De'Aynes Spotters Guide to GothicThe Ork Fleet
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Vessels of the Ork Fleet
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Development of the Fleet Ork fleets were introduced with the release of the ‘Blue Book’. They were the last fleet listed in the book, and some say the weaker fleet too. Like the Eldar fleet, the Ork ships are only available in metal. This means that the fleet is slightly more costly to piece together than an Imperial or Chaos fleet. The Ork fleet however, was designed as a raiding fleet. With this in mind, there were only two cruisers and four escorts released with the blue book. Just like the Eldar fleet, the Orks benefit from more Escort choices than Imperial or Chaos. This suggests that both fleets probably benefit from a greater ratio of escorts to cruisers than the Imperial or Chaos fleets, and enforces the raiding feel to the lists. The Ork fleet has consistently been expanded, with the introduction of ships from a light cruiser all the way up to a huge space hulk. Orks benefit, and suffer, from a few special rules that allow them to stand out from the other races. It also helps to create the character of an Ork fleet. Just as with the Eldar, it maybe a wise decision to play a few games with the standard fleets, before moving onto the Orks. | |||||
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Characteristics of the Fleet The Ork fleet is a slow and unwieldy fleet. The escorts are agile as bricks, and it’s even worse for cruisers. An Ork warboss cannot rely on outmaneuvering the opposing fleet, and will find it hard to outrun them too. Of course, this isn’t the tactics a true Ork warboss uses anyway. The way to victory for an Ork fleet is up close and personal. As is usual for Orks, they need little incentive to ‘go fasta’ and are fortunate in a special rule that allows them to go all ahead full, without the need for passing a test. However, their ships are naturally slower, and don’t have as efficient thrusters as other races, so the effect is pretty minimal. The ships themselves are very Orky in character. From the very brutal look of the randomly pieced together monstrosities, to the natural toughness and size of the ship. An Ork ship is difficult to harm, if not attacked from its vulnerable rear or flank. Just like the Orks, the ships are thick skulled, and can plow into immense firepower with barely a scratch. And this is the tactic an Ork warboss must use. With the short range of Ork weapons, a warboss needs to close the gap as quickly as possible. Striking from behind the cover of asteroid fields, where you are safe from the long range opposing weapons, is ideal. If there is no cover to take advantage of though, then its ‘all ahead full, and damn the torpedoes’. You will not outmaneuver your opponent, or his weapons, so don’t worry about the damage you will take and rush him. The thick armour on the front of all Ork ships, together with their shields, will protect you from the worst. Keep your fleet together too. If you break up any part, it can be very awkward to get back into formation. And your opponent will then start picking off the fragments. Once in range, unleash every single weapon in your arsenal. If you can get lock-on, as with most fleets, the effect will be catastrophic. Ork torpedoes should be used as an opportunistic weapon, rather than in bulk like the Imperials. You will find it hard to reload, so only use them when you have a definite target. At a range of 15cm or less is really where Orks come into their own. Ork weapons are very effective at this range. Heavy gunz, whilst not affected by gunnery modifiers, hit hard. Every hit is doubled, so it’s a good tactic to use these weapons after shields have been knocked down for greater damage. Regular batteries, like torpedoes, are random in firepower, so you can’t be guaranteed to do the damage you want if you have a habit of rolling poorly. Doubling up is always a good idea. Orks are natural fighters, and the modifiers they benefit from support this. In a boarding action they are lethal. And if it is the warbosses very own ship that is performing the boarding action, then even battleships are at risk. Of course, it takes great skill to perform a boarding action, especially with an unwieldy and slow Ork ship. Ork ordnance isn’t a strong point. They are unique in having the fighter-bomber, something that can perform a multitude of roles. As is usual with a jack-of-all-trades item, it’s a master of none. The Ork assault boats are standard, but for an Ork fleet a must use item. With opposing escorts able to out-maneuver Ork escorts, these are your best weapon to destroy them. A great benefit to Orks is the cheap cost of their carriers. At low point value games, an Ork fleet can overwhelm his opponent with ordnance. Once larger games are fought, however, the opposition will cope well with the threat, especially with their ability to reload more efficiently. This is due to a huge handicap that Orks suffer from, a terrible leadership rating. All of this combines to provide you with a fleet that is difficult to use, arguably weaker than other fleets, totally random in effectiveness and one that will not do what you want it to. It also combines to provide you with a fleet that is extremely fun to use, as you carry out outrageous actions, such as ramming opposing ships with little care for your own. The Ork fleet is extremely rewarding, especially when you do finally succeed in blasting those stupid ‘oomies’. All Ork ships are built from hulks. With this in mind, you can never lose. A destroyed Ork ship will be back in action before you can say WAAAAGHH!!! | |||||
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