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player356116

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Posts posted by player356116


  1.  Units (28)
    3x Crooked Teef Goblins
    3x Followers of Mork
    3x Squig Herders
    3x Lobba Crew
    3x Black Orc Squad
    3x Boar Boyz
    3x Doom Divers
    3x Ironclaw's Horde
    2x Urguck (Hero)
    2x Grimgor Ironhide (Hero)

    Support (13)
    3x Warpstone Escavation
    3x Contested Village
    3x Grimgor's Camp
    3x Choppa
    1x Totem of Gork

    Tactic (9)
    3x Waaugh
    3x Pillage
    3x Favour of Mork

    I played around with Orks for a while until settling on this Suicide Beats style. The idea is to not place units in either the Kingdom or Quest zones, instead placing cheap support cards to get a minial engine started, then racing the opponent.

    By forcing the opponent to defend their Kingdom and Quest zones, they aren't creating an offense themselves. As Orks you can create so much offense that any undefended sector can be burnt down in one turn by Waaugh.

    Your first turn will usually consist of either Grimgor's Camp, or Contested Village/2 drop unit. Because you don't intend on dropping units in your back sectors, Warpstone Escavation is free resources with no drawback. The only exception is Lobba Crew, which is basically a solid Support card for the Kingdom that just happens to be a unit.

    Followers of Mork and Doom Divers work as pure offense. It puts more pressure on the opponent because it weakens their capital every turn, disrupts Empire/Dwarf development strategies, and because they are on the defensive, the damage to your capital doesn't matter because they aren't trying to race you. If they ARE trying to race you, awesome, because you are Orks. You will win that race.

    Weaknesses are Tactics that reduce your power (like the -2 Hammer tactics) or Counterstrike. The deck can be outbuilt but from a pure blitz perspective I think it's the best Core has to offer.

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