I'm sure as the meta develops, there will be ways to make big units work better. As the card pool expands, we'll get new tools. More cancels. More ways to refresh exhausted units. More units with immunities.
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Nazdreg, Da Gitz Leeda! Deck Thread
#21
Posted 28 September 2014 - 09:12 AM

#22
Posted 28 September 2014 - 04:14 PM

#23
Posted 29 September 2014 - 01:56 AM

#24
Posted 29 September 2014 - 09:16 AM

I do have to say Tellyporta Pad has been doing work in my tests.
Thats good to hear! So far its languished untried in my decks, as I've almost always wanted other cards instead and taken it off the build list. The problem to me is the movement going the wrong way - moving off the first planet would be much more flexible!
What sort of plays have you managed with this?
#25
Posted 29 September 2014 - 01:17 PM

Here Is the general idea: put your army and your warlord wherever you see fit, winning and contesting command struggles on all five planets then warp your army units in at a time that is most beneficial for you to meet the need of the first planet battle. That way you never over-commit your military to the first planet, and you only dedicate just enough forces to win it, no more, no less. They pull any tricks on you (Elysian, eager recruit) Warp in more help. Rout a unit with archon? Bring him back in right before the first round of the battle phase so he will stand with the rest of them. The versatility is the real power of the card.
So depending on how many Tellyporta pads (even 1 is enough sometimes) you have out you can safely deploy your army units on each of the five planets for command struggles, you can also use your warlord to "drop off" any units with him from the HQ to have them ready for next round, win the struggle at that planet, then slide him over to the first planet if needed.
This gives you the versatility to see where the other warlord has committed and react accordingly. If he decides not to fight it out at planet one, that's fine win it with the forces you currently have there and win the battle ability for wherever your warlord is. Another one of my favorite tricks is saving a rockit launcha for a flash gitz (or another good unit) as my final deploy action. This will really screw with his head because you can always work the range of the unit to planet one.
It's also important to note that if you have initiative and you commit your warlord to a non first-world planet and their warlord is at the first planet that they will get initiative there. However if you use the pad to flip your warlord to the first point it in pre-combat actions then you will maintain initiative, Because the check for initiative does not commence until after pretty combat actions.
Bottom line: If I have two Tellyporta Pads out, you're almost never going to see me commit to the first planet. I'd rather snipe some resources and card draw, shutting off one of his rogues in the process, then slide over to first planet to win initiative (if able) and start fighting.
If "Orks appearing from seemingly out of nowhere in insane numbers to win a battle when you previously thought there wasn't even going to be a battle" is thematic, then Tellyporta Pad is one of the most thematic cards in their arsenal.
#26
Posted 29 September 2014 - 01:55 PM

I agree with all Etaywah said but these supports (no shields) cost 2 and Orks aren't exactly flushed.
1 Tellyporta is very useful; warlord wins command on planet 2+ (facing elite alone like a Soul Grinder) then skipping to the main brutal battle - definitely worth it.
More Tellyportas would need a committal to what I call the Crushface strategy. This is experimental so currently very janky but it's basically:
Play 3x Crushface and 3x Tellyporta, mulligan to try to find Crushface (61%). Because 1 off everything is huge and if he gets into first battle, he's no use in HQ next turn. Plan is obvious: you play Crushface on planet 5 and deploy there, using Tellyportas to move units into first planet battles as needed during the battle (timed arrival is great, you can skip your best units being killed by ranged etc). So for the whole game, units cost 1 less.
It's not competitive but it is leveraging Crushface + Tellyporta, not mentioned above.
Currently, I think 1 Tellyporta is a pretty good shout. Anymore and they may end up an expensive luxury. Would love to be proved wrong.
Go Orks! (I'm always a fan of the underpigs.)
- Asklepios likes this
#27
Posted 29 September 2014 - 02:52 PM

I'd recommend 2, just because you really want to see this card. The "drop off" strategy is fantastic because it keeps planet pressure on almost every planet while also winning command struggles on crucial planets.
Commit to planet 2-3, flip warlord to 1 (if needed). Plus one of the best surprise wins I've ever pulled off was I could have won on either planet 1 or 2, so I started loading up planet 2 with Crushface and friends, making the opponent think I was going to just stockpile planet 2 and let him have planet 1 so he stockpiles a few on planet 2 as well. He passes, my last actions are Tellyporta Pad (I already had 1 out) a Flash Gitz, a Rockit Launcha and a Goff Boyz to planet 1. Commit to 1, warp in two guys (I think I warped in another flash gitz and another goff boyz). Easy win.
Edit: I just recommend everyone testing Orks to put 3x in a deck so they can see it in action a few times to get a good idea for what it really does, because on paper it looks kinda lame - in use it is fantastic.
#28
Posted 29 September 2014 - 04:11 PM

Last night, I was on the receiving end of a Tellyporta turn 1 game. It was a close game in the end but I eventually lost playing as Cato and company. A well timed Warpstorm ruined my plans of victory but the Tellyporta pad is a fantastic strategy and I believe it is what will bring the Orks out of their current core set obscurity.
#29
Posted 29 September 2014 - 04:44 PM

Last night, I was on the receiving end of a Tellyporta turn 1 game. It was a close game in the end but I eventually lost playing as Cato and company. A well timed Warpstorm ruined my plans of victory but the Tellyporta pad is a fantastic strategy and I believe it is what will bring the Orks out of their current core set obscurity.
A good example was the planet where you thought the game was over and I warped in a Flash Gitz, attacked a unit, killed it, activated his ability, attacked the other unit, killed it. Combat round ended and you had to retreat. That game was over right there if I didn't have Tellyporta out.
#30
Posted 30 September 2014 - 09:03 AM

#31
Posted 30 September 2014 - 04:00 PM

Glad to see I'm not the only one who has been playing the hell out of Tellypota Pad. At first I thought the card wasn't that good, but I've come to realize it's got a lot of uses and can be clutch. All of the salient points have been made on this already so I won't rehash them, other than to say that Tellypota Pad addresses a key weakness of the Orcs, namely their ability to win command struggles while still threatening the first planet.
Not sure if this point was brought up or not, but it can also bring a unit back after being routed (yes, he'll be exhausted from the rout, but bring the unit in at the end of the round and he'll ready with everyone else).
I started "dabbling" with the one or two TP's, but I now run three and have never looked back. Getting two out forces overcommittment to the first planet by your opponent if they want to guarantee victory, leaving them open elsewhere or vulnerable to a Warpstorm.
#32
Posted 30 September 2014 - 04:06 PM

Not sure if this point was brought up or not, but it can also bring a unit back after being routed (yes, he'll be exhausted from the rout, but bring the unit in at the end of the round and he'll ready with everyone else).
I started "dabbling" with the one or two TP's, but I now run three and have never looked back. Getting two out forces overcommittment to the first planet by your opponent if they want to guarantee victory, leaving them open elsewhere or vulnerable to a Warpstorm.
You bring up two points that I use a lot.
1) Yes, its perfect for un-routing cards. Here's an even trickier use I did last night in a game. I routed my own warlord because he was the last to attack, all of my units had already attacked, using his brutal ability, and he was about to get bloodied if I stuck around so I rout him. They attack and kill a unit or two. Combat round is about to end so I tellyporta him back to the fight before everyone refreshed. Bam, back in the fight, Brutal keyword back on all my hitters. He decided to retreat after that, by the way =D.
2) Tellyporta goes perfectly with warpstorm. Specifically when you know for a fact he's going all in on planet 1. Place your units everywhere but 1 (unless necessary or if they can weather a Warpstorm for Brutal purposes). Smack them with the warp storm then warp everyone in. It's lovely.
- Koz likes this
#33
Posted 30 September 2014 - 04:16 PM

You bring up two points that I use a lot.
1) Yes, its perfect for un-routing cards. Here's an even trickier use I did last night in a game. I routed my own warlord because he was the last to attack, all of my units had already attacked, using his brutal ability, and he was about to get bloodied if I stuck around so I rout him. They attack and kill a unit or two. Combat round is about to end so I tellyporta him back to the fight before everyone refreshed. Bam, back in the fight, Brutal keyword back on all my hitters. He decided to retreat after that, by the way =D.
2) Tellyporta goes perfectly with warpstorm. Specifically when you know for a fact he's going all in on planet 1. lace your units everywhere but 1 (unless necessary or if they can weather a Warpstorm for Brutal purposes). Smack them with the warp storm then warp everyone in. It lovely.
Nice trick on #1! Haven't had the opportunity to try that one yet.
Yeah, I like setting up the Warpstorm bait by dropping something cheap on the first planet like an Enraged Orc. With multiple TP's in play they have little choice but to overcommit if they want a chance to win it and then you hurt them. If they don't overcommit, you shouldn't have much trouble winning the first planet.
I love having a Flash Gitz out with a Rokkit Launcha on it too. Just that fear of it getting Tellypot'd in and double striking in the ranged phase is often enough to make your opponent sweat.
#34
Posted 30 September 2014 - 05:41 PM

Nice trick on #1! Haven't had the opportunity to try that one yet.
Yeah, I like setting up the Warpstorm bait by dropping something cheap on the first planet like an Enraged Orc. With multiple TP's in play they have little choice but to overcommit if they want a chance to win it and then you hurt them. If they don't overcommit, you shouldn't have much trouble winning the first planet.
I love having a Flash Gitz out with a Rokkit Launcha on it too. Just that fear of it getting Tellypot'd in and double striking in the ranged phase is often enough to make your opponent sweat.
Yea the Flash Gitz with Rokkit Launcha really sets this deck off. If you can manage to save the two for your final actions you can really make them second-guess their strategy.
And weirboy maniak and a warpstorm can break up any planet's greeting party!
#35
Posted 02 October 2014 - 06:16 AM

#36
Posted 03 October 2014 - 12:19 PM

Orks are there to keep the Ranged strategy in check. High HP and Brutal already hurts that strategy. Tellyporta Pad is the final nail to make a well built Nazdreg deck a nemesis build for otherwise strong Ranged strategy (usually Eldar or Tau). Even against AM, you can wait until after ranged skirmish phase is over before moving in to bypass Preemptive Barrage worries.
If you have initiative, you get to Kannon then Tellyport in to attack in the first non-ranged action window. The over-committal needed and its ability to escape sniping is really good. How did we miss this?
This makes me very happy Orks are not as weak as first reported as people have now learnt to appreciate the value of some of their previously unloved cards more. They are actually deceptively sly! I only wish that I'd given them more attention before (PB's "quite straightforward" review on BGG made them the one that least interested me).
It is a mark of a good game if the Core Set is actually balanced between factions, something none of the other LCGs achieved!
#37
Posted 03 October 2014 - 12:25 PM

Question for you, are you playing the pads with Allied Chaos or AM?
I play Ork/AM and can't justify to myself playing 3x Catachan outpost and any number of pads, I just end up playing to many supports... so am I curious if you have found a balance there or jsut don't have that problem because you are chaos and the Pads pretty much replace the outposts.
#38
Posted 03 October 2014 - 12:35 PM

Justify it to yourself, I think.
I reckon 3 Outposts and 2 Pads is the way to go, having messed around with this a bit more following this decks advice. Add thirty units, and thats still 15 other card in the deck, plenty of room (or 11 that you can choose)
#39
Posted 03 October 2014 - 01:11 PM

At those numbers you don't find you have too many 2 cost resources and get choked on money, my current build for orks is has follows:
#40
Posted 03 October 2014 - 01:36 PM

-2 Battle Cry
+2 Tellyporta Pad
Because Battle Cry is a win-more, played for its 2 shields. It's better with Zogwrot and Snotling Attack. It's Ork only too unlike Catachan. You could say the same for Suppressive Fire but I personally hate playing without a control event in my hand to sort out enemy surprises.
Hostile Gear is for a frontal assault snowball build as it soaks the damage when moving exhausted and then hits back harder with brutal (overkill?). Now that you are trying to accommodate Telly Pad, maybe Rokkit Launcha with Flash Gitz is a stronger synergy? It's a play style thing..
Finally I think 28 units is too low, especially with so many cappers. I would lose those Fires for 2 more units. Burna Boyz work well if you go down Rokkit Launcha (although this is the best build for infantry Conscripts, only try this if you love hopeless causes).
Again, this is my least analysed faction so please await feedback from others to who know what they are talking about!