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So, going through the new Spearhead rules, you'd think that things may look grim for an Ork player - Spearhead means lots of heavy enemy armor, and you already have problems with that. But there are a few things which might be nifty...
Mechanized Assault Spearhead: You can take up to three vehicles with a transport capacity, and an equal number of units that can be transported in those vehicles. Nothing about "if that unit can take the transport as a dedicated transport." Ladies and gentlemen, I give you squads full of Tankbustas -in outflanking Trukks-. Oh, the orkanity... (Burnas or flash gitz could work too, but they're not likely to be nearly as useful to your advance as a triple handful of tankbustas in your enemy's rear arc!)
Tank Hunters (with walkers) might not be terrible either, though Ork walkers aren't themselves wonderful anti-tank platforms except right up close.
Other possibilities include the Crusher Spearhead (bonuses to ram and tank shock, possibly stacking well with lots of deffrollas) and the Super-Heavy Spearhead (everyone loves the Stompa).
But the evillest idea of them all is the Mass Attack Spearhead. You can take up to six full units of Troops; those troops are all equipped with Str-7 krak grenades; and they can all test to regroup even after falling below 50%. (And Preferred Enemy: Monstrous Creatures, for those Tyranid fights...) Six full units of boyz is... 180 boyz. And you can still take ANOTHER full six units of Troops above that, so a truly demented (and wealthy) player could theoretically field -360- boyz in a single game. In, one should add, a type of game that normally focuses on heavy vehicles, so that your opponent may be fielding FEWER models than normal.
Biggest disadvantage there is that the battle is played lengthwise on the table, so that your footslogging horde won't be able to reach the enemy's back row before the end of the game unless you do a lot of running. You're also playing with a lot of victory points on the table.
Personally, I'm tickled by the thought of showing up for a fight with over three hundred boyz, win or lose. Now that's a horde!
Rep for "Oh, the orkanity"!
I love the idea of the Tankbustas in a trukk...but I wouldn't build three units just for this game. Or maybe I would....
I am thinking about 180 grots with S7 krak grenades.... :-)
Hah! Do it! Get Snikrot and make them 'Cyber-grots'!
Revenant Moon Necrons: (W/L/D) 0/1/0 (6th edition: 13/2/2)(5th edition: 14/6/4)(3rd edition Codex: 16/4/7)
XIX Legion: (W/L/D) 0/0/0 (5th edition: 14/12/2)(5th edition Codex: 4/3/0)
Black Legion: (W/L/D) 1/0/0 (6th edition: 2/3/0)
Something Wicked... Reikwald Beastmen: (W/L/D) 10/4/1
180 grots with S7 stikkbombs...*dreamy sigh*...
Anyway, there are indeed plenty of good Spearheads for the Orks. Mechanized attack is a great one for finally giving transports to units that desperately need them (burnas, tankbustas, flash gitz) without using up all your heavy support slots.
The 'Outrider' spearhead would also be interesting, since you could start a tripped out squad of Nobz + HQ (Ghazghkull, Mad Doc, or something) inside a battlewagon, and have the unit either be flanked by two other more expendable battlewagons filled with shoota boyz, or perhaps 2 units of running killa kans. That way you can spread the vehicle damage results to the nearby, more expendable units, making the main battlewagon nearly invincible (especially if you use the other units to obscure it, or include a KFF).
The Seek and Destroy spearhead could also work well. At first the ability to turbo charge and shoot in the same turn for one turn per game might be seem slightly underwhelming, but if you use nob bikers, they could be shooting combi-skorchas, or a volley of combi-rokkits backed up with ammo runts. Either way, that could be devastating to your opponent's forces.
"Any job worth doing, is worth doing with a powerklaw."
yes, the ability to bring in all sorts of things in spearhead allows the orks' combined arms to really shine
The downside, of course, is that your opponent can do all of these things right back to you, except he's got heavier armor and suddenly no force organization limits on how much of it he can take.
On top of THAT, since spearhead units can capture objectives as if they were troops, it hits orks even harder. Orks have excellent troops, so taking lots of boyz isn't a hardship. Even without the need to take boyz to hold down objectives, you're still likely to have plenty along in just about any Ork list. But lots of other armies were taking fairly minimum allocations of troops as things were, and a kunnin' player could use that against them. In a five-objective game, or even a three-objective one, if the other guy only has two units of troops and you see one off, he's more or less got to wipe you off the board to win, something that's hard to do to a player that's playing defensively.
But in a Spearhead game, a mech-headed opponent can just leave the Troops choices home, and go with nothing but armor and specialist infantry. No weak point to exploit; he can park a couple dreadnoughts or some AV14 on the objective and call it a day.
If I sit down and think about it seriously, though, I don't really see a lot of Spearhead missions being played. You would have to have lists tailored to it, of course... but without the limitations of a force org chart, and with a high point limit, you can almost see the cheese from here. It could be a lot of fun if you have a few players with huge fleets of tanks and a yen to recreate Kursk, but I can't see a bunch of people showing up for random games of Spearhead at their local store.
I just read through the rules and I would say the orks are limited to only a few of the spearheads. But There are some great.
What about 3 BWs with Ambush Spearhead and a Mek with KFF. They should get a 3+ cover save or what do you think?
And a Mega dread with Outrider Spearhead could take two killa kanz to tag along.
With no force org to contend with you can do all sorts of things. You could field tankbustas and zapp guns exclusively and still outnumber your opponent. You could do trukk squads with a rokkit and a pklaw, and a rokkit on the truck for 170 pts. wave after wave of them.
It just gives you the opportunity to sit back and ask yourself how big do you want to think.
Last edited by trollzwei; June 8th, 2010 at 17:42.