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[Rules] Spawning on a failed action test

 Post subject: [Rules] Spawning on a failed action test
PostPosted: Thu Nov 17, 2005 6:08 pm 
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Quote (Hena @ 17 Nov. 2005 (17:05))
tneva82. Don't worry. All you have to do is come back to Helsinki and we can go at it again :D.


Nah. I won't go near Helsinki apart from Ropecon :D

But why don't you come along to Turku. My orks(or eldar, or IG, or titan legion, or OGBM...) could do with another good game against bugs.

This time on my modular board with nice big river to cover behind *evil grin*





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 Post subject: [Rules] Spawning on a failed action test
PostPosted: Thu Nov 17, 2005 8:25 pm 
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tneva:  I think we've come back to the basic problem that I've never been able to grasp how you run orks.

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 Post subject: [Rules] Spawning on a failed action test
PostPosted: Thu Nov 17, 2005 8:51 pm 
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Quote (nealhunt @ 17 Nov. 2005 (19:25))

tneva:  I think we've come back to the basic problem that I've never been able to grasp how you run orks.


Lots of orks, lots of grots(as a rule of thumb I add boyz rather than use big/uge warbands. Sure I lose nobz but for same price(in case of big warband for sure) I get same number of boyz and more grots(love grots, cherish grots, sacrifice grots in joy as orks sweep in), swarm in toward enemy shooting them as they go to suppress them(if they fail activation due to BM great! Atleast ensures they won't be assaulting free of BM's and maybe I can charge them while they have BM's). Stompas, soopaguns and gunwagons are used to provide bit more serious firepower, gargants provide even more while covering my bliz objective(victory inhibitator. Unless enemy is particulary slow moving I find this way most effective way as it ensures he needs to keep me out of his half or hold all his own objectives to win).

Then swarm in, use grots(initially shielded by bunch of orks. Formation goes like 1/3 boyz, grots, 2/3 boyz with nobz mingled in) to win initial round of assault which should get me close enough to engage in CC's.

Landa's if I have them will target smaller weaker formations. Fighta bommaz try to get rid of barrages(hate them).

And of course I try to keep all units within others to ensure lots and lots of FF dices if I get assaulted.

Tneva's way of war quickly.

Seriously I don't see what's so odd in this way barring possibility of gargant's use(which I picked from old epic forums btw) and grots(but why use them to screen from shooting when FF is where screen is more needed. Shooting casualties come and go, FF casualties can break your formation!)





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 Post subject: [Rules] Spawning on a failed action test
PostPosted: Fri Nov 18, 2005 12:20 am 
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Interesting points raised about the orks vs nids. ?My thoughts on the way things currently stand:

A term or horm costs 15 points, each brood also needs synapse at 50-100 points each.

In a big mob of orks (my typical formation) each ork costs 17.5 points on average. 4 nobz, 12 boyz, 4 grotz.

Ie the orks are slightly more expensive (but not really when you consider the nids have to have expensive synapse). ?Orks get slightly better armour, and 20 ranged shots compared to the nids 0-3). The orks are also more generalist units than the nids (ie they may have the option to FF if the enemy are hormi/screamer killer heavy). In addtion at the start of a turn big ork mobs often have no blast markers (due to nobz) ?so activate on a 1+ compared to bugs unmodified 2+.

Orks also have better strategy rating, so if you throw an ork formation in charge range of an already activated gaunt brood, then you are much more likely than the nids to pick engage matchups than the nids due to winning the SR. Ie nobz and boyz to contact and hit as many termis as possible. If the nids are very heavy on hormis then maybe FF instead. Also unlike other armies big ork mobz often have no blast markers at the start of the turn (as already mentioned due to their nobz, and also generally poor bug shooting ability), so won't suffer the blast marker CR penalties. When combat hits are allocated, every hit will kill a bug and affect combat res. Hits allocated to nobz halve casualties (I tend to do this a lot - the nobz are there to be used), grotz don't count, and even boyz have a slight chance to save.

There is also the consideration of cover. Ork mobs should utilise cover to the full. If they wrong footed and assaulted casualties can be much reduced so that even if they don't get the matchups they want they still have a decent chance. Plus Orks should be wary of assaulting bug units in cover - go around them or shoot them up unless it is an ideal assault situation.

So in conclusion I don't see the results of an engage between orks and nids as a one sided affair in either direction at the present time. Rather I think it depends on many tactical considerations.





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