Brood Brother |
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Joined: Fri Jan 17, 2003 11:41 am Posts: 1747 Location: Norton Canes, Cannock, Staffs, UK
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Huzzah,
Another Ork BFG player!!
That looks fine for a starting fleet. I'll give some advice from what I've learned so far. I'm not an expert, but I have had great success, and won our games club local tourny at 1500pts.
I did use a Hammer class BC, which are awesome. The deathdela is a vrey similar ship, only even better!!!
Terrors are good ships, able to cope with any kind of role. Unlike other races carriers, you can actually do a lot of damage with these.
Always launch as many assault boats as possible. They will help win your games. Use the assault boats to take out Escorts. Ignore the cruisers, you can deal with them later.
Your Escorts can then mop up any survivers, and then help out your kruizers.
With your Ravagers,only launch their torps either when you are guaranteed a hit (i.e. point blank) or really need to split the enemy up. They are hard to reload, so dont waste that initial salvo. I find squads of 3 Onslaughts and 2 Ravagers very effective. You get 7+3D6 firepower (very high usually) and 2D6 torps. Which, on average, is a salvo of 7. Enough to hurt the toughest of ships. If against weaker side armour, they really cause a mess.
The best tactic I have found with Orks, is to get up close and personal. Just like in 40K, they are best at close quarters. I try to board and initiate teleport attacks at every possible opportunity. As yet I have not lost a boarding action, and you should be unlikely to. With a Warboss on your terror ship, you have a boarding value of 20 already. And remember the +1 mod for being an Ork etc.
Ramming is a very successful tactic for Orks too with their frontal armour of 6 and 10 hits. And if you do fail, its hilarious. Thats the good thing about ORks, if you lose, you just laugh it off.
I have a thread here of Orks V Imperial you can have a look at too. And in the Library section on the front page, I wrote a little article on the Orks for the De'aynes section.
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