Re: [Epic] [E40K] Ideal 2000 point Ork

From: Erik Rutins <snowdo1_at_...>
Date: Fri, 06 Mar 1998 10:06:31 -0500

> Sarur Naz, Warlord of Dark Moon Tribe ........................ 350
> Warlord in command gargant

Nothing ineffective about this one. Warlord Gargants and Great Gargants
are lotsa fun.

> Bad Moons Moongleamz Bossclan ............................... 299
> Wazgrim Narbad, Warboss w/Battlewagon
> Weirdboy in Battletower
> Nobz Mob (2)
> Shooty Boyz Mob (2)
> Boyz Mob (1)
> Boyz Mob (1)
> Gretchen Mob (2)
> Battlewagon Mob (2)
> Traktor Kanon Big Gunz Mob (2)
> Shokk Attack Big Gunz Mob (2)
> Stompa
> Dreadnought

I presume the battlewagons are towing the Big Gunz? It's not a fast
detachment but it certainly has some excellent firepower. I like the
clan feel so far... This detachment is definitely survivable too.

> Blood Ax Teef Snatchas Bigmob ................................. 198
> Duffskab Mugshak, Warboss w/Battlewagon
> Nobz Mob (1)
> Stormboyz Korps (3)
> Kommandos Mob (2)
> Battlewagon Mob (2)
> Speed Freeks Mob (2)
> Flakwagon

This one's a bit small, but with its speed it should be able to earn its
pay before it gets blown away. The flakwagon is not going to help you
much here if you plan on using these guys as a fast attack force since
you need to be on special/overwatch for it to work. I'd move this wagon
to the Deathskulls or Bad Moons who are more likely to sit and shoot.

> Deathskulls Deathbonez Bigmob ................................. 200
> Urty-Slag Gutsnik, Warboss w/Battlewagon
> Nobz Mob (1)
> Shooty Boyz Mob (1)
> Boyz Mob (2)
> Boyz Mob (2)
> Pulsa Rokkit Big Gunz (1)
> Stompa
> Dreadnought
> Flakwagon

Also a bit small, but it does 'feel' like a mob of Deathskulls. I think
I would very much enjoy playing against this army flavor-wise and it
could give anyone a run for their money too.

> Evil Sunz Sungrinz Bigmob .................................... 197
> Grublug Skumskab, Warboss w/Battlewagon
> Nobz Mob (1)
> Boyz Mob (3)
> Boyz Mob (2)
> Battlewagon Mob (2)
> Battlewagon Mob (2)
> Battlewagon Mob (2)

The standard BattleWagon Mech Company - works pretty well and certainly
has enough speed.

> Goff Black Gruntz Bigmob ..................................... 132
> Gobstuf Gutzkop, Warboss
> Weirdboy
> Nobz Mob (2)
> Skarboyz Mob (4)

I like the flavor again but I doubt this one will get very far unless
your opponent is quite distracted. It's small and slow albeit flavorful
but a bad combo in terms of survival on the battlefield.

> Goff Garg Dur Karts .................................... 170
>
> Battle Fortress
> Battle Fortress

Always worth it for 16FP and to distract opponents from your gargant and
infantry detachments.

> Snake-Bites Batwingz Bigmob ................................... 154
> Wortgul Oguz, Warboss on Boar
> Boarboyz (3)
> Boarboyz (2)
> Boyz Mob (1)
> Squiggoth
> Squiggoth

Definitely Snakebites! Can't help but be in favor of Boarboyz and
Squiggoths.

> Nark Karts Kult
> ......................................................... 150
> Nazgut Wortnob, Warboss Buggy
> Speed Freeks Mob (3)
> Bikeboyz Mob (3)
> Speedsta w/Death Ray

More speedstas! ;-) Seriously, nice for its size. In these speedy
detachments having few units can help prevent your opponent from using
his fire most efficiently. It's always tough to split firepower
effectively when stopping multiple fast threats.

> Snazzy Narks Kult ............................................ 150
> Durgrim Grotslag, Warboss Buggy
> Speed Freeks Mob (3)
> Bikeboyz Mob (3)
> Speedsta w/Lifta Droppa

Ditto.

> The Snake-Bites, Blood Axes, and Goffs are the first assault wave and
> form a battle line/group with the battle fortresses.

Ah, are you planning on transporting the Goffs in your
battlefortresses? Totally missed that above, apologies.

> A Kult of Speed on each flank, and the mechanized Evil Sunz as a
> detachment to be deployed where needed.

You have a good tactical plan for the army.

> detachments advance. My biggest fear is the units breaking before
> able to close with the enemy.

I think your tactic of advancing with a more shooty line first may work
well in preventing the loss of too many detachments. The classic tactic
is to send the speedy boyz out ahead to soak up enemy fire and keep them
distracted while the rest of the army trudges up virtually unscathed to
deliver the devastating knockout after the initial jab. However, your
small speedy detachments probably couldn't handle this task well enough
to make it worthwile. Your plan is probably best, with the speedy boyz
only rushing out when the line is getting close to the enemy.

> I tried to remain faithful to the fluff, but at 2,000 points, I could
> not maintain the Nobz, Boyz, and Gretchen ratios of the clans.

One of the best flavor/fluff armies I've seen.

Regards,

- Erik
Received on Fri Mar 06 1998 - 15:06:31 UTC

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