Showing posts with label Orks. Show all posts
Showing posts with label Orks. Show all posts

Friday, 25 May 2012

Exclusive (this time it is!) Look At The New Flyers' Rules1

Obviously, it's not the rules themselves that are exclusive, you can find them in several places already - rather, it's the getting of my opinion that's the exclusive part.


Friday, 3 February 2012

I Wasn't Always Amazing At 40k.

Just a little 'human interest' piece - the list I took to my first proper tournament, in 4th Edition.  Fifth was released just after the event, or just before...I forget.  Either way, it was played using 4th, since it was the ruleset people were familiar with, though I had barely played since 3rd, almost certainly fewer than 30 games altogether, including the three at the tourny.

Thursday, 8 December 2011

Very Brief Idea...

Orks, right.  Their problems largely stem from the fact that they can fill their FoC for a stupidly low number of points, and even when they don't try, they still find it far too easy to fill.

Those of you familiar with Sid Meier's Civilization games will know of the Infinite City Sprawl, and I'm sure plenty of other strategy games feature the same idea...

So, my idea, is the Infinite Shitty Sprawl.

For every 2 Troops choices the Ork player takes, he can choose a single non-Troop above his allowance (ie, elite, FA, HS NOT HQ) and for every non-Troop he takes (including these bonus ones) he may take an additional Troops choice.

Thoughts??

Monday, 18 July 2011

Orks, 1500

14 Lootas - 210
14 Lootas - 210
14 Lootas - 210
Big Mek - 85
Big Mek - 85
20 Boyz w/ 2 Rokkits - 140
20 Boyz w/ 2 Rokkits - 140
20 Boyz w/ 2 Rokkits - 140
20 Boyz w/ 2 Rokkits - 140
3 Kannonz w/+3 Krew - 69
3 Kannonz w/+3 Krew - 69
1498

Discuss?

It has a reasonable amount of shooting (for Orks) albeit the Troops feel very ineffectual.  Possibly don't need 2 Meks, and 14 Lootas unnecessary when 13 does the same job...sorta.

Feedback appreciated!

Thursday, 26 May 2011

Updates - See Ork Codex page.

As the title so cunningly gives away, I have posted some additional work I've done towards a Homebrew Ork Codex.  Given the ridiculous length of time inbetween, I admit I have somewhat lost the artistic direction that I was employing, and thus it's difficult to rejuvenate the project, but maybe if I continue to post the small amount I have got done you guys will comment and help me find my way here.

As regards anything else, I'm burying the previous article, let's not dredge it up. :)

...Oh, and this doesn't mean I'm back full time.  One step at a time.

Monday, 13 December 2010

Orks - A New Approach?

I was thinking about the Ethos of Continuation vs the Ethos of Perseverance, and it occurred to me that people, naturally enough, try to play Orks in the sense that they go out and kill more of the enemy than they lose...and that it might be possible to try and structure an Ork list so that this isn't the Basic Principle, and that hunkering down and securing objectives is more important.

Orks don't possess the raw survivability of the Eldar, nor the awesome mobility, so they need to try and find ways within the Codex to compensate.  Ignore the seeming inability to get solid reliable kills, and rely upon Stuns, much like the Nids do...only without the MCs, and giving birth all over the show.  Can it be done? Can it be done by me?

Let's find out... 

Tuesday, 30 June 2009

'Best Of' Ork list?

Over on Yes The Truth Hurts, Stelek is running a contest to see if anyone can provide him with a new 'Best Of' list for a few armies including Orks. I've been bored, and this is what I've come up with so far:

Mekanizd Orkses 2 fousand points...

HQ:

Warboss;
Stikkbombz, Mega Armour, Attack Squig, Cybork Body - 125

Big Mek;
Mek's Tools, Slugga, Burna, Kustom Force Field, Eavy Armour, Cybork Body, Attack Squig - 135


ELITES:

6 MegaNobz;
Mega Armour, Stikkbombz. Battlewagon: Red Paint Job, Grot Riggers, Deff Rolla, 2x Rokkit Launcha - 380


TROOPS:

6 MegaNobz;
Mega Armour, Stikkbombz. Battlewagon: Red Paint Job, Grot Riggers, Deff Rolla, 2x Rokkit Launcha - 380

10 Gretchin;
Grot Blasta, Runtherd: Grabba Stikk, Slugga, Squig Hound - 40

10 Gretchin;
Grot Blasta, Runtherd: Grabba Stikk, Slugga, Squig Hound - 40

12 Boyz;
Shootas, Nob: Power Klaw, Rokkit Launcha - 117

12 Boyz;
Shootas, Nob: Power Klaw, Rokkit Launcha - 117

12 Boyz;
Shootas, Nob: Power Klaw, Rokkit Launcha - 117


FAST ATTACK:

2 Deff Koptas;
Twin-linked Rokkit Launcha, Choppa, Buzzsaw - 140

2 Deff Koptas;
Twin-linked Rokkit Launcha, Choppa, Buzzsaw - 140

2 Deff Koptas;
Twin-linked Rokkit Launcha, Choppa, Buzzsaw - 140


HEAVY SUPPORT:

Looted Wagon;
Skorcha, Red Paint Job - 55

Looted Wagon;
Skorcha, Red Paint Job - 55

Looted Wagon;
Skorcha, Red Paint Job - 55

There we go, fully Mech'd up Orks. Half decent model count, holding squads for Objectives, good CC power, a splattering of Rokkits (10 a turn = 3/4 hits with t-l) and some nice anti-horde with Skorchas and a Burna. The problem is that Mech orks aren't great, and they need to be to compete well. Still, I reckon this is a decent Mech ork list. With 24" Scouting, hopefully Deff Koptas will get to CC any major threats before they get their chance to hurt the Boyz. Variant list coming soon, this IS only a first draft...

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