[NetEpic ML] Re: orks....WAAAAAAGGGGHHH!

From: Alexander Schack <Schack-Hamburg_at_...>
Date: Wed, 5 Jan 2000 10:16:52 +0100

^Hi!
I recently joined netepic and decided to listen to you professionals discussing
elementary thoughts about 40th century politics. not familar with netepic
advanced rules I have a single question about the ork command rule. In SM/TL it
was only mentioned, that nobz had to remain in 10cm of the boyz in order to have
them do what you want them to. Now can it be that I played ork forces wrong for
4 years( not that I used them this often)? I always thought boys and nobz were
two bulks, not similar to dedatchments of other races, and thus very limited in
their deployment. This meant that nobz never mixed with boys to an extent, that
the block of nobz was split up in small numbers. Is it really possible, that I
can make nobz independent units like in the example given? Don�t they have to
become a part of the big nob-mob, once I buy them for support? If nobz won�t
have to stay in 10 cm formation with their own kind, there would be no point to
call an ork force lame anymore. (Ok, I never did so, since I frightenly often
placed my entire goff clan in Skullhamma�s. This would be great, for no super
heavy vehicle would be there in turn one to pin them, and they could dissembark
the same turn in a 45cm radius). This should solve my problems with speedsta�s
stuff. They just are of no use even if put in cult�s of speed, or on first fire
order and out of command of bad moon clans. In the first example they where
close assaulted, as procedure is with shock troops. under bad moon control they
sat a charge rate away from the baseline, and super-lifted randomly selected
trees.
Damian Miller schrieb:
> hello, orksses,
> groznic von squigdork here,
> todayz topik for discuzzin' is what ta use ta stomps the stuffins' outs
> of just 'bout ev'rbodi(translater kicks in). ok, first things first
> always make your formations as big as possible, greater break points/ more
> troops
> then make independent formations out of the company card by buying
> extra nobs to lead each subgroup. example, buy a blood axe company
> ard( my favorite), then buy 3 landraider dets, and one extra nobz card and a
> stomper det( if you dont have stompas use more rhinos or predators), now
> assign one stand of nobz to each of the purchased detachments. the nobz
> dissappear from play, but each of these is now an independent det that is
> part of the company card. and can be deployed as a shock unit or as a
> surprise for your friend across the table. on average the bp of the mob
> goes up by 10, and the fire power goes up as well.
> if you use stompas, they can escort your infantry, but its real slow.
> second, get as much wierd stuff as possible, ie, pulsa rokkits, shock
> attack guns, wierd boy towers, etc. this will sow an amazing amout of
> fear in your opponent. all of this stuff can be used against anything, i
> mean anything, there is nothing as satisfying as killing a titan with a
> shock attack gun. yes your opponent will scream dumb luck, but his titan
> is still dead and there is not a thing he can do about it.
> third, gargants, i can take em or leave em. but for the new guys
> they might enjoy to mighty crashes and thuds they envision. great gargants
> are ok, but remember the mega-gargant is a company card. treat it as
> such(see first examples)
> fourth bikes and speedstas, buy em, buy alot, they die like dogs but can
> be a lot of fun, and are fairly destructive if you can make a successful
> charge.
> and always remember, if we win we win, if we lose we be back.
> damian
>
>
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Received on Wed Jan 05 2000 - 09:16:52 UTC

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