Warboss and RetinueYour warboss and his retinue is the only place you can really tool up a mob to excel. Wether you opt for a shooty mob or a stonkin' 'ard assault mob, this is the place to do it. You will pay through the nose, though. Quality does not come cheap. My suggestions for a shooty mob is: warboss in eavy armor with big shoota, 5-10 nobz with big shootas, 2 meks with kustom blastas. Run them up to where you need them to be, park them and begin to lay waste to low armored troops. They're not reccomended against Space Marine armor, however. Assault mobs are better equpied to deal with power armor. This brings us to the assault mob. Gargrazz' mob of choice is himself in mega armor, 5-8 nobz in mega armor, a mek with kustom field, and a trukk. This unit is very blunt and straight forward. Drive the trukk up as fast as you can, dump it's crew and begin to tear a new door. When taking a trukk for your HQ, you should always include the field. Having that trukk hull-down will save your kan from being auto killed by ordinance fire. There are also a few words of advice for the trukk deployed mega mob. The first is that the trukk should get out there quickly. It's a fast vehicle, use it for those 24" right off the bat. Strike right where you want to. Don't slow down for anything because for the first few turns, that trukk is going to be public enemy number one. The second word of advice is to be careful with your sweeping advance. You don't want to find yourself staring down the barrels of a few lascannons. Lastly, I try to get that mek killed off early since his field, at the moment, saves everybody, friend and enemy alike. As long as you're in the trukk, he's useful, but when your powerklaws start getting shrugged off by the demolisher you penetrated or Imperial Guardsmen, your warboss is going to put a choppa through the mek himself. There's something to be said for a small warboss mob, despite the iron fist of a warboss and his retinue. I've seen lone-wolf warbosses deal a good amount of damage. Especially in heavy armor and powerklaw. You might want to drag a dok and mek after you as bullet catchers, but they tend to make for a small mob that breaks easily. Don't be afraid of spending some points on this mob. It's going to be your most dependable. Large vanilla boyz mobs are cheap. If you take a small ork mob, it should be very effective. |
Elites |
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Stormboyz: Stormboyz are my elites of choice for the orks. I always give mine krak stikkbombs because they primarily hunt faster, lighter vehicles. When they get deep into the enemy lines, they maneuver to attack the rear of more heavily armed vehicles. If you're going to use yours for similar goals, then I reccomend putting a powerfist on your nob. Kraks limt you to one hit on a vehicle, where your powerfist can add 3-4 extra hits at a more potent strength. Stormboyz are usually dead meat by turn three. Hold them back behind your larger mobs as long as possible. They'll need the cover. Don't bring them out til you really can use them effectively. If you're set up 24" from your opponent, this means you'll usually have three greuling turns with a sit and shoot army before assaulting with them, knock one off if your opponent is aggressive. Resist the temptation to chance it and leap them ahead in turn one. They're very fragile, and when broken, are usually off the board in two turns. |
Kommandos: I have little use for kommandos due to the limited use of infiltration in our scenarios. However, they make for a pretty decent forward shooty nest in the right situation. Give the nob a big shoota and the other orks shootas. Set them up and away in cover and they can harras without losing too many casualties due to their limited use. You can also try an agressive tank busting unit. They're ideal for this since they can usually set up within 12" of the enemy and you place them last. Give them all kraks and the nob a powerfist. Get them moving as fast as possible. Keep a large mob behind them so when they break, they can mob up with it and try again. ![]() Kommando nob |
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'Ard Boyz The most durable of elite mobs, and second only to mega armor in hth. I haven't used these troops at all, so take this advice with a grain of salt. Their staying power is important. If they're going to be shooty, give the nob the old standby, a big shoota. Arm the rest with shootas and max out on the two big shootas or rokkits for punch. If you make them an assault mob, I'd skip the powerfist and give the nob a big choppa. Arm the rest with sluggas and choppas and screen them on the way in. (Or use them as a screen!) This will be a decent mob to take against power armored assault squads and more numerous infantry troops. ![]() Gargrazz' Finest Skarboyz |
Skarboyz Gargrazz, being a Goff warboss, is always supported by a large skarboy mob. These orks may seem pretty ordinary for an elite ork mob, but two things stand out with them. They have a strength of four and a max size of twenty. What this means to you is the ability to trash light vehicles unaided by stikk bombs (I think if you actually do the math, the odds are better of a skarboy penetrating 10 armor with his 4 choppa hits on a charge than a single strike by a krak stikbomb.) It also means more hits connecting on Space Marines. Needless to say, if you're going to be facing Marine players often, a skarboy mob supported by 'ard boyz is a Good Thing (tm). Despite all this, skarboyz are of limited use. They have to hoof it across the table (until we get our battlewaggon-- fear it non greenskins!), they die as quickly as sluggas, and they are costly. Don't count on them to win your battle, but used correctly, they can be an effective tool. |
Go on to the Troops section.
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