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  1. #1
    Senior Member niko's Avatar
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    A crazy ork army setup?

    Some orks are quite loony - SO -

    has anyone tried to set up and play with the craziest possible (i.e. most unpredictable) ork army? E.g. a setup specifically built around
    - Old Zogwort
    - Mek with shokk attack gun
    - Weirdboyz
    - Stormboyz

    What's it like?


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  3. #2
    LO Zealot mynameisgrax's Avatar
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    I've always been a fan of Weirdboyz, as long as they're upgraded to Warp 'eads, and the Shokk Attakk Gun is a lot of fun as well. Stormboyz work best in mobile/speed freaks armies, because they need something to hide behind that moves roughly the same speed. Also, they're a nice balance to a mostly armor/bike force, as if your opponent specializes in anti-armor, he might not have enough to deal with the stormboyz.

    That said, every Ork army also needs a good number of troops. I'd make sure you have at least 4 troop choices, regardless of what type of army you play. Warp 'eads work best in large groups of boyz, and Shokk Attakk Gunz work best in units of grots or big gunz.

    Good luck!
    "Any job worth doing, is worth doing with a powerklaw."
    http://www.librarium-online.com/foru.../mynameisgrax/

  4. #3
    Warboss Alf Cossack's Avatar
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    Try this!

    Ork Random Army Generator


    The first percentage roll determines the HQ unit and the "Army List" column that will be used when determining what other units are in the army. From that point on, roll on the appropriate column and start adding up points. This list is setup for only the Orks that I own, and if I roll the same unit twice I just reroll it. This is done until the points limit is reached or exceeded, then I can go back and fuss with the number of figures to get the final list to the right points value.
    Last edited by Cossack; March 29th, 2010 at 18:10.

  5. #4
    Senior Member niko's Avatar
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    Quote Originally Posted by mynameisgrax View Post
    Shokk Attakk Gunz work best in units of grots or big gunz.
    How come - why is that?

    Quote Originally Posted by Cossack View Post
    Hmm, I actually like the idea behind this Gonna take me a while to build up the "reserves" to allow for the needed variety.

  6. #5
    Warboss Alf Cossack's Avatar
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    The first time I used my shiny new SAG and shiny new Lootas - it distressed me to no end to discover that by setting them up close to each other they had to fire at the same target! Yikes!

    The SAG mek would have to be alone, and that is unhealthy. Any unit he is with is required to fire at the same thing, and range/weapons capability might preclude that being useful. Also, he can't move and shoot, so once you set him up you want him to stay where he is.

    A small unit of grots gives him lots of soak off wounds with the added benefit of claiming an objective in your own deployment area. That little unit of grots has been critical for me at times.

  7. #6
    Member blu_saber's Avatar
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    I run a Big Mek with SAG to claim objectives too. My opponents see 13+ wound Big Mek and figure its a waste of their time.

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    Senior Member niko's Avatar
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    Oh yes! Thank you guys. That sounds like a fantastic plan

  9. #8
    Member guildmaster's Avatar
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    Shokk Attakk Gunz work best in units of grots or big gunz.
    Advantages with Big gunz other than adding wounds:

    1. Artillery can shoot at other things than what the others models in an artillery y unit shoots at. (Rulebook p.55)
    2. Use the big gunz's ammo grots (great for SAG = re-roll scatter)

  10. #9
    Warboss Alf Cossack's Avatar
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    I hate this f'n reply button.

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