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Termites and Moles

 Post subject: Termites and Moles
PostPosted: Thu Dec 11, 2003 9:17 am 
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I dunno but Rick Priestly (Hallowed be thy name) gets an almighty bow from me for 'Mighty Empires'. Superb rules set!

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 Post subject: Termites and Moles
PostPosted: Thu Dec 11, 2003 10:26 am 
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Not to mention Warmaster... :)

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 Post subject: Termites and Moles
PostPosted: Thu Dec 11, 2003 12:08 pm 
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Which is also a SUPERB game - damn him (in a most reverent manner naturally) for not being a part of the EPIC design process :p

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 Post subject: Termites and Moles
PostPosted: Thu Dec 11, 2003 12:46 pm 
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..Warmaster is ace.. I might even have started collecting if I had enough money/time! ?:;):

BTW, who designed Man o' War? Rick Priestley? Or Jervis?

...iirc, a GW chap called Nigel Stillman did quite a bit of it... ?:oo

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 Post subject: Termites and Moles
PostPosted: Thu Dec 11, 2003 1:00 pm 
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They have proxies on the Warmaster mailing list - what would be good would be a Warmaster campaign run over Mighty Empires.... in fact Rick has just re released Mighty Empires (slightly cut down but not noticeably) for Warmaster.

Note that Mighty Empires is a free game for download!

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 Post subject: Termites and Moles
PostPosted: Thu Dec 11, 2003 1:59 pm 
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Quote (stormseer @ 11 2003 Dec.,11:46)
..Warmaster is ace.. I might even have started collecting if I had enough money/time! ?:;):

BTW, who designed Man o' War? Rick Priestley? Or Jervis?

...iirc, a GW chap called Nigel Stillman did quite a bit of it... ?:oo

Warmaster IS a great game, which unfortunately suffers from yet another local lack of players - just 2 others, one of whom has sold off his army incognitously. I have just one (as yet unpainted) army, Tomb Kings (bec. they're easiest to paint, and I was tired of Chaos - there was a lot of Epic/WHFB/40K/BFG Chaos in my past). Man 'o'War was great too, my full set of rules with supplements are much coveted! I have Skaven, Dwarf, Orc, Chaos and Bretonnian fleets, with a few other odds and ends. And guess what, it's my wife's favourite wargame, too. It's also the easiest game to prepare a board for too!  :cool:

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 Post subject: Termites and Moles
PostPosted: Wed Dec 17, 2003 8:25 pm 
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The Desert Ferrin got their second outing on Monday night - and this time things went a lot better!

I had no intention of playing this week, but because I'm lazy & the car hadnt been emptied since the previous monday, I happened to have the miniatures handy when I discovered last weeks intended opponent (who fell ill & missed last week) was there this week without a game - Bonus!

He didnt have his army with him, so we split the DF two ways for a quick game as we didnt have much time. It also meant that I got to learn a lot more about my chosen army since all the units on the board were from my force :D

His army:
Leman Russ Company (commissar)
SHT company - 3 baneblades (commissar)
Mechanised company (commissar) & support fire squad in chimeras
Sentinel Squadron

My Army:
Artillery company (9 Manticore) (commissar)
Mechanised Company (commissar) & support fire squad in chimeras
Sentinel Squadron
Bombard Battery
Basilisk Battery (commissar)

We decided that we'd do one definite defending force, whilst the other was more of a Fast (for IG) mecahnised assault force trying to overrun the still-loyal defences.

Setup
Noe: all "left/right" comments are from my perspective of the game.
Table was 4x4 - could have gone bigger, but we were after a quick game and smaller tables produce just that!
Scenics were placed in a mutually agreeable manner. I had two small hills withing 30cm of my table edge, on on the far right & one left of center. The middle of the board was pretty much open. On both sides about halfway down the board were small clumps of SMI & II era buildings. Finally, a large L shaped hill stood just off from his table edge in a center Right position, with just enough space behind it for him to hide 10 leman russ & three SHTs in turn 1.

I set up with the Mechanised company in my center, ready to react anywhere across the board. Beside them was the Basilisks, placed to act in a direct fire AT role from the center, with a good arc of fire to harass the Russ' and Baneblades.
My Sentinel squadron were acting as a garrisson for an objective on my righ flank, hiding behind the hill on which the objective stood. Behind them were the bombards.
On the left, the Manticore company sat behind a small hill ready to rain death.

His forces were set up with the Leman Russ & SHT companies to the center. The Mechanised company and Sentinels deployed to the left (from my view), with the sentinels acting to garrison the objective inthe buildings on the left.

the game
I won the first initiative role and decided to take full advantage of the latest setup rules (ie units setup on board &dont have to start with a move)  to try and give the Leman Russ an early pounding. 6 Manticore fired in barrage, but only took out 1 tank. However, it did inflict enough barrage points to keep me happy. In hindsight I should have shot at the Mech company to take out the inf still in their vehicles, but the early chance to have a go at the scary tank company got the better of me.
His mechanised company rushed forwards along with the sentinels & ended up staring down the racks of the manticores in just one movement! - whose idea was it to use a small table again? :-:
In response, I risked my flank to wheel my mechanised company to face the oncoming foe & defend the manticores. A double move & shoot a good portion of the units into range & LoS. It was risky as it opened their flank to the enemy, with the armour heading down the center towards them, but he would certainly have despatched of my arty in quick order in turn 2 without a bold move. Even with the minus 1 to hit I managed to inflict a decent number of casualties & the reultant blast markers would make it difficult for him to be effective in an assault.
His entire army rolled forward at scary pace, fulfilling their designation as the fast moving mechanised attackers. Even the baneblades tripple moved as I took in effective pot shots from across the board. My sentinels failed to activate & had to make do with a slow advance up the unprotected right table edge.  

Turn 2 & i managed to win the initiative again. Didnt take much to decide on the action - my mechanised infantry company moved forwards to get all guns into Los & they opened up on their opposing number, convincingly breaking them & saving the manticores! Yay!
Then the enemy armour started to extract some revenge as it advanced down the center towards the hill my dear infantry had just defended so gallantly. Suprisingly few casualties were actually taken, and in return I did manage to take out a couple of LRs with my basilisks & remaining 3 Manticores which hadnt fired last turn.

Turn three saw the Mechanised company regret their bravado & being broken by a hail of fire from the SHTs, Leman russ (on Marshall to loose some BMs)and some scary flashlites being shone in their general direction by the enemy sentinels. My army generally "redecorated their trousers" as the mass of armour beared down on them, with shooting being wholely ineffective - that re-roll for reinforced armour makes a hell of a big difference! I think I took down one more Leman Russ & 2 Damage points off a Baneblade in total that turn. The last move of the turn saw my sentinels bravely run up onto the hill near the enemy table edge to grab the objective there & generally shout "we're over here, look at us" in a hope of taking enemy eyes off of my main line for a moment.

Just to rub salt in the wounds, the enemy mechanised company rallied in the end phase whilst mine kept on running.

Turn four saw the effect of a full on armoured attack against unprotected artillery. He won the initiative and opened with a truly brilliant show of dice rolling as the remnants of his mechanised company managed to wipe out my Manticores in a single round of ranged shooting.
He retained the initiative & opened with his baneblades to great effect on my helpless Basilisks wiping them out with many a shot to spare.
All I could do in response was add a blast marker or two to the Tank company with my Bombards.
Embarassingly, hi sentinels saw off the shattered remains of my Mech. co. leaving half a dozen leman russ to turn around and take potshots at the Sentinels behind them.

Prior to that turn, only my Mechanised company had taken fire. By the end of that turn, all I had left on the board was 3 Bombards. Ouch......

It started well for me but ended in disaster, loosing 4-0 on the Victory conditions.

At the end of the day, it was a good fun, very fast, game that still managed toteach me a lot, both bout the game as a wholeand agood deal about the strengths and weaknesses of my varied units & how (not) to use them.

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 Post subject: Termites and Moles
PostPosted: Mon Dec 29, 2003 1:37 pm 
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Hi Guys,

Decision made, I started fiddling with a 5000point Ork list last night ready for the New Year's painting project to begin. I wont be starting this project in any big way until the 21st January, as thats when my GF returns to Uni, but I may Fiddle a few bits before then (and I'm cheating anyway as I have a few bits already done!)

I want to have 3 factions to give a good variety of painting. These will be a Blood Axe Faction (possibly with some looted Desert Ferrin Vehicles for character - I have some chimeras & Leman Russ left over anyway!), a Bad Moon Faction and last but by no means Least, The Speed Freaks Faction. All will be roughly equal in size at just under 1500points each, and the Gargant will fill the gap to make 5K.

The List somewhat wrote itself. I started making a note of what units I wanted, and when I stopped to toal up how much I'd got so far, I'd almost filled the 5K! On Noticing I hadnt included any flyboyz, the addition of a few put me just over the target (dodgey maths withstanding). So the list currently stands at:

Blood Axe Faction:
Big Warband (4 Nobz, 12 Boyz, 4 Grotz)
+ 2 Nobz
+ 10 Battlewagons ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?770 points

Stormboyz Warhorde (6 Stormboyz) ? ? ? ? ? ? ?150
+ 6 x Kommandoz ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?150
? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? 300 points

'Uge Blitz Brigade (2 flakwagon, 10 Gunwagonz) 350
+ 2 Gun Fortresses ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?270
? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? 620 points

Blood Axe Total: ? ? ? ? ? ? ? ?1690points


Bad Moonz Horde

Big Warband (4Nobz, 12 Boyz, 4gretchin) ? ? ? ? ? ? 350 points
Big Mekboy Gunz Mob ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? 225
+ 2 Oddboyz ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? +100
? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? 325 points
Stompa Mob ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? 225
+ 2 Stompas ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?+150
+ 4 Dreds ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?+140
+ 5 killa Kanz ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? +125
? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?640 points

Bad Moonz Total: 1315 points


Kult of Speed

Flyboyz (6 Fighta Bomberz) ? ? ? ? ? ? ? ? ? ? 300 points

Big KoS(5 Bike, 8 Buggies, 3 Skorchers) ? ? ? ?350
+ 1 Flak Wagon ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?35
+ Oddboy ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?50
? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?435 points

Big KoS ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? 350
+ Flak Wagon ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?35
+ 8 Gunwagons ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?280
? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?615 points

Kult of Speed Total: 1350 points

Gargant: ?650 points

Army Total: 5005 points

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 Post subject: Termites and Moles
PostPosted: Mon Dec 29, 2003 1:39 pm 
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I can come up with Ork Models for pretty much anything (with the worrying exception of Fighta Bombers it seems...), so let me know what you'd keep, change or alter in this list as I've not playtested Orks myself yet so am looking for advice!

many thanks for your input, I'll start amassing the troops.....

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 Post subject: Termites and Moles
PostPosted: Mon Dec 29, 2003 6:11 pm 
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What - no Landa?

:(  :(  :(

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 Post subject: Termites and Moles
PostPosted: Mon Dec 29, 2003 6:38 pm 
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Quote (vanvlak @ 29 2003 Dec.,17:11)
What - no Landa?

:( ?:( ?:(

I think that is due to the lack of a model...

Fighta bombers shouldn't be a problem Tuff, they will be avaliable when you start this project.

Cheers

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 Post subject: Termites and Moles
PostPosted: Mon Dec 29, 2003 7:31 pm 
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Generally speaking, it looks good, but the formations are really large all across the board.  You would probably do better splitting a few of them up to give you a bit more tactical flexibility.

>> Big Warband (4 Nobz, 12 Boyz, 4 Grotz)
+ 2 Nobz
+ 10 Battlewagons                                          770 points

For example, this is really big.  It could easily function as 2 mechanized infantry units for only slighly more points.  Solid and well-rounded either way.

>> Stormboyz Warhorde (6 Stormboyz)              150
+ 6 x Kommandoz                                                150

You Kommandoz will slow down your Stormboyz.  I would recommend all Stormboyz, or dethkoptaz in order to keep your speed up.  As long as you are 50% or greater on Stormboyz, the formation will still be able to garrison.

It's rather unfortunate, but Kommandoz don't have much place in the army, tactically speaking.  They would probably do better in the warband, as you could have them ride along to the assault, and they they can bypass ZoC when charging, allowing more units in base-to-base.

>> 'Uge Blitz Brigade (2 flakwagon, 10 Gunwagonz)
+ 2 Gun Fortresses

Again, this could be 2 formations.  Perhaps a Big brigade and a basic w/ Fortresses.  My personal preference for an armor formation is basic BB (1 flak, 2 gunwagon, 1 oddboy wagon), and a gunfortress for 335 points.

>> Big Mekboy Gunz Mob                                 225
+ 2 Oddboyz                                                     +100

I would strongly recommend picking up all the spare nobz.  Gunz don't count for mob up, so you really need the help on removing BMs.  Also, having a few extra stands to bump it to a Uge mob might be fun (I like the gunz).

>> Stompa Mob                                           225
+ 2 Stompas                                                  +150
+ 4 Dreds                                                      +140
+ 5 killa Kanz                                                 +125

I would recommend taking fewer kans, dreads and stompas and take a supastompa for about the same points.  Same firepower as a gargant for much lower price.

>> Bad Moonz Total: 1315 points

Never enough bad moonz! :p

>> Big KoS(5 Bike, 8 Buggies, 3 Skorchers)        350
+ 1 Flak Wagon                                                  35
+ Oddboy                                                          50

The oddboy has nothing to upgrade.  You can't add it to a flakwagon or any of the KoS units.  If you want flak shots and an oddboy, you will need to take a flakwagon and a gunwagon w/ the upgrade.

I've found KoS do better when they are single-purpose formations.  This is a solid, well-rounded formation but you have other well-rounded formations.  I would recommend making the formation all bikes, or all LVs.  If you want a shooty formation, a mix of mostly buggies, with a few skorchas and the wagonz.  If you want an assault formation, use mostly bikes with a few skorchas, but the mix of bikes and LVs may come back to haunt you.

>> Big KoS                                                   350
+ Flak Wagon                                                      35
+ 8 Gunwagons                                                  280

Similar to above.  If you want an armor formation, use a straight BB, as it will no doubt end up cheaper.  If you really want a mix, double check whether it's cheaper this way, or with a BB and upgrades (You're probably right, but I have no idea off the top of my head).

This would also work well as separates - Big Kos and Big BB.

Hope that helps.

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 Post subject: Termites and Moles
PostPosted: Tue Dec 30, 2003 2:00 pm 
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Quote (nealhunt @ 29 2003 Dec.,18:31)
Generally speaking, it looks good, but the formations are really large all across the board. ?You would probably do better splitting a few of them up to give you a bit more tactical flexibility.

As ever, great points Neal - Thanks!

As ever, I followed what "felt" right in character when putting the list together, which inevitably means its got some basic gaming flaws - such as limited activations because I went for all Big formations. Thats why I post here - great "reality check"  :D


>> Big Warband (4 Nobz, 12 Boyz, 4 Grotz)
+ 2 Nobz
+ 10 Battlewagons ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?770 points

For example, this is really big. ?It could easily function as 2 mechanized infantry units for only slighly more points. ?Solid and well-rounded either way.


It is rather Huge........
OK, I guess Blood Axe's can operate in smaller units better than my other two factions, so if I'm splitting something up, I'll split these guys into two. Makes sense I guess.


>> Stormboyz Warhorde (6 Stormboyz) ? ? ? ? ? ? ?150
+ 6 x Kommandoz ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?150

You Kommandoz will slow down your Stormboyz. ?I would recommend all Stormboyz, or dethkoptaz in order to keep your speed up. ?As long as you are 50% or greater on Stormboyz, the formation will still be able to garrison.

It's rather unfortunate, but Kommandoz don't have much place in the army, tactically speaking. ?They would probably do better in the warband, as you could have them ride along to the assault, and they they can bypass ZoC when charging, allowing more units in base-to-base.


I have to say that the Kommandoes seemed out of place, but I wanted some in my army & thought If I put them in some genius might inform me of a good use for them.
However, I can see that if I add them to one of the (now half sized) warbands, I'm going to run out of transport. If I add the transport needed, I'm back to a massive unit again & as you said, some flexibility is very much required.

What do you reckon to adding 4 to one warband with 6 of the battlewagons & having the other as just a simple warband with 6 battlewagons?

That keeps them both small, but slightly varied. However, I have dropped 2 Nobz and 2 Kommandoz. The lost units should help cover the extra cost of splitting formations. Will they be missed?


>> 'Uge Blitz Brigade (2 flakwagon, 10 Gunwagonz)
+ 2 Gun Fortresses

Again, this could be 2 formations. ?Perhaps a Big brigade and a basic w/ Fortresses. ?My personal preference for an armor formation is basic BB (1 flak, 2 gunwagon, 1 oddboy wagon), and a gunfortress for 335 points.


Again, point well taken. With more time to think, I'm liking the idea of having one big brigade with a fortress of Ork Nastyness, and one Ordinary brigade made of looted vehicles with a Fortress based on an Imperial Super heavy. Defies the "speed paint" logic somewhat, but even if I add the detailing at a later date, the Unit will be split with this in mind.

>> Big Mekboy Gunz Mob ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? 225
+ 2 Oddboyz ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? +100

I would strongly recommend picking up all the spare nobz. ?Gunz don't count for mob up, so you really need the help on removing BMs. ?Also, having a few extra stands to bump it to a Uge mob might be fun (I like the gunz).

I think it wil stay the size it is (big Not 'Uge) mainly becuase I dont want a great deal of repeats in the army - 10 strong already gives me some repeated models if I go to 15 it will be really noticable. Pure aethstetics, but thats just me :D
As for the Nobz, I'll play them once without but have them waiting in the wings as what you says makes a lot of sense.

>> Stompa Mob ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? 225
+ 2 Stompas ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?+150
+ 4 Dreds ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?+140
+ 5 killa Kanz ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? +125

I would recommend taking fewer kans, dreads and stompas and take a supastompa for about the same points. ?Same firepower as a gargant for much lower price.


Main thing here is lack of a model. The second I read the army lists I decided to add Dethkoptas, Supastompas & landas to my force, but they wont be in the first wave - they'll come as reinforcements when the models are released.


>> Big KoS(5 Bike, 8 Buggies, 3 Skorchers) ? ? ? ?350
+ 1 Flak Wagon ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?35
+ Oddboy ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?50

The oddboy has nothing to upgrade. ?You can't add it to a flakwagon or any of the KoS units. ?If you want flak shots and an oddboy, you will need to take a flakwagon and a gunwagon w/ the upgrade.

I have to admit that I thought the Oddboy was completely out of place with what is essentially a fast moving assault force, but I happen to have a speed freaks one pre-painted so put it in. Adding that to the fact that I missed off anything for him to be upgrading, I'll remove him from the list.


I've found KoS do better when they are single-purpose formations. ?This is a solid, well-rounded formation but you have other well-rounded formations. ?I would recommend making the formation all bikes, or all LVs. ?If you want a shooty formation, a mix of mostly buggies, with a few skorchas and the wagonz. ?If you want an assault formation, use mostly bikes with a few skorchas, but the mix of bikes and LVs may come back to haunt you.

Oooooo..... Ok, I'll take your advice on that one and make one of the KoS's 12 Bikes and 4 Skorchas & the other can take up the buggies, gun wagons, flak & 2 remaining Skorchas (once I've checked price comparisons with a BB). I could add more skorchas, but will trial it first.


This would also work well as separates - Big Kos and Big BB.


And without having the lists here to check, I wouldnt mind betting that that would work outcheaper on points. I'll definitely look it up.

Thanks mate, got a lot to think about there!

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 Post subject: Termites and Moles
PostPosted: Tue Dec 30, 2003 4:33 pm 
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Location: Nashville, TN, USA
You're welcome, Tuff.  That all sounds great, especially the Kommandoes in the warband.

For the record, I didn't mean that you should necessarily split all the formations up, just that nearly any of them could be split.  I was just suggesting ways to do so.  Keeping one or two big ol' formations can be useful also.  Nothing like rolling 20 dice in an assault, for instance.

The best part of the orks is that you can paint up big formations and if you want to take the as smaller ones, you just pay a few points and divide them up.

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 Post subject: Termites and Moles
PostPosted: Mon Jan 05, 2004 2:04 pm 
Brood Brother
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Joined: Fri Jan 17, 2003 11:41 am
Posts: 1747
Location: Norton Canes, Cannock, Staffs, UK
I agree on the big formations point.  I've played a couple now, and find my warbands quite unwieldy at times.  I have kept one large though, as its always good to have a formation that can take a lot of fire and keep going.

I have been thinking of dropping my Gargant in favour of SupaStompas.  They seem a much better choice for a fraction of the cost.  An awesome unit.

I haven't been that impressed with my BB, so may drop it.  I prefer a stompy feel anyway.

However, my large KoS are awesome.  14 buggies/trakks and 2 scorchas can accomplish most tasks.  A highly useful formation. (and very fast)

I really really like stormboyz, but they have been a hard unit to use right for me. (only the basic mob).  So I probably wont use them again until I get my hands on some deth koptas.

Drop the Gargant, and get 1 maybe 2 supastompas....you wont regret it!!!  :;):


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