Showing posts with label orks. Show all posts
Showing posts with label orks. Show all posts

Orks in 6th: Elites

Orks have some cool choices for Elites (and some not so good). Thankfully, with a bit of FOC manipulation (Warboss making Nobz troops) it open ups a few slots. Up until now the obvious choice has been the Lootas since it's the only long range anti-tank shooting orks get. If not very reliable it still got the job done. Let's see if this has changed in 6th or as people say, the more things change the more the stay the same.

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Second Independent Clubs Tournament

Wow, talk about way beyond posting time. I attended this tournament back in February but for some reason (maybe it's my notorious laziness and procrastination) haven't posted the battle report yet. So, yeah, here you go. This is for the second Independent Clubs Tournament . You might remember the last one I went in September and had a really good time. I wouldn't miss this one for the world. Especially if you consider  that this time there would be ten people going from my gaming group/guild. So, with my trusty Ork list I started my journey on a bleak January morning.

As usual I din't bother with pictures. Fortunately, Mr. Markador was there with his camera so I will be borrowing his pics liberally. Check out for more stuff after the break. 

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Orks in 6th: Nob bikers

In the transition from 4th edition to early 5th and later on in the same edition we saw Nob Bikers going from good to amazing to meh. Quite the sine graph there! While I never run an army with two Nob Biker Deathstars, I always had a smaller unit of these and it really helped in my games. As long as you kept their point cost low enough so you could  include other needed stuff in your army they were a must have. They were a resilient, hard hitting, scoring and fairly reliable unit. Very useful in any ork army. The only downside is that they always needed a Warboss on a bike to baby sit them because Leadership 7 would see them running off the board more often than not.

In the MSU meta environment of the mid to late 5th edition (after the Imperial Guard codex came out and especially after Grey Knighs) Nob Bikers just didn't cut it any more. Almost everyone was packing enough high Strength weapons to sent them home and even if they reached enemy lines, charging a rhino or a chimera didn't mean much. So let's see how all this changes in 6th edition.
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Orks in 6th : Battlewagons

I want to start talking about the Orks since (at least for me) they seem easier to comprehend how they function in 6th edition. I also want to start from specifics before I move on to any general conclusions.

So, the mighty Battlewagons. They've been a staple for my army for a while now and I've been relying on them to deliver my Boyz in to the enemy lines. They gave me mobility (almost a guaranteed second turn charge) and they were very durable if you tagged along a Mek with a Kustom Force Field for the ride. So how has this changed with 6th edition?
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What Does Your Army Say About You?


I was walking to my local net cafe today , thinking about the short story of Dark Angels i read in the Imperial Armor 5 book, siege of Vraks. When it struck me that, the army that i play and love (Dark Angels) actualy in a way represents me. So i found some time to make a compilation of what each army may say about its owner, from a fluff point of view!

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