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 Krieg Ork Commandos

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Narcissus



Posts : 973
Join date : 2010-10-15
Location : Vancouver, BC

PostSubject: Krieg Ork Commandos   Thu Nov 18, 2010 3:31 am

I have created my first warband and played my first game of deathsquads. I was disorganized, so I just borrow a basic list from on here. I am planning to upgrade it a bit now. I currently have

Nob-mesh armour, helmet, kustom blasta, club

2 x 'ard boyz-club

Sneaky boss-Slugga

5 x boyz-club

1 x gretchin-naked

2 x kommandos-sluggas

1 x burna-flamer


I have some credits to spend after the first game. I am primarily playing against sultansean's Imperial Guard just now. I like how combat oriented the squad is. I really want to add some shooting though. Rifle . I think I need some form of blastas for the 'ard boyz so they can shoot and have 2 attacks in combat. I am also planning to buy a Weirdboy (gotta max out my heroes, a mistake in the original list). After that? Another gretchin to use as a meatshield. I need to get some form of close combat weapon for my sneaky boss and kommandos too. Orks are for fighting!


The theme for the army will be a genetically modified squad of elite ork kommandos. They have been secretly bred and trained on the Death world of Krieg. The existence of the squad is a secret. As they become known people will start to question if they have gone rogue or if they are executing secret missions for imperial renegades or doing the dirty work for the secret agenda of the imperium...

I am planning to model them with breath masks/organic breathing implants and great coats and to paint them in a bit of a monotone/noir theme. Although combat seems to work well for the orks, I feel like adding some more guns and shooting would look and feel more in line with the squad theme...
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Mordheimer



Posts : 9756
Join date : 2009-07-12
Age : 43
Location : Elizabeth City, NC (USA)

PostSubject: Re: Krieg Ork Commandos   Fri Nov 19, 2010 2:04 am

Well... Death Squads does allows for your Squad to evolve. Shooting is NOT the Orks' Strength, so if you invest now in shooting, you won't see much results soon. The Orks' power lies on their high Toughness! They are just MEAN weebles... " you tip them, but they don't fall down!"

You need to get them some protection. T4 will take you far, but the IGs will get smart... they will get Dum Dum Bullets or Hot Packs, and with S4 weapons... T4 is not longer 'special'. Invest in lucky charms (to have a 50% chance of making the 1st wound vanish!) and Mesh & Helmets for your Officers. Once you can get Skills, get 'Ard 'Ead and your Orks will have (technically) Armor Saves of 4+... WOW!

Arming the Orks should be Choppas, Clubs, Chains and Blastas. Yu need staying power, THEN move on with weapons. Wink


NICE BACKGROUND!!!

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Narcissus



Posts : 973
Join date : 2010-10-15
Location : Vancouver, BC

PostSubject: Re: Krieg Ork Commandos   Fri Nov 19, 2010 2:20 am

I think just now I definitely need to make sure that everyone has a weapon for close combat! It is crazy that they never get better than BS 3. This unarmed combat can't continue though.

How is the weirdboy? Looks like he will be blowing up 1-2 times a game...
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Mordheimer



Posts : 9756
Join date : 2009-07-12
Age : 43
Location : Elizabeth City, NC (USA)

PostSubject: Re: Krieg Ork Commandos   Fri Nov 19, 2010 4:52 am

I never had one blow up... and in TLRB v0.6.0 the rules were streamed... easier and better.

_________________
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The Mordheimer - Death Squads' Chief Editor & Ninja Designer. Bursting with ARACHAS' Dev-Powah™! Puke
Can't wait until someone invents a time machine so I can go to the specific day in the past that I volunteered for this, so I can kick my own ass.

Support Bacteria; it is the ONLY culture some people have!
Since I ask "What do you think?" to all Staff, I have included it here to save time.

DoZer Flamethrower Mordheimer Justice NEEDS to be Served! Maybe 3rd Degree burns will teach you not to Tom Sawyer me to work!

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Narcissus



Posts : 973
Join date : 2010-10-15
Location : Vancouver, BC

PostSubject: Re: Krieg Ork Commandos   Fri Nov 19, 2010 10:37 pm

I added a weirdboy today. He managed to contain his energy until the second turn when he imploded and was taken out of action. Seems like weirdboyz will lose control and "miscast" 1 out of every 3 turns due to the can he keep the energy in check test. And then he can fail if he fails to cast and rolls any doubles. Lots of chances to explode and the "spells" he has do not seem overly effective. Maybe I am just missing the point so far. I need to try him out in more games.

Is there a new version of the rules out? I have v0.5.1 and I checked the downloads section and that is listed as the most current version...

I won the game sultansean and I played today. We played the missile silo scenario, with my orks as the attackers. They were mercilessly shot by the guardsmen and died by the handful. My troops just headed for the silo and tried to destroy it. After I passed 2 rout tests, the imperial guard failed their first test and the orks won! Everyone survived except 1 burna boy (out of 9 casualties! Thanks pain boy!).

Now I have added kustom blastas for the 'ard boyz. And I will hire another burna boy. Then I am trying to decide what to add to the rest. Maybe some choppas or something for the kommandos...
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moggd



Posts : 124
Join date : 2010-03-01
Age : 41
Location : Phoenix, AZ USA

PostSubject: Re: Krieg Ork Commandos   Fri Nov 19, 2010 10:53 pm

I plan on trying out the shammie tomorrow, I will let you know how I fair.

Just wondering if I am missing something with the choppas, they cost 5 credits more that clubs but offer no specials for the money spent, doesn't seem like an effecient purchase.

@ Mordheimer Sorry if this last part should be posted elsewhere.
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Mordheimer



Posts : 9756
Join date : 2009-07-12
Age : 43
Location : Elizabeth City, NC (USA)

PostSubject: Re: Krieg Ork Commandos   Sat Nov 20, 2010 1:24 am

Yes. We have fix this on v0.6.0... just wait. Use clubs... or like I call them.. Shootas WITHOUT ammo.

_________________
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The Mordheimer - Death Squads' Chief Editor & Ninja Designer. Bursting with ARACHAS' Dev-Powah™! Puke
Can't wait until someone invents a time machine so I can go to the specific day in the past that I volunteered for this, so I can kick my own ass.

Support Bacteria; it is the ONLY culture some people have!
Since I ask "What do you think?" to all Staff, I have included it here to save time.

DoZer Flamethrower Mordheimer Justice NEEDS to be Served! Maybe 3rd Degree burns will teach you not to Tom Sawyer me to work!

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Narcissus



Posts : 973
Join date : 2010-10-15
Location : Vancouver, BC

PostSubject: Re: Krieg Ork Commandos   Sat Nov 20, 2010 3:52 am

So Mordheimer, as I am just about to glue arms onto the boyz, should I stick choppas on in anticipation of next edition, or should I stick with clubs? Choppas definitely look 'arder...

Is there any point to modelling the regular boyz with choppa and blasta? Will they ever actually use this combo? I feel like my death korp orks really should try to use guns every once in a while...

I am only 2 troopers away from the max now, so I will have to start upgrading them soon!
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Laney



Posts : 3352
Join date : 2010-02-13
Age : 40
Location : Colchester, Essex, England

PostSubject: Re: Krieg Ork Commandos   Sat Nov 20, 2010 4:58 am

I'd go for choppas (just because they look better) and mix with chains perhaps. I tend to ignore WYSIWYG - gets in the way of fun modelling!

The same happened to my weirdboy in my first short lived ork squad (took himself OOA three times in three games) before I gave the squad to another player to play - he seemed to have better luck!

Cheers Laney cheers
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Narcissus



Posts : 973
Join date : 2010-10-15
Location : Vancouver, BC

PostSubject: Re: Krieg Ork Commandos   Sat Nov 20, 2010 9:23 pm

A few quick questions about my ork squad.

Should my nob boss go on a 40mm or 25 mm round base? The other officers?

Can I have more than 5 recruit groups (as in Mordheim)?

Has anyone managed to get a grot in a powersuit to explode and become something great?
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Dysturbed



Posts : 1911
Join date : 2010-04-08
Age : 35
Location : Caldwell, Ohio

PostSubject: Re: Krieg Ork Commandos   Sun Nov 21, 2010 1:10 am

Only units specified as Large like a Wraithguard, Orgryn, or Trash Kan go on the 40 mm base. If i remember right the Nob is still just medium.

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Laney



Posts : 3352
Join date : 2010-02-13
Age : 40
Location : Colchester, Essex, England

PostSubject: Re: Krieg Ork Commandos   Sun Nov 21, 2010 3:28 am

The Nob should be on a 25mm base as dysturbed said. However, I personally would put minis on different bases if you want to display them (but you should indicate the actual size - I've done this with a laying sniper in my original squad, with a marked circle). WYSIWYG is pretty much up to the player and the group (within reason Smile ).

I've not played enough with the orks to get a powa sut to go boom! But they are cool for modelling.

There is no limit on number of recruit groups you may have, except for the limitiations caused by the size of the squad itself.

Cheers Laney cheers
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Narcissus



Posts : 973
Join date : 2010-10-15
Location : Vancouver, BC

PostSubject: Re: Krieg Ork Commandos   Sun Nov 21, 2010 8:28 pm

Thanks for the clarification on Nob base size. My Nob is huge, so I will have to get a bit creative...

I played another 2 games today against Imperial Guard. First game was the kill the imperial commander scenario. The commander tried to escape through the kommandos and was beaten to a pulp (I forgot to give them hand weapons! have upgraded them since!). My orks killed a few more too.

In the second game we played the governor assassination. I chose to attack. I won after the imperial guard routed in turn 2. My orks managed to get into combat and killed 4 guardsmen. The weirdboy drank some strange water in a sewer during exploration and had to miss the next game.

The orks are now 4-0 so far. We calculated warband ratings after the first game and my warband was around 80 points higher than the imperial guard (who had played the same number of games). For the second game most of his units for +3 experience...

I will post my warband list as it currently stands in a little bit. An ork kommando upgraded to an officer. My nob got a power klaw which he crushed a guard with in game 4. Kommandos and sneaky boss all have some CC weapons now. Hard boyz have kustom blasters.

I have a few credits to spend. I am hoping to recruit a new kommando (I need to get enough recruit experience rolled though...).

What skill combos and builds are best for the officers?
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Da Bank



Posts : 2714
Join date : 2009-07-28
Location : Fort Myers, FL (USA)

PostSubject: Re: Krieg Ork Commandos   Sun Nov 21, 2010 9:35 pm

Congrats on your Ork squad doing well.
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Dysturbed



Posts : 1911
Join date : 2010-04-08
Age : 35
Location : Caldwell, Ohio

PostSubject: Re: Krieg Ork Commandos   Sun Nov 21, 2010 11:25 pm

The only reason I would say not to use the 40mm base with the Nob is A. it's not the way the rules state it. B. It allows more medium sized units to get base to base contact with you.
Which is the inherit downfall of large units.

_________________
Death Squads One-Man Art Deptartment & Lead Designer for Craftworld Eldar.
Founder, The Society for Better Game Design
My DeviatArt Page http://wnxdysturbed.deviantart.com/ My DeviantGroup for 40k Models http://40kmodelgallery.deviantart.com/

"The very existence of flamethrowers proves that sometime, somewhere, someone said to themselves, “You know, I want to set those people over there on fire, but I’m just not close enough to get the job done.” ~George Carlin
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Laney



Posts : 3352
Join date : 2010-02-13
Age : 40
Location : Colchester, Essex, England

PostSubject: Re: Krieg Ork Commandos   Mon Nov 22, 2010 3:07 am

Well done on the orks - I would suggest that the IG should invest in some ork killing fire power. Flamers in case you group. Hotshot packs can put a dent in all that toughness and he should also head to the higher ground (difficult in governor assassination) with some troops to pick off your attackers.

Cheers Laney cheers
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