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Posted: Wed Oct 25, 2006 1:06 pm
And close combat. Crap Save and BS though.
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Posted: Wed Oct 25, 2006 6:09 pm
Not to mention the fact that their guns have a high mortality rate.
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Posted: Wed Oct 25, 2006 9:09 pm
I have played Tyranids, Eldar (getting new ones and starting again), Tank Company (just started), Daemonhunters, Creature Feature I'm starting, and almost played Space Marines, and I want to try a new type of army and am wondering what makes Orks special and strong, and what makes them weak. (Sorry if there are typo's but I'm kinda tired sweatdrop )
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Posted: Wed Oct 25, 2006 9:20 pm
SamuriNinja24 I have played Tyranids, Eldar, Tank Company (just started), Daemonhunters, and almost played Space Marines, and I want to try a new type of army and am wondering what makes Orks special and strong, and what makes them weak. (Sorry if there are typo's but I'm kinda tired sweatdrop ) Strengths: Have the KoS(Kult of speed) (arguably one of the fastest armies in the game. can make a 25' total move (including assault) turn 1), very good CC ability (all boyz have WS4), crazy weapons (only assualt 1 rocket launcher in the game), one of the few armies with upgradeable weapons, can be very silly (I'm making a comic-book themed army) Weaknesses: poor armor (guard-equivelent), poor shooting (BS2), most vehicles very light (AV 10 all across for most), not much "oompf" for ranged AT Hope that helps.
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Posted: Wed Oct 25, 2006 10:20 pm
it occurs to me that ive never seen a female ork.
i know that they reproduce via spores and fungi and all that, but still, due to the party-hardy nature of the orks, youd think they would want some female orks.
what happens in the Waagh! stays in the Waagh! i guess
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Posted: Wed Oct 25, 2006 10:23 pm
Autumn_Blade it occurs to me that ive never seen a female ork. i know that they reproduce via spores and fungi and all that, but still, due to the party-hardy nature of the orks, youd think they would want some female orks. what happens in the Waagh! stays in the Waagh! i guess Well Orks get their jollies so much from fighting that sex would probably just muck up the works. Hell, the amount of patience and dedication required to acheive copulation would really be a detriment to the Ork mentality.
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Posted: Thu Oct 26, 2006 2:12 am
Autumn_Blade it occurs to me that ive never seen a female ork. i know that they reproduce via spores and fungi and all that, but still, due to the party-hardy nature of the orks, youd think they would want some female orks. what happens in the Waagh! stays in the Waagh! i guess There are no female orks. Sexual reproduction doesn't happen in orks, since everything is taken care of by the fungi. And lady orks would just get in the way of the fightin' an' groggin'.
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Posted: Thu Oct 26, 2006 7:34 am
Autumn_Blade it occurs to me that ive never seen a female ork. i know that they reproduce via spores and fungi and all that, but still, due to the party-hardy nature of the orks, youd think they would want some female orks. what happens in the Waagh! stays in the Waagh! i guess You've never been in prison, have you?
-Mykal
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Posted: Fri Oct 27, 2006 11:58 am
EsgarBlackpoxs SamuriNinja24 I have played Tyranids, Eldar, Tank Company (just started), Daemonhunters, and almost played Space Marines, and I want to try a new type of army and am wondering what makes Orks special and strong, and what makes them weak. (Sorry if there are typo's but I'm kinda tired sweatdrop ) Strengths: Have the KoS(Kult of speed) (arguably one of the fastest armies in the game. can make a 25' total move (including assault) turn 1), very good CC ability (all boyz have WS4), crazy weapons (only assualt 1 rocket launcher in the game), one of the few armies with upgradeable weapons, can be very silly (I'm making a comic-book themed army) Weaknesses: poor armor (guard-equivelent), poor shooting (BS2), most vehicles very light (AV 10 all across for most), not much "oompf" for ranged AT Hope that helps. How can they move 25"? And I was thinking of maybe buying Fantasy Orcs and converting them and buying normal base, too. They look cooler, but I'm afraid I won't be able to give them 2 choppas each confused Black Orcs are perfect for elite squads like Kommandos or Nobs.
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Posted: Fri Oct 27, 2006 3:18 pm
SamuriNinja24 EsgarBlackpoxs SamuriNinja24 I have played Tyranids, Eldar, Tank Company (just started), Daemonhunters, and almost played Space Marines, and I want to try a new type of army and am wondering what makes Orks special and strong, and what makes them weak. (Sorry if there are typo's but I'm kinda tired sweatdrop ) Strengths: Have the KoS(Kult of speed) (arguably one of the fastest armies in the game. can make a 25' total move (including assault) turn 1), very good CC ability (all boyz have WS4), crazy weapons (only assualt 1 rocket launcher in the game), one of the few armies with upgradeable weapons, can be very silly (I'm making a comic-book themed army) Weaknesses: poor armor (guard-equivelent), poor shooting (BS2), most vehicles very light (AV 10 all across for most), not much "oompf" for ranged AT Hope that helps. How can they move 25"? And I was thinking of maybe buying Fantasy Orcs and converting them and buying normal base, too. They look cooler, but I'm afraid I won't be able to give them 2 choppas each confused Black Orcs are perfect for elite squads like Kommandos or Nobs. 25" move= 12" trukk move+ 1"Red paint job+1D6 (lets assume 6 here, with a 3 for "hang on for dear life) turbo boosta+6" assault=25". Before you say "Anything moving more than 12" cannot disembark", the orks have a few special rules regarding the RPJ and Turbo boosta. RPJ says that a ork vehicle adds 1" to all its distances, and that, for example, a trukk could go 13" and STILL fire one weapon and/or disembark boyz. The turbo boosta says that no matter what you roll on the 1D6 for the added distance, it counts as going the speed it went BEFORE the boosta was activated (I.E. 13"). So you move the trukk 13" (RPJ), activate the turbo boosta (6" asuuming), disembark at 19", and then assault 6".Although its possible to get a 31" move at most (with no shooting/disembarking though). They're fast vehicles, remember (24" basic+1"RPJ+1D6TB (assum 6)=31") NOTE: The TB extra distance must be in a straight line though. And black orcs would make excellent 'ard boyz for 40K, but not so much for kommandos. Kommandos don't even get an armor save, so it wouldn't look very right to have a lightly armored, sneaky git of a kommando in full-plate armor. Although it would be good for humor purposes if you want. And there are kommando models out now, so you could use Black Orc bits to do some converting.
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Posted: Fri Oct 27, 2006 5:05 pm
EsgarBlackpoxs SamuriNinja24 EsgarBlackpoxs SamuriNinja24 I have played Tyranids, Eldar, Tank Company (just started), Daemonhunters, and almost played Space Marines, and I want to try a new type of army and am wondering what makes Orks special and strong, and what makes them weak. (Sorry if there are typo's but I'm kinda tired sweatdrop ) Strengths: Have the KoS(Kult of speed) (arguably one of the fastest armies in the game. can make a 25' total move (including assault) turn 1), very good CC ability (all boyz have WS4), crazy weapons (only assualt 1 rocket launcher in the game), one of the few armies with upgradeable weapons, can be very silly (I'm making a comic-book themed army) Weaknesses: poor armor (guard-equivelent), poor shooting (BS2), most vehicles very light (AV 10 all across for most), not much "oompf" for ranged AT Hope that helps. How can they move 25"? And I was thinking of maybe buying Fantasy Orcs and converting them and buying normal base, too. They look cooler, but I'm afraid I won't be able to give them 2 choppas each confused Black Orcs are perfect for elite squads like Kommandos or Nobs. 25" move= 12" trukk move+ 1"Red paint job+1D6 (lets assume 6 here, with a 3 for "hang on for dear life) turbo boosta+6" assault=25". Before you say "Anything moving more than 12" cannot disembark", the orks have a few special rules regarding the RPJ and Turbo boosta. RPJ says that a ork vehicle adds 1" to all its distances, and that, for example, a trukk could go 13" and STILL fire one weapon and/or disembark boyz. The turbo boosta says that no matter what you roll on the 1D6 for the added distance, it counts as going the speed it went BEFORE the boosta was activated (I.E. 13"). So you move the trukk 13" (RPJ), activate the turbo boosta (6" asuuming), disembark at 19", and then assault 6".Although its possible to get a 31" move at most (with no shooting/disembarking though). They're fast vehicles, remember (24" basic+1"RPJ+1D6TB (assum 6)=31") NOTE: The TB extra distance must be in a straight line though. And black orcs would make excellent 'ard boyz for 40K, but not so much for kommandos. Kommandos don't even get an armor save, so it wouldn't look very right to have a lightly armored, sneaky git of a kommando in full-plate armor. Although it would be good for humor purposes if you want. And there are kommando models out now, so you could use Black Orc bits to do some converting. OK, thanks whee I'm definitly gonna play them!
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Posted: Fri Oct 27, 2006 7:27 pm
SamuriNinja24 EsgarBlackpoxs SamuriNinja24 EsgarBlackpoxs SamuriNinja24 I have played Tyranids, Eldar, Tank Company (just started), Daemonhunters, and almost played Space Marines, and I want to try a new type of army and am wondering what makes Orks special and strong, and what makes them weak. (Sorry if there are typo's but I'm kinda tired sweatdrop ) Strengths: Have the KoS(Kult of speed) (arguably one of the fastest armies in the game. can make a 25' total move (including assault) turn 1), very good CC ability (all boyz have WS4), crazy weapons (only assualt 1 rocket launcher in the game), one of the few armies with upgradeable weapons, can be very silly (I'm making a comic-book themed army) Weaknesses: poor armor (guard-equivelent), poor shooting (BS2), most vehicles very light (AV 10 all across for most), not much "oompf" for ranged AT Hope that helps. How can they move 25"? And I was thinking of maybe buying Fantasy Orcs and converting them and buying normal base, too. They look cooler, but I'm afraid I won't be able to give them 2 choppas each confused Black Orcs are perfect for elite squads like Kommandos or Nobs. 25" move= 12" trukk move+ 1"Red paint job+1D6 (lets assume 6 here, with a 3 for "hang on for dear life) turbo boosta+6" assault=25". Before you say "Anything moving more than 12" cannot disembark", the orks have a few special rules regarding the RPJ and Turbo boosta. RPJ says that a ork vehicle adds 1" to all its distances, and that, for example, a trukk could go 13" and STILL fire one weapon and/or disembark boyz. The turbo boosta says that no matter what you roll on the 1D6 for the added distance, it counts as going the speed it went BEFORE the boosta was activated (I.E. 13"). So you move the trukk 13" (RPJ), activate the turbo boosta (6" asuuming), disembark at 19", and then assault 6".Although its possible to get a 31" move at most (with no shooting/disembarking though). They're fast vehicles, remember (24" basic+1"RPJ+1D6TB (assum 6)=31") NOTE: The TB extra distance must be in a straight line though. And black orcs would make excellent 'ard boyz for 40K, but not so much for kommandos. Kommandos don't even get an armor save, so it wouldn't look very right to have a lightly armored, sneaky git of a kommando in full-plate armor. Although it would be good for humor purposes if you want. And there are kommando models out now, so you could use Black Orc bits to do some converting. OK, thanks whee I'm definitly gonna play them! No problem.
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Posted: Sat Oct 28, 2006 10:55 am
Orkz being bad at shooting isn't entirely true. Kannons, although terribly inacurate, are great at taking down vehicles. If you have a battery of three, chances are, you'll hit one, and it counts as ordinance against vehicles, so it does some serious ripping. Seriously. Plus, their big shoota is the same as a heavy bolter but with ap 5, and assult three instead of heavy. Sure, they may hit lett, but they can go a lot faster for much for killing! HAHA!
Also, although their buggies an stuff have very little armour, they're like the boys. You can get a lot! They're the point cost of three space marines, and pack a pretty big punch.
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Posted: Sat Oct 28, 2006 3:49 pm
Tableau Orkz being bad at shooting isn't entirely true. Kannons, although terribly inacurate, are great at taking down vehicles. If you have a battery of three, chances are, you'll hit one, and it counts as ordinance against vehicles, so it does some serious ripping. Seriously. Plus, their big shoota is the same as a heavy bolter but with ap 5, and assult three instead of heavy. Sure, they may hit lett, but they can go a lot faster for much for killing! HAHA! Also, although their buggies an stuff have very little armour, they're like the boys. You can get a lot! They're the point cost of three space marines, and pack a pretty big punch. Can buggies carry Orks like a transport???
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Posted: Sat Oct 28, 2006 6:41 pm
SamuriNinja24 Tableau Orkz being bad at shooting isn't entirely true. Kannons, although terribly inacurate, are great at taking down vehicles. If you have a battery of three, chances are, you'll hit one, and it counts as ordinance against vehicles, so it does some serious ripping. Seriously. Plus, their big shoota is the same as a heavy bolter but with ap 5, and assult three instead of heavy. Sure, they may hit lett, but they can go a lot faster for much for killing! HAHA! Also, although their buggies an stuff have very little armour, they're like the boys. You can get a lot! They're the point cost of three space marines, and pack a pretty big punch. Can buggies carry Orks like a transport??? No, they cannot. But Wartrukks can.
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