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Author Topic: Brute Ramship tactics  (Read 3030 times)

tgjensen

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Brute Ramship tactics
« on: May 04, 2015, 02:09:22 PM »
Hello all,

so I am a very new player, and I've chosen Orks for my fleet, as they are my army in WH40k and Epic: Armageddon also. So far I've used the classical Pirates list, but I plan on playing the 2010 Clanz list going forward.

As I haven't had the opportunity to play a whole lot yet, most of my tactical considerations have been theoretical. My impression so far is that the Deadshane/loads of torpedoes and ordnance-approach is seen favorably, but that's a bit boring for my tastes. So I've been thinking.

Does anyone have any experience using Ramships not to ram, but as gun boats? They have the fleet's best maneuvrability and speed, and while they only sport Firepower 2, they are pretty cheap. They essentially don't compare THAT bad to the Sword frigate. With the Clanz list I was thinking go for multiple small units of three, and use the Warboss' ability to swap leadership - essentially we're hoping for Ld5 or 6 to take advantage of the Young Gunz rule, which, assuming one Kroozer and one Tiddla Sqwadron per Warboss, we should get 75% of the time - meaning for every 12 Ramships we get another three for free.
Since we don't plan on ramming with them (though it's a nice option to have), we don't really need the Ld a whole lot. Lock On would have been a nice of course, but we can't have everything. We can make them Snakebites for free though, to help bracing if we want.
So a sqwadron of four Ramships and a total of 8 Firepower for 75 points is a pretty good deal, isn't it? That's the same Firepower as two Swords, and twice the hit points and shields. And the good thing is that they can both turn 90 degrees AND have a front/left/right fire arc, so unlike Onslaughts they have an easier time both targeting side/rear armor and coming around for a second go after their initial pass.

Anybody tried playing them like that, or got any insight as to how workable it would be?

Offline Rabisque

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Re: Brute Ramship tactics
« Reply #1 on: May 06, 2015, 01:34:01 AM »
You've found my favorite method of using Brute Rams.  I generally buy them in squads of 4-5.  They really are our only 'utility' escort and I've found it best to use them as such.  The only time I'll attempt to use them for ramming as a key part of a battle plan is when planets and moons happen to be in a good position for free turns, other than that, I'll generally use the threat of ramming to herd around my foes.  I also never feel bad about clearing enemy markers with them.

Take opportunities to ram when you can, don't make it a priority.  Screen your fleet with the Brutes.

The clans list can have some great options for your other ships.  Put a few upgrades and a warboss on a squad of savages and you've got great firepower with a 35cm move and 4d6 AAF, match that with a squad of brutes for fun times.

tgjensen

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Re: Brute Ramship tactics
« Reply #2 on: May 06, 2015, 07:21:34 PM »
Sounds good. I'll have to give that a try next time I get the chance. I think I'd want to keep the squads at minimum size to maximize the chances of extra free Ramships.

Do you use the Savages' Heavy Gunz, or replace them with lances? I can definitely see the appeal of lances, but it strikes me as kind of an expensive upgrade unless you bring lots of them.

Another thing I want to do to make the Kill Kroozer a little more effective is upgrade the front Heavy Gunz to Torpedoes, then use the Deathskullz upgrade to swap the port/starboard batteries to lances. That also gives you re-rolls on the torps. That gives it *slightly* more firepower on average than the Lunar Class cruiser at 5 more points, though more of it is concentrated in the front arc.

Offline Rabisque

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Re: Brute Ramship tactics
« Reply #3 on: May 18, 2015, 04:58:41 PM »
I keep the Heavy Gunz.  I've found the soopa boosters and evil suns paint job much more fun. 

Turning a Kill Kroozer into a Lunar seems interesting, 5 pts difference isn't bad at all.  Have you looked at the Assaut Karrier upgrade for Terror Ships?  Assault boats are a wonderful thing, just make sure you don't use only Assault Karriers.  In larger fights I like using a pair of them to back up a Gorbag's Revenge.

tgjensen

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Re: Brute Ramship tactics
« Reply #4 on: May 20, 2015, 05:02:37 PM »
I haven't had the chance to field more than one Terror Ship at a time yet, though that will change the next time I play. I'll have to look into Assault Karriers, though they are probably more effective against escorts. My opponent tends to go for multiple cruisers, so I am not sure if loads of assault boats are all that effective.

A entirely different thing I was considering was two Lite Kroozers with Klaws and Shokk Attack Lances, for 200 points total. They'd do pretty pitiful damage, but they might make a decent and relatively robust harassment unit for disrupting the enemy's plans.

Offline Rabisque

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Re: Brute Ramship tactics
« Reply #5 on: May 21, 2015, 05:32:14 PM »
Really interesting idea for those Lite Kroozers, I'll have to give that a shot.  We're playing a pretty huge 7 player campaign right now and the Lite Kroozers I've built for it are pretty vanilla, but I've wanted to test out both of those weapon systems.

 I've been on a bit of an Evil Suns kick lately, boosting the speed on ships whenever I can, and it's been fairly rewarding simply because the other players don't really expect Orks to move more than 20cm.  Still can't turn very well though, but we'll see what happens after I make a few more refits rolls.

Glad to find another non conventional Ork player out there, I'll post some pics of my fleet when I can.]