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Indirect Orks
Submitted by
jarebear
, May 29 2016 11:07 PM | Last updated Jun 10 2016 01:22 AM
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Orks Astra Militarum
Aggro Control Experimental Theme
Don't worry about cards. Don't worry about command. Heck, don't even worry about attacking the guy head on.
Warlord
Order by: NameTypeCost
Total Cards: 0
I will be trying to do frequent updates with this deck. So please give some feedback. I'm the kind of player that gets more satisfaction out of a deck when a crazy play style comes together. After seeing the coteaz deck about using the Smasha Gun, I thought I would do my own take on it. I figured, why go so small when you can throw indirect damage at the guy all day?!
The idea is to allow the opponent to win command on all of the card giving planets. Use ammo depot to get around your own card draw problems if you have them (which you typically won't). Wait at least a turn or two before the Smasha Gun comes out, but don't be afraid to run out with all of the other supports and especially the Ork Landa. By allowing your opponent to win heavy command for a few turns without the resources, the Smasha Gun works wonders. It's even better when you can throw down a mekanik down on the same turn. By turn 3, you should be able to wipe out the competition with the Landa the Smasha and top it off with an ork cannon or two.
The units are obviously a higher curve. The reason is so the Ork Landa gets a higher chance of wiping out a unit or two.
The hard part is keeping enough control over the first two turns so your opponent doesn't get carried away. If you manage your starting hand properly, then you won't have a serious problem pulling it off.
I've already changed out the warlord from Zogwort because although the units don't combo as well, the non-unit cards are a much better way to go from Nazdreg. And the high hp units make absorbing the Smasha easier to deal with.
All in all the deck is experimental but I've had some great success. After turn two your opponent realizes the strategy they were using at the start becomes extremely dangerous to themselves. It's currently undefeated but I haven't tried it with Nazdreg yet. But the snot pings weren't making much of a difference to begin with. Let me know what you think.
Sample Hand:
Total Shields: 0
Average Shields Per Event/Attachment: 0
Total Command: 0
Average Command Per Unit: 0
Saw something similar during our last tournament. Didn't do too well, despite promising results through testing. It gives up too much command (if you're not drawing cards you're not seeing your supports) and Landa can do negligible damage even when the deck is built towards it. Being unique also hurts. So in the end, the playing the deck was like flipping a coin.
I'd try something a little more stable. Remove the Landas altogether and rely on Smasha + Kannons for damage.
This allows you to drop some inefficient and expensive units in favor of, say, Enraged Orks and Sanctioned Psykers, who are great at providing command presence while soaking a ton of Smasha damage. Hostile Environment Gear can also help here with more HP for cheap.
Enraged Ork is a tempting choice for orks but mandatory for Smashas. If it weren't loyal, I'd be throwing 3 into my Coteaz Smasher because Enraged Orc is the most efficient cost-to-HP unit available and he gets better as he gets smashed. Just like the Bad Dok.
Sanctioned Psykers are also good for Smasha/Ork Cannon play because they can soak a command snipe attempt and have a nice pool of HP. Plus they're good command. They're even better with Nazdreg because they can flee from snipes with injuries, join the Warlord train, and benefit from Brutal and actually contribute to fights.
Cybork Body makes all of these high-HP units even more tempting. A 10 HP Enraged Ork is tougher than demons, gets progressively smashier, all at a quarter of the cost.
If you like this deck, remember the indirect damage tricks - you can only assign damage equal to the number of HP available, so if you get into a situation where your only unit is your Warlord vs. an opponent with a stack of cards in-hand and a bunch of units on the field, you can Smasha to your hearts content, assign a stack of damage on your warlord, and so long as you have a single shield in your hand, you can block that shield.
I have a single copy of No Mercy specifically to stop people who do this against me. It procs off your warlord and your Crushface, so if any of the other cards aren't doing it for you, you might consider that. Promotions are nice and cheap, but a Painboy Tent might serve you better (it basically makes everybody a scrubbier version of the Bad Dok) and might open up some cards.
I like the concept of the Landas and are definitely in-theme, but they are unique, expensive, and not very reliable.
I've been wanting to try out an Ork Smasha deck (maybe throw in cannons, the Defense Artillery and those indirect cross-faction orcs or whatever they're called in the new Necron stuff, and go heavy on the indirect damage/artilley theme). My buddy here was contemplating trying a Nazdreg Smasha (I think he posted a deck).
I'll throw some commentary on here and chat up future updates. I like it.
Thanks for your thoughts. Here are some updates with a few more plays:
- 1 ork landa (smasha does most of the work and this card only helps threaten an oppenent anyway)
- 1 ammo depot (I've had 2 games where I had all 3 and I've only ever used the support twice in both games combined)
+2 No Mercy (because it's a great idea)
Still undefeated. I was mostly worried to play against Eldar because of capping, but I had zero problems with the decks rhythm agaisnt Eldar's choke. I haven't played against Mavros or any of the Astra Militarum warlords.
I think that it is important to never launch a smasha until turn 2 or 3. I usually wait until 3 because it's when the opponent has had 2 turns to build a fatty hand and I've been able to grab a smasha and mekanik combo.
The concerns for ork landa are justified but the threat of a landa going off is way more deadly than it actually happening. I've seen enough players made sub-optimal plays because they knew the landa could take them out.
I took the advice for No Mercy and added 2. They have always come in handy.
I really should take out another ammo depot, but I just have a feeling that there will come a day when I need to draw a few extra cards and my 1 depot will be on the bottom of the deck. Usually I solely focus on resource planets when I can and then play all of my cards and that maneuvers your opponent to draw even more cards with no resources to play them.
3 Comments
Saw something similar during our last tournament. Didn't do too well, despite promising results through testing. It gives up too much command (if you're not drawing cards you're not seeing your supports) and Landa can do negligible damage even when the deck is built towards it. Being unique also hurts. So in the end, the playing the deck was like flipping a coin.
I'd try something a little more stable. Remove the Landas altogether and rely on Smasha + Kannons for damage.
This allows you to drop some inefficient and expensive units in favor of, say, Enraged Orks and Sanctioned Psykers, who are great at providing command presence while soaking a ton of Smasha damage. Hostile Environment Gear can also help here with more HP for cheap.
Enraged Ork is a tempting choice for orks but mandatory for Smashas. If it weren't loyal, I'd be throwing 3 into my Coteaz Smasher because Enraged Orc is the most efficient cost-to-HP unit available and he gets better as he gets smashed. Just like the Bad Dok.
Sanctioned Psykers are also good for Smasha/Ork Cannon play because they can soak a command snipe attempt and have a nice pool of HP. Plus they're good command. They're even better with Nazdreg because they can flee from snipes with injuries, join the Warlord train, and benefit from Brutal and actually contribute to fights.
Cybork Body makes all of these high-HP units even more tempting. A 10 HP Enraged Ork is tougher than demons, gets progressively smashier, all at a quarter of the cost.
If you like this deck, remember the indirect damage tricks - you can only assign damage equal to the number of HP available, so if you get into a situation where your only unit is your Warlord vs. an opponent with a stack of cards in-hand and a bunch of units on the field, you can Smasha to your hearts content, assign a stack of damage on your warlord, and so long as you have a single shield in your hand, you can block that shield.
I have a single copy of No Mercy specifically to stop people who do this against me. It procs off your warlord and your Crushface, so if any of the other cards aren't doing it for you, you might consider that. Promotions are nice and cheap, but a Painboy Tent might serve you better (it basically makes everybody a scrubbier version of the Bad Dok) and might open up some cards.
I like the concept of the Landas and are definitely in-theme, but they are unique, expensive, and not very reliable.
I've been wanting to try out an Ork Smasha deck (maybe throw in cannons, the Defense Artillery and those indirect cross-faction orcs or whatever they're called in the new Necron stuff, and go heavy on the indirect damage/artilley theme). My buddy here was contemplating trying a Nazdreg Smasha (I think he posted a deck).
I'll throw some commentary on here and chat up future updates. I like it.
Thanks for your thoughts. Here are some updates with a few more plays:
- 1 ork landa (smasha does most of the work and this card only helps threaten an oppenent anyway)
- 1 ammo depot (I've had 2 games where I had all 3 and I've only ever used the support twice in both games combined)
+2 No Mercy (because it's a great idea)
Still undefeated. I was mostly worried to play against Eldar because of capping, but I had zero problems with the decks rhythm agaisnt Eldar's choke. I haven't played against Mavros or any of the Astra Militarum warlords.
I think that it is important to never launch a smasha until turn 2 or 3. I usually wait until 3 because it's when the opponent has had 2 turns to build a fatty hand and I've been able to grab a smasha and mekanik combo.
The concerns for ork landa are justified but the threat of a landa going off is way more deadly than it actually happening. I've seen enough players made sub-optimal plays because they knew the landa could take them out.
I took the advice for No Mercy and added 2. They have always come in handy.
I really should take out another ammo depot, but I just have a feeling that there will come a day when I need to draw a few extra cards and my 1 depot will be on the bottom of the deck. Usually I solely focus on resource planets when I can and then play all of my cards and that maneuvers your opponent to draw even more cards with no resources to play them.