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I played a tournament and ran pure speed freeks (4 squads of trukk boyz) and one of my opponents ran foot sloggers (4 squads of 30 boyz). Much to my surprise, I nearly won the battle. While be severely outnumbered i was able to run him around the board and i assured myself the charge due to my speed. And let me tell you that Furious Charge REALLY made the difference. I killed on avereage 15 boyz on the charge and hit all at once with my trukks. The he would take only a few hits back, and would have to take several more wounds due to being fearless.
I didnt think i would do as good as i did, i placed near 3rd place.
SPEED FREEKS IZ NOT DEAD (for allz you foot sloggin' gitz)
It is good to know that Speed freaks aren't that bad as people say. Still I think speed freaks will have problems with kill points. But I think it is much more fun to move 5 trukks than over 100 boyz.
Eh, footsloggers are only doing well because no one is used to them yet. They are quite vulnerable to fast assault units and flame templates in 5th edition. Once everyone starts realizing ork hordes are something to worry about tournaments, they will stop using all lascannons/plasma guns and start actually running some anti-horde stuff. At that point will *SOME* ork players realize that they are not unstoppable. This sort of stuff happens once an army gets redone, every time.
Speed freaks, especially ones with bikers and some flame templates can make a mess of big footslogging units due to the new rules for fearless units. A tooled up trukkboy unit of 12, with a claw nob and trukk will cost roughly as much as a mob of 20 boys on foot. Lets compare how they would fare against eachother:
The trukk boys charging, and getting their pistol shots off, will on avg kill 2 orks from shooting before they charge.
After this, the boys will have 44 attacks, and lets say the nob chooses to swing without the klaw, and has his own 4 attacks. The trukkboys get to strike first, so they will get
44 + 4 attacks, 22 + 2 hits, and 11 + 1.333 = 12.3333 wounds, which gives us a little over 10 dead orks. This leaves 8 orks and 1 wounded nob left in the footslogging unit left to swing, and they only have 3 attacks at st3.
This leaves 24 + 3 attacks, 12 + 1.5 hits, 4 + .75 = 4.75 wounds, which = about 4 wounds, one of which can go on the nob, which means 3 dead orks. They've won combat by so much, they are pretty much forced to break.
Against larger footslogging units, the trukkers will likely survive more than 2 rounds of combat, but will cause massive damage to the sloggers because of the new fearless rules for taking additional wounds for losing combat. Bikers are almost unstoppable against slogging orks, as they must wound on 6s in combat, and the dakkaguns rip apart orks, kill 1.1 orks per biker a round of shooting.
I don't think speed freaks are at much of a disadvantage against slogging orks in killpoint games or objective based games.
"...a swarm of mechanised locusts sweeping over the land, stripping it bare of resources, bringing death and destruction to anything that stands in its path. Emperor preserve us against the predations of these so-called Orkish cults of speed!" - Cardinal Nomura at the Conclave of Hessen
Guys, I'm gonna say again what I've said before: Speed Freeks and horde orks both have advantages and disadvantages.
I, personally, have never thought that orks in any way, shape or form are unbeatable. In fact, for most of the time that I've been playing 40k, orks were that army that you saw some guy bring and laughed at, knowing that those Space Marines or Eldar or 'Nids or Guard across the board were gonna shoot him up and then kill his boyz in assault before he could strike. Yay 4th edition?
Speed freeks was the only army that I ever saw from da orks that could pull anything remotely like a victory off. (Well... other than BS 3 ferals, but that's not a totally "official" list)
Then came the new 'dex.
All of a sudden, you could field another ork army other than Speed Freeks and do ok. You could actually win! It was great.
Then came 5th edition.
All those weird little things in the codex that didn't make much sense (ok, well, only some of 'em, I'll be honest) started to come into focus. This whole codex is made for the new rules, which is great. They've also designed it so that you have a couple of general list themes you can run with and do really well. The freeks are one, the horde list is one (I'm still not convinced about a totally mek boy themed army like they show in the book, but I'll hold back on that).
Really, I think that, at least in my case, the desire to run horde orks was not motivated by a power gamery "zomg i can winz evr game!" but by a desire to run orks how they are in one part of the fluff that I had never seen be an effective army type. I'm sure there are people who are playing flavor of the month army with the horde (why you would, though, as it is an expensive army is beyond me) and there will surely be a few more (Black Reach anyone?), but just wait until some of the new 'dexes really turn things up a notch (Space Marines anyone?) and then we'll see 'em run to there.
Freeks are a good army. Horde orks is also good. Either in the hands of an actually skilled general will be able to trounce other armies. Neither one has an "autowin" button. We're not marines after all
I'm trying to catalog every song with a reference to yetis or Sasquatch. Please help.
Speed freek players like myself grow to cherish our troops lives, coz we dont have as much as the footsloggers. therefore, we are more cautious and less callous of them.
with experience, we dont lose much units, and take down armies larger than us.
I play both types of armies, and I've found a general rule of thumb:
Horde works better against less experienced opponents, and speed freaks works better against more experienced ones.
When I say 'less experienced', I don't mean bad players, I mean players that are relatively new to 40k, don't get to play too often, or just haven't adjusted to 5th edition. In all these cases, the players are often not used to dealing with the sheer number of orks that can be played in one army. In these cases, you merely overwhelm them.
Against more experienced players, you'll have more trouble because they already have a strategy in place for dealing with horde armies, and despite all their advantages, horde armies have one big weakness: what you see is what you get. There aren't many surprises you can pull with a footslogging horde. I'm not saying there isn't strategy involved, as there's a lot, but you can always see what's going to happen at least a full turn in advance, and no matter how big your unit is, any horde can be taken down by the creative use of flamers and ordnance.
Speed freaks do better against experienced players because everything happens more quickly, especially if you do what I do, and hold several units in reserve. It's hard to adapt to your opponent's plan when many of the models aren't on the table yet, and his units move 12-18 inches a turn. Speed freaks have many more options, and far more possible moves every turn. Playing against these armies is like playing chess by thinking a few turns ahead, and it's unclear what's exactly going to happen.
On the other hand, speed freaks is harder to win with against less experienced players because it's harder to win with them, period. Trukks are fragile, nobz cost a lot of points, 12 boyz have a hard time holding onto objectives (although they claim and contest them easily), you usually have a lot more kill points in your army, and it isn't difficult for your opponent to get them.
In other words, the power of a footslogging army is static. They start with a large advantage, but there aren't many ways to make them more effective then they already are after the game begins. Most of the game is decided by placement (which is why I think all horde armies shoud choose to go second). The power of a speed freaks army is constantly fluxuating, depending on the situation and your own strategy. They'll either get blown up halfway across the board, or sneak up on your opponent and slit their throat.
This isn't just for orks, but in 40k in general. Power is usually static or fluxuating, and the difference is speed. If you're racing forward in vehicles/assault troops, deep striking or infiltrating, then you're taking a big risk, but that risk can reap large rewards, as long as you know how to capitalize on them. On the other hand, a good horde player can sit back, wait for his opponent to take too many risks, and then deliver a vicious counter-attack.
It's up to you what strategy you prefer. I've seen great players dance around their opponents with assault troops, and then get creamed by an amateur. I've also seen great players annihilate every opponent in a tournament with an unstoppable horde, only to get absolutely creamed in the last round by the Eldar, which danced around his endless hordes with casual ease.
Either strategy can definitely work, so do what I do, and play the army that's more fun. Do what you honestly enjoy doing, and you'll enjoy every game that you play. ^_^
Last edited by mynameisgrax; September 6th, 2008 at 14:47. Reason: forgot one thing
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