from your opponent. In fact you must inform your opponent you are using tunnellers, and show them to the opponent.

Khazak's Stronghold Army List

Brotherhoods

Warrior Brotherhood (300pts)
1xLord, 11xWarrior
Upgrades: Warrior, Thunderer, Thunderfire, Thudd Gun, Tarantula, Striker, Gorgon, Warlord, Living Ancestor

Bezerker Brotherhood (150pts)
8xBezerkers
Upgrades: Bezerkers, Gorgon

Striker Battery (400pts)
6xStrikers
Upgrades: Striker, Warrior, Thunderer

Supports (Up to two may be taken per Brotherhood in the Army)

Bikers Guild (200pts)
6xBikes
Upgrades: Bikes, Trikes, Guild Master

Hearthguard (300pts)
6xHearthguard
Upgrades: Gorgon, Living Ancestor

Iron Eagle Squadron (300pts)
5xIron Eagle Gyrocopters (Skimmer)
Upgrades: none

Robot Cohort (200pts)
5xRobots
Upgrades: none

Thunderer Battery (200pts)
4xThunderers
Upgrades: Thunderer, Gorgon

Thunderfire Battery (150pts)
3xThunderfire AA Guns
Upgrades: none

Gun Battery (150pts)
Any combination of six of the following units; Thudd Gun, Mole Mortar, Tarantula
Upgrades: Gorgon

Supports WE, no more than 1/3 of points may be spent on the following formations

0-2 Super Heavy Tank Battery (No more then one of each type) (450pts)
One WE chosen from the following list; Leviathan, Colossus, Cyclops
Upgrades: Living Ancestor, Iron Hawk (for Colossus only)

0-1 Overlord Armored Airship Squadron
1-3 Overlord Armored Airships 200pts each
Upgrades: none

0-1 Goliath Mega-Cannon Battery (250pts)
2xGoliath Mega Cannons
Upgrades: Thunderfire

0-1 Land Train (350pts)
1xEngine and any 1xBattle Car
Upgrades: Living Ancestor, Up to 7xBattle Cars

0-2 Hellbore Battery (125pts)
1xHellbore Tunneller
Upgrades: none

Upgrades (max of one upgrade each per formation)
Upgrade/Core Units/Cost
0-1 Living Ancestor/1xLiving Ancestor Character/50pts
Warlord/1xWarlord Character/25pts
Guild Master/1xGuild Master Character/25pts
Bezerkers/4xBezerkers/100pts w/1xGorgon +50pts
Warriors/4xWarriors/100pts w/1xGorgon +50pts
Thunderers/2xThunderers/100pts w/Gorgon +50pts
Bike/3xBikes/100pts
Trike/Convert any number of Bikes to Trikes/10pts each
Thunderfire/1-2 Thunderfires/50pts each
Thudd Gun/3xThudd Guns/50pts
Tarantula/3xTarantula/50pts
Mole Mortar/3xMole Mortars/50pts
Iron Hawk/1xIron Hawk Gyrocopter/50pts
Gorgon Upgrades/As many as needed to carry formation no more, no less/50pts each
Striker Squadron/2xStrikers/150pts

Battle Cars Up to a maximum of seven of the following
0-2 Dragon Battle Car: 125pts
0-1 Bomb Battle Car: 150pts
0-1 Mortar Battle Car: 150pts
0-2 Bezerker Battle Car: 125pts
0-2 Thunder Battle Car: 150pts

New Unit Data

Striker (AV)
Speed:20cm Armor: 4+ CC:6+ FF:4+
Weapon/Range/Firepower
Twin Linked Autogun/30cm/AP3+ AT5+
2xThunder Cannons/45cm/AP5+ AT6+
notes: Reinforced Armor

Gorgon (AV)
Speed:20cm Armor:4+ CC:5+ FF:4+
Weapon/Range/Firepower
Fire Thrower/30cm/AP3+ AT4+ Ignore Cover
Fury Mortars/15cm/1xBP Disrupt
notes: Reinforced Armor, Thick Rear Armor, Walker
Transport (4xWarrior, Bezerker, Thunderer or 2xHearthguard, Tarantula, Mole Mortar, Thudd Gun)

The new Striker and Gorgon are really what need to be tested heavily.

Jaldon and Friends





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 Post subject: I was a Ork...for a while
PostPosted: Wed Jul 13, 2005 3:44 pm 
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Looks good so far. I see that the Gorgon is listed as a walker. Is this correct?

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 Post subject: I was a Ork...for a while
PostPosted: Wed Jul 13, 2005 3:51 pm 
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Quote (Dwarf Supreme @ 13 2005 July,16:44)
Looks good so far. I see that the Gorgon is listed as a walker. Is this correct?

I thinks it's because this tough beastie ignores difficult terrain...  :blues:  :cool:

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 Post subject: I was a Ork...for a while
PostPosted: Wed Jul 13, 2005 3:56 pm 
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Quote (vanvlak @ 13 2005 July,15:51)
Quote (Dwarf Supreme @ 13 2005 July,16:44)
Looks good so far. I see that the Gorgon is listed as a walker. Is this correct?

I thinks it's because this tough beastie ignores difficult terrain... ?:blues: ?:cool:

Ok, that makes sense. I was thinking of it as a literal walker.   :p

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 Post subject: I was a Ork...for a while
PostPosted: Thu Jul 14, 2005 8:27 am 
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Actually to model it correctly you now have to pull off it's tracks and put little legs on your Gorgon model to make it a Squat version :D  (Just kidding in case the little happy face didn't show up)

We are looking for a Squat name for the "Gorgon", because of our desire to keep the Squats well, Squats.

Oh scratch building....

Striker: SM Land Raider (Epic-40k version) cut off one of the Lascannons, and add a piece of card to make a sloped front from the old vision ports to the front end. We are still thinking what to change on the new LR to give it a Squat Look.

Gorgon: If you don't have the old Gorgon model, then get a Griffon, and don't mount the Mortar. Then add a small turret, the old Ork Battlewagon turret looks good.

Jaldon

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 Post subject: I was a Ork...for a while
PostPosted: Thu Jul 14, 2005 9:52 am 
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Quote (Jaldon @ 14 2005 July,09:27)
Actually to model it correctly you now have to pull off it's tracks and put little legs on your Gorgon model to make it a Squat version :D ?(Just kidding in case the little happy face didn't show up)

Now you did it Jaldon. If I come up with something this weird, it's all your fault.....  :p

oh, and  :D did come up. As for the Gorgon name, how about Grendel?

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 Post subject: I was a Ork...for a while
PostPosted: Thu Jul 14, 2005 2:56 pm 
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Quote (Jaldon @ 14 2005 July,08:27)
We are looking for a Squat name for the "Gorgon", because of our desire to keep the Squats well, Squats.

Maybe, Mastodon? I'll keep working on names for it.

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 Post subject: I was a Ork...for a while
PostPosted: Wed Jul 20, 2005 7:58 pm 
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With the changes to Fanatic are we ever going to get a Squat list on the experimental rules section
BTW I really like the squat list we have here, after finally putting a force together from all the old sprues I have I am looking forward to trying it out


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 Post subject: I was a Ork...for a while
PostPosted: Thu Jul 21, 2005 12:32 am 
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Quote Mark
With the changes to Fanatic are we ever going to get a Squat list on the experimental rules section
End Quote

The present information as related to me by Jervis was....
(A) The Squats are Dead, the most they "might" do is give a stamp of approval to an unofficial list, whatever that means I still have not been able to figure out and I am afraid to ask
(B) They 'may' be doing a Demiurg list in the future based heavily on the old Squat background and List, so this may be what they turn into.

Quote Mark
BTW I really like the squat list we have here
End Quote

Thank you, did you see Thurgrim's Stronghold even further down, thus making it two Squat Lists we have here, and the third Grimmar's Stronghold should be up in a couple of days so be looking :O

Jaldon :oo

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 Post subject: I was a Ork...for a while
PostPosted: Thu Jul 21, 2005 12:51 pm 
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Why the different lists, are they all working from the same template just flavours of the Squats in the same way as Craftworlds.
I hope the Squats do get some sort of official stamp, making it more likely that tournies will use them, of course it doesnt stop using them at the club, but you always get whingers who wont play aginst anything  unpublished on GW sites.
One question with the collosus, I assume it can use the spotter by popping up the iron hawk and therefore being able to fire the collosus on sustained at anything a skimmer on pop up can normally see


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