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Ork Artillery

 Post subject: Ork Artillery
PostPosted: Wed Sep 17, 2008 11:51 pm 
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While doing my Armylists, I always encounter the same problem: How can I avoid the Nob Command rule when fielding artillery like Pulsa Rokkits or Shokk Attack Guns, as Runtherds can't act as Nob subsitution for them as for Squig Catapults, Hop Splats etc.

The only two solutions I found are:

1. Buy a Nob Card that doesn't correspond with the Nobz in the Artillery's Clan Card, so they will form an own Mob and can be handled seperately. Downside: Quite expensive and the Nobz are pinned for the whole game - or you lose you artillery's ability to fire.

2. Only take this kind of artillery with a Bad Moon Clan Card, as Support Cards will go on First Fire when they act on instinct (= out of Nob range). Downside: Obvious. You are limited to Bad Moonz and in addition, you lose the activation, as the Mob will get his orders automatically.

Any thoughts on this?

P.S.: The problem is of course - how can artillery be used effectively, so they can do what artillery is about in the first place: don't encounter the enemy directly and fire! I mean, whats the point of buying pulsa rokkits or shokk attack gunz if you need another 200 points to keep control over them?





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 Post subject: Ork Artillery
PostPosted: Thu Sep 18, 2008 4:21 am 
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You can't.....that's sort of the point to the Ork Command rule.  If you want non-Independant artillery to hang back, you have to buy a cheap Clan to put them in.  Most Ork players I know almost always buy the Bad Moons as their "shooty" clan...they stay at the back and get all the big guns attached to them.

1/ doesn't work....the Nobz will clump with whatever clan's Nobz you bought them for.  The only way to do this is to buy Nobz Warbikes for a normal clan, or normal Nobz for the KoS.

2/ Doesn't really work either as they have to "shoot at the closest enemy unit" which is rarely what you want Shokks and Pulsas to do.

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 Post subject: Ork Artillery
PostPosted: Thu Sep 18, 2008 4:51 am 
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Any Nobs Support Cards your purchase under a Clan will add to the Nobs Mob (detachment) for that clan.

Here are the ways I get around it:

1) If I have the Kult of Speed and Evil Sunz in a single army, I will have the Evil Sunz Boys/Battlewagons run around with the Kult using the Nobz Warbikes to command the Evil Sunz Boys while the Evil Sunz Nobs get Artillery duty (there are only three Nobz plus the Battlewagon anyway).

2) As zap123 said, I will use the Bad Moonz Nobz Mob to command the artillery along with their Boyz (who sit back and shoot).  If you add a single Nobs Support Card to your Nobs Mob, they expand out to 8 for every clan (except the Goffs) and this provides you with a surprisingly large area to cover for the Command Rule and allows your boys to advance a bit while the Nobs still keep them and the artillery in Command range.

3) I purchase a Warboss/Warlord card.  The Warboss/Warlord goes off with the Boyz (as he is awesome in CC as well as shooting) while the original Nobs for the Clan stay behind to run the artillery.

Its really not hard to get around.  I've never had a problem.




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 Post subject: Ork Artillery
PostPosted: Fri Sep 19, 2008 12:52 pm 
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Thanks for the hints, that helps a lot!


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 Post subject: Ork Artillery
PostPosted: Fri Sep 19, 2008 2:45 pm 
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At the risk of being kicked for getting things wrong... again... and butting in when the problem is resolved. Here is some alternative food for thought.

Aren't Hop Splat Guns and other minor support artillery actually Independent. I think the Hopp Splats were in the old SM2 rules. Isn't most Ork Arti crewed by Grots 'n' snots with a few boys to do the 'evy stuff? Perhaps buying a Grot Herder would be an option for some of the bigger stuff like Pulsa Rokkits and such? Or just make them Independent... Oooh, I know I'm gona' get it for that one... *Protects head with hands and waits for pummelling*

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 Post subject: Ork Artillery
PostPosted: Fri Sep 19, 2008 4:49 pm 
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Yeah, buying a Runtherd is possible of course. But first of all it's a special card, so you're tactically quite limited in your artillery placement (if you use the Runtherd as only command unit for artillery). Furthermore, he only acts for some artillery pieces as Nob:


Runtherd:
...
2) Act as a Nob Command unit for Hop Splats, Squig Catapults, Tractor Kannons and Squiggoths.
3) Add +D3 CAF to Snotling attacks from a Snotling Shokk Attack Gun hit.


Pulsa Rokkits for example aren't listed.

In case of the above mentioned Shokk Attack Guns: Can Runtherdz also act as Nobz for them, as they influence the Snotlings? Or does the Runtherd only influence the Snotlings if he is in range of the attacked enemy units?

Sorry in case that was already clarified in the latest Ork Army book available at the Mailing List, but i forgot my yahoo login and writing this @ work...  :sulk:  :whistle:

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 Post subject: Ork Artillery
PostPosted: Sat Sep 20, 2008 9:00 am 
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Rule is pretty clear.  

Shokk Attacks wouldn't work...it's an Ork firing them...they just use Snotties as ammo.

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 Post subject: Ork Artillery
PostPosted: Sat Sep 20, 2008 9:10 pm 
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Got it. Still wondering where the Rundtherd actually has to be on the table to influence them. Near the Shokk Attack Guns i assume? Being near the enemy when they materialize might become a bit tricky ;)


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 Post subject: Ork Artillery
PostPosted: Sun Sep 21, 2008 3:31 am 
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It says in the opening paragraph that the effects are triggered when the Runtherd moves into coherency with the unit :)




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 Post subject: Ork Artillery
PostPosted: Mon Sep 22, 2008 2:09 pm 
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oops, i promise i'll stop asking questions at work without having consulted the rules first  :shutup:

thanks zap :)


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