Feral Orks... Oh my lord. - Warhammer 40K Fantasy
 

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  1. #1
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    Feral Orks... Oh my lord.

    I finally got the chance to read the PDF file about feral orks on the games workshop UK and all I have to say is... OH MY GOD!

    How are feral orks soo amazing. Okay first off, for about 25 points they have 66% chance of making any unit on the field +1 strength. Second off, madboys... 2 points cheaper than slugga boys... + 1 strength. Even though they have a chance of messing around they can be amazing.

    The most amazing part about all of feral orks is the gargantuan squiggoth. Holy christ, it isn't even 100pts and it is ridiculous. Its much tougher than a wraithlord to kill, a lot cheaper, and can get 12 shootas and a cannon on top. Plus it can be drugged to be even better in combat.

    Feral orks also have basically better kommandos with a better BS and can set up traps for the same cost. You can actually make a somewhat shooty army with feral orks as many of their troops have a BS of 3. Does anyone see a problem with having three gargantuan squiggoth for a little more than 300 pts, along with about a million screaming S5 orks in a 1000 pt list?? WAAAGH!

    EDIT: To prove my point, here is a 1000 pt list.

    TROOPS - 700 Points (700 Points Total)

    100 Madboys - 700 Points
    *Sluggas and Choppas
    *Fearless
    *Disturbed
    *Extra Strength

    HEAVY SUPPORT

    1 Massive Squiggoth - 195 Points
    *3 Twin-linked Rokkit Launchas
    *S9, T7, W6 Monstrous
    *9 Shoota Boys as Crew

    HEADQUARTERS

    1 Warboss - 106 Points
    *Power Claw
    *Choppa
    *Cyboar
    (Note that Cyboar not only gives a 4+ save, but it becomes cavalry and gains +1 attack [7 P-CLAW ATTACKS!!!!1111])

    TOTAL 1001 POINTS

    OMG TEH PAINSZORS!

    I figure the only thing that would possibly stand up to that is like tanks... but the tanks will have a lot of shooting to do, and eventually tht s9 monstrous creature with rokkit launchas or the s10 warboss with 7 attacks will meet up with it. If anyone sees something wrong with this as well maybe I won't shoot myself in the head because feral orks are abso-@#^&ing-lutely amazing!

    Do they even need permission to play with???

    Last edited by Adalihcne; April 3rd, 2005 at 09:01.

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  3. #2
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    thats sounds good i dont have chapter aproved with me to check its leagal but it sounds really good but you may think about more rokits or more antitank stuff. When you have a battle plz plz post a report it will be very interesting to see how it does.
    TAU suck, Blood angels rule


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  4. #3
    Senior Member darkhand's Avatar
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    Myself? I prefer a more squiggoth-based army:

    1x Warboss
    >Shiny Bitz, Big Hornz
    -68pts-

    20x Madboyz +Pigdok
    -140pts-

    20x Madboyz +Pigdok
    -140pts-

    Massive Squiggoth
    >3 Rokkit Launchas, 10 On-board shootaz
    -210pts-

    Massive Squiggoth
    >3 Rokkit Launchas, 10 On-board shootaz
    -210pts-

    Massive Squiggoth
    >3 Rokkit Launchas, 10 On-board shootaz
    -210pts-

    TOTAL
    998pts
    43 Troops, 3 MONSTROUS CREATURES

    I too was very impressed by the feral ork army list.
    Last edited by darkhand; April 4th, 2005 at 08:17.
    ROIGHT!

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    20 max mad boys in a squad.

    Oh and those massive squiggoths would cost 200 points, not 160

    90

    + 3 TL rokkit launchas (60)

    + 10 Shoota Boys (50)

    = 200

  6. #5
    Senior Member darkhand's Avatar
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    Quote Originally Posted by Adalihcne
    20 max mad boys in a squad.

    Oh and those massive squiggoths would cost 200 points, not 160

    90

    + 3 TL rokkit launchas (60)

    + 10 Shoota Boys (50)

    = 200
    Dammit.
    D'oh.
    Crap.

    It would appear, in my mind, that I, Watson, am an idiot.

    Edited.
    ROIGHT!

  7. #6
    Member Dakka Dakka's Avatar
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    True that.

    I'm not a long player of Ferals - even though they've been around for a bit - but I must agree that they rock the house down. Madboyz+Madboyz is a good combination but a few squigoths don't hurt either (!).

    Modeling opportunities are the best reason for using them though - a see an article in the new AU White Dwarf about it - damn fool copied all my ideas.


    Dakka Dakka!!!
    "Where dere's wun - dere's ple'ty more!"

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    I'm also a feral ork player, but I've got to caution you against thinking we are free from weakness. the units you mentioned:

    madboyz: don't take that random action too lightly, if it happens at the wrong time, it could be a game breaker. they will either kill themselves, run away, or be pinned, madboyz are great, but if you rely on them too much, you'll always be a few bad dice rolls away from losing the game.

    gargantuan Squiggoth: costs more than a hundred points, as you MUST give it threer heavy weapons. it's also not that hard to kill for two reasons; sniper rifles still wound it on a 4+ an dwe don't have any tanks, so all of the opponents anti-tank will be aimed at it.

    pigdok steroids: you unfortunatey can't give it to any unit you want, only madboyz squiggoths and boar boyz (I think that's the list)

    that being said, feral orks are still my weapon of choice, and I welcome you as a new recruit to the feral WAAAAHHHG

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    LO Zealot Tyrael-RM's Avatar
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    hahh ithink...

    youve turned me sorta interested in feral..

    though i see a big disadvantage vs norm orks.. so im still deciding.. heh.

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    in my opinion, one of the biggest, though easily missed advantages feral orks have is the reduced cost of some of their wargear:a choppa is one point less, so are attack squigs and big horns, but uge choppas are 5 points less to a feral ork player! these may seem like small changes that are balanced out by the higher cost of other wargear, but if you tool out a command squad with a large number of these items, those points saved add up. :p not that i'm suggesting you spend half your points on a command squad... it's just what I do.

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