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my ork listy

 Post subject: my ork listy
PostPosted: Fri Apr 11, 2008 4:08 am 
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2 warbands normal witha couple extra boyz and there free grots 1 stompa 1 killa kan and 1 dread

a big kult of speed with 11 buggies 2 skorchas 6 bikes

a 'uge blitz brigade 4 flak wagons 3 battle wagons 10 gun wagons and 1 gun fortress one upgrade of a sup zzap gun

a gargant

and da bosses pride and joy deff skwadron 5 fly boyz

i think thats it.

what do you think?

what do i need next? I was thinking a stompa mob so i dont have to put that lonely stompa and killa kan and dread with those boyz. also thinking about big guns with a suppa gun upgrade.


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 Post subject: my ork listy
PostPosted: Fri Apr 11, 2008 4:18 am 
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If your playing games based on the tournement lists you should aim at having 3 activations for every 1000 points of the list.

There's a good article on the SG site:

http://www.specialist-games.com/assets/buildarmies.pdf

Give that a read.

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 Post subject: my ork listy
PostPosted: Fri Apr 11, 2008 5:45 am 
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(Da War Boss @ Apr. 11 2008,04:08)
QUOTE
what do you think?

what do i need next? I was thinking a stompa mob so i dont have to put that lonely stompa and killa kan and dread with those boyz. also thinking about big guns with a suppa gun upgrade.

Warband 200, 2 boy/grot 50, killakan 25, Dread 35, Stompa 75
Warband 200, 2 boy/grot 50, killakan 25, Dread 35, Stompa 75

Big Kult 350, 3 extraunits 75

Uge Blitz 350, 2 Gunwagons 70, Gunfortress 135, Odd 50 (cant put battlewagons in blitz brigade)

Gargant 650

5 Fightabommas 250

=2700 points, was my calculations right?

I would make few tweaks, basically dropping almost all upgrades:

Warband 200, 3 Battlewagons 105, Gunfortress 135, Oddboy (zzzap) 50

Warband 200 (here you could put your walkers, how many do you have?)

Big Kult 350

Big Blitzbrigade 250, 2 Oddboyz 100

 Gargant 650

Fightabommas 250

=1800

Gunmob is good with oddboys. Stompamob with supastompa is great. But personally I would get more infantry, but that is just me. Those blitzbrigades definedly need oddboyz.

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 Post subject: my ork listy
PostPosted: Fri Apr 11, 2008 5:36 pm 
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wow almost 1000 point difference and you didnt take any units out except the stompa killa kan and dread. which is like 150 points. i think ill get another warband or make one of my warbands (probably the one with the walkers) into a big or 'uge one.  and maybe the stompa mob?

or should i just make another warband?


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 Post subject: my ork listy
PostPosted: Fri Apr 11, 2008 6:06 pm 
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The walkers are 270 points total.  He dropped the Blitz to Big (100) and cut the extras out of it (70).  He also took out the extras in the KoS (75 points) and warbands (100).

In general, take advantage of the Big/Uge upgrades whenever possible instead of buying extras.  It's a big discount over the Extras price - 25-30% in most cases.  You can't afford to give that up.  If you're restricted by models I don't guess there's much you can do except try to scrounge up more.
==

As far as force org, I'd say it depends on what you want to do as far as fighting style.  There are couple major options.

Currently, you have have kind of a hammer and anvil setup.  Slow infantry and gargant form a heavy "anchor" or anvil and the fast stuff pivots off of it.  Keeping with that style, I'd say...

Move all the walkers to one Warband.  Walkers have good firepower and FF for Orks, so this is your base of fire mob.  The vehicles give your troops vehicles to use for cover if you have to cross open space and they can stay with the infantry in cover.

Move all the extra boyz/grots to the other mob.  This is your CC mob.  Rush with it and use it's size to channel opponents.  If you make it to CC, great, but don't count on it.  It's mainly something to keep the enemy busy.

You could split the Blitz into Big and Normal w/ Gunfort.  This would give you more flexibility and more formations with which to initiate assaults (preferably with Gargant or Walker-mob support).  It's not necessary, but it's an option to consider.

Organized this way, the force could also be used in a "refused flank" strategy with the Walker mob being the weak flank.  Gargant/mob in the center, and fast stuff on the opposite flank to swing across.

==

The other option is to go with a heavier mobile force and plan on using a pincer or refused flank.

In that case, split the mobz up as above, but use the battlewagonz and some of the Gunwagonz to mount the warband.  The remaining Gunwagonz and the Fort make a smaller Blitz.  You might have to use the Fort for the mob, depending on overall transport capacity, free grot transport and so on, but arrange as need be and have the biggest BB possible out of the remaining Wagonz.  If you have the models, you can probably drop the extras from the KoS and 1 or 2 of the Boyz and get enough points for a formation upgrade.

==

Either of those approaches can be tweaked based on model availability to play in much the same style but with a cheaper overall per-unit price.

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 Post subject: my ork listy
PostPosted: Wed Apr 16, 2008 4:10 am 
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so i tried out what neal left me and it worked REALLY well.

now im wondering what i should get next. i was thinking about bulking up the squad with the 3 battle wagons and 1 gun fortress. possibly with a battle fortress and more troops.

The reason being is because as soon as i got the troops out of the transports i was hit with barrage and all my boyz died instantly :( followed by my wagons and fort falling way back.

im also still thinking about some big guns to hold down some ground at home.

any suggestions?


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 Post subject: my ork listy
PostPosted: Thu Apr 17, 2008 12:59 pm 
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Did you try keeping your boyz in cover next to their wagonz?  this really cuts down on them doing daff things like dying.

big gunz wise, I am always under whelemed by tem, they just don't do that much.  A big mob with two suppa gunz could work quite well though.

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 Post subject: my ork listy
PostPosted: Thu Apr 17, 2008 6:58 pm 
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We are fairly new to the game so we thought that artillery could shoot over stuff cant it?


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 Post subject: my ork listy
PostPosted: Thu Apr 17, 2008 7:18 pm 
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(Da War Boss @ Apr. 17 2008,18:58)
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We are fairly new to the game so we thought that artillery could shoot over stuff cant it?

Indirect fire artillery can fire over anything (though it has a minimum range) however infantry in base to base contact with armoured vehicles or war engines count as being in cover and units shooting them suffer -1 to hit.

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 Post subject: my ork listy
PostPosted: Thu Apr 17, 2008 7:22 pm 
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I'm glad to hear it worked for you.  Which org did you go with?  2 footmobz or a mounted/walker split?

There are really only 2 defenses Orks have against arty - fast mobz like mounted warbands and KoS charging through the lines in near-suicide or aircraft (air assault or Fightabommaz), which can also be near-suicide...

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 Post subject: my ork listy
PostPosted: Fri Apr 18, 2008 3:37 am 
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I used a walker/mounted split. It was by far the best game I've ever played. So im goin to games workshop 2morrow and ill let you know what i get so we can devise anotha cunnin orky plan!


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 Post subject: my ork listy
PostPosted: Sun Apr 20, 2008 1:32 am 
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yesterday i got another warband (2 nobs 2 grots and 6 boyz). i also got a battle fortress.


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