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Cagalli Yura Attha

PostPosted: Fri Nov 04, 2005 1:32 pm


PlagueZombie
The Lady Giyan

Trust me, grots don't distract anyone, becuase they get munched in both combat or shooting. Their only good point is that there is billoins of them, so they tie up units, until you fail that morale check and they flee screaming, never to return.
.


Dont forget that they make cheap mobile cover for real units.
Not anymore. 4th edition, you can PICK the unit you fire at instead of just the first one, then roll morale to fire at it.

Chaos marines = LD 9.
Marines with Master = LD 10.
Uh, PASSED.
PostPosted: Fri Nov 04, 2005 7:52 pm


Yeah, that rule says you dont have to shoot at the closest enemy, but wouldnt the rule in the Codex that says

Quote:
Living Shield

any ork model shot at thru a grot mob can claim a 5+ cover saving throw. Each Save made by the orks means one of the grots must be removed as a casuatly


Still apply since they would still be shooting thru the grot mob? Ive always taken that as true.

PlagueZombie


Vinnicius

PostPosted: Sat Nov 05, 2005 1:15 pm


That is the rule^^, but unfortunately...even for orks who desperately need it...that 5+ deffinately needs improvement, although I any more may make it somewhat unfair...I don't know I just know that from my small example of an ork army from one of my friends, I don't see how you can win too many battles with them. Especially against Space Marines and/or Grey Knights.

I don't know. maybe as his army grows I'll expirence the true power of an ork army...?
PostPosted: Sat Nov 05, 2005 5:58 pm


You dont win many battles with them. They realy screwed the orks over since 2nd edition. They took all the good weapons and gear away from them, and said "their large numbers and domination at close combat make them tough" but in reality their pathetic inititive means that most of the mob gets wiped in CC before they get a chance to strike back... Low BS, average WS, Crap inititive and Crap saves all equal few wins for the orks.

BUT...

I personally feel that orks are some of the most fun units to build and convert just because orks can be... well... anything you want... they arent as limited as say space marines, who are all guys in space marine armor, or necrons, who have very little conversion that can be done to them.

Orks are the most diverse units I have ever run across gaming. Chaos comes in close second... especially some of the fantastic Nurgle armies I have seen.

PlagueZombie


Vinnicius

PostPosted: Sat Nov 05, 2005 6:22 pm


PlagueZombie
You dont win many battles with them. They realy screwed the orks over since 2nd edition. They took all the good weapons and gear away from them, and said "their large numbers and domination at close combat make them tough" but in reality their pathetic inititive means that most of the mob gets wiped in CC before they get a chance to strike back... Low BS, average WS, Crap inititive and Crap saves all equal few wins for the orks.

BUT...

I personally feel that orks are some of the most fun units to build and convert just because orks can be... well... anything you want... they arent as limited as say space marines, who are all guys in space marine armor, or necrons, who have very little conversion that can be done to them.

Orks are the most diverse units I have ever run across gaming. Chaos comes in close second... especially some of the fantastic Nurgle armies I have seen.


^^I deffinately understand what you're saying, when I was beggining choosing an army I really looked into the orks. Not only was thier "amazing" close-combat skill appealing, but especially thier models. In the end though, I ignored conversion urges and went for my DaemonHunters over tactics. Even as I bought my Grey Knights, untill I played orks I was fearful of the day I was forced to enter an assault with a giant mob of boys, or a Warboss and his nobs. After I discovered they all the boys had 2 initiative, the nobs 3, and the warboss 4. I completely lost my fear and as I beat them down in Close=combat I asked myself. "Aren't these guys supposed to be good at this?"

Anyway, as I say again, I strongly agree that the Orks should deffinately get a raised Initiative, that might be the bond molding them into a strong army. (I mean they do have that +2 attacks for duel wielding thing...I'd love that.) I'm thinking...Boyz 3, or 4 initiative...nobz, 4 initiative, Warboss 5 initiative...but then again maybe thats no good. (power of Waaaagh could get really annoying if thier initiative went up much higher...)
PostPosted: Sun Nov 06, 2005 2:40 pm


How much is a Forgeworld Squiggoth?

Clockwork_Creep

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Vinnicius

PostPosted: Sun Nov 06, 2005 2:47 pm


lord_illpalazzo
How much is a Forgeworld Squiggoth?


Eh, no offense but...it would take anyone else just as much work as it would take you to find out. Just go to google and search forgeworld or something.
PostPosted: Sun Nov 06, 2005 2:54 pm


I tried.
I can't finds its price in American Money.
Only European.
And I have to agree with you.
My friend has beats me everytime, and all he does is sit back and shoot.
Damn Space Marines.

Clockwork_Creep

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Vinnicius

PostPosted: Sun Nov 06, 2005 3:14 pm


lord_illpalazzo
I tried.
I can't finds its price in American Money.
Only European.
And I have to agree with you.
My friend has beats me everytime, and all he does is sit back and shoot.
Damn Space Marines.


Oh, yeah...space marines seem to be alot of trouble for ork players...thats unfortunate. Actually I think the only thing you'll really hate more is Grey Knights...honestly with twice the bolter fire as a normal marine unit and up'd combat to beat pretty much any ork, sorry but I don't see how you can win.

^^unfortunately I'm not sure how your going to find american prices for that stuff...sucks living in US when playing 40k huh?
PostPosted: Sun Nov 06, 2005 5:10 pm


Not really.
I'm bidding on two squiggoths on ebay.
the only problem is they are the small ones.

Clockwork_Creep

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Drakeoss Dragoon

PostPosted: Mon Nov 07, 2005 8:02 pm


When it comes down to orks and wins I've found that its all about the tactics my Warband has a very good record on average it works out like this

VS Space marines An average of 6 out of 10 the orks win
VS Necron An average of 8 out of 10 orks win
VS Eldar An average of 8 out of 10 orks win
VS Chaos An average of 3 out of 10 orks win
VS Imperial gaurd An average of 5 out of 10 orks win
VS Tau an average of 0 out of 10 orks win (big suprise since they have the god like firepower)

This is my score card and its mainly cause of looking at my orks and thinking on new and odd ways of using them and always obay rule #1 of the ork tactic books USE COVER TO YOUR ADVANTIGE

doing so will give you a much better chance of winning trust me my warband beat an army of SP Deathwing or what ever they are called (the ones where they ALL have term armuor) in a take and hold mission so sit back looking at the good and bad of your units and the other armys and think it over you'll find some good ideas that may even work wink
PostPosted: Tue Nov 08, 2005 5:55 pm


Unfortunatly, I find terrain often untrustworthy. The only problem with it is (especially wit orks.) 90% of players dislike more than a few pieces on the tabel. Plus these pieces won't alway be particularly large, and will often be placed horribly. Plus, (not applying to orks.) I don't understand why you cannot use your armour save along with a cover save?! Completely retarded if you ask me.

Vinnicius


GT_Popogeejo

PostPosted: Tue Nov 08, 2005 7:54 pm


XRedSamuraiX
Unfortunatly, I find terrain often untrustworthy. The only problem with it is (especially wit orks.) 90% of players dislike more than a few pieces on the tabel. Plus these pieces won't alway be particularly large, and will often be placed horribly. Plus, (not applying to orks.) I don't understand why you cannot use your armour save along with a cover save?! Completely retarded if you ask me.


Well if you could take both it would be stupid.Say you have a squad of marines in ruins,you'ld have a unit with a 3+ save followed by a 4+save.It would be stupid.
PostPosted: Wed Nov 09, 2005 1:15 pm


GT_Popogeejo
XRedSamuraiX
Unfortunatly, I find terrain often untrustworthy. The only problem with it is (especially wit orks.) 90% of players dislike more than a few pieces on the tabel. Plus these pieces won't alway be particularly large, and will often be placed horribly. Plus, (not applying to orks.) I don't understand why you cannot use your armour save along with a cover save?! Completely retarded if you ask me.


Well if you could take both it would be stupid.Say you have a squad of marines in ruins,you'ld have a unit with a 3+ save followed by a 4+save.It would be stupid.

where i play at we mostly use trees for terrain and a invulnerable of +5 is better then a +6 normal save. plus some guys plays a bad moons ork armys and they can out shoot most of the marine players, it's scary.

and i do like the idea of the cover save And the normal save but have a squad of termies in a buncker? thats a bit over kill... the termies get their +2 and the +3 cover and the only way to assult the termies it to explode the bucker. so now you have a AV 13 thing between you and the almost udistructable unit. that pritty good if you ask me for 200+ points?

SetgTheiDe


Auren Shiro

PostPosted: Wed Nov 09, 2005 1:22 pm


Orks? Out gun 'rines? That's a bit disconcerting!

From what I've seen, the ONLY advantage that orks have is that you get enough orks together, you can roll over armies like the IG and 'Nids.

Tau vs Orks. Ouch for the orks.
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