Leopard's Orks

A place for your armies to call home

Re: Leopard's Orks

Postby leopard » Sun Jan 07, 2018 6:28 pm

First Game!

We entered the field with our heads held high, and left it in multiple directions with feet held higher.

Need to have a think on how to handle stuff at T5 and above, especially with invulnerable saves.

Also need a pair of weirdboyz and to get the rest of the actual boyz done
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Re: Leopard's Orks

Postby leopard » Sun Jan 07, 2018 8:10 pm

Finking

Drop the rokkit launcha from the boyz, build three more, call them Tankbusta and run them as such. Drop the Big shoota, replace all with more orks - makes the larger mobs a fair bit cheaper at roughly 200 points for 30 with the nob (sniggering) in charge and a klaw just because.

Need a pair of Men with KFF - each gets a 9" bubble providing a 5++, through in a couple of Docs for a 6+++ and just maybe they can survive the firestorm of the first turn in better shape.

Goal One: Get a second HQ, this is all thats stopping me running a Battalion formation for a few more CP, this will be a conversion of some sort.

Goal Two: add 500 points... Thinking the Purple 'eadz commands to bring something that can deep strike to get something annoying behind enemy lines - not too hard to do using basic orks but fancy something a bit nicer - that or grab a weirdboy and drop an actual unit of 30 orks behind enemy lines.

Great fun though
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Re: Leopard's Orks

Postby leopard » Sun Jan 07, 2018 9:06 pm

Couple of piccies from today's game

Blood Axes in all their (strictly limited) glory

Image

Not a bad bunch, need a desert table and some suitable terrain to go with them

Pre-first turn pic, showing the hated dark cheese angels of cheesy cheese

Image

This game so needs a special rule about unpainted armies, something simple and fair, like if their player's name starts with an 'S' they automatically lose of something...

But Gobfink's not bitter...

he's still unconscious and the grots who dragged him home are hoping its a while before he wakes up
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Re: Leopard's Orks

Postby leopard » Wed Jan 10, 2018 8:38 pm

Another game, performance is improving!

We killed a unit before being utterly annihilated...

The runtherd looking around at the smouldering pile of bodies around him, rolled his eyes before exploding in a mass of cannon fire

again.

He hates it when that happens



Great fun though, love this army
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Re: Leopard's Orks

Postby leopard » Wed Jan 17, 2018 10:22 pm

Finally scraped a win, in a damed close run game v Deathwatch, bar the scenario using multiple objectives only providing VP at the very end of the game (where a small elite force is always going to struggle) would have had no chance really.

Still have no answer to enemy fliers beyond "drop 'em and bend over", not sure the codex actually has an answer either beyond smite spam which is a waste of the potential a weirdboy has.

The larger units of orks performed reasonably well though, dropping the big shoota for a 30th body is likely to occur soon. Have the 80 or so points the Trukk is taking to toy with for other things, likely aiming for a Big Mek with a Force field to try and weather enemy alpha strikes a bit better, need to get building & konverting...

Plus now have a few metal kommandos who may see a few clones in the not too distant future
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Re: Leopard's Orks

Postby leopard » Wed Jan 31, 2018 8:18 pm

Another win, various bits of scrap metal painted green wandered towards us, sssssllloooowwwwllllyyyyyy, shot a lot of da boyz, but da nobz were on the bit that mattered at the end...

There may have been a few dead grots about.. but frankly who cares about a few dead grots.

So need to get the third unit of boyz in this list sorted out
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Re: Leopard's Orks

Postby leopard » Wed Apr 04, 2018 9:24 pm

Another game, Maelstrom of War, facing Mechanised Imperial Guard... with my poor poor orks.

1,250 so needed to make a few changes, the Trukk and deffcopters went as expensive, the Nobz went because I couldn't remember how they are armed and couldn't be bothered to check - in came two new deff dreads (Gobfink has three now), a Big Mek with a force field to help the alpha strike survival and a painboy.

Victory was ours, declared on the start of T6, my lot being +3VP with now reasonable way for the IG to come back from two excellent Ork turns that saw all three cards achieved, plus slay the warlord etc.

Both armies shattered at the end, but still had a functional ork unit, a functional deff dread and a slew of grots, some in cans, some on foot.

Unit of the match was the Grots, the boyz did what they are good at - minced whatever they caught, but grots brining down a sentinel unaided, with the fans getting a chimera to one wound, scoring 1VP from objectives on the way and dominating a third of the board.. and all from 20 of them means they earned their keep.

Otherwise things did more or less what was expected of them, Orks also being dangerous in large numbers, indeed overkill facing three guardsmen squads of ten, they needed the deffdreads to help take a pair of battle tanks down but got them in the end - one killing the deffdread that did for it in its explosion as is only fitting.


Liking the Big Men with KFF, can see building a second one as the third HQ so as to allow two deployment bubbles and standing a slightly more respectful distance from the deff dreads so when one goes bang on turn one it hurts less.

One Deffdread is a bullet magnet, having three though works well and left the killa dans unmolested to get close enough to be nasty, typical ork tactics really, the stuff that looks scary is a distraction from the stuff doing the heavy lifting.

Now to finish painting the third unit of boyz, and look at some kommandos
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Re: Leopard's Orks

Postby leopard » Thu Apr 05, 2018 6:53 pm

big gun, kannon, arrived from the bay of Eeee earlier. old metal one.

in unrelated news, RTV silicon and low viscosity resin has also been ordered
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Re: Leopard's Orks

Postby leopard » Fri Apr 06, 2018 5:09 pm

Weirdboy won from the bay of Eeee

Also have reorganised a few models, now have all five rokkit boyz in one unit, with a customised nob as a tankbusta unit. they will die if a gentle breeze looks at them, but you never know they may be useful for something.

Discovered why my 30 ork units were short the other night, they are 28 ork units... with a pair of big shoota to make up the numbers, hence currently working on four more boyz to swap out the over priced big shoota for more bodies.

Third ork boyz unit is now operational, 10 strong and thus useful for "mob up"

How to start test moulding of the kommandos early next week
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Re: Leopard's Orks

Postby leopard » Sun Jul 08, 2018 8:28 pm

Right.. following another defeat, and with the prospect of a weekend at home next weekend, hopefully with slightly cooler weather I've decided to do something about all these sodding fliers who keep making Gobfink cry.

working on a plan so cunning even a fox wouldn't see it coming, with reinforcements on the way.

won't be ready for the APOC game sadly.. but should be for the next one..


mwhahahahahhhahaha


ha

ha?
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