Showing posts with label Orks. Show all posts
Showing posts with label Orks. Show all posts

Wednesday, 2 August 2017

The green tide cometh!

Warhammer 40k, 8th Edition. I have decided that there is no point comparing it to previous editions. It is a new game with new rules and making backward looking comparisons is just a waste of time. Like any new game it takes a while to settle into its routine and once the basics have become natural you can begin to have fun with the combinations made possible by the new playing mechanics.

Last night we played our second game of 8th edition. This time we played battle forged armies and set the limit at 1000points. We used the command points for the first time and rolled on the table for mission and deployment style. My Orks v's the Dark Templar Marine salamanders. We played on a 4X4 table.

I kept my play style very simple and went with the 'green tide' Ork style. I just wanted to 'feel my way' into the game. We were strict with ourselves and followed the phasing very deliberately. This went really well and gave us structure.

1000 point Ork Army
I had 100 models on the table to the Dark Templars 24. He was intimidated for sure. I didn't take Ghazghkull nor did I take any Warbosses. I wanted to save them for another day. I did take a Painboy, Boss Zagstruck, Nob with Warbanner and my leader for the night a Weirdboy. I didn't take Da Jump again something for the future I took the more conservative Warpath instead. I just wanted to see how the boyz would do.

I had: -

30 boyz, nob with PK
30 boyz, nob with PK
15 boyz, nob with PK
20 stormboys, nob with PK

All this meant I did not have to remember lots of different Ork rules. I could settle into the game ruleset. This gave me a battalion detachment and 3 command points on top of the 3 you have as standard. I could have easily tweaked the list to also have a second battalion but again I kept it basic for this game.

Ork Set-up
I set the boyz up with a declined flank so leaving the left side clear.

The marines set-up in the middle of the board opposite. We alternated one squad at a time.

Marines set-up
The Dread was separated off to the left. This was done deliberately to take away landing areas from my Stormboyz. Good move DT.

I had the first turn and I advanced the green tide. The first thing to note here is that characters move separately and as such have to be rolled for separately so there can be some disconnect. This can be a problem if the boyz get away in front because you really want the buffs from the characters. I will need to think about this for the future. I think that greater care is needed in the set-up to make this unlikely. I had the characters behind the boyz, and the boyz were keen.

I went for it and brought in the Stormboyz on the left hand side 'declined' flank.

Stormboyz arrive
What a sweet sight. I advanced them and lost a couple guys doing that but this improved my charge chances. The charge was successful and I was in. I went for the 'first blood' victory point and completely destroyed the 6 man veteran squad before spreading out to entangle the other troops.

It felt great!

However there are lessons to learn. The Boss is not part of the squad and has to be rolled for separately. I had him attack a different target, the Razorback. This was a mistake and I nearly lost him. In future I would declare the charge against two units and this would give him protection. I would also put him against troops.

I also note that everyone gets an extra attack if there are more than 20 models so in future I will always take a larger unit that can afford to lose a few guys and still retain this advantage. Probably take the full 30.

Positioning before and after the 3" secondary move is really essential so that everyone gets tied up. I am going to have to really think about this. I was lucky in that I did tie up all the units but I very nearly didn't succeed in this aim.

Stormboyz in action
Had the Boss gone against the marines and had I got 20 additional attacks because the squad was the right size I could have been much more devastating. I declared all the boyz against the six man squad and could have killed 12 marines with the result, a waste. I should have split the attacks and taken the additional overwatch. There are real lessons to learn here.

I could support this chaos with some Kommando's or indeed some fast attack buggies or ..... there are options and many of them to consider but it would to great to feel some more help arriving before the boyz finally make it.

The boyz arrive
And make it they did! They were buffed by the Warbanner and the Weirdboy's Warpath giving +1 attack and +1 to hit. I didn't get them all into the action I would guess at least 10 - 15 had no attacks and this was just a big mistake. They get 2 attacks normal ,+1 for the choppa, +1 for Warpath, that's four and the PK was in the wrong place - idiot - and both the nob with Warbanner and the Wierdboy had fallen behind and could'n't charge and the Painboy had been mugged because of the same problem. Just silly stuff. But missing out on 40 attacks and not getting the characters in was crazy. Note to self - learn from this experience.

Anyway - I missed the opportunity to smash all before me. Too many errors in both set-up and tactics. The marines held on and in the end the only two people left on the field were both the marine characters.

I was delighted for the Dark Templar. He fought stoutly and just inched his way into the winning position. It was a great night and the game is definitely fun to play. Congrats to the DT and my Wierdboy will be getting a yellow streak on his cloak to remember his actions on this night ;-)



Wednesday, 26 July 2017

Ghazghkull in Da House

Ghazghkull Mag Uruk Thrakka (Ghaz to his mates) strode across the broken piles of mechanisation that had once been the advance party of the Dark Templar Marines. Broken pieces of Annihilator, crushed under the weight of his boots. Ghazghkull was here and this could only mean one thing....


Ghazghkull Thrakka
Waaagh!!!!!!!!!!!!!!!!

The new Space Marine Codex comes out on Saturday. There will be marines to kill - Oh Yes.

I do hope you all appreciate my take on Dark Templar purple, and I can confirm that Annihilator's make such wonderful 'door mats'!

Wednesday, 19 July 2017

Its choppa time!

Last night we played our first game of Warhammer 40k, 8th Edition. The Dark Templar brought his infamous Dark Templar marines to the table and I dusted off my trusty Orks. He has been building this army for as long as I have known him.

My Orks
I brought 30 Boyz, 30 Stormboyz, 15 Lootas in a Battlewagon along with a Warboss. Nothing complicated so that we could get a feel for the game.

It wasn't long before I was using my chopper like a can opener on those lovely shiny marines.

30 Stormboyz will make a mess alright
To be fair we were just messing around. This is not the 40k we are used to at all! We were learning the new rules and unlearning everything we thought we knew and still making tonnes of errors. Our dice rolling was also shockingly poor, I mean seriously!

It was good fun but it did feel odd.

A picture speaks a thousand words
 How did it work out? Take a good look at the picture and judge for yourself. A satisfactory collection of heads to be sure.

Thursday, 29 June 2017

Deff Rolla

I have spent some time looking at some of the heavy metal options for the Orks. I do like a big bit of kit on the table and for whatever reason I seem to have a lot of good luck using them in game especially the Deff Dread.

However a particular option for the Battlewagon has caught my eye and it feels like a proper Ork addition to a vehicle - the Deff Rolla!

Deff Rolla
In the 8th Edition the Battlewagon has a WS and can therefore get stuck into Melee. Now there is a big change! So what can it do?

It has a WS of 5+ so a bit crap, it will need to roll 5 or above to hit. On the up side it has a S8 and 6 attacks. All in all, not great. Until you read the Deff Rolla rules. It has the Strength of the User, in this case 8, AP-2 and you add 3 to the hit rolls.....what?!

So now you get 6 attacks, hitting on a 2+ with a Strength of 8 so that it is double most infantry Toughness meaning 2+ to wound and AP-2 significantly reduces the armour save. Even against marines that is some serious damage. 6 Attacks needing 2+ to Hit, 2+ to Wound and armour save of 5+.

I think I need to get me one of these beauties! Bitz Box here I come.

Tuesday, 27 June 2017

8th Edition Tankbustas

As those that know me will testify, I just love the Tankbastas. I love the very idea of them. They want to go out there and maul vehicles. It is so understandable and just so Orky! They have rokkits and rokkit pistols and tank hammers and bombs of every sort and of course my real favourite Squig bombs!

The Best!
There can be 15 boyz in the unit and you can add 2 squig bombs for every 5 boyz. The boyz are all armed with S8 Rokkit Launchas. They can swap in close combat stuff but I prefer to attack from distance. As usual the downside here is the BS of 5 meaning you need 5+ to hit. So that is an average of 5 hits per turn for the 15 boyz probably needing 3+ to wound but....

Each squig bomb, and there are six, has a BS of 2 and a range of 18". They are single use as explode  with the bomb. They have S8, AP-2 and D6 damage. Now that is pretty cool indeed and their deaths are ignored for the purposes of morale.

If we close the distance to the target the boyz can use Tankbusta Bombs with R6", Grenade D3, S8, AP-2 and D D6. Not bad for Orks and the D3 grenade is a big help to increase the volume of hits as is the D6 damage, especially against multi wound vehicles.

Da Boyz
The unit also benefits from 'Ere we go (re-roll failed charge rolls) and Mob Rule (use the leadership characteristic of any unit within 6")

The thing that really sets them apart though is the Tank Hunters rule. This means that they can  re-roll failed hit rolls when attacking vehicles. Oh yes indeedy folks. This really gives them an edge. In effect it doubles the number of hits achievable.

And for the Squigs .... they hit on a 2+ with a re-roll. In my book that is six guaranteed hits then. For shooting this is as good as it gets!

Now just imagine that there is a particular vehicle that you really want to take out. Weirdboy use Da Jump to move the Tankbustas within 9". Deploy the Bomb Squigs and throw the Tank Busta bombs. So what are we talking as averages against a T7 vehicle?

Bomb Squigs - 6 hits needing 3+ to wound so that is 4 wounds D6 should make it 12 and AP-2 should mean only a 6 will save so with 2 saves that is 10 wounds.

Tankbusta bombs - 5 hits, re-roll the 10 miss's another 3 hits, thats 8, D3 grenade should make it 16 hits needing 3+ to wound call that 10 wounds, D6 should make it 30 and AP-2 should mean only a 6 will save so with 5 saves that is 25 wounds.

In summary - No more vehicle - it is merely a pile of smoking metal with some very happy Tankbusta Boyz standing nearby taking selfies.




Friday, 23 June 2017

8th Edition Loota's

It is a well known fact that Orks are CRAP at shooting. BS of 5 so needing 5+ to hit after which you have to Wound and then the opposing unit gets a chance to make armour saves. The math tell you that this does not add up to much damage.

So how on earth do you get to lay down some serious ranged damage. May I have the pleasure of introducing the Ork Loota.

Loota's
The unit can include 15 Loota's They are armed with Deffguns with R48", Heavy D3, S7, AP-1 and D2.

Things to note: -
1) 48" range. You can stand outside the range of most opposing units and still be effective. This is an important advantage.

2) Heavy, D3. You roll one dice and apply the outcome to the entire unit. So you will have either 15 shots, 30 shots or 45 shots. Volume baby. Likely 33% hit so 5, 10 or 15 hits. Lady luck will have play her part. Heavy makes the unit static so consideration can be given to put the unit in a transport for added mobility and protection. Likely a Battle Wagon to optimise the number of troops in the unit.

3) S7 so when to hit you are likely to be doing damage. Probably wounding on 3+, 66%.

4) D2 so that is doubling the damage if the target has multiple wounds.

5)AP-1 reduces the armour save by one.

That is some tasty output.

Up to 3 Loota's can be replaced with Spanner's. Spanners come with the Mekaniak special rule that allows them to repair a vehicle would once per turn. So it might be worth swapping out one of the Lootas for a Spanner. Bearing in mind that we want these guys operating from distance consideration could be given to arming him with a Souped-up-weapon. Maybe a Kustom Mega Blasta with R24", Assault 1, S8, AP-3, D D3. I think I would likely stick with the Loota's myself.

I think it is safe to say that many an Ork general will be including some Lootas.

Thursday, 22 June 2017

Da Boyz are back in town - WAAAAAAGH!

This blog started as a Waaaaagh so this brings us full circle.

It had to happen, the 8th edition has been published and I have been to get my copy. So what does it mean for the green skins? It's all change in the 40k world but is it a good thing? 7th edition was a disaster for Orks. They were pretty unplayable. These are my first thoughts on the new rules.

My beloved 'Ard Boyz are gone. They have been a mainstay for years and, if I am reading the codex right, they the are gone. RIP. They were the first thing I went looking for. Downhearted, I flicked on through the pages. Things got better, much better.....

Da Boyz
STATS
First up, Da Boyz are now S4 and I like it.

FEARLESS
The Mob Rule ability means that the units can use the number of models in the unit instead Leadership for morale. The allowable unit size is up to 30 so this is encouraging the Green Tide. We can be Fearless again. Superb!

Note all template weapons are gone from the game so no need for all that spacing out Da Boyz to maximise the 2" allowable gap. Much better for the green skins and for playing generally.

MOVEMENT
Move is reduced to 5", boo hiss. There is now an Advance option where the unit can move forward a further D6". Charge is a 2D6 test and the 'Ere We Go ability allows this to be re-rolled. There is a 3" Piling In allowance and a Heroic Intervention allowance of 3" for Characters.

So basically move 5", Advance D6 say 3" (8" total), Charge 2D6, with re-rolls, should be 8" (16" total), to Move within 1" of the enemy (17" total) then everything else comes Piling In and uses Heroic Intervention for characters. Yip - that is potentially a good long way!

Disembarking vehicles has to be done before the vehicle moves. So no more racing Da Boyz forward in Trukks and jumping out for some choppa fun. Alternatives need to be found.

Wierdboyz can now choose their Power of Waaagh discipline. Da Jump is a real possibility as a unit can be moved to within 9" of the enemy.

Stormboyz are interesting too. They have a 12" move. They can Advance and Charge the same turn (with some downside but ...). They also have 'Ere we Go and Mob Rule. Upto 30 in a unit. Gosh. So using 12" instead of 5" above thats 24" total. Potential to be in combat during the first turn.

Kommandos can sneak in behind the enemy. He, he. I have used this to my advantage before.

When it is all done units can Consolidate a further 3" towards the enemy.

FIGHTING
I have been having a look through the latest fight rules the first thing that strikes is that Initiative is gone so Da Boyz can hit first when they charge. A proper first for Orks. Yipee!

Waaagh
Overwatch is still a pain, but such is life.

And so to dice......Da Boyz get 2 attacks, plus an attack for using a Choppa (3A's), plus an attack for Green Tide (being more than 20 models in the unit) (4A's), A Wierdboy with Warpath plus another attack (5A's), add Ghazghkull Thraka with his Great Waagh so Da Boyz can Advance and Charge in the same turn and you also get plus one attack for every model in the unit (6A's). I am making that 180 attacks plus the extra ones for Nobs and Boss's etc. Throw in a Waagh Banner and you get plus one to the hit rolls. I mean seriously! (not sure how this will work out points wise but even the thought of it.....)

I think I am going need some more dice and a bloody big bucket to throw them :-)

I am also going to need more models and I just never thought that would be the case with all the Orks currently in my possession.

SUMMARY
Da Boys are back in town - Waaaaaagh!!


Thursday, 4 August 2016

Cybork Body - Assembled

Well now an evening with the 'bits box' has been productive indeed.

Cybork Body
I thought I might struggle to find an 'iron gob' having used a lot of them already but then I remembered the Nobs from Gorka Morka, the metal ones. One of the models comes with an 'iron gob' in-situ. I really wanted a head with a neck because the model only offered a flat spot between the shoulders, old style. So it worked well.

I used one of the Big Choppa's from the current Nob sprue. It is a two handed weapon so I cut and filed the second hand so that it was just a cube. I love this weapon and get little chance to include it in the army.

I added a back pack containing a gun and the Squig will give the model a little more height as well as adding to the overall fun.

I found some metal plates which I added to the front and laid a Stikkbomb across it. Always good to have one of these to hand.

I found some very Orky tusks and stuck them to the front and finally I added a space wolf back pack to the base.

All in all I am pleased with the result and looking forward to getting some paint on him.

May he rule supreme. I need to think of a name for him. All suggestions welcome ;-)

Wednesday, 3 August 2016

Cybork Body - The Project

Some time back we play tested the latest Warhammer 40k rules and it was an excuse for me to get my Orks from the garage and throw them into a new fight. It was all very exciting stuff and an old friend from our tournament days paid us a visit, Sean Howells. Sean is an Ork through and through and at times as 'mad as a box of frogs' and I mean this in the best possible way.

He very kindly gifted me a piece of inspiration and it has been waiting for an introduction to the infamous Flavin 'bits box'.

I give you the Cybork Body - Howells style!

Cybork front view


Cybork side view left


Cybork rear view
I told you 'mad as a box of frogs'! It can be hard to make out but it is essentially Mad Doc Grotsnik  torso mounted onto a Necron body on an Ork Warbuggy set of treads. There are a couple of grots on the back with some home made bombs. There is no head, the powerklaw is busted, he needs a weapon in his left hand and then some liberal 'bits' from the 'box'. A fine project to be sure.

Now I also need to tie him into my own army.

I really like the powerklaw. It looks like he is giving the world the big old single digit. (F.U.) I think he needs an 'Iron Gob' and then a brute of a weapon, Big Choppa style and then what ever else I can find. I will need to work a gun in there too. I just love the idea of him.

Mr Howells I salute you and I hope to make you proud.

So to work .....

To be continued .....

Friday, 29 July 2016

40k in 40 minutes - First thoughts

And so it has come to pass that 40k has awakened. It is like a sleeping dog that we just can't let lie.

We have decided to have a few games of 40k in 40 minutes but going back to the fourth edition rules. We much preferred them to the current incarnation. It should be a blast.

The basics: -
1. Patrols of no more than 400 points
2. You must have one Troop choice
3. You may have one HQ but no more
4. You may spend the remaining points on anything in the codex
5. No character can have more than 2 wounds
6. No special characters
7. No 2+ saves
8. Vehicles have a max armour of 33
9. No deep strike
10. Scouts are allowed
11. 6 turn game
12. Set-up first = goes first

The game is played on a 3x4 board with 18" to 24' gap between the forces. The battle is a fire fight. When a patrol takes 50% casualties then Leadership tests are required based on the commanders leadership. If the test is failed then the patrol breaks and loses the encounter.

The patrol that does the most damage in points wins.

It all seems nice and easy.

Now I have a fair few armies to choose from. I have a Khorne, Slaanessh, my Dark Angels, Space Wolves, Imperial Guard, Dark Eldar, Eldar, Sisters of Battle and of course my beloved Orks.

Some of the models have not seen the light of day for years but after some consideration I am drawn to the Orks. Was it ever in doubt?

Our plan is develop three separate lists for each army. Each list to be themed. We will then roll off to see which patrols are involved in the encounter.

The first issue is to find the rule book and appropriate codex. The first of many trips to the garage....

Ork Codex
So lets get down to business. 400 points is not a lot to play with. I guess the starting position needs to be a review of the Troop section as this is manditory.

For Orks this is easy. There are only two choices Ork Boyz or Gretchin (unless its a Speed Freak army)

I am thinking that with only 400 points this unit needs to be able to dish out some damage and so I am lead to Da Boyz.

Da Boyz

Boyz

The Boyz cost 6 points each. The smallest allowable unit is 10 so that would make 60 points. Then the decisions start. Seems reasonable to put a Nob in there so that is +10 points ,with a Bosspole (always for the re-roll on morale) +5 points, and then Power Klaw +25 points. So a standard unit of Boyz for 100 points.

I could go for a 'foot slogger' approach and max out on Boyz and run them across the board. That would be 40 Boyz with four Nobs.

Heavy Support

Killa Kans have an armour value of just 32 (less than the 33 limit) and could be an option to support a foot slogger approach. At 35 points each I could easily have three or maybe even six. I could keep them cheap and give them Skorchas at +5 points.  I would still have 20 Boyz.

Transport

For added mobility and if there are less than 12 in the unit, I can stick the Boyz in a Fast, Open-topped Trukk for 35 points. The Trukk total armour is 30 and so less than the 33 threshold. This can be good as mobile terrain and it comes with a Big Shoota. Grot Riggers +5 points.

Ork Trukk
Heavy Support

I could even take a Looted Vehicle which has slightly more armour at 32. 11 Front and Sides. It is not Fast though. I could forego the transport and stick a Boomgun or Skorcha in it though.  How funny would that be.

 Fast Attack

There are some wonderful options here and all are wonderfully cheap. There are Bikes and Buggies and Koptas. All superb options and present individual targets as unit sizes of 1 are allowed. The cost ranges from 25 - 35 points each.

Elites

So many choices. I always loved the Burna Boyz and they all come with Burnas so no need to worry about the BS 5. Lootas are great too for some top line fire power. I could even contemplate a unit of Nobs at only 20 points each!

The nice thing here is that smaller unit sizes starting at 5 models are allowable. A nice way to give a bit of 'kick' to the patrol.

HQ

No special characters and no one with more than 2 wounds. These are big limitations. It leaves me with a Big Mek or Weirdboy as my options. The Big Mek is cheap at 35 points and then there are options as to tooling him up, depending on the the remainder of the force.

The Shokk Attack Gun is always a bit of fun. How about the Kustom Force Field? Oh yes there are many decisions to be made. Lots of possible combinations.


Sunday, 3 April 2016

Easter fun

This easter we had my sisters family over from Ireland. Three kids ranging from 6 - 12. The house  is filled with games and it was the perfect excuse to make some introductions.


First up was Warhammer 40k. I set up the table with my Orks and Dark Angels. A jaw dropping spectacle and some very excited youngsters. Nothing got broken which was nothing short of a miracle. I had expected casualties. Well you have to play with the models. Handfuls of dice great fun.

Next up was Zombicide. We played everyday before breakfast.


I had bought Ciaran the game for Christmas but he hadn't played it. Well they loved it. The nice thing here is that we are all playing on the same side so everyone helps everyone else. Things did get a little competitive when it came to head count - who had killed more zombies than anyone else. In fact there were totals for the entire holiday. Very funny.

I had spent most of November painting zombies and it was great to get so many games. It does make a difference when there is a bit of paint around.

Finally yesterday we had a long awaited Games Day and a few games of Zombicide Black Plague. This was hosted by the Dark Templar and we had Michael Awdry of 28mm Victorian Warfare fame and two new additions to our gaming crew Chris and Ryan. A fabulous fun day.


I had painted (well nearly) the survivors so we used them on the day. Above is Baldric and Nelly fighting for their lives. You know things are going be tough when the Abomination turns up on turn one. Search, search, search ..... We got him in the end!


We played three and won two. The final game was very close though and we nearly went down but  survived to fight again another day as we successfully limped to the exit.


Fantastic fun! I look forward to the next outing with much excitement.

Monday, 8 September 2014

A touch of chaos - Pink Horrors

As part of my ongoing exploration of Chaos Daemons I ordered the Codex, always a good start ;-). As with these things there is the temptation to add something to the order so I decided to invest in a box of Pink Horrors. The models look great and it will give me another unit to choose from. Also I had an idea for painting Orky daemons and thought it would good to start with them.

My theory is that the daemons are being summoned using Ork Waaagh Energy. This magical energy is created by the Orks themselves when they enter that blood crazed state of the Waaagh. The Weird Boy is just harnessing the energy as it flows through him. So it is very much an Ork thing!

On that basis I figure that the daemons that are summoned must have an Ork core. They are what they are but the Waaagh Energy adds something to the mixture.... I give you the manifestation of an Ork Pink Horror. I love it. (He giggled madly over his cup of tea)


Painting - I have attempted to merge the colours so that I am going through Light Green - Dark Green - Purple - Pink, mixing them as I go. I have used washes and highlights to bring elements forward and then knock them back. I have made the Green the standout colour and kept the Pink fairly dull. The bright Blue is another theme accent colour for my Orks so the tongue fits in well.

I have given them the 'dirty yellow' for feathers as this is another theme accent colour in my army. I have gone for the this yellow on the beaks as well, a nod to the colour of the 'iron gobs' on my guys.

The Blue tongue is a nod to the couple of Blue Horrors that are inside every Pink Horror. Finally I have gone for Blue Gems and again this is aimed at the Blue Horrors within. I think they look mad and will fit right into the army.

Still a lot of work to do, but don't you just love it when you have an idea and, when implemented, it turns out to be pretty cool. I will be picking out details on these guys for weeks.

I have started to read up the rules for the daemons - man its complicated but I have just noticed that these guys 'Hate Nurgle'. How appropriate is that for the storyline? These guys would be very clear on who the opposition is!!

Thursday, 4 September 2014

Ork Weirdboy, with chaotic leanings

I played my Ork Pysker, 'Eadcrumpa, in our first 1500 point game.


I gave him abilities from the 'Powers of Waaagh'.  This seemed to be very appropriate and in keeping with the story line. He really brought something to the game when he rolled for 'Da Jump' and 'Power Vomit'. I was able to Deep Strike an entire unit in behind the enemy and then used Power Vomit on a unit of Obliterators. It was hilarious.

In the second game of 2500 points I did not take any magic at all. 'Eadcrumpa had died spectacularly and it was as if Ghazghkull had seen enough and turned to the Mekboyz instead.

For the next big game of 4000 points I am thinking of turning back to magic with 'Agor the Mad'. However this time a corrupted version. In my head Agor, 'Eadcrumpa's second in command, has been effected by his time on this world of Chaos and his powers have evolved such that his abilities are now those of Daemonology.

I just love the idea of Orks using Malefic Powers and summoning daemons to the table. And think of the opportunities for conversions .....

The are four ways to summon demons: -

1. Primaris Power (This is automatic - no rolling required) - Summoning, this summons a unit of your choice who arrive by Deep Strike within 12".
    - 10 Bloodletters of Khorne
    - 10 Pink Horrors of Tzeentch
    - 10 Plaguebearers of Nurgle
    - 10 Demonettes of Slannesh
    -  5 Flesh Hounds of Khorne
    -  3 Flamers of Tzeentch
    -  3 Nurgling swarms
    -  5 Seekers of Slannesh

Then the next three can be rolled for.

2. Sacrifice (D6 of 4) - Conjure one of the following units of your choice Herald of Khorne, Tzeentch, Slannesh or Nurgle with 30 points of options.

3. Incursion (D6 of 5) - Conjure one of the following units of your choice 3 Bloodcrushers of Khorne, 3 Screamers of Tzeentch, 3 Plague Drones of Nurgle or 3 Fiends of Slannesh.

4. Possession (D6 of 6) - Conjure one of the following of your choice 1 Bloodthirster, 1 Lord of Change, 1 Great Unclean one or 1 Keeper of Secrets.

The big question is where to start? The idea of Bloodletters joining an Ork army is pretty cool but then again so is the idea of sending Plaguebearers in against a Nurgle opponent. This is going to require some thinking.

I would welcome any thoughts ...


   



Wednesday, 3 September 2014

Da Stompa in play - thoughts of a defeated general.

Well now that I have played Da Stompa I feel that I know so much more about about it. It is great fun on the battle field and no mistake! The Dark Templar has done a cool battle report which is worth a look.



I think that I have learned a number of things: -

1. The Mek Boyz are important to repair HP's have a number of them and don't forget to use them!
2. The KFF is necessary and it has a range of 6" around the Stompa - make use of this.
3. Who is carried inside is important - think shooting. There are four fire points.
4. There is potential to take several small units inside.
5. It not great against lots of AV14! Blow up transports early and get troops out in the open.
6. It can get bogged down in hand to hand so support him with something that can help.
7. Beware of magic - I had 'weapons get hot' cast on me a lot so any 1's were hurting me.
8. He is huge on the table - hide something behind him - A unit of Boyz in a Trukk would be good start and would help with any potential hand to hand volume.
9. He is not an assault vehicle and there is only one access point, at the back. Whatever gets out needs to be able to shoot.
10. His blast template weapon only scattered one D6. Be brave!
11. Melta weapons are not to be tolerated. Have a plan to deal with them.
12. Max out on Supa Rokkits and use them when you can
13. Grot Riggers are worth a thought.

He is lots and lots of fun to play but he is not a one man army. Now that I have a 'feel' for him I need to consider what complements him. He is the star man but everyone benefits from a team approach.

I am liking the idea of Killa Kans in front and to the side of him. Maybe a full unit of 6 all benefiting from the KFF. They have a BS of 3 so decent shooty weapons would be useful. This will slow things down a bit but that is fine.

Have a small unit of Lootas inside manning the fire points. This will add weight of shots. Upgrade to as many Meks as possible.

I also like the idea of a small unit of Tank Bustas with Squigs. These can disembark in turn 4 or 5 and  use the Squigs. They will also be fearless within 6" of the Da Stompa.

When he goes down he does it in style with a huge explosion. It would be nice to be in hand to hand if that is going to happen ;-)

I would welcome any other thoughts. Its always good to get another perspective.

Sunday, 31 August 2014

The death of hero's

And so it came to pass that Zagdakka took down the mighty Typhus, but as his spirt passed he took one final and mighty swing of his scythe, Zakdakka fell along side him.


A day to remember - a battle to remember! Ultimately the Ork delays proved to be a fatal error in judgement. The magnificent and impressive walkers did not deliver on the battlefield. The fortifications stood firm. Ghazghkull would take this setback personally and the forces of chaos would now feel his wrath!!

Ultimate 2500 point Ork Walker army list

So today is the big day. Its 9am and I have already set up the board outside. Weather forecast is for a nice warm day with low wind. Perfect. Just had a text from the opposition to say that he is on the way so I need to get the kettle on. The Dark Templar is planning to Tweet key events during the day, (details on his blog). That will be a first for us and should be interesting.

So what army did I pull together? Your going to like this....

I have taken on board the Ork Walker discussions that have been going on and pulled a list together that I really love the feel of. It should really wipe the floor with anything being faced, he said confidently. It contains the Stompa, Gorkanaut, Deffdredd and 6 x Killa Kans. This is supported by a Battlewagon and Dakkajet. There is a unit of gretchin to make up the Troops numbers so that it is an Ork Horde Detachment granting Boss of Da Waaagh and The Greenskin Hordes special rules.

The plan remains - 'shoot the choppy and chop the shooty'



HQ (min of 1)
Warboss in Mega Armour, Lucky Stick, Bosspole (In the Battlewagon)
Painboy (with the Warboss)
Big Mek with Kustom Force Field (in the Stompa)
Mekboy (with the Warboss)
Mekboy (in the Stompa)

Elites
3 x Meganobs with kombi skorchas (in the Gorkanaut)

Troops (min of 3)
15 Boyz with Nob and Power Klaw, Bosspole (with the Warboss)
18 Boyz with Nob and Power Klaw, Bosspole, 2 x Rokkits (in the Stompa)
10 Gretchin with Runtherd and squig hound

Heavy Support (can take 4 because of the mission rules)
1 x Deffdread with close combat Klaws
6 x Killa Kans with skorchas
1 x Gorkanaut
1 x Battlewagon with 4 x rokkits, killkannon, ram

Fast Attack
1 x Dakkajet with 3 sups shoot as, flyboss

Lord of War
1 x Stompa

Note - the Battlewagon could easily be downgraded to a Trukk. Stick the Warboss in the Stompa and spend the additional points to get another Trukk load of Boyz at which point the Gretchin are not needed. No-one should be shooting at the Trukks anyway as there is too much other stuff that has amazing killing ability and they are Assault vehicles with could be advantageous.

So in theory, the Stompa goes straight up the middle moving and shooting anything that can shoot back. 'Shoot the Shooty'. Move him towards the most dangerous shooting attack so that he can 'Chop the Shooty' as soon as possible. The Boyz rokkits also shoot out of the Stompa. The Kans and the Dread follow behind moving and running to keep up. Move them towards shooty stuff. Again 'chop the shooty' as soon as possible. The Gorkanaut takes one side and again moves and runs. The battlewagon takes the other side and moves as far as possible. The Dakkajet is there to provide some arial support, if needed, and if not to just shoot from distance. The Gretchin can hang back and grab any objective at the back as the rest of the army surges forward.

The Kustom Force Field makes sure that any incoming shots bounce off the Stompa.

After the first turn everything in the Ork army is ready to descend on the enemy with awesome close combat abilities. Declare the Waaagh and give no mercy. The Boyz in the Stompa can hang on for a bit and get out later to mop up the remaining carnage, as can the meganobz.

Now all you Ork players just know that you want to give this a go. Waaagh!!!!!

The question is - what will happen when we start rolling dice? Will the plan survive or need to be altered? And so the fun begins.


Thursday, 28 August 2014

Da Orks advance

The time had finally come. The Mekboyz had been true to their word and the constructs were all operational. The main force would advance on the Forge on Saturday night and in the mean time Zakdakka lead some of Da Boyz into advance positions.


Over the last few weeks the Red Skulls had been building intelligence. This had been achieved by travelling the little known passes to get close to the Forge itself. Now Zagdakka was making use of this knowledge to get some of Da Boyz as close as possible before the main event begun.

The Heavy Support units would soon pound the Forge and obliterate it from the face of this planet. No fortifications would stand in the way of the Waaagh! 

The true prize lay beyond, the Mining Facility, and that would be next to fall.

Wednesday, 27 August 2014

Red Skull Kommandos doing their thing

After another night of mayhem the Red Skull Kommandos picked their way over the ash covered effluent. Nurgle - everything they touched seemed covered in slime. The ash, cleaned things up, acting like the first fallings of snow. 


The Red Skulls left a trail of destruction in their wake ensuring the white beds of ash was contrasted with that most dramatic of colours - Blood Red! It would not be long now and they had fresh images for Zagdakka.

After a bit of a hunt around in the garage I found this beauty! A piece of terrain from back in the day and it just seems so appropriate for the mission at hand. Two big pipes spilling green and brown gunk. It just has to be Nurgle!


Tuesday, 26 August 2014

Red Skulls - reports form the front

Ash from the Forge fires fell like snow from the skies. The Red Skull Kommandos had been busy ambushing the enemy whenever possible. The Green Ghost lead his boyz with great zeal and Gorks Teeth had sent many Nurgle souls back to the kingdoms of Chaos! Snikrot was a truly savage hunter and this was his world.


The Chaos forces were using the time afforded by Zagdakka's delays to properly fortify the Forge. As a result, the task would be all the more difficult to achieve. The Red Skulls sent reports back from the front and the news was grim! Fortifications and new weapons platforms!

The Red Skulls had been party to many Waaagh's and seldom had they witnessed such an Ork delay. Ghazghkull Thraka was a leader low on patience, as Zagdakka would learn, should the new war engines be less than impressive!

The boyz stayed low to the ground. Yet another construction crew were about to be sent to the grave. Their bodies would be defiled and the news would go out - Da Orks is Commin - and there will be No Mercy!!

Friday, 22 August 2014

Da Stompa is in Da House!

Oh My God - Oh My God!!

Typhus and the forces gathered at the Forge had expected the Orks to swarm forward from their preliminary attack at the Communications Array but the advance did not happen. The Orks were taking their time and massing the machines of war. New variants were reported daily some twice the size of the much feared Deffdread. Would the fortifications hold against such might? When would the attack begin?



The latest images from the front seemed incredibly unlikely. Surely nothing this huge could carry its own weight effectively and prove itself on the battlefield? Reports were that it towered over everything else by two to three times. It looked like the Mek Boyz had finally lost it. Their ambition would surely be overcome by their lack of technical know how. They were calling it 'Da Stompa'!

But Typhus was uneasy. This was not the Ork approach to Waaagh that he was anticipating. A bead of sweat dribbled down his face......

Well I have finally had the opportunity to have a look at the Ork Stompa. I had purchased the kit some time back and had great fun assembling the model. I really enjoyed it. Lots of options to consider, little grots everywhere, great fun. The model is huge!


I gave it the 'iron gob' because this fits in really well with my army theme and then applied the metal paints with red shoulder pads and the dirty yellows in various spots. The yellow does jump out at you. Really great fun and I recommend it to anyone. I worked in a few black and white Goff squares as well. Helps with the Ork feel. And finally added a few Space Wolf panels - well you have to poke fun at someone ;-)

I have not played the Stompa in any battles and was delighted to see it in the new 7th edition codex. I gave it a brief review but nothing major. In my mind I was thinking of it as a Walker with all the downsides this entails. There were lots of weapons but lets face it you can only kill one thing at a time and with a cost of 770 points I just failed to see how it could really pay for itself in a six turn game. But then I read the rules - I mean the Super Heavy Walker rules in the new Rule set (page 96 for those interested) and my world has changed!!

Movement - it can move up to 12" (big smile). It causes Fear and can Move Through Cover (Cool)

Shooting - it can shoot as if it were stationary even if it has moved and it can shoot Ordnance and all other weapons as well. It can also shoot its weapons at different targets (Oh Yes - smile broadens)

Invincible Behemoth - When a damage table says it Explodes is does not Explode but D3 Hull Points are removed (now we are talking)

Transport - It can carry up to 20 models in its belly (rock on baby)

Stomp - this is a special attack in addition to everything else it can do. It uses 3 Blast markers against the enemy unit and damage is from a special Stomp Table generally causing S6, AP4 Hits but it can be much worse than that - on a 6 it is Instant Kill to everything that it touches! (I am in a happy, happy place)

And all this before you get to the Stompa Rules. This changes everything. Da Stompa is a beast!

Da Stompa itself has 12 Hull Points, 4 Attacks, Strength 10, FA13, SA13, RA12. It is also an Effigy so that all models within 6" of it are fearless. Additionally it has four Fire Points so that the models inside can fire out. 12 HP's with an Armour Value of 13 is a lotta, lotta armour!!

Shooting - it still has a poor BS of 2 (5+ To Hit) but it can shoot all its weapons and at different targets!!


We have :-
 3 x Big Shootas - S5, AP4, Assault 3 - that is 9 shots!
1 x Twin-linked Big Shoota - S5, AP4, Assault 3
1 Skorcha - S5, AP4, Template
3 x Supa Rokkits - Infinite, S8, AP3, Large Blast
1 x Deff Kannon - R72", S10, AP1, Massive Blast - smashing vehicles and killing entire units
1 x Supa Gatler - R48", S7, AP3, Heavy 2D6 - does this 3 times a turn!!! - we are talking 18 shots

It can shoot all of that, every round of battle. Think of the damage that can do.

Close Combat - with a WS4 and 4 attacks, 5 on the charge.



It is armed with :-

Mega Choppa - SD,  AP1 meaning that it can sweep through Vehicles like a knife through butter.
Stomp - as above 3 blast markers with S6 Hits!

You can have Mek Boyz inside repairing any lost Hull Points, you can even have a Big Mek with Kustom Force Field so the shots are bouncing off you. And then you have a unit of Boys to deposit for good measure that are Fearless when they appear within 6" of the big man!

Summary - Well I am stunned. What a completely devastating piece of kit this Supa-Gargant is! I think my view is that at ONLY 770 points he is a bargain. He is also a super distraction so anything else that is brought to the table will have free reign. Whats not to love?

I can imagine hundreds of Boyz on the move behind him or Trukks filled with Boyz zooming up the battle field beside him or Buggies and Kopptas or or or ........ oh the options are just so appetising. Orks is made for Rockin baby!!

Now where is that quivering wreak of a Nurgle boss? You know the one I mean, the one with the tail feathers and the big yellow stripe down his back. You know him - 'Typhus' is his name!