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Ork battle plans - new codex
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Old 03 Dec 2007, 10:57   #1 (permalink)
Shas'Saal
 
Join Date: Oct 2007
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Default Ork battle plans - new codex

The last couple of weeks I have tried the new Ork codex on the table top.

So far the list used could have come from Speed freak army list. However the boyz are much cheaper and the trukk offers a safer form of transport(for the boyz!).

I have noted that the trukk is a very powerful option for boyz mob. My only gripe is if your opponant sees them first and shoots them in the first turn you've got little units running up the feild. Trukks negate 2 turns of footsloggin and so make up for the six boyz you have to get rid of to accomodate them in your army. However you can equip them with RL - one trukk firing rokkits can be a nuisance. With a little luck it can take out many expensive vehicles and T3 characters. And moving up to 12" too! This for 40 points.

The true image of Orks are the boyz though. A massive mob of boyz charging full pelt across the feilds to get into a scrap. Alot of people have been getting excited about the shootas. It is better than it was. However it seems only good against gaurd. I shot 24 sluggas at a dark reaper squad and failed to kill any. Okay some bad luck but not really bad luck. I believe a mob of 30 boyz will get through. With a nob and PF that would come to a mere 225 pts. In a 1000 pts game you can have 3 such mobs and room for some support. Just remember you need to Waaagghhh! In a recent battle my opponant had shooty elder units. I noted he had to use 2 - 3 units to kill 10 boyz.
I don't think a warboss is always needed and I love the warpead. It's almost like a sniper in your mob. He can pick the units he blasts. On top of that at least once in the game he can invoke a waaaaghhhh himself in addition to the free one you get.

I am excited about using battlewagons. Everyone imagines Orks as a mass of boyz. But what if they could show up as an Armuored Thumpin army. Orks could take no boyz, nobz and a dreadnought as troop and have nothing but battlewaggons. A whole fighting style in itself. Maybe a whole new army. Imagine if one day you played footsloggas and then next time against the same opponant(or someone who saw your last battle) you had a massive formation of BW. It would be quite a shokk.

Some ideas for the current Codex. However I'm not a great strategist. I would love to hear other ideas if anyone has. Warbosses consider this a spot to get braggin rights.
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Old 03 Dec 2007, 11:21   #2 (permalink)
Shas'O
 
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Default Re: Ork battle plans - new codex

the units seem to be more specialised now, though the majority of the army is good in close combat, they all paly roles, tank huntas, ALL with rocket launchers.. and burnas boys.. ALL with burnas.. and flashgits etc, they all seem a bit simple to use now..
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Old 03 Dec 2007, 14:50   #3 (permalink)
Shas'El
 
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Default Re: Ork battle plans - new codex

Quote:
Originally Posted by Timjim
the units seem to be more specialised now, though the majority of the army is good in close combat, they all paly roles, tank huntas, ALL with rocket launchers.. and burnas boys.. ALL with burnas.. and flashgits etc, they all seem a bit simple to use now..
I`m not so sure about the "simple to use". Imagine a unit of Takbustaz, for example. ALL of them are armed with Rokkit Launchaz - meaning 1) every casualty counts and 2) they are a high priority target. Same for the Burnaz. You don`t hav redundant models in the squads anymore, meaning you have to protect them much better than before.

Cheers,
-Bone
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Old 06 Dec 2007, 17:20   #4 (permalink)
Shas'Saal
 
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Default Re: Ork battle plans - new codex

The simplest unit overall and purest of all 40k to me is the Ork mob in a wartrukk. It is almost perfection. Cheap and speedy. I really think if you provide a PK and Trukk to every little Mob you will achieve victory! I may well be wrong.
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Old 06 Dec 2007, 17:23   #5 (permalink)
Shas'O
 
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Default Re: Ork battle plans - new codex

works every time! zipping to cover, then pounding on enemy.. nothing can stand against a flying out of trukk ork mob
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Old 06 Dec 2007, 17:29   #6 (permalink)
Shas'Saal
 
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Default Re: Ork battle plans - new codex

Does no one see a problem? There must be an answer to Ork tactics(don't post them!). Do you think there is?
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Old 07 Dec 2007, 14:14   #7 (permalink)
Shas'El
 
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Default Re: Ork battle plans - new codex

Quote:
Originally Posted by maniacs1
Does no one see a problem? There must be an answer to Ork tactics(don't post them!). Do you think there is?
I guess I'm confused on what you're asking or looking for?
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Old 07 Dec 2007, 15:24   #8 (permalink)
Shas'Saal
 
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Default Re: Ork battle plans - new codex

I mean if you were to fight against Orks have you come across a particular way to do it. It's always handy to work out how your opponant might beat your army.
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Old 07 Dec 2007, 20:06   #9 (permalink)
Shas'Vre
 
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Default Re: Ork battle plans - new codex

Orks have a lot of trouble with a true, blue, hard as nails big God squad. Be it 10 man Death Co, 10 man Harlequins, Huge flock of rending warriors, 10 Khornate lightning claw weilding terminators, whatever, Orks just have trouble with big tough squads.

Armor 14 vehicles are a bit annoying as well.
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Old 08 Dec 2007, 22:27   #10 (permalink)
Shas'Saal
 
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Default Re: Ork battle plans - new codex

Quote:
Originally Posted by 40kenthusiast
Orks have a lot of trouble with a true, blue, hard as nails big God squad. Be it 10 man Death Co, 10 man Harlequins, Huge flock of rending warriors, 10 Khornate lightning claw weilding terminators, whatever, Orks just have trouble with big tough squads.

Armor 14 vehicles are a bit annoying as well.
Such units are expensive. Boyz are so cheap and effective done right.
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