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Post by OneEyeRob on Jun 16, 2017 6:50:36 GMT -6
nope. You can paint all your orks whatever color you want. They're your models. They can be whatever you say they are. You decide you want them to be Goffs? Great! Now they're the Blue-Face tribe
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doubleback
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Post by doubleback on Jun 16, 2017 6:59:22 GMT -6
Great, that answers my follow up, as for fluff reason I want to paint some squads as a particular clan.
Uzgrod Thrax does not discriminate.
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doubleback
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Post by doubleback on Jun 27, 2017 12:26:32 GMT -6
First List for Tomorrow. The basic thought process is....what do I actually have assembled
Battalion Detachment Ghazghkull Thraka (HQ) Weirdboy (HQ) Slugga Boyz (Troops) [x29 + 1 Boss Nob w/Power Klaw] Slugga Boyz (Troops) [x29 + 1 Boss Nob w/Power Klaw] Shoota Boyz (Troops) [x29 + 1 Boss Nob w/Power Klaw]
Spearhead Detachment Big Mek (HQ) [Grot Oiler] Big Gunz (Heavy Support) [Lobba] Deff Dread (Heavy Support) [3 Dread Klaws, Skorcha] Morkanaught (Heavy Support) [All the Gunz, Kustom Mega Forcefield]
Vanguard Detachment Big Mek (HQ) [Kustom Mega Forcefield, Big Choppa, Grot Oiler] Nob w/Waagh Banner (Elite) [Sexy Banner] Nob w/Waagh Banner (Elite) [Sexy Banner] Nobz (Elite) [Power Stabbas +1 Boss Nob w/Ammo Runt, Big Choppa] Painboy (Elite) [Grot Orderly, Power Klaw] Painboy (Elite) [Grot Orderly, Power Klaw]
I know ideally I should use two Battalions, but I only have like 100 and something boyz at this point, and the thought of assembling another 80 or so makes me want to huff glue. The overlapping buffs make the boyz a hell of a lot more resilient and murder machines who are hitting on 2’s in close combat.
The Morkanaught is in there because I have always wanted to use it and he looks hilarious.
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Deleted
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Post by Deleted on Jun 27, 2017 12:52:16 GMT -6
If you plan to take so many Characters I recommend purchasing a Transport or two to put them in. That would reduce your number of deployment drops significantly.
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doubleback
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Post by doubleback on Jun 27, 2017 13:07:14 GMT -6
Problem is these guys are all walking buffs, which don't work inside a transport. Best case I pay a 70pt tax for a vehicle they immediately have to get out of, worst case my boyz get hit turn 1 and are lacking their buffs.
That said....I could stick all of them in the Morkanaught for free......is it worth the gamble?
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doubleback
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Post by doubleback on Jun 27, 2017 13:20:43 GMT -6
So that would be 7 units on the board...how does that compare to what you've seen for an initial deployment? I have to say the opportunity to go first with an army like mine is extremely tempting
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Post by Deleted on Jun 27, 2017 14:12:53 GMT -6
Well, keep in mind you can gauge your opponent's force before deploying. If you know that getting the drops down to 7 would get you turn 1, put the character in the Mork. Then on your turn 1, just get out so you can put the buffs up. By contrast, if you wouldn't be able to have first turn with 7 drops, deploy them on foot so you are more durable on your opponents turn 1.
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doubleback
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Post by doubleback on Jun 29, 2017 10:06:44 GMT -6
Interesting Ork Takeaways from the close loss yesterday:
-Going first is not necessarily best depending on the mission. In terms of getting my guys in, I would prefer going second but picking deployments along the long side rather than going first and being forced to deploy on the short sides...that long run means your boys are getting pounded for at least two turns of running.
-Are void generator's still a thing? If so, I think they might be worth it if I plan on going second in order to pick my deployment zone.
-KMF's are a Mork sent, the difference between a 6+ armor and a 5+ invul is huge on a 30 boy blob. I need more Big Meks.
-The Morkanaught was a great fire magnet, but couldn't hit a damn thing ranged in return to save it's life. Probably not worth the points in the manner I used it. Perhaps a Gorkanaught?
-I was right to buy 30 storm boyz, they will be terrifying.
-Da Jump is pure gold, one weird boy was wildly insufficient. Being able to jump two units a turn would solve a lot of problems.
-My current list has absolutely no way to deal with flying....do the Orks in general have any way to deal with it now that tractor beams are dead?
-GhazKhull is fun, but probably not worth the points unless you are running a legitimate green tide.
-Unless you jump them, boyz probably need to be bunched in at least 2 groups of 30 to make the most use of buffs and to absorb losses.
-I need 90 more boys...minimum.
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doubleback
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Post by doubleback on Jun 29, 2017 10:20:30 GMT -6
....Now if I jumped a gorkanaught full of nobs into the back field....
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Post by Deleted on Jun 29, 2017 11:02:26 GMT -6
Q: Are void generator's still a thing? If so, I think they might be worth it if I plan on going second in order to pick my deployment zone.
A: Yes but they only provide an invulnerable save to a unit within its area of effect. It probably better to just take the Kustom Force Fields orks get.
Q: My current list has absolutely no way to deal with flying....do the Orks in general have any way to deal with it now that tractor beams are dead?
A: The best option for orks is probably just slamming a horde of Storm Boyz into any flyers. Units with FLY can assault flyers.
I think there is a rules error in this statement. It was a common mistake upon release of 8th that people thought you picked the Deployment Map, but that isn't the case in Matched Play. Per page 216 in the BRB "When playing matched play missions, you must randomly select one of these deployment maps. To do so, one of the players simply rolls a D6 - you then use the deployment map that corresponds to the result." As such, its still just a gambit whether you will be running long ways across the table or be able to deploy close to the opponent.
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doubleback
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Post by doubleback on Jun 29, 2017 11:13:48 GMT -6
A: The best option for orks is probably just slamming a horde of Storm Boyz into any flyers. Units with FLY can assault flyers. Whaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaat? That would work great, excepting those times when the flyer is a great armored son of a bitch like that Marine monstrosity I fought last night...then I was going to say Tank Bustas, cause their =1 to hit at least cancels the flyers -1 to hit. that or just a ton of lootas and prayers. Ok, that makes a ton more sense, I thought that seemed like a weird advantage for the person going second....
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Post by daniel, why on Jul 20, 2017 8:52:29 GMT -6
Q: Are void generator's still a thing? If so, I think they might be worth it if I plan on going second in order to pick my deployment zone. A: Yes but they only provide an invulnerable save to a unit within its area of effect. It probably better to just take the Kustom Force Fields orks get. Q: My current list has absolutely no way to deal with flying....do the Orks in general have any way to deal with it now that tractor beams are dead? A: The best option for orks is probably just slamming a horde of Storm Boyz into any flyers. Units with FLY can assault flyers. I think there is a rules error in this statement. It was a common mistake upon release of 8th that people thought you picked the Deployment Map, but that isn't the case in Matched Play. Per page 216 in the BRB "When playing matched play missions, you must randomly select one of these deployment maps. To do so, one of the players simply rolls a D6 - you then use the deployment map that corresponds to the result." As such, its still just a gambit whether you will be running long ways across the table or be able to deploy close to the opponent. Dang, good catch Will, I did not notice it was a roll-off.
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Post by daniel, why on Jul 20, 2017 8:55:34 GMT -6
Interesting Ork Takeaways from the close loss yesterday: -Da Jump is pure gold, one weird boy was wildly insufficient. Being able to jump two units a turn would solve a lot of problems. Do note that in Matched Play you can't attempt the same psychic power twice in a turn, even from two different psykers. I keep forgetting this with my Warlocks, who all have Conceal. Only 1 chance to cast... Still, it might be worth it to have multiple Weirdboyz for more options on who to fling forwards. And Smite is always great.
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Post by Nick P on Jul 20, 2017 9:05:30 GMT -6
Massed smite is a phenomenal strategy - I've been sitting on some GSC magus auctions on ebay to try to fill out a Supreme Command detachment of 5 magus to accompany my Nids, so I have 2 hive tyrants + broodlord with smite and 5 cheap ass magus with smite, dishing out potentially 8 smites per turn. That's a lot of mortal wounds y'all!
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doubleback
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Post by doubleback on Jul 20, 2017 9:40:42 GMT -6
So far massed Smite has been the best option anyone seems to be able to find for Orks when it comes to anti-air. I take it that rule does not apply to smite?
As for multiple jumps, it really hasn't come up, as warpath is too good to pass up, so my second weird boy is almost always using that. Orc have been a ton of fun so far this edition, even if they do have some glaring deficiencies. After last edition I definitely have no room to complain. I just put 3 fliers together, and am working on a kill tank for FW in hopes of adding some support fire power to the green tide that I have been running. Again, I am not complaining, but running a straight 120+ boys is getting a little boring even if it is effective.
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