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 Ork list for revision =)

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Komfritten



Posts: 467
Join date: 2011-06-29
Age: 32
Location: Nørrebjerg Runddel, Odense, Danmark

PostSubject: Ork list for revision =)   Sat Sep 10, 2011 9:07 am

This is my first (actually second) list, but now I, hopefully, have read the rules more thorough:


OFFICERS:

Ork Boss (108)
------------------------------------
Two Handed Axe
Blasta
Helmet
Mesh Armor


Flash Git (72)
------------------------------------
Shoota
Club


'Ard Boy (71)
------------------------------------
2 x Choppa


'Ard Boy (71)
------------------------------------
2 x Choppa


Sneaky Boss (66)
------------------------------------
2 x Clubs


RECRUITS:

3 x Ork Boys (111)
------------------------------------
3 x clubs


3 x Burna Boys (201)
------------------------------------
3 x Burnas


Painboy (50)
------------------------------------
Club


I'll play this list tomorrow. I have decided not to take the weirdboy, as I think my boss is highly suspisous about his ability to make heads go *pop*...

I had to redo the whole list, as I suddenly saw that my boss-ork could not have his trusty powah-klaw(!)...

Comments please =)
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Laney



Posts: 2537
Join date: 2010-02-13
Age: 35
Location: Colchester, Essex, England

PostSubject: Re: Ork list for revision =)   Sat Sep 10, 2011 2:15 pm

Seems like a solid list to me. Lots of bodies and you need to get in close combat quick (but then that's orks). I always go for kommandos with orks and flamers with IG - But that has nothing to do with tactics or skill of any kind!

Be sure to give us feedback on how the flash git plays!

Cheers Laney Very Happy

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Mordheimer



Posts: 8797
Join date: 2009-07-12
Age: 38
Location: Elizabeth City, NC (USA)

PostSubject: Re: Ork list for revision =)   Sat Sep 10, 2011 3:36 pm

Nice amount of tough bodies (get it?!?! Orks... Tough... ? AGGHHHH!!! Nobody gets my puns... Sad ) my observations:

Ork Nob
I think you missed something... but it is MY fault (like usual!). It is explained in the Two Handed Weapon description...
Quote:
Increased Costs: Creating a larger version of a single handed weapon requires time and resources. The cost of a Two-Handed Axe, Club or Sword on the Squad Depot is to be added to the cost of the normal weapon fabricated. For example, a Two Handed Sword would be the cost of a Sword PLUS the cost of making it Two-Handed.

A Two-Handed Axe (Choppa) costs a total of 30 credits. You do get 50% (round down) off all your initial equipment: (30 + 26 + 18 + 17) / 2 = 45.5 So your gear costs 45 credits. The unit costs is 115.

If you want to make this guy a MEAN Close Combat monster, I would drop the Blasta and the 2-H Choppa... get yourself a Choppa and a Chain/Flail. The Choppa reduces Armor and the Chain/Flail can't be Parried. Later, get yourself a Big Choppa... those things are NASTY!!!

The rest of your Squad looks amazing!



NOTE: When researching your Squad I found that the Two-Handed Close Combat weapons rules slipped by the revision. We will work on the phrasing (spirit will remain similar). Will post note when ready!

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Laney



Posts: 2537
Join date: 2010-02-13
Age: 35
Location: Colchester, Essex, England

PostSubject: Re: Ork list for revision =)   Sun Sep 11, 2011 1:46 am

Didn't check the numbers! Shocked

While Mord is right about the two handed thing - I think one choppa would be enough for now (you are low on any sort of ranged threat - a little is nice) with the blasta - can then upgrade to a big choppa, power klaw or whatever and have useful equipment (including shooty stuff) to pass down the squad.

Cheers Laney

_________________
I thought the acolytes of Khorne were supposed to be warriors, not a bunch of pansies.
— Commissar Ciaphas Cain, to a Khorne Berserker, during the Chaos attack on Adumbria
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