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>"Keep on charging the enemy so long as there is life."
>
>I have never seen a fortune cookie without some kind of sappy
>"inspirational" comment on it, so that struck me as being pretty odd.
>Then I flipped over the slip of paper to see what the Chinese word
>was. It was "Mushroom".
>
>I nearly fell out of my chair laughing.
>
>And I can provide a scan of the slip if you need it. I keep the
thing
>in my pocket so I can show people that even God wants me to keep
>playing Orks.
Do you remember to cover the "(c) Games Workshop 2004" byline?
> I
>>>suggest having a look at the Ork Klans lists in a recent White
Dwarf (I
>>>play Death Skullz).
>
>Anyone know where I can get this article? I missed that WD and have
>had no luck finding it since.
Don't have the reference offhand - see if it's in GW's White Dwarf
archive on the UK website (www.games-workshop.co.uk). I think I might
have seen it there. I wouldn't be too bothered, though - mostly
they're very minor variations on the main list with one or more units
compulsory, most others restricted and in some cases (Deathskulls and
Blood Axes with Looted Vehicles for instance) restrictions removed.
There are no actual new rules, though you do need the Feral Ork list
to play Snakebites.
>>Can you compensate for the worst BS in the game? Sure. Does it make
them
>>shoot well? No. It makes them a gimmick army. You will have to
>>compromise on numbers to get the points to squeeze all those Big
Shootas
>>and Rokkits into the army.
>
>Beg to differ, but I've never been short on Orks and I've always got
a
>ton of big shootas.
And when have big shootas and rokkit launchers been gimmicks anyway?
You might as well say that Marines are awful against vehicles - sure,
they *can* take things like lascannon and missile launchers, but that
turns them into a gimmick army. Besides, an Ork heavy weapon costs,
what, 10pts? So a mob with three loses three potential Orks, not
precisely significant when talking in terms of average mob sizes being
15-20.
> They are definitely useful weapons, since they
>are Assault 3. With the new rules, that means you can let rip with
>these boys to soften up a target and then charge right in.
You could do that with the old rules too... They can still only charge
in if armed with sluggas (as those wanting to charge usually will be,
admittedly).
>> They don't outshoot IG or Tau very often
>
>Like never.
>Oh, don't say that! I tore up an IG army with big shootas once.
>Wasn't much left to charge when I got into HTH, so I mopped that army
>up good.
Yes, but Ork Hunters were never great... Oh, you mean *you* had the
big shootas?
Philip Bowles
>"Keep on charging the enemy so long as there is life."
>
>I have never seen a fortune cookie without some kind of sappy
>"inspirational" comment on it, so that struck me as being pretty odd.
>Then I flipped over the slip of paper to see what the Chinese word
>was. It was "Mushroom".
>
>I nearly fell out of my chair laughing.
>
>And I can provide a scan of the slip if you need it. I keep the
thing
>in my pocket so I can show people that even God wants me to keep
>playing Orks.
Do you remember to cover the "(c) Games Workshop 2004" byline?
> I
>>>suggest having a look at the Ork Klans lists in a recent White
Dwarf (I
>>>play Death Skullz).
>
>Anyone know where I can get this article? I missed that WD and have
>had no luck finding it since.
Don't have the reference offhand - see if it's in GW's White Dwarf
archive on the UK website (www.games-workshop.co.uk). I think I might
have seen it there. I wouldn't be too bothered, though - mostly
they're very minor variations on the main list with one or more units
compulsory, most others restricted and in some cases (Deathskulls and
Blood Axes with Looted Vehicles for instance) restrictions removed.
There are no actual new rules, though you do need the Feral Ork list
to play Snakebites.
>>Can you compensate for the worst BS in the game? Sure. Does it make
them
>>shoot well? No. It makes them a gimmick army. You will have to
>>compromise on numbers to get the points to squeeze all those Big
Shootas
>>and Rokkits into the army.
>
>Beg to differ, but I've never been short on Orks and I've always got
a
>ton of big shootas.
And when have big shootas and rokkit launchers been gimmicks anyway?
You might as well say that Marines are awful against vehicles - sure,
they *can* take things like lascannon and missile launchers, but that
turns them into a gimmick army. Besides, an Ork heavy weapon costs,
what, 10pts? So a mob with three loses three potential Orks, not
precisely significant when talking in terms of average mob sizes being
15-20.
> They are definitely useful weapons, since they
>are Assault 3. With the new rules, that means you can let rip with
>these boys to soften up a target and then charge right in.
You could do that with the old rules too... They can still only charge
in if armed with sluggas (as those wanting to charge usually will be,
admittedly).
>> They don't outshoot IG or Tau very often
>
>Like never.
>Oh, don't say that! I tore up an IG army with big shootas once.
>Wasn't much left to charge when I got into HTH, so I mopped that army
>up good.
Yes, but Ork Hunters were never great... Oh, you mean *you* had the
big shootas?
Philip Bowles