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Ork Smash!


  • plus2cents, mkalina123, alexgow and 2 others like this


48 Comments

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MotoBuzzsawMF
Jan 25 2015 05:51 PM

This was the deck I used to win the first tournament of 2015 in SWFL. It had incredible success.

    • HidaHonk and Killax like this

Came here expecting to see Smash n' Bash, left disappointed.

 

Now, getting serious, is Kustom Field Generator actually that good? I think it's definitely an auto-include in Ork decks, but I'm having trouble justifying more than 1 or 2 copies at most.

    • MotoBuzzsawMF and Killax like this

Looks like an excellent deck. I've also upped the KFG for great succes (run 2 now) together with 2 Tellyporta Pad and 2 Ork Kannon.

The great thing about the card is that it lets your opponent basicly attack what you want. Sometimes this is the Warlord, sometimes this is a unit that allready attacked and would die anyway in later turns of the game. This card really shows the hardiness Orks can have.

 

Personally dont run Suppresive Fire but do run 3x HEG, it's truely better most of the time. 

 

5/5 

 

Congrats on the win!

    • MotoBuzzsawMF likes this

Disagree with Killax here, massively.

 

Suppressive Fire is a much better card than HEG, even for Nazdreg. Its untelegraphed, and helps prevent problematic units from bloodying your Warlord, which is a real risk for Naz, and it creates combat use out of the many 0-attack command units that an Ork deck must run to be efficient.

 

Leave them in!

    • MotoBuzzsawMF likes this
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MotoBuzzsawMF
Jan 27 2015 10:32 PM

Came here expecting to see Smash n' Bash, left disappointed.

 

Now, getting serious, is Kustom Field Generator actually that good? I think it's definitely an auto-include in Ork decks, but I'm having trouble justifying more than 1 or 2 copies at most.

 

It really is Majestaat. There was a point in my second game where my opponent played a Helkite on planet one. We eventually mustered all of our forces for a huge battle. At the planet, I had 2 Killa Kans, 1 Enraged Ork, 1 Sanctioned Psyker (to combat his command on SoulGrinder) and an Attack Squig Herd. (This deck literally had me swimming in resources all game long) and without the KFG I would have lost that game. the KFG was able to remove the damage from the Helkite to Nazdreg and spread it to pump my Kans and Herd, I then played Battle Cry and sealed the win. It is definitely worth x3. It protects Nazdreg and allows him to stay in the thick of it where he wants to be. Ol' Nazzy is a large target and it potects him. It is amazing. 

 

 

Looks like an excellent deck. I've also upped the KFG for great succes (run 2 now) together with 2 Tellyporta Pad and 2 Ork Kannon.

The great thing about the card is that it lets your opponent basicly attack what you want. Sometimes this is the Warlord, sometimes this is a unit that allready attacked and would die anyway in later turns of the game. This card really shows the hardiness Orks can have.

 

Personally dont run Suppresive Fire but do run 3x HEG, it's truely better most of the time. 

 

5/5 

 

Congrats on the win!

I have to agree with Asklepios on this. HEG is great to pump up your brutal but the units that I want it on cannot have attachments i.e. Killa Kans and Squig Herd. Also, Suppresive Fire gives my P/T a reason to be in a battle as well as my Psyker units. It actually really helped me in this tourney, allowing me to exhaust a Soulgrinder twice in one battle using an Enraged Ork and giving him the time to ramp up in brutal. I don't think I would drop Suppressive Fire for anything at this point. 

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MotoBuzzsawMF
Jan 27 2015 10:34 PM

Also, SF is 0 cost verses the 1 cost of HEG. A very little difference I know, but still. Every resource matters.

Disagree with Killax here, massively.

 

Suppressive Fire is a much better card than HEG, even for Nazdreg. Its untelegraphed, and helps prevent problematic units from bloodying your Warlord, which is a real risk for Naz, and it creates combat use out of the many 0-attack command units that an Ork deck must run to be efficient.

 

Leave them in!

 

Guess I should change it up again :D

 

 

Also, SF is 0 cost verses the 1 cost of HEG. A very little difference I know, but still. Every resource matters.

 

 

True. The main reason I like them currently is because they work so well with KFGs but as mentioned I'll switch them out again. I do agree that Orks still have very little in terms of Combat tricks, which makes SF more important anyway.

    • MotoBuzzsawMF likes this
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BahnCalamari
Jan 28 2015 05:51 PM

I find your omission of Bad Dok notable. Were Iron Guard Recruits a straight swap for these? Any regrets with the KFG being Ork only?

    • MotoBuzzsawMF likes this
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MotoBuzzsawMF
Jan 28 2015 08:37 PM

I find your omission of Bad Dok notable. Were Iron Guard Recruits a straight swap for these? Any regrets with the KFG being Ork only?

 

None whatsoever on KFG. Since my allied cards are strictly command units, they rarely see battle and I try to avoid them being in battle if I can manage it. KFG is so amazing though. I can't stress that enough. 

 

On Bad Dok, yes it was a straight swap. As far as stats go, Bad Dok is superior. It has 1/1/4 with the potential to be 4/1/4 with brutal ramp. I get that but the keyword in that sentence, at least to me, is potential. I have to get this unit damage in order to make it useful, So I have to telegraph my Ork Kannon shot or use Bigga iz Betta on it to activate its command, where I can just pay 2 resources to have a 2/1/2 right off the bat. I am usually against cards that need other cards to get to work properly and Bad Dok fits that category for me. 

 

Plus, the first time you used Bigga iz Betta to get out a Killa Kan for only 2 resources, you will never look back.

    • BahnCalamari likes this

Id say it's a personal choice as I still feel a free Bad Dok with Bigga iz Betta also can be a incredibly powerfull play. As such I still do run them, the real difference is how you like to focus a bit more on Command vs Combat.

Still a cool deck however!

Bad Dok at this stage of the game remains a trap card, I believe. Bigga iz Betta combo is often cited as a strength, and yes thats amazing, but thats because Bigga Iz  Betta is always an amazing draw that makes your hand considerably stronger.

 

BIB on Killa Kanz is exactly where I aim that card, but equally useul is BIB/Enraged ORk, or attack Squig Herd, or Weirdboy Maniak. These are all strong plays, because BIB is strong.

 

With Bad Dok, you find yourself playing the combo for a big command advantage, but its ultimately two cards played for a fairly fragile command win. All you need is one Warlord Snipe, and thats two cards investment wasted. Plus lets not forget to do our math, and look at the odds of assembling that combo in X cards. Hypergeometric calculator again gives us an 8.5% chance of drawing both cards together in our starting hand.

 

1C/2R for 1/1/4 just isn't that useful. 2C/0R for 4/1/3 isn't at all bad, but not so amazing and not so frequently occurring that it is worth including the card in the hope of the combo. After all, functionally speaking, 4/1/3 rarely is any more effective than 2/1/3 or 3/1/3. Either way, "its more icons than you but still can be Warlord sniped"

    • MotoBuzzsawMF and BahnCalamari like this
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MotoBuzzsawMF
Jan 30 2015 05:05 PM

Bad Dok at this stage of the game remains a trap card, I believe. Bigga iz Betta combo is often cited as a strength, and yes thats amazing, but thats because Bigga Iz  Betta is always an amazing draw that makes your hand considerably stronger.

 

BIB on Killa Kanz is exactly where I aim that card, but equally useul is BIB/Enraged ORk, or attack Squig Herd, or Weirdboy Maniak. These are all strong plays, because BIB is strong.

 

With Bad Dok, you find yourself playing the combo for a big command advantage, but its ultimately two cards played for a fairly fragile command win. All you need is one Warlord Snipe, and thats two cards investment wasted. Plus lets not forget to do our math, and look at the odds of assembling that combo in X cards. Hypergeometric calculator again gives us an 8.5% chance of drawing both cards together in our starting hand.

 

1C/2R for 1/1/4 just isn't that useful. 2C/0R for 4/1/3 isn't at all bad, but not so amazing and not so frequently occurring that it is worth including the card in the hope of the combo. After all, functionally speaking, 4/1/3 rarely is any more effective than 2/1/3 or 3/1/3. Either way, "its more icons than you but still can be Warlord sniped"

 

I agree completely with all of this. Using BIB to get a Kan at 2R 2/2+x/5 is such an incredibly good deal. Same goes for the Herd.

When do you use Dakka Dakka Dakka!? I feel like it works against you to much when using shoota mob, void and rogue.

    • MotoBuzzsawMF likes this
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MotoBuzzsawMF
Jan 30 2015 06:52 PM

When do you use Dakka Dakka Dakka!? I feel like it works against you to much when using shoota mob, void and rogue.

 

I only use Dakka when A) The enemy warlord only needs 1 more damage to bloody or B ) when I can kill at least x2 or x3 of my opponents x/1 units. It is also good to use against chaos to shut down their cultist engine. 

Typically on that turn, I will send Nazdreg to a non-first planet to keep him safe. 

    • Killax likes this

I'm a bit taken aback by your inclusion of only 1 Shoota mob and Goff Boyz in their place.  Is it just to avoid unnecessary bloodshed from DDD?  I find almost any other situation I'd rather have Shootas.  I'm sure you have done testing; I would definitely like to know the reasons behind this.

 

Also personally I love Tellyporta Pad to the point where I have considered running 3 in my own deck.  I don't know how you can manage 1.

    • MotoBuzzsawMF likes this
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MotoBuzzsawMF
Jan 31 2015 04:21 AM

I'm a bit taken aback by your inclusion of only 1 Shoota mob and Goff Boyz in their place.  Is it just to avoid unnecessary bloodshed from DDD?  I find almost any other situation I'd rather have Shootas.  I'm sure you have done testing; I would definitely like to know the reasons behind this.

 

Also personally I love Tellyporta Pad to the point where I have considered running 3 in my own deck.  I don't know how you can manage 1.

 

The addition of Goff Boyz and only 1 Shoota Mob was a last minute change to the deck before the tournament. You are correct in the fact that I did not want Dakka to hit a ton of my units and Shoota Boyz would be killed by it, so I wanted to mitigate that aspect of Dakka from my deck. I also felt that Shoota is a 1 drop with 1/2/1 which is nice, I really had it in their because of the command icon and on looking at my deck, I felt I was pretty covered in command already with x3 SP, IGR and to a lesser extent, the Weirdboy, which I usually use to shock a planet with some traders and pirates. So I felt another first planet presence would not hurt the deck. I kept 1 in just in case but you could probably go either way with 3 shootaz or 3 Boyz. I think that is probably up to preference. 

I also love Tellyporta Pad a ton. It is an incredible support that causes hell for your opponent. That being said, I think KFG is a better support due to it saving Nazzy and pumping brutal. With the command spread, I found that I rarely ever had less than 10 resources at the beginning of a turn and I did not need TPP to steal command because I already had it, so it was a tad overkill. So I figured, if I got the telly that was great but if not then "eh". Also, It was a choice of x3 KFG or x3 Telly's and I think in that choice, KFG will win out every time. The main battle presence in this deck is your Enraged Orks, Killa Kans, and Squig herd and with Nazdreg's help and KFG, they become insane. Couple that with a Battle Cry and you can start to collect the tears of your enemies. 

    • HidaHonk likes this

Can only say, excellent imput BuzzsawMF, it's great that you give so much information about the deck and choices you made. In special for the Ork fans I think they've found their Leada!

 

All in all I can only say this deck forms a great competative Ork build template. For sure certain changes can be made without big effect but I feel the AM cards are key in making these Orks strong in Command and Combat.

 

Cheers,

    • MotoBuzzsawMF likes this

The addition of Goff Boyz and only 1 Shoota Mob was a last minute change to the deck before the tournament. You are correct in the fact that I did not want Dakka to hit a ton of my units and Shoota Boyz would be killed by it, so I wanted to mitigate that aspect of Dakka from my deck. I also felt that Shoota is a 1 drop with 1/2/1 which is nice, I really had it in their because of the command icon and on looking at my deck, I felt I was pretty covered in command already with x3 SP, IGR and to a lesser extent, the Weirdboy, which I usually use to shock a planet with some traders and pirates. So I felt another first planet presence would not hurt the deck. I kept 1 in just in case but you could probably go either way with 3 shootaz or 3 Boyz. I think that is probably up to preference. 

I also love Tellyporta Pad a ton. It is an incredible support that causes hell for your opponent. That being said, I think KFG is a better support due to it saving Nazzy and pumping brutal. With the command spread, I found that I rarely ever had less than 10 resources at the beginning of a turn and I did not need TPP to steal command because I already had it, so it was a tad overkill. So I figured, if I got the telly that was great but if not then "eh". Also, It was a choice of x3 KFG or x3 Telly's and I think in that choice, KFG will win out every time. The main battle presence in this deck is your Enraged Orks, Killa Kans, and Squig herd and with Nazdreg's help and KFG, they become insane. Couple that with a Battle Cry and you can start to collect the tears of your enemies. 

 

why not putting 2 TPP and 0 Ork Kanon ? As you don't play Bad Dok, the kanon seems less usefull (even more with dakka to shoot all the winnies). Activating your brutal is made with KFG, Dakka and BiB. So maybe 1 more TPP would give more options than the kanon (just saved me in last game allowing me to drop a key unit in battle after the massive AOE my Tau opponent made).

 

I bet that both cards can fit in the deck but seems TPP much more a key card you want to draw once in the game.

    • MotoBuzzsawMF likes this

The addition of Goff Boyz and only 1 Shoota Mob was a last minute change to the deck before the tournament. You are correct in the fact that I did not want Dakka to hit a ton of my units and Shoota Boyz would be killed by it, so I wanted to mitigate that aspect of Dakka from my deck. I also felt that Shoota is a 1 drop with 1/2/1 which is nice, I really had it in their because of the command icon and on looking at my deck, I felt I was pretty covered in command already with x3 SP, IGR and to a lesser extent, the Weirdboy, which I usually use to shock a planet with some traders and pirates. So I felt another first planet presence would not hurt the deck. I kept 1 in just in case but you could probably go either way with 3 shootaz or 3 Boyz. I think that is probably up to preference. 

I also love Tellyporta Pad a ton. It is an incredible support that causes hell for your opponent. That being said, I think KFG is a better support due to it saving Nazzy and pumping brutal. With the command spread, I found that I rarely ever had less than 10 resources at the beginning of a turn and I did not need TPP to steal command because I already had it, so it was a tad overkill. So I figured, if I got the telly that was great but if not then "eh". Also, It was a choice of x3 KFG or x3 Telly's and I think in that choice, KFG will win out every time. The main battle presence in this deck is your Enraged Orks, Killa Kans, and Squig herd and with Nazdreg's help and KFG, they become insane. Couple that with a Battle Cry and you can start to collect the tears of your enemies. 

You have given me something to think about, as now I wonder if I don't even need the 3 Shoota Mobs I have been running.  Indeed the last time I played DDD, Shoota was one of the casualties (though I did murder 3 of their 1hp units as well).

 

 

why not putting 2 TPP and 0 Ork Kanon ? As you don't play Bad Dok, the kanon seems less usefull (even more with dakka to shoot all the winnies). Activating your brutal is made with KFG, Dakka and BiB. So maybe 1 more TPP would give more options than the kanon (just saved me in last game allowing me to drop a key unit in battle after the massive AOE my Tau opponent made).

 

I bet that both cards can fit in the deck but seems TPP much more a key card you want to draw once in the game.

Indeed.  I think perhaps that would be a good swap.

    • MotoBuzzsawMF likes this
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MotoBuzzsawMF
Feb 02 2015 04:56 PM

why not putting 2 TPP and 0 Ork Kanon ? As you don't play Bad Dok, the kanon seems less usefull (even more with dakka to shoot all the winnies). Activating your brutal is made with KFG, Dakka and BiB. So maybe 1 more TPP would give more options than the kanon (just saved me in last game allowing me to drop a key unit in battle after the massive AOE my Tau opponent made).

 

I bet that both cards can fit in the deck but seems TPP much more a key card you want to draw once in the game.

 

This could work for sure. I decided on keeping 1 Kannon in simply for cost curve, since the deck is expensive already but I can see how this would help. I will do a test with this setup and see if it makes a difference. In one of my games, I did use the Kannon to pump up just enough to kill a unit so I would be losing that but it is worth a try. TPP is just so amazing. 

 

 

You have given me something to think about, as now I wonder if I don't even need the 3 Shoota Mobs I have been running.  Indeed the last time I played DDD, Shoota was one of the casualties (though I did murder 3 of their 1hp units as well).

 

 

 

That is exactly what I wanted to stop. DDD is already potentially going to kill me neut. cappers, I did not want to feed it anymore than I had to. Dakka won't kill your Boyz and they should be on planet 1 anyway, so in essence, they are just a better combat Mob without the command, which I am OK with. 

 

 

Can only say, excellent imput BuzzsawMF, it's great that you give so much information about the deck and choices you made. In special for the Ork fans I think they've found their Leada!

 

All in all I can only say this deck forms a great competative Ork build template. For sure certain changes can be made without big effect but I feel the AM cards are key in making these Orks strong in Command and Combat.

 

Cheers,

 

Thanks Killax, I am one of those people who enjoy to play the game for the game. I love to win, but if I can make my opponents better players/deckbuilders, etc. Than I am happy to share deck tech and strategy. I want everyone to be highly competitive in my meta and others. I love this game and want to see it flourish. 

    • HidaHonk, Chainsawsb and Killax like this

Why do you like Attack Squiq Herd? Thanks.

    • MotoBuzzsawMF likes this

Why do you like Attack Squiq Herd? Thanks.

 

Im no Buzzsaw but being able to move huge bodies trough Tellyporta Pads is something else.

    • MotoBuzzsawMF likes this
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MotoBuzzsawMF
Feb 05 2015 06:24 PM

Why do you like Attack Squiq Herd? Thanks.

 

I like Attack Squig herd because it is cheaper than the Goff Nob and has incredible brutal potential. Cost curve is really important in Ork, so just saving 2 resources from 2 herds instead of Nobz means alot IMO. 

 

All that being said, with my experiences with this deck, a subbing Nobz in for Herds is probably an even swap. I am considering testing the Nob instead of the Herd due to Aun'shi coming out and seeing alot more of Deception, but I will have to wait and see.

    • Killax likes this

All that being said, with my experiences with this deck, a subbing Nobz in for Herds is probably an even swap. I am considering testing the Nob instead of the Herd due to Aun'shi coming out and seeing alot more of Deception, but I will have to wait and see.

 

As a fan of Aun'Shi, I wouldn't mind to much as Orks is one of his toughest match ups to begin with. While the initial battle can be won with some ease it really comes down to high HP which remains an issue for them.

 

Bad Dok however could be another body added to deal with him, HP 3 generally isn't a huge problem for him. HP 4 requires Aun'Shi to exhaust two units to remove one in quite some cases and then we havn't factored the KFG effect in yet.

ive said it before, but i'll remind everyone here too, KFG is the only card right now that can answer armorbane, and like killax said, high HP is your only option when youre getting hit by aunshi and his armies