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Narcissus

Posts: 540 Join date: 2010-10-15 Location: Vancouver, BC
 | Subject: Re: Mid-campaign ork tactics Sat Dec 25, 2010 11:08 pm | |
| Thanks for the great discussions so far everyone.
The new version of the TLRB, 6.0, has a few small changes in store for our beloved orkys. Lets discuss how these changes may affect our squads and how we can use some of these changes to affect our strategy.
Things that jumped out at me: -the chain choppa gives officers a great close combat weapon option. Very orky. -the cost of ork guns seems to have gone up. I was thinking that a blasta and choppa combination on the boyz could be pretty effective. -the new deepstrike skill on the sneaky boss could be pretty fun to use -PEA SHOOTER! A great addition for the orks. Unreliable, but can have moderate BS. Gives the orks a long range option. I really like that addition. Gives the orks a bit more of a long range shooting option. -the burna and kommando special rule may mean that more warbands have exclusively one or the other |
|  | | Chuchosky

Posts: 192 Join date: 2010-10-17 Age: 36 Location: Spain
 | Subject: Re: Mid-campaign ork tactics Sun Dec 26, 2010 5:45 am | |
| I agree with you,
- New officers choppas are good options, love it. - Guns??, i think a recruit Max BS 2, cant pay 22 for a blasta when most times will be runing or hiding, and the few times they shoot, they miss ;-). Guns are only for officers and komandos (now we cant start with kustom blastas , sniff) - Pea shooter, great!!, a bit dangerous for the grot, but some long range fire power :-) - Where are the changes in trash kan?? i only find that is 5 cr cheaper, but dont find anything else. Now whith heavy stubber st4 and 2-4 shoots, they arent as stronger as they was. - Burnas-komandos :-(, we have a problem if we have both of our bet units in the game, i think ill use burnas. - Where are our helmets??? ;-) - Still think that clubs are to cheap (only 5 cr) and axe/chopas to expensive (15 cr) only for a -1 to armour save (most troops havent got armour) 5-10 or 10-15 i think is better. I think most people will continue using clubs instead of choppas. - Weirdboy, i dont like weirdboys in general, so i dont use it, still thinking that a low level Mek fit better than a weirdboy as ork officer :-).
Tactics?? Be more carefull, advance and hide, since the first game a IG squad can have 2 heavy stubber st 4, if they fire you, you are in problems. So now, dont run if LOS, allwais walking and hidding until charge range ;-), then, burn them and charge with all you have. Use the grots as low cost snipers trying to take down enemy heavy weapons |
|  | | Laney

Posts: 2535 Join date: 2010-02-13 Age: 35 Location: Colchester, Essex, England
 | Subject: Re: Mid-campaign ork tactics Sun Dec 26, 2010 6:20 am | |
| On the helmets: Ead Buckets is the new ork helmet (anti stun can be gain through 'ard head skill) Choppa: that -1 to armour save will come into its own later in the campaign when troops (especially officers) have armour Guns are expensive - but orks won't tend to shoot much anyway (they just aren't a shooty force) Burnas/Kommandos: most people favour one or the other anyway (the new sneaky boss rule makes it kommandos for me) I'm probably going to revise my squad to go choppa first for recruits and get blastas/kustom blastas when I get the cash. Laney |
|  | | Mordheimer

Posts: 8797 Join date: 2009-07-12 Age: 38 Location: Elizabeth City, NC (USA)
 | Subject: Re: Mid-campaign ork tactics Sun Dec 26, 2010 1:44 pm | |
| Well Narcissus, as you are so observant (I mean it as a great compliment... THANKS for noticeing the stuff!) let me a peek on the reasoning why. -the chain choppa gives officers a great close combat weapon option. Very orky.- New officers choppas are good options, love it.Yes. From the beginning we wanted to make a chain axe, but Dozer pointed out (correctly, as always) that such weapon would place the Khorne Berserkers in a weird position. Without a frame of reference, we decided to sacrifice the Orks. After Dozer designed with me the Chainaxe to a proper Khorne standard (lots of blood was involved!) we... sorry... forgot about the Orks! When you, Chuchosky, tendi and the rest of the Ork Fan-Boyz brought the issue of Orks not being able to grow, I remember the Ork version of the Chain Axe. We (the Staff) started to talk about it right away and I took the Chain Axe for a spin & twist. It was Laney who put the final nails on that coffin... and the Chain Choppa was born! Compared to a Chain Axe, is worse... but compared to a Choppa (even the new fixed version) is better. The idea is that Orks could start with clubs, then move to Choppas... then the 'strong' ones move to Chain Choppas and the BEST of them move to the Big Choppa! -the cost of ork guns seems to have gone up. I was thinking that a blasta and choppa combination on the boyz could be pretty effective.- Guns??, i think a recruit Max BS 2, cant pay 22 for a blasta when most times will be runing or hiding, and the few times they shoot, they miss ;-). Guns are only for officers and komandos (now we cant start with kustom blastas , sniff) ALL the economy of  got slightly twisted. Lots of weapons went up in price a few credits, while other (high end items) came down. It would promote the evolution of Squads. Players would be more willing to 'trade-up' as the campaign advances. You are right... the Blasta & Choppa combo was the design standard for Orks, just like Lasgun and Sword should be for IG. The initial Orks (rookies) could start with clubs and no dakka and then 'graduate' to the standard. Below some more info... -the new deepstrike skill on the sneaky boss could be pretty fun to useYes... hehehe... he could DeepStrike with the Ork Skill... Da Cunnin'. We want to test the rules (they seem fine) and then introduce skills or wargear that could allow Deepstrike. Right now, the only way to Deepstrike is via Scenario rules. Enjoy it and test it! -PEA SHOOTER! A great addition for the orks. Unreliable, but can have moderate BS. Gives the orks a long range option. I really like that addition. Gives the orks a bit more of a long range shooting option. - Pea shooter, great!!, a bit dangerous for the grot, but some long range fire power :-) YES! That was Laney's idea... I laughed when he suggested it. I just made the name. The idea is exactly what you suggested... increasing the tactical value of Gretchins (lots of requests for that) WITHOUT messing with their stats and fluff (design requirements.) -the burna and kommando special rule may mean that more warbands have exclusively one or the other- Burnas-komandos :-(, we have a problem if we have both of our bet units in the game, i think ill use burnas.This rule has ALWAYS been there, we just made it clearer. The fix came from Arachas and Laney, who managed to verbalize the junk I wrote before. I have heard other saying exactly the opposite, preferring Kommandoz over Burna Boyz. THAT is exactly the point... no two players should have identical Squads. - Where are our helmets??? ;-) The 'ead Bucket! Just like Laney said, it allows for cheaper items and the Stun protection can be acquired through a skill... which in the past put the Orks on  level. - Still think that clubs are to cheap (only 5 cr) and axe/chopas to expensive (15 cr) only for a -1 to armour save (most troops havent got armour) 5-10 or 10-15 i think is better. I think most people will continue using clubs instead of choppas. Here is the  AT the initial campaign, Armor is rare. Choppas are an 'overkill'... completely unnecessary. A waste of money. Now, as campaign moves along and Armor becomes a 'problem', the Orks would benefit from the new Choppas and later from the Chain Choppa. Also, Orks can now learn to Parry... - Where are the changes in trash kan?? i only find that is 5 cr cheaper, but dont find anything else. Now whith heavy stubber st4 and 2-4 shoots, they arent as stronger as they was. The Trash-Kan has been simplified. The rules before were convoluted and the unit was hard to play as intended. Consireder now that the Trash-Kan can move and shoot without penalty AND does not need a Skill... you start with a powerful Mek. - Weirdboy, i dont like weirdboys in general, so i dont use it, still thinking that a low level Mek fit better than a weirdboy as ork officer :-). A low level Mek... like a Trash-Kan?  Wirdboyz allow for shooting normalization that Orks so desperately need. Take 'em for a spin! HERE IS A KICKER. Not now, and NOT anytime soon... AFTER the Adeptus Arbites and the Space Marine Scouts are released, we MAY play with the concept of creating Ork Clanz. Just like the Imperial Guard's Regional Platoons, Ork players could take a Clan and have benefits or access to special skills and items. Maybe some 'sneaky' Clanz would allow for Deepstrike and other Clanz would have better Dakka. AGAIN... not anytime soon! We need to keep the eye on the prize, and release MORE Squads before adding to existing ones that work. There is a nice future for our Green Menace! _________________ . The Mordheimer - Death Squads' Chief Editor & Ninja Designer. Bursting with ARACHAS' Dev-Powah™! Support Bacteria; it is the ONLY culture some people have!Since I ask "What do you think?" to all Staff, I have included it here to save time.DoZer  Mordheimer Justice NEEDS to be Served! Maybe 3rd Degree burns will teach you not to Tom Sawyer me to work! . |
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