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I was checking out the rules for feral orks the other day and they looked pretty cool. I was wondering if anyone could advise me as to weather they are worth collecting and if they are, could I please have a bit of advice on what's good to feild and what's not so good.
Just my $.02: Feral orks make a cool looking, fluffy army but which is difficult to win with against anyone using basic tactics. You're shootier than regular orks, but still are no better than IGs. You've got no armor, no big guns (beside lobbas which are the worst of the orks' big guns), and aren't as good as regular orks in CC. Again, ferals are cool (boarboyz rock) but they're really weak particularly against any sort of armor. I think the "Snakebite" klan detailed in Feb's WD is a bit better balanced list.
What about doped up mad boys? They're S5 when you dope them up and that will work on a 3+. They freak out 1 in 6 turns, but thats not so bad since they're fearless. As for the need to kill tanks, couldn't I field enough boys to be able to afford to ignore the heavier tanks? Call me crazy, but I find that the only good reason to take out a tank is to get a quick boost in victory points. A land raider which kills only 3-4 mad boys a turn isn't going to take out it's points cost.
I'm not familar with the feral list off the top of my head so I'm not sure about what weapons they have available aside form shootas, sluggas, choppas, and lobbas. I would agree that the new Snakebites offer a lot of the advantages of ferals without having quite so many limitations: You get access to Huntas, Boarboyz, and Madboyz and can upgrade a warboss with a super boar. Your limitations are only one slot for big guns, dreads, and stormboyz, & no flash gitz.
I agree the actual threat a single LR would pose is negligible, but a vindicator or a predator is going to chew up your boyz fast, as will a dreadnought. A Leman Russ or a Hellhound is also going to be a major problem if you can't hit them from a distance. Pie-plate firing tanks are going to be deadly against an army that can't hurt them. You need to make sure you've got access to at least a S 8 weapon to have a chance of fighting that kind of stuff. A power klaw will do (although you're going to need a lot more than one), but ideally you need something that can strike from a range because anyone with half a brain is not going to let you assault his armored units without inflicting horrendous casualties first. A heavy flamer can be nasty. Of course striking at a distance means you typically end up going up against their frontal armor. I routinely end up against 1500 point armies SM sporting a couple dreads and at least a pair of predators or a vindicator. Land Raiders OTOH aren't nearly as common around here (I save a nice Zzap cannon or two for them)
what agout squiggoths. do snakebites get them? they're only 60 pts and hard to kill cause of their toughness and wounds. I can have rokkit launchas as well. the wyrd boy's power is has a 72" range. If I put him in a squiggoth he'll be able to see all over the battle field. If there are two or even three squiggoths the other guy is going to waste a lot of fire on them and that's freakin' great if he does it'll take him/her forever to take them down.
If you can use rokkits and the squiggoth is that good/cheap than it's probably a workable list. Snakebites can't take them. Do not ask for copyrighted material.
The wyrdboyz power doesn't pierce armor does it (I seem to recall it's AP -) and it's not strong enough to use against tanks so you still need something to deal with thoses. Rokkits are useable although at S 8 you're going to need a lot of luck to take out a Leman Russ or Land Raider. :unsure: It's certainly a cool list.
hmmmmm.... With the list I'm thinking up there are about 80 madboys, 20 huntas, 2 massive squiggoths, 6 pigdoks and as many as 19 rokkit launchas if i lose one or two madboys. If I put the warboss and the huntas in the squiggoths then my whole army in fearless while it advances (very slowly). and the warboss and huntas will almost always arrive at the front lines intact. The huntas wont even really have to ever get out and fight. I'll write up the list and post it once I've tweeked it a bit, but it just might be crazy enough to work.
Oops, didn't mean to break the rules there. Where did you find the rules for ferals (I assume it's in one of the CAs)? I've seen bits and pieces but have never seen the whole article.
the rules are in CA 2003 you might be able to download them on the GW site as well , but I'm not sure.
The latest version of the Feral list is in the newest Chapter approved book. That is the only place I know where you can get the information you need.
WAAAGH! da feral Orks
"Da Orks is da best cuz we ar ded ard an killy, mean, green, krumpin machines, hav da most dakka, da stompiest dreads, da shootiest gunz, da biggest bosses, an we uze choppas...WAAAGH!"