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> Ork Tactics, Ork Tactical Guide for awesomeness
Deathglider
post May 13 2008, 08:03 AM
Post #1


Mushling


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Hey guys, I have written up a word doc which is pretty lengthy but it has worked for me so far. You can download it here http://www.adam.com.au/jhern911/Deathglide...k%20Tactics.doc

Cheers
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Gurge Da Scurge
post Aug 6 2008, 10:57 PM
Post #2


Snotling


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thanks friend this was just the thread i was looking for!


sincerely Gurge
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Mad Grot Docsnik
post Aug 8 2008, 10:44 PM
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Nicely done. You neglected to mention, however, that there are BBs in other fleets with 4 or more turrets. In those cases you should never send your fighta-bommaz against those ships as they become very unlikely to make so much as a scratch.

Another tip is to plan to make best use of available gravity wells. Gravity is your friend. Starting a ramming run from a gravity well is a huge boon because the free turn toward the planet is even available on AAF. This is why hulks and brutes work well together. The mobile gravity well of the hulk is invaluable. The extra turn(s) from a gravity well will also make your boarding attempts easier to pull off so try to arrange to pass closest to the enemy fleet at the same time you are closest to any planet on the board. If you are in deep space (no planets about) then expect to play the scenario in one-pass and AAF away with tail-covering fighta-bommaz whether you win or not. Orks are THE LEAST maneuverable fleet in the game and your opponent will turn and rip you a new poop-chute before you know what's hit you.


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Orks -- comic relief in the grim darkness of the far future.

"Unfortunately, there is no way of enforcing a rule that sigs should be genuinely witty or profound." -- Oddballz.

A wise grot knowz da roolz of Da Waaagh and obeyz dem.
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frgsinwntr
post Aug 11 2008, 08:16 AM
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Skumgrod sympathizer
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Gravity is HUGE!

I have to say I have learned that using a gravity well to get a good shot at a nid hive ship for a ram attempt is the easiest way to take one of those bugs down.

Also I am a big squadron guy when it comes to green skins


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WAAAAAAAAAAAAGH DA BIKES
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studderingdave
post Aug 11 2008, 01:16 PM
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Slugga Boy
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wait a minute, ork hulks have there own gravity? where does it say that?


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December 21st 2012...
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Mad Grot Docsnik
post Aug 11 2008, 10:10 PM
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Page 61 of Armada under Ork Hulk Special Rules, sub-heading Gravity Wells, second sentence. ...let the rammin' begin...


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Orks -- comic relief in the grim darkness of the far future.

"Unfortunately, there is no way of enforcing a rule that sigs should be genuinely witty or profound." -- Oddballz.

A wise grot knowz da roolz of Da Waaagh and obeyz dem.
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studderingdave
post Aug 15 2008, 12:37 PM
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i played in game yesterday and a probem came up, is it possible to ram while going though a gravity well and still ram?



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December 21st 2012...
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Mad Grot Docsnik
post Aug 15 2008, 04:28 PM
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Yes, why wouldn't it be? Ram only requires that you AAF and that your base touches the base of the ship that you designate you are trying to ram (must be designated before you move the ramming ship). If you start in a gravity well you get a free turn (toward the planet) at the beginning of your move. You can still ram even if you lose movement to blast markers or being crippled as long as you don't fall short of touching the target's base.

Where was the issue?


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Orks -- comic relief in the grim darkness of the far future.

"Unfortunately, there is no way of enforcing a rule that sigs should be genuinely witty or profound." -- Oddballz.

A wise grot knowz da roolz of Da Waaagh and obeyz dem.
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GrimSkar Zagsnik
post Sep 23 2008, 08:44 PM
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Dis Ere's a nice Write up on how ta Play as da orkz...

Perhaps I might take a fancy taking charge inna Big ol Space Hulk!


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Kr00zA
post Sep 24 2008, 02:40 AM
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Good little Ork fact there so far.

At the moment though it realy only deals with battles fort on an empty table.
As pointed out, gravity wells have not been mentioned but they are far from uncommon and their effect on the battle is huge.
Dence astoriod belts are another thing you have to deal with on a irregular basis. Things such as this are what make the other Ork Escorts Savage and Onslaught not forgetting the KillKroozer come into effect.
Admittedly, on an empty battlefield these ships are less effective than the ones you mention. But to simply not mention them and the valid strengths they have in more unusual situations leave this guide to Orkz incomplete.

At the moment its more of a one trick pony which is effective in very basic games. The tactics are indeed solid, but very ridgid.
I do very much like is guide though, it does make Orkz sound very inviting to both new and old BFG players who previously thought Ork were rubbish.

There are certain bitz I dont like... for example, the complete dismissal of BigGunz. No atempt has been made to explain where these weaponz play their part.
Im not sudjesting you some how work out a tactic that makes BigGunz super-effective, but to simply dismiss them as next to useless only adds to the ridgidness of the tactics.

Of the followin offical Ork vessels..

BattleShipz: Gorbagz, DefDealer, SlamBlaster, KroolBoy
BattleKrooerz: Hammer
Kroozerz: TerrorShip, KillKroozer
Escortz: Brute, Savage, Onslaught, Ravager
Hulkz
Rokz

... only a few get a firm thumbs.gif from you. Those being Gorbagz, TerrorShips and Ravages. Only three ships of the possible thirteen!
I think by anyones standard thats very limiting. Indeed... one of the great things about playing Orkz in BFG is the amount of different ships they have.. all with their own strengths and weaknesses. Im sure tin'ead players would love this varity in their fleets as they only have five ships winkingOrk.gif

BruteRams do get a mention, but its carried off with an air of 'Ok theyre fun and Orky but never realy that good' This is a fair point in some situations... but not all.
With thier 90 degree turn and bit of extra speed Brutes can also be quite a flanking deterent if kept at the rear of the fleet for example. Personly Id rather spend my points on Brutez rather than Rokz which are more commonly used as a rear defence You get three Brutes for less than the cost of one Rok, and they are far more capable of engaging any enermy ships that manage to get behind your fleet.
In this position they are also an effective 'second hit' once your Terrors have done thier bit and are busy turning round. Launching thier assult boats backwards at the enermy whilst the Brutes charge in from the other side is a good tactic that fits well with 'Torp n Board' tactic, but gets no mention.
It seems to be a common missconception that because the Brute is in ork terms a fast moving close combat ship, that it should spearhead the Ork fleet.
This is far from true. The fact is, the Brute is a fast and manoovrible ship that packs quite a punch, and at 25pts its damn cheap! A kunning WarLord will use them to great effect. It is often the case that the Brutez will see little real action during a battle, but thier presence in key situations and how they limit your enermys counter moves should not be dismissed.

Ive used this example because the one thing your 'Torp n Board' tactic doesnt cover is what happens if it doesnt work too well.
Its all well and good if your enermy isnt prepeared for your style of attack and you manage to hit him hard in the first pass. But that will not always be the case.
A well prepeared enermy and some hellish dice luck and your in big trouble. Short battles will be over before your Terrors can turn around and without the ability of a second strike your stuffed if the first strike didnt go all that well.
Also, your 'Torp n Board' tactic relies heavily on rerolls. Thats fine, but does become more of a problem the longer the battle is. Lets not forget that your ships can run out of ordanance at any time. If you start rolling a few doubles in a long battle those rerollz are soon gona be used up. And a fleet that so heavily relies on ordanance will suffer greatly if this happens.
This is a good time to point out that in larger, longer battlez, having a big ole Hulk lumbering at the back can be very handy indeed. Not only is it a huge fire magnet, but as pointed out, its a mobile gravity well that can realy aid your second strike. It will certainly give the enermy something else to think about other than to start pounding your TerrorShip's arse-endz.
I agree that Rokz are pretty rubbish when left to float about on thier own. But again... no mention of squading them up with a Hulk is mentioned. It is a fact that if you have a few Rokz orbiting a Hulk, using its gravity well to perform consistent movement... you have one heck of a lump of hit pointz just beggin to be engaged.
In larger battles of 2500-3000 it is a good tactic to include a Hulk and Rokz in this way. Having so many points all clumped together isnt always a bad thing. It actualy limits your enermys tacticz because you can be almost certain he will have to engage and destroy the Hulk to win.
I believe in large battles having a three wave fleet would be more effective and far more Orky. I would have the Terrorz at the front doing their thing as discribed by yourself... then a wave of Brutes to engage any ships still standing... and finaly a Hulk n Rokz at the back, ready to take on anything left to engage it.
With a bit of luck you will have taken out a large percentage of his fleet, and by the time the remaining ships are in full engagment with your Hulk, your remaining ships have turned around and are plowing towards him all gunz blazing. dakka.gif

The (rely on ur 'ardness then torp n board) tactic is a good one. But as it stands this guide makes it sound like thats pretty much the be-all n end-all of Orkz... which it certainly isnt. At best this is a guide to how to play Orkz simply and effectively in short battles on empty battlefields. Nothing about gravity wells or astoroidz is mentioned. And no real advice is given about countering a flank or effectively protecting your rear other than to rely on Fightaz and Boatz.
Added to which, the fleet is realy quite bland. There is nothing about the fleet that you could concider propper Orky. With no varity, no BigGunz, and no Escorts, the fleet is left with more of a Cruiser Heavy Oomie Fleet feel. Being played in much the same way as an Oomie fleet... only relying on dice luck and rerollz to get superior ordance.
This does however highlite an issue with the Ork fleet... which is its Escorts crappy maneuverability. Which does make an Escort heavy fleet a lot less effective... and so make a Kroozer Heavy fleet such as this more inviting. This is a shame as Orkz should be all about numbers! With a fleet of Escorts swarming the enermy.. crash n burn tacticz... winning through with bravery and strength of numbers.

Id like to see some info on other tacticz where the Torp n Board cant be souly relied on.

Good first draft all the same winkingOrk.gif


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Nuf Said.

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Perfect_Timing
post Oct 13 2008, 05:21 AM
Post #11


Mushling


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Thanks for the tactica!
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Tuska
post Oct 21 2008, 09:02 AM
Post #12


Attack Squig


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This is great, thank you!
Been playing beakies for a while and wanted to give my orks a go- now to go out and get some of dem supa battleships!
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scratch builder
post Oct 23 2008, 01:35 AM
Post #13


Parasite Huntin' Squig


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Quite nice, I have been thinking of starting a gothic army and this will help.


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Warbikers are a killy and funny group oh boyz. They commonly tend to shake for a good hour or two after gettin off their warbikes as suspension is unheard of in ork vehicles.
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