Post by lowlygaunt on Jan 14, 2008 7:37:02 GMT
I played against orks, and played them in 8 games this weekend. Some really fun crazy stuff involved. Trukks and their rules are hilarious. Had a great time, nice to see the Orks back!
The best thing by far was an ork mob and a group of marines battling over the objective until only the nob and one marine was left at the end of turn 6, the nob's unit lost the last combat, losing 6 orks and killing 2 marines to result in the 1 left on each side. . he then blew his leadership check. . but had a boss pole. . we let him "whack" himself (sadly i think the rules fobid this) and he succeeded on the re-roll of the leadership check to fight one extra turn of combat for the objective. . of course however, whacking himself meant he had to make an armor save against the wound caused by the wacking. . he of course rolled a. . .5!!! and died horribly (he had taken a wound). We decided he had driven himself into the ground like a nail, thus fulfilling his job in orky fashion, and holding the objective. . we quickly modeled an ork head on the hill, as if buried to his neck, one arm out holding a boss pole.
my only real concern was that regular boyz, at 6 points, with 3 CC attacks are truly scary. I know, slow across table etc, but 6 mobs of 30 boyz only costs you 1140 points. they get one fleet a game, they WILL reach CC with a ton of attacks. i took 4 mobs of 30 with a nob and power claw, so basically 4 power claw attacks each round. . with 29 wounds to back him up. I destroyed everything. And this was half my army total. I also still had plenty of specialised troops and units. Point for point, my mobs of 30 devastated space marine troop choices of the same cost with ease. unfortunate and poor playtesting/codex balancing in my opinion. 18" assault weapon meant I got to fire first most of the time (fleet on turn two into the 13-16" range), 60 shots, even at BS 2 was equal to the space marines rapid fire return. (hit 20, wound 10, kill 3.3, he shoots 13.4 shots back hits 9, wounds 4 boyz). hes in charge range now because he rapid fired (if he didnt move up and do so he was going to lose the shooting war) and i generaly had 25 boyz, one with a power claw to destroy him, once locked in he could not kill enough boyz before the power claw got him, even if all my other boyz never wounded anyone. And do not forget, i had 4-6 mobs of these, as the "weak" point of my army. Issues.
I think this may be the biggest issue, huge mobs of orks too cheap.
Number two the ordnance pistol of the mekboy irritates me. it is the "every powergamer army will have one" weapon, and those things irritate me. its power level to cost ratio is SO effecient, it is almost a no brainer choice.
As a note, it wasnt overpowering, but my friends ork army had 4 ordinance templates. . . but cost wise this meant fewer boyz.
The best thing by far was an ork mob and a group of marines battling over the objective until only the nob and one marine was left at the end of turn 6, the nob's unit lost the last combat, losing 6 orks and killing 2 marines to result in the 1 left on each side. . he then blew his leadership check. . but had a boss pole. . we let him "whack" himself (sadly i think the rules fobid this) and he succeeded on the re-roll of the leadership check to fight one extra turn of combat for the objective. . of course however, whacking himself meant he had to make an armor save against the wound caused by the wacking. . he of course rolled a. . .5!!! and died horribly (he had taken a wound). We decided he had driven himself into the ground like a nail, thus fulfilling his job in orky fashion, and holding the objective. . we quickly modeled an ork head on the hill, as if buried to his neck, one arm out holding a boss pole.
my only real concern was that regular boyz, at 6 points, with 3 CC attacks are truly scary. I know, slow across table etc, but 6 mobs of 30 boyz only costs you 1140 points. they get one fleet a game, they WILL reach CC with a ton of attacks. i took 4 mobs of 30 with a nob and power claw, so basically 4 power claw attacks each round. . with 29 wounds to back him up. I destroyed everything. And this was half my army total. I also still had plenty of specialised troops and units. Point for point, my mobs of 30 devastated space marine troop choices of the same cost with ease. unfortunate and poor playtesting/codex balancing in my opinion. 18" assault weapon meant I got to fire first most of the time (fleet on turn two into the 13-16" range), 60 shots, even at BS 2 was equal to the space marines rapid fire return. (hit 20, wound 10, kill 3.3, he shoots 13.4 shots back hits 9, wounds 4 boyz). hes in charge range now because he rapid fired (if he didnt move up and do so he was going to lose the shooting war) and i generaly had 25 boyz, one with a power claw to destroy him, once locked in he could not kill enough boyz before the power claw got him, even if all my other boyz never wounded anyone. And do not forget, i had 4-6 mobs of these, as the "weak" point of my army. Issues.
I think this may be the biggest issue, huge mobs of orks too cheap.
Number two the ordnance pistol of the mekboy irritates me. it is the "every powergamer army will have one" weapon, and those things irritate me. its power level to cost ratio is SO effecient, it is almost a no brainer choice.
As a note, it wasnt overpowering, but my friends ork army had 4 ordinance templates. . . but cost wise this meant fewer boyz.