Re: [Epic] Ork Army

From: Alan E & Carmel J Brain <aebrain_at_...>
Date: Sat, 08 Nov 1997 11:49:52 -0800

Cyril Crocker wrote:
>
> OK, I am looking for some suggestions for my Ork army. Here it is.
->8--
> Anyones suggestions are appreciated.

Remember the orders for a detachments cover the whole detachment, so you
really want to have the units that fire in a different detachment from
the ones that assault.

Here are a few units of my own:

Da Flyswotterz
==============
Warboss on bike
6 x 1 Buggy
6 x 1 FlakWagon

This detachment is found in the near vicinity of Gargants and Big Gunz.
6 Flakwagons aren't that effective as aircraft killers, but DO tend to
perform the primary duty of Flak, namely, scaring the aircraft away. As
soon as the opposition starts placing orders for air attacks, just put
these guys on ! (Special) orders, and watch him wince.
As an added bonus, they have a massive 25 FP at 30cm range, so make a
good "Elephant Escort" party. Get them within 30cm of the opposition,
and put them on overwatch to see what I mean. The buggies are cheap, so
can be used to absorb casualties relatively painlessly.

Da Big Noyz
===========
1 Warboss on a Battlewagon
7 x 1 Boyz
6 x 2 Big Gunz
1 x Pulsa

This detachment normally rides into range on one or two other
detachments. You get 24 FP of artillery, that's 3 BMs, and a 50/50
chance of doing an additional 2 BMs. In the movement phase, before
normal firing. For less than 300 pts too. Against 30cm range troops,
they just go on overwatch instead, and after a turn or two, the
opposition isn't there any more.

Da Fortress Mob
===============
5 x 1 Battlefortress

This detachment is used to transport Da Big Noyz (above). A massive 40
FP, but is very vulnerable to AT shots. Normal FP must be spread
equally, so it will be some 15 hits before you start losing things
(other than by criticals). The AF isn't bad either, and this mob will
often "charge in" on an opponent suitable softened up.

Rompa's Stompas
===============
1 Warboss Stompa
1 Weirdboy
1 x 1 Stormboyz
5 x 1 Boyz
2 x 3 Battlewagons
4 x 1 Stompa

A unit which charges. Has it's own internal transport, so moves 15cm
instead of 10cm. FP of 27 at 45cm too.

Da Wagon Train
==============
1 Warboss Battlewagon
1 Weirdboy Battlewagon
2 x 3 Battlewagons
1 x 2 Battlewagons
Add Lifter-Dropper Speedsters to taste.

A transport unit. 2 of these can carry a standard-sized assault or
support unit. A good all-rounder, not wonderful at anything, not bad at
anything. A measely 10FP at 45cm range, and their AF is 2 (one is 4 of
course...) The Lifter-Dropper is used for killing tough vehicles, and
more often just adding a BM by killing a Rhino, Dreadnaught or whatever.
OTOH they're cheap. Without a speedsta, less than 200 pts. A variant is
to have 2 of these amalgamated, for 20 Battlewagons of various sorts,
and for less than 400 pts.


Da Boyz
=======
1 Warboss
1 Weirdboy
5 Nobz
13 Boyz
Add Stormboyz and Boarboyz to taste

This is the standard Ork Horde. It's relatively cheap (just over 250
pts) , and a few of these should be found in every Ork army. Based on
the SM2 Ork Klan card. 1 of these fits on 2 Wagon Trains or 1 Fortress
Mob. Because it's so big (in terms of units) it will often absorb
firepower that would be better spent on units half it's size (and double
it's cost).

Da GiantKillers
===============
1 Warboss Bike
10 x 1 Buggy
10 x 1 Death Ray Speedsta

Specialised Anti-(Imperial)Titan unit. Good at dealing with SHVs of any
sort (apart from Eldar). It also has a useful 21 FP at 30cm range in
addition to the Death Rays, which can come as quite a shock. OTOH it's
as costly as a Gargant with all the trimmings. Not To Be Misused. A
variant, a specialised anti-massed-LandRaider Unit, has all
Lifter-Droppers. If they fire first, then the LRs are history.

 
Ork detachments tend to be bigger than Imperial ones. Basically, this is
because they have to be! They should be used in a succession of waves,
each wave advancing until stopped by BMs, whereupon it provides shooting
support until recovered while another wave advances through them. Often
a "shooty" unit can park at 40cm from the opposition, and just act as a
BM absorber, while the really dangerous stuff gets through unscathed. If
the opposition ignores the shootists, they get nibbled away anyway.
  
-- 
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Received on Sat Nov 08 1997 - 19:49:52 UTC

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