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Orks Chaos
Aggro Combo Tournament Quality
"ð˜‹ð˜¦ð˜´ð˜±ð˜ªð˜µð˜¦ ð˜µð˜©ð˜¦ð˜ªð˜³ ð˜£ð˜¶ð˜ð˜¬ ð˜µð˜©ð˜¦ð˜º ð˜®ð˜°ð˜·ð˜¦ð˜¥ ð˜´ð˜¸ð˜ªð˜§ð˜µð˜ð˜º, ð˜¢ð˜¯ð˜¥ ð˜¸ð˜ªð˜µð˜© 𘢠ð˜¬ð˜ªð˜¯ð˜¥ ð˜°ð˜§ ð˜¨ð˜³ð˜¢ð˜¤ð˜¦ ð˜¤ð˜°ð˜®ð˜±ð˜ð˜¦ð˜µð˜¦ð˜ð˜º ð˜¢ð˜µ ð˜°ð˜¥ð˜¥ð˜´ ð˜¸ð˜ªð˜µð˜© ð˜µð˜©ð˜¦ð˜ªð˜³ ð˜¢ð˜±ð˜±ð˜¦ð˜¢ð˜³ð˜¢ð˜¯ð˜¤ð˜¦, ð˜¦ð˜·ð˜¦ð˜³ð˜º ð˜®ð˜°ð˜·ð˜¦ð˜®ð˜¦ð˜¯ð˜µ ð˜¦ð˜¤ð˜°ð˜¯ð˜°ð˜®ð˜ªð˜¤ð˜¢ð˜ ð˜¢ð˜¯ð˜¥ ð˜±ð˜³ð˜¦ð˜¤ð˜ªð˜´ð˜¦." --ð˜Šð˜°ð˜®ð˜®ð˜ªð˜´ð˜´ð˜¢ð˜³ ð˜Šð˜ªð˜¢ð˜±ð˜©ð˜¢ð˜´ ð˜Šð˜¢ð˜ªð˜¯, ð˜¥ð˜¦ð˜´ð˜¤ð˜³ð˜ªð˜£ð˜ªð˜¯ð˜¨ ð˜–ð˜³ð˜¬ð˜´ ð˜ªð˜¯ ð˜¨ð˜¦ð˜¯ð˜¦ð˜³ð˜¢ð˜ (ð˜£ð˜¶ð˜µ ð˜¯ð˜°ð˜µ ð˜µð˜©ð˜¦ð˜ªð˜³ ð˜£ð˜ð˜ªð˜µð˜» ð˜£ð˜°ð˜®ð˜®ð˜¢ð˜´ ð˜°ð˜³ ð˜¨ð˜°ð˜§ð˜§ ð˜¯ð˜°ð˜£ð˜´)
Leave comments below for deck optimization and playtesting! 1.7
Version 1.02: Down to 53 cards. Cut out Mekaniacs and streamlined cards to include. Need more input and tests.
Version 1.03: Cut to 50. More streamlining to come.
Version 1.04: -2 ð—¦ð—ºð—®ð˜€ð—µ ð—»' ð—•ð—®ð˜€ð—µ. +2 ð—¦ð˜‚ð—½ð—½ð—¿ð—²ð˜€ð˜€ð—¶ð˜ƒð—² ð—™ð—¶ð—¿ð—²s.
Version 1.050: Not finished! ð—•ð—¿ð˜‚ð˜ð—®ð—¹ ð—–ð˜‚ð—»ð—»ð—¶ð—»ð—´ is practically a Nazdreg signature card. 3x. Just have to slip it in somewhere. Somebody say how! Also, my EVENTS need to be moved around a bit. Needs to be streamlined. I'm all ears for more suggestions.
1.051: -1 ð—¦ð˜ð—®ð—»ð—±ð—®ð—¿ð—± ð—•ð—²ð—®ð—¿ð—²ð—¿ -2 ð—•ð—®ð—°ð—¸ð—¹ð—®ð˜€ð—µ -2 ð—¥ð—¼ð—¸ ð—•ð—¼ð—ºð—¯ð—®ð—¿ð—±ð—ºð—²ð—»ð˜ -2 ð—¦ð˜‚ð—½ð—½ð—¿ð—²ð˜€ð˜€ð—¶ð˜ƒð—² ð—™ð—¶ð—¿ð—² (-7) | +3 ð—•ð—¿ð˜‚ð˜ð—®ð—¹ ð—–ð˜‚ð—»ð—»ð—¶ð—»ð—´ +3 ð—§ð—²ð—¹ð—¹ð˜†ð—½ð—¼ð—¿ð˜ð—® ð—£ð—®ð—± +3 ð—§ð˜‚ð—¿ð—¯ð˜‚ð—¹ð—²ð—»ð˜ ð—¥ð—¶ð—³ð˜ +1
1.6: Extremely small change. Dropped a ð—§ð—²ð—¹ð—¹ð˜†ð—½ð—¼ð—¿ð˜ð—® ð—£ð—®ð—± for a ð—§ð˜‚ð—¿ð—¯ð˜‚ð—¹ð—²ð—»ð˜ ð—¥ð—¶ð—³ð˜ (so 2x of each now).
1.7 Updated text after playtesting for consideration cards. New Cycle isn't bringing anything new except for maaaaybe ð—–ð—¹ð—²ð—®ð—¿ð—°ð˜‚ð˜ ð—¥ð—²ð—³ð˜‚ð—´ð—².
ð’²ð’½ð’¶ð“‰'𓈠ð’©â„¯ð“Œ?
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ð’®ð“‰ð“‡ð’¶ð“‰â„¯â„Šð’¾â„¯ð“ˆ/ð’®ð“Žð“ƒâ„¯ð“‡â„Šð’¾â„¯ð“ˆ
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ð˜‰ð˜³ð˜¶ð˜µð˜¢ð˜/combat tricks. Move damage around (ð—žð˜‚ð˜€ð˜ð—¼ð—º ð—™ð—¶ð—²ð—¹ð—± ð—šð—²ð—»ð—²ð—¿ð—®ð˜ð—¼ð—¿, ð—•ð—¿ð˜‚ð˜ð—®ð—¹ ð—–ð˜‚ð—»ð—»ð—¶ð—»ð—´, ð—žð—¿ð—®ð—¸ð˜ð—¼ð—¼ð—³ ð—›ð—®ð—¹ð—¹) to maximize ð˜‰ð˜³ð˜¶ð˜µð˜¢ð˜ or slip in unshieldable damage. A train of Orks can beat up duh humies.
Elite efficiency! We have ð—–ð—¿ð˜‚ð˜€ð—µð—³ð—®ð—°ð—², ð—•ð—¶ð—´ð—´ð—® ð—¶ð˜€ ð—•ð—²ð˜ð˜ð—®, ð—¦ð—¸ð—¿ð—®ð—½ ð—¡ð—®ð—¯ð—¯ð—®ð˜€, and ð—¦ð—§ð—– ð—™ð—¿ð—®ð—´ð—ºð—²ð—»ð˜ð˜€ to support six Elites like ð—•ð—¹ð—¶ð˜ð˜‡ð—®-ð—•ð—¼ð—ºð—ºð—²ð—¿ð˜€ and ð—šð—¼ð—³ð—³ ð—¡ð—¼ð—¯ð˜€. Playing an elite for 0 is possible!
ð—–ð˜†ð—¯ð—¼ð—¿ð—¸ ð—•ð—¼ð—±ð˜† makes infantry tough, especially if it's brutal. A 6/12 ð—šð—¼ð—³ð—³ ð—¡ð—¼ð—¯ is crazy.
Combat tricks! ð—¦ð˜ð—®ð—»ð—±ð—®ð—¿ð—± ð—•ð—²ð—®ð—¿ð—²ð—¿ð˜€ and ð—žð—¼ð—ºð—ºð—®ð—»ð—±ð—¼ ð—¦ð—»ð—²ð—®ð—¸ð—®ð˜‡ refresh exhausted units. Letting a ð—•ð—¹ð—¶ð˜ð˜‡ð—®-ð—•ð—¼ð—ºð—ºð—²ð—¿ "tank" attacks, exhaust to attack and place 3 indirect damage, refresh it, attack again, and re-ready between rounds for more indirect damage before retreats! Remember, three indirect damage with your bommas every time it readies, before anybody gets a chance to retreat between combat rounds. This is 12 damage from one unit! More straightforward is a ð—›ð˜‚ð—´ð—² ð—–ð—µð—®ð—¶ð—»-ð—–ð—µð—¼ð—½ð—½ð—®, especially when you can refresh units with ambushers or on ð—¡ð—®ð˜‡ð—±ð—¿ð—²ð—´'𘀠ð—™ð—¹ð—®ð˜€ð—µ ð—šð—¶ð˜ð˜‡.
You can bully planets, while ð—¦ð—¸ð—¿ð—®ð—½ ð—¡ð—®ð—¯ð—¯ð—®ð˜€ on a red planet with ð—–ð—¿ð˜‚ð˜€ð—µð—³ð—®ð—°ð—² or with an escort pumps out tons of money cheaply.
Generally, the longer the game goes on, the better it gets for Nazdreg. The WAAAUGH just keeps growing.
Alliances!
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A.M. is a good choice. Lots of supports if you like supports, cheap and strong command if you prefer that, good events, too.
We've gone to Chaos for ð—§ð˜‚ð—¿ð—¯ð˜‚ð—¹ð—²ð—»ð˜ ð—¥ð—¶ð—³ð˜ and possibly a ð—•ð—¹ð—¼ð—¼ð—± ð—¥ð—®ð—¶ð—» ð—§ð—²ð—ºð—½ð—²ð˜€ð˜(?), to really get more out of our elites. This is up for debate. Testing it out now!
A̲l̲t̲e̲r̲n̲a̲t̲e̲ ̲C̲a̲r̲d̲s̲
-Outflank 'Em? Backlash? ð—•ð—®ð—°ð—¸ð—¹ð—®ð˜€ð—µ isn't paying off for me (it's 1 shield every time), but I need to play it against other kinds of decks.
- ð—–ð—¹ð—²ð—®ð—¿ð—°ð˜‚ð˜ ð—¥ð—²ð—³ð˜‚ð—´ð—² has synergy, but is hard to find space to include. Combos nicely with Nazdreg's brutalizing. Also, cheap enough to generate deploy stall. Looking at a bonus of +2-6 HP every turn. Competes with ð—žð˜‚ð˜€ð˜ð—¼ð—º ð—™ð—¶ð—²ð—¹ð—± ð—šð—²ð—»ð—²ð—¿ð—®ð˜ð—¼ð—¿, for one resource less. Feels like the winner.
- ð—•ð—¹ð—¼ð—¼ð—±ð—¿ð—®ð—¶ð—» ð—§ð—²ð—ºð—½ð—²ð˜€ð˜! ð—§ð˜‚ð—¿ð—¯ð˜‚ð—¹ð—²ð—»ð˜ ð—¥ð—¶ð—³ð˜! If we go Chaos. On the other hand, all the A.M. winners make a play if we go that way (including more Standard Bearers, if we really really like re-ready effects).
34 Comments
Here is my current version
Total Cards: (50)
Warlord:
1x Nazdreg (Core Set)
Army Unit: (28)
4x Nazdreg’s Flash Gitz (Core Set)
3x Blitza-Bommer (Jungles of Nectavus)
3x Kommando Sneakaz (Jungles of Nectavus)
3x Leman Russ Conqueror (The Final Gambit)
3x Freebooter Kaptain (Legions of Death)
3x Snake Bite Thug (The Threat Beyond)
3x Standard Bearer (Legions of Death)
3x Skrap Nabba (What Lurks Below)
3x Evil Sunz Warbiker (The Threat Beyond)
Attachment: (4)
1x Cybork Body (Core Set)
3x Huge Chain-Choppa (Wrath of the Crusaders)
Event: (15)
2x Bigga is Betta (Core Set)
2x Backlash (Legions of Death)
3x Outflank’em (What Lurks Below)
2x Smash ‘n Bash (The Howl of Blackmane)
2x Squig Bombin (Core Set)
2x Squiggify (Descendants of Isha)
2x Battle Cry (Core Set)
Support: (3)
1x Kraktoof Hall (Core Set)
2x STC Fragment (Legions of Death)
Sadly, you can't attach your cybork body to trukk or blitza-bomber, as it's wargear (so non-vehicles only).
Ick, right.
For whatever reason, I thought the cyborks weren't wargear. I don't know why. Thanks for catching that.
And yeah, it's a bit expensive. I just threw it together. Wanted a different take on a classic, older warlord with an elite focus. Needs some work and then some playtesting. (And being lazy, I threw it up here to get other people to do some of the work for me because I'm lazy.)
Bomber re ready tricks mid fight are great. I'd try to get more standards or kommandos in. maybe for the Mek Boys. ready the hall is really good, but you can only have 1 hall. readying the STC could be a good use, but it would still be a lot of $ to play 2 elites in the same turn and I have to wonder if you could just play 1 elite this turn and 1 next. I think in most cases, yes. KFG is also a good Mek boy target, but I think all of these pale a bit to readying a bomber or Nob twice in a fight. I'd also get a 3rd bomber and lose a truck. 7 attack means they don't really need brutal so maybe not to good with your warlord, but a brutal bomber has flying , which will help you maintain the brutal threshold, and Nobs are great with brutal.
Smash and Bash for Dakka Dakka, just to have another set of 2 shields. (Or squiggify)
I like CHain CHoppa on flash gits and Bad doks. the first for self ready, and the second because it will make people think twice about command sniping him.
I wonder how well free botta captains are.
Orks struggle in command. The Free Boota Captains nullify command cappers in most cases, and then wins command. Its a nice body for the cost imo and has some HP to work with brutal.
My deck im worried about the cost curve. The lemun russ conquerers shine in my gorzod deck, but might be pushing it too much in nazdreg. I love the idea of readying them to swing for 6+ dmg (brutal),
-- deleted. Wrong thread.
Updated!
A third fragment, maybe. Good thoughts. Tightened it up some now.
I cut the costs down. Changed some stuff around.
You have the bigger tank. With so much re-readying, it's tempting (two attacks with the Conqueror can swing for 9 by itself before the next combat turn). But overall, fewer Elites (6 instead of 7). I'm tempted to take the Conqueror but Crushface really enjoys cheapening Ork Elites.
Why the Evil Sunz Warbikers? Any tricky reason other than they're scary to warlords? Any other tricks I'm missing apart from re-ready tricks? I could replace Crushface with them (losing some cheapening effects) or cut down on some Elites (I like the trukk and the Goff Nob but I could cut one of them and drop to 6).
Also, I probably could cut down some units for some more events for sneaky tricks and/or shields. Somebody beat me up and tell me what to do.
I have altered the deck a lot. I have adjusted the cost curve a lot. I went 1 for 2 this last week at my LGS.
Game 1 - The first game was vs straken and I had some early misplays, followed by a string of bad draws, while being swarmed by 2cost units punching me in the face. The first 3 planets lined up perfectly matched also, so i had no time to correct course.
Game 2 - Was up against Ragnar Blackmane. Ended up getting a flash gitz, with an axe opening hand. Was more than enough to bully first planet. Round 2 I then put an additional axe on him, with cybork body. My opponent was running for his life and I dominated the battles.
I dropped the conqueror, its an excellent card in gorzod, just too expensive in this deck in nazdreq at the moment.
Evil Sun Warbikers I am on the fence about. Cheap unit that can snag command, or punch....even twice.
Current Version, Still tweaking--
Warlord:
1x Nazdreg (Core Set)
Army Unit: (29)
4x Nazdreg’s Flash Gitz (Core Set)
3x Blitza-Bommer (Jungles of Nectavus)
3x Evil Sunz Warbiker (The Threat Beyond)
3x Freebooter Kaptain (Legions of Death)
3x Kommando Sneakaz (Jungles of Nectavus)
2x Rogue Trader (Core Set)
2x Skrap Nabba (What Lurks Below)
3x Snake Bite Thug (The Threat Beyond)
3x Void Pirate (Core Set)
3x Standard Bearer (Legions of Death)
Attachment: (4)
1x Cybork Body (Core Set)
3x Huge Chain-Choppa (Wrath of the Crusaders)
Event: (16)
2x Bigga is Betta (Core Set)
2x Battle Cry (Core Set)
3x Outflank’em (What Lurks Below)
2x Rok Bombardment (Boundless Hate)
2x Squig Bombin (Core Set)
2x Squiggify (Descendants of Isha)
3x Suppressive Fire (Core Set)
Support: (1)
1x Kraktoof Hall (Core Set)
"Evil Sun Warbikers I am on the fence about. Cheap unit that can snag command, or punch....even twice."
Yeah. That was my concern too.
I used to be in love with the warbikers back when I ran Staging Grounds with Catachans. Those (and Ratling Snipers) made for scary assassination-style wins, where even the vague threat with two resources showing would cause more experienced players to just bounce their warlord right out.
I want those bikers in the deck, but the question I have is what would they replace?
And a better question: How many elites should I run?
My opinion if you go more than 3, you need to go all out with the accessories. Backlash, Fallback, and STC are all awesome cards, but they fill card slots fast.
I think soon, Gorzod will be the best Ork WL for Elites. His additional cost off, makes the elite tanks that much better. The problem is, there is only 1 good one for him, the Leman Russ Conqueror.
I tried running Gorzod Elites. I got a list put together a page or two back.
It's not a bad list. It's not a bad concept. The problem is, after running my friend's Gorzod weenie rush deck, it's just better to include lots of efficient A.M. vehicles. The Astro Militarium units seem to be fractionally overcosted. For example, Assault Valkyries "feels like" they're worth about 3.5 resources. The Steel Legion Chimera is a 3 cost 1/2/4 that reduces non-vehicle damage, so it feels like it's worth less than 3 albeit close to 3 resources because while it is paying a "fair" price for everything it is including, it doesn't "feel" optimized for it's purpose. I'd trade out 1-for-1 on the ATK power for either hammers or defense or a better defensive skill. Heck, I'd trade out at worse than 1-for-1; if I could get this vehicle with no attack but another hammer or HP, that would be awesome. The Taurox APC is strong but not brokenly so.
However, cut a point off all of these vehicles and suddenly you get awesome synergy. Playing against a Gorzod deck who throws out a Mork's Great Heap and the Kustomization Station out, and you're suddenly playing 1/3/4 units for a ridiculous one resource. Even without perfect synchronization, Gorzod's ability does the work every time you play a card - the more vehicle cards he triggers, the more money you save.
Put slightly differently, playing four or five vehicles handily beats even the biggest A.M. vehicle and leaves you with four or five extra resources, while saving one resource on a Conqueror tank often only breaks even if you win a sub-par command struggle.
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Concerning how many Elites?
I went that way. I didn't go "All Out", but I definitely put some in. I believe my new list is at 7 Elites and at least a dozen different cards able to support them.
Played a bunch of games yesterday. 70% winning streak in general versus Caius, Ba'ar Zul, Gorzod, and mobile Eldar dude.
Playing 5 cost elites for 0 happens reliably enough. Readying tricks are good. Orcs don't win on command too big but if you stack up Skrap Nabbas and Freebooters, you can do good on command and waste enemy units trying to win command, which goes a long way towards getting your income into a waaagh.
The Supports make stuff cheap or bounce damage around. The longer the game goes on, the more the orks started to get too nasty and big to deal with. A few shields with Kustom Field Generators means you can swing for free with an increasingly more vicious army of brutal orks. Tanking Space Marines and swinging back to kill them is pretty strong.
I'm enjoying this list a bunch.
The Smash 'n Bash and Backlash didn't seem to pull their weight over the course of at least half a dozen games, only coming out as shields, but playing a few other kinds of decks will help help with that.
Still working on mine. Command Choke has been brutal to me, mostly due to bad luck with draws. I like suppressive fire a lot. In a game today I exhausted my Bommer to exhaust a BAV for free with suppressive fire, then ambushed in 2x standard bearers to ready that bommer and another doing 6 indirect damage. Seemed like a good play, except my opponent had more than enough tricks to turn the battle in his favor.
I was thinking about this deck a lot today, and your heading in a similar direction I was thinking, but might go with some more attachments.
YEAH! I was thinking about Suppressive Fire too, if only because there are enough re-ready tricks to make it worthwhile (or even to directly reward you - re-readying a Bomma before the end of the phase does three damage, and then three more if it survives, even if the opponent wants to retreat).
I haven't been choked out, although I haven't fought any super-heavy command decks yet. Space Marines aren't so bad, but I've played some Eldar, A.M., and other Orks and never felt out of options.
Freebooter Kaptains really help. They're powerful enough to fight off command snipes that you're leaving a mark if an enemy warlord wants to kill you. They usually ignore it. They also decisively win against all command tricks - it's great when somebody puts down a unit and a Promotion, only to get ignored by the freebooter. I also find stacking more than one Skrab Nabba on a planet to be cheaty. Go there, win command, net 4+ resources. Throw anything else there and you don't even need to win other planets. Just grab a strategic Battle Ability or golden hammer some extra cards and let your money roll in.
I might steal your Suppressive Fire tricks. Smash n' Bash isn't doing it for me. Never used it (as I either had a huuuuge war train or too few HP even accounting for Brutal tricks, an enemy Warlord at the place since it was important enough to bring him along, or not enough units to make it count/be worthwhile). It might be good and I just never got the perfect opportunity yet. Only got about a half dozen test games. So I'll keep at it. But yeah, Suppressive Fire! It's cheaper. It's powerful. And it's main drawback cancel out with our re-readiers.
What attachments are tempting you?
I would like to run hostile environment gear, but having a hard time fitting it in. Seems like a good fit to keep your units alive, and the 'brutal' payback if it lives is worth it.
David likes that card and recommended it before.
It's a little less effective than a 3-shield card for one resource, but it does double up with Brutal.
Also, a Cybork'd Goff Nob in Hostile Environment Gear gets a stupid 18 HP, while an Enraged Ork can swing 16 (minus 1 damage to 15 for Bigga is Better) potentially for 3 resources. That's worth including just for the silly story that would create.
Actually, while you're right about the 'hard to fit in' problem, the fact that it synchronizes up nicely with nearly every unit card (the Standard Bearer is definitely a no and the sneaky boys almost always stay in your hand, but literally everything else could take the attachment without a problem) makes me actually want to reconsider it. It's a less efficient 3-shielder, but considering it would be getting traded in for other 2-shielders (some of which I'm iffy about), I think I might take your idea to heart.
outflank 'em might not be bad. your re-readied units could attack, and so could the ambushes.
I don't know if it is phenomenal, but it probably is better than the Smash 'n Bash. Unfortunately, still only one shield.
Since Outflank 'Em is a reaction to your Combat Turn ending, it lets you take another Combat Turn but doesn't let you sneak in combat actions/ambushes/etc. So the uber-combo (swing with the Blitz-Bommer/cybork'd Enraged Orc or Goff Nob, then re-swing via some tricky combination of ambushed re-readiers and Outflank 'Em) won't work because you always have to take two attacks without any opportunities to re-ready or play actions.
Then again, just being able to swing twice in a row is pretty great, too.
do you have good command?
Outflank'em is a good card, just another problem of fitting it in. I really wish the image pack would be released for OCTGN already, I need to playtest this deck idea more.
Played about eight games since I last posted here.
Suppressive Fire was never the wrong card for a situation. Sometimes, Outflank 'Em would be the better card, but it has a cost and less shield friendly (I think). Smash 'n Bash definitely was hard to get working, whereas these other cards are nice. Both of them would combo up nicely with what we got, but the big drawbacks of Suppresive Fire are possible to nullify.
Still, Outflank 'Em is nice. I was on the receiving end of a double flanking move that resulted in three attacks in a row that insta-bloodied my warlord. I never got much use from outflanking before, but it might be worth reconsidering with the decks inclusion of such heavy hitters (as well as being able to "promote" units into heavy hitter status). After a few games, I found putting an Enraged Orc and a Nazdreg's Flask Gitz + Huge Chain Choppa on different planets essentially stopped warlords from sniping them because of the amount of damage they could shell out. If an enemy starts to stack up, you just follow suit and make them pay for wasting resources if they don't keep committing there. In BIG fights, Outflanking rewards exactly the sort of positioning this deck seems to do.
But you're right about the 'testing it out' and 'fitting it in' parts. I need to try it. I almost want to drop the Backlashes, but I imagine that's more because I haven't been getting use out of them because of the lack of direct removal attempts in the decks I've played against rather than Backlash being a bad card.