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WAAAAAAAAAGHHHH

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File: Warboss_Baddfrag.jpg (149KB, 849x849px) Image search: [Google]
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OY

Listen up ya gitz, I be yer WARBOSS, da biggest and da baddest Ork 'round here. So ye betta follow dise fistz or i be krumpin' ya!

WIZ DA:

>Armchoppas : lots' choppin little shootaz [special unit: Kommandos]
>Budysplattas: More shootin less choppin [special unit: flash gitz]
>Roadkillas: lotsa wheels, boss! but wiz few! [special unit: War bikes]
>Skysplittas: sky iz ourz,boss! but wiz few! [special unit: Deffkoptas ]
> 'are n' suggest somethin' otha than dese clanz? ye betta not ya git!
>>
>>376918
ZOG, Forgot me name
>>
>>376924
>>Armchoppas : lots' choppin little shootaz [special unit: Kommandos]

WE'Z CHOPPIN FER GORK NOW
>>
>>376918
>Skysplittas: sky iz ourz,boss! but wiz few! [special unit: Deffkoptas ]
WE'Z BE DEFF SKWARDRON NOW
>>
Rolled 1 (1d2)

>>376939
>>376968
Looks like DA WARBOSS HAS TO DO E'RTHIN 'ROUND 'ERE1
>>
>>376918
>>Psykfightas: Wez da weirdest, boss! but wiz few! [special unit: Weirdboys]
>>
>>376968

>>376939
GUD

Now, lemme dink fer a moment.

We crashed on dis planet, humiez called it "Xaldanz" or somethin like dat. Naturally, dis planet belongz to the ORKZ!!!!


WE GOTZ:

-Lots (200) Slugga boyz
-Lots (100) Storm boyz
- Lots (20) Kommandos (ain't true orkz but whateva)
-5 Nobz with big 'ummers
-1 Mad dok
- Lots (30) grotz (30 orkz per turn MORE Grotz=MORE ORKZ)


lemme see we iz us in dis planet
[1/2]
>>
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>>376976
>>376968
>>376939
Alight listen up 'ery closely.

we dropped in da jungle of dis world, da crash site iz ourz unless ya gitz iz too stoopid to protect it.

Da Kommandoz found some of dese feral boyz of a 'revious WAAAGH dey look tuff but DA WARBOSS IZ TUFFER!!!

Dey got da attention of dose humies, dey are all 'round use with shoota smaller dan me teef! I be decidin wat to do cause i am da warboss!

TURNZ 1

You can have 1 combat and 1 non combat action in a turn for now. you decide what da warboss and his clan would do. Should da warboss or the ork crash site be conquered, then it is game over.

intel this important, don't forget that. for this turn only, you will be aware that each section with the square has 50-100 imperial guard with flashlights send to waddle their way into the jungle to destroy the feral ork threat.


each successful raid or battle will have some loot for your clan. also the 30 new ork per turn is not the actual number of orkz, it relies on your configuration and distribute
1 Grotz= 1 ork
1 Slugga = 1 ork
1 Stormboyz = 5 ork
1 nob = 10 ork

be creative in your both combat and non combat action, roll a d100 for it



>COMBAT
>NON COMBAT
>>
Now where are ya?

get yer stompin' head 'ere n decide!
>>
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Lol this board is great how am I just now finding it
>>
Rolled 19 (1d100)

>>377073
>Combat
Attack the feral boyz. WAAAGH
>>
>>377073
get 30 grotz. gotta get dat orkz ekonomy goin.

>COMBAT
Send 100 of da Sluggas down souf-east into da hummies. Expand da terratory

>NON COMBAT
Builds da WAAGH banners, scare da hummies. Put da hummies heads on spikez. show da hummies who da boss iz.
>>
Rolled 71, 65 = 136 (2d100)

>>377223
im guessing its 1d100 per action?
>>
>>377215
Attack 'em with wat ya grot?

1 nob? All da boyz? wiz/wiz out me? Gimme some Zoggin numbas!!

weez don't even know how many dey are!

>>377223
roll
>>
>>377231
>>377230
>>
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>>377223
>>377230
TURNZ 1 RESULTZ

COMBAT

Dem slugga boyz chopped down dem humiez (60 IG) , took 'em by surprize! no pruplle no nothin' just ORKZ. i shudda been dere, I want me some CHOPPIN!

lots (30) slugga be ded from zoggin humiez.

Buuut da grotz can make some shootas from dese flashlightz (100 potential Shoota boyz are available, they are on par with slugga boyz. 1 shoota boy= 1 ork )


Waagh banners were built 'round da crash site. DIS BE OUR WAAGH HUMIES (+10 in rolling against all humies in the area)

5 grotz were krumped fer writan WAAGH wrung
___Feral Orkz___


Oy! dem orkz are spoopin 'round, not fightan just yet but dis might be bad

_____Humies_____

Da humie are combinan togetha, We wiz not sneak in killan dese humies.

we gotta a runna! dey are leavin da jungle!

TURNZ 2

mad dok isn't only entitled to heal special units/warboss

kommandos are prefect for ambushes and scouting, they move faster than most ork units

Warboss in a battle is a force to be reckon with, he can eat up some really bad rolls, his presence boosts the morale of the army he is in


Statistiks incomin'

>COMBAT
>NOT COMBAT
>>
WE GOTZ:

-Lots (170) Slugga boyz
-Lots (100) Storm boyz
- Lots (20) Kommandos (ain't true orkz but whateva)
-5 Nobz with big 'ummers
-1 Mad dok
- Lots (55) grotz (55 orkz per turn MORE Grotz=MORE ORKZ)

'special' units like kommandos/mad dok are limited

loot:

50 IG Flashlights = 100 shoota if wiz want some dakka
>>
>>377327
Send sneakiest of the sneaky commando Boyz too scout the fog of war area.
>>
>>377382
dese grotz are makin me crazy!

where da kommando would go?

where iz da roll?
>>
Rolled 77 (1d100)

>>377392
Anywhere is ok boss just get more Intel
>>
>>377402
have ye forgot OUR Fightan'?

dese boyz must chop or git chopped!


can't finish a turn without combat and non combat action being fulfilled
>>
Rolled 47, 100 = 147 (2d100)

>>377327
make 30 more grotz. Grow dat ekonomy, for more WAAAAGH

>COMBAT
Send 100 o' da stormboyz and da warboss to kill da feral orkz. We move to da jungle.

>NON COMBAT
Send da kommandoz to take a lookzie at da nearby hummies to da west.
>>
Rolled 74, 74 = 148 (2d100)

>>377420
Non combat
Scout hummie with sneaky commando

Combat
Send warboss too subjugate local feral boyz

Praise grokkkk
>>
>>377446
da oder 25 grotz make sluggaz. heal da army.
>>
Rolled 2 (1d2)

>>377446
>>377454
dese be gud but one gutta be da one
>>
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>>377446
>>377454
TURNZ 2 RESULTZ

COMBAT

DEM Feral boyz had one BIG ork with LOTS of Teef but he ain't got a WARBOSS to 'is name.

I showed dem feral boyz some PROPPA FIGHTAN but dis big ork, he bit me fingas, da grot. No matta, Mad dok will fix dis with his stabby bits. Dem feral boyz belongs to us now! (300 feral ork acquired, can't into any organized assaults, will destroy any significant loot if there is any)

NON COMBAT

Dem hummies 'ave LOTS (6) walkin tin 'an (Sentinels) in an stronk outpost wiz one bad Komminsar with shrap tings on his fistz leading about 400 humies with flashlightz

Dey be for choopin but dey ain't easy.

I must 'ave his Skull


____Humies____

Da runna have left da jungle!


TURNZ 3

Skullz are important. they are a trophy of sorts. warboss will grow bigger with each skull

fortified spots (cities, out posts...etcs) aren't easy to conquer. sheer numbers aren't the only answer. tactics must be deployed .



>COMBAT
>NON COMBAT
>>
WE GOTZ:

-Lots (195) Slugga boyz
-Lots (100) Storm boyz
- Lots (20) Kommandos (ain't true orkz but whateva)
-5 Nobz with big 'ummers
-1 Mad dok
- Lots (85) grotz (85 orkz per turn MORE Grotz=MORE ORKZ)

be wary of reinforcements, da runna is on his way to inform the closest city of a dire and a new orc infestation.


loot:

50 IG Flashlights = 100 shoota if wiz want some dakka
>>
>>377550
>sheer numbers aren't the only answer. tactics must be deployed .
>tfw when we're orks. Sheer numbers are the only answer.

Wat did da grotz do, boss? all o' da grotz be makin more grotz. Da numbas must go up fasta.

>NON COMBAT
Da orkz be weak. We need da betta orkz. Make da betta orkz a ting we canz do.

>COMBAT
Da WAAAGH not big enuff, boss. We haz to getz betta WAAAGH
>>
>>377621
grotz be lookin after what wuld be da boyz, dey be lookin after da squigs (da food/othas) and odder stuff dose grotz do.

>betta WAAGH

DAT NOT COMBAT

WHERE BE DA ROLL??
>>
>>377621
i mean some orks with choppas won't do much against a tallass sentinel by themselves right?
>>
>>377592
aand

300 feral ork
>>
Rolled 94, 19 = 113 (2d100)

>>377621
Seconded
>>
>>377663
We need to wait, boss.
No combat.
>>
we will continue later , 3 hours is enough for 1 session
>>
>>377803
3 hours is not enough for one sess.
Pls.
>>
>>377773
I'm thinking that because this campaign is based on orcs, a race created for war, we MUST have a combat roll every turn in order to stay in character.

Maybe we can stall the combat for a turn, but suffer penalties in exchange?

>>377803
Must be hell to type like that
>>
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TURNZ 3 RESULTZ


COMBAT

DA BOYZ R SOFT and Da feral boyz were too dumb to fellow anyting. so dey ALL Got krumped!

but....eehh. wiz lost all of our slugga boyz in dis konflict. zog.

NON COMBAT

Da Dok wuz cirtan dat wiz gunna need more dakka and odder ting odder dan choppa to stomp on dese humies. hez sure dat we gonna git a mekk boy soon

____humies____

dat komminsar iz sending some of his boyz to our baze!! dey gonna atack!

_____???____
???
you still haven't distribute the 85 new ork for this turn.

Mekboyz can make bioniks with da mad dok to warboss/nobz. they can also make more advanced shootas and vehicles. they are limited for now



>>379333
you have no idea
>>
WE GOTZ:


-Lots (100) Storm boyz
- Lots (20) Kommandos (ain't true orkz but whateva)
-5 Nobz with big 'ummers
-1 Mek boy
-1 Mad dok
- Lots (85) grotz (85 orkz per turn MORE Grotz=MORE ORKZ)


loot:

50 IG Flashlights = 100 shoota if wiz want some dakka
>>
Rolled 60, 58 = 118 (2d100)

>>380342

Wi need mur boyz! Turn 50 grotz into 50 boyz wif shootas!

Let da mek boy un da grotz build da wall!
>>
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>>380352
TURNZ 4 RESULTZ

NON COMBAT

Da mekboy sure dose know howda make some wallz, green wallz are gud humie wallz iz bland.

COMBAT

Da humie attackeds! we stomped on LOTS (150) flashlight humie n also 2 walkin tin 'an

Wez lost our shootaz IN da konflict
watch out boyz! wez gotta SCRAPS from da tin' an. da mek boy can make some wunders from dem scrappy bits!

scraps can be used in making bioniks, more guns, or even renovate destroyed vehicles (requires a high roll tho)

____Bug tings____

Zog, dem buggy tings nommed 3 of our kommandos! more are coming from da eazt!

___Humies____

nothin, wee showed dem some good fightan! but dey will not rest.

TURNZ 5

WE GOTZ


-Lots (100) Storm boyz
- Lots (17) Kommandos (ain't true orkz but whateva)
-5 Nobz with big 'ummers
-1 Mek boy
-1 Mad dok
- Lots (120) grotz (120 orkz per turn MORE Grotz=MORE ORKZ)

loot:

175 IG Flashlights = 90 shoota if wiz want some dakka

2 Scrappy bitz (two sentinels )= ??


>COMBAT
>NON COMBAT
>GROTZ
>>
>>380386

Shit fucking Hell, 'nids.

Non-combat make 90 shootaz and arm 90 of our incoming boyz with 'em. Then hit the bugs with all of them plus the storm boyz plus the nobz and the warboss. Other 30 incoming orks is more grots for economy.
>>
>>380454
roll for both COMBAT and NON combat action
>>
Rolled 97, 2 = 99 (2d100)

>>380467
>>
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>>380475
>>380454
TURNZ 5 RESULTZ

NON COMBAT
this is not a non combat action it follows under the grotz distrubtion so to speak but i will let it slide for conveince this time

Da Mekboy made some fine shoota fer da boyz, dey gonna shred some umies and bugs with it


COMBAT

WIZ GONNA DIE!!! DA zogging bugz Krumped on ALL the SHOOTAS AND LOTS (80) OF MUH STORMBOYZ . DEY GUNNA PAY FOR DIS!

___BUG TINGS___

Oy! wats dat?

Looks like a nezt to me, dem bug tings are sproutin' from it! dis is bad. dey be attackin da humies!

brood nest are VERY dangerous, should be destroyed ASAP

____humies____

da humies are fightan da bug up norz! but da komminsar sitz right dere watchin us ORKZ while da new humie force attack da bugz.

TURNZ LOTS (6)

WE GOTZ

-Lots (20) Storm boyz
- Lots (17) Kommandos (ain't true orkz but whateva)
-5 Nobz with big 'ummers
-1 Mek boy
-1 Mad dok
- Lots (150) grotz (150 orkz per turn MORE Grotz=MORE ORKZ)

loot:


2 Scrappy bitz (two sentinels )= ??

>COMBAT
>NON COMBAT
>GROTZ
>>
Rolled 97, 29 = 126 (2d100)

>>380521

Build 2 Deff Dread frum humies kans!

Wi need mur choppa boyz! Turn 100 grotz into 100 boyz!

Hav wrassling kontest to make ur boyz deff 'ard.
>>
Rolled 17, 96 = 113 (2d100)

>>380596

This, but press the attack on the 'nids in the north. Attack the 'nids in the flank so as to #1 minimize contact between guard and orks so that we're both fighting 'nids, not each other, and #2 because attacking the flank of an already engaged force is generally a good idea. Commit half the new choppa boyz and half the nobz, plus the warboss. Leave the rest to defend the camp from 'nid/guard attacks.

Remaining 50 new orkz goes into making even more grotz. Hopefully by next turn we'll have a force that can hit that nest to our southeast.
>>
>>380596
>>380613
well i can only choose one roll tho.

should i roll a d2 or take the highest? note that 2nd d100 is for combat action
>>
Rolled 2 (1d2)

>>380596
>>380613
>>
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TURNZ LOTS (6) RESULTZ

NON COMBAT

DA Deff Dread iz an uddar failur. damn scrappy went boom, dat mek boy iz too valuable for krumpin

COMBAT

WAAAAAAAAGH BESEST STOMPIN TIL NOW.

Dem bugz got squizhed! Serve 'em right. NO BOYZ GOT STOMPED ON DIS DAY. wiz fast! Da humies were already krokin'

wiz got A PROPPA TANK and 300 Flashlightz for da shoota boyz


___bug tings___

da bugs iz lots! dey be comin from da eazt! dem brood nezts outta be burna down dey be too dangurous fer uz!

___Humies____

da fleshy humiez are fallin back! kommandoz report some thick lootan in da norz. dem bugz haz no intrestz in scrappy partz.

da komminsar iz leavin', Hez leavin with MAH SKULLZ.

TURNZ LOTS (7)

WE GOTZ

-Lots (100) slugga boyz
-Lots (20) Storm boyz
- Lots (17) Kommandos (ain't true orkz but whateva)
-5 Nobz with big 'ummers
-1 Mek boy
-1 Mad dok
- Lots (200) grotz (200 orkz per turn MORE Grotz=MORE ORKZ)

loot:

- 300 IG Flashlight = 150 shoota
-1 BIG scrap (looted tank) =??? or A renovated Tankk (requires a decent roll)

>COMBAT
>NON COMBAT
>GROTZ
>>
Rolled 88, 66 = 154 (2d100)

>>380666

Alright, 150 shootas to 150 shoota boyz, get the other 50 new guys some choppas. Attempt to renovate the tankk, and this turn we hit that nest in the southeast. Send everything. We'll catch up with the commissar later.
>>
>>380700
Alright, i am back, i had a quick shower
>>
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>>380700
TURNZ LOTS (7) RESULTZ

NON COMBAT

DA TANKK iz green n' ready fer stompin', da shoota boyz r ready.

COMBAT

Da nezt iz finished but wiz lost some slugga boyz (40)

____bug tings____

lots bugz surrondin da baze, wiz found da baddest of dem bugz; lotz teef n some sharp tings. hez like a warboss to dem bugz

diz tyrant must die, i must 'ave hiz skull!


TURNZ LOTS (8)

WE GOTZ

-lots (150) shoota boyz
-Lots (110) slugga boyz
-Lots (20) Storm boyz
- Lots (17) Kommandos (ain't true orkz but whateva)
-5 Nobz with big 'ummers
-1 Mek boy
-1 Mad dok
- Lots (200) grotz (200 orkz per turn MORE Grotz=MORE ORKZ)


>COMBAT
>NON COMBAT
>GROTZ
>>
>>380764

Question, can we create Goff rokkas?
>>
>>380786
>Goff rokkas

don't think so, we are strapped to the very basic of units. besides, we need some juice for something like that and more advanced vehicles
>>
Rolled 65, 32 = 97 (2d100)

>>380807
do we have anything to make anything?
>50 grotz
>150 slugga boyz

go all out and get the big bad bug
>>
>5 hours

yeah, that's enough for now

>>380821
kommandoz/mekboys/mad doks can do lots of things in non combat action be creative
>>
Rolled 6, 94 = 100 (2d100)

What's our looted tank type it is leman Russ, basilisks chimera or something else?

Non combat create bionics too strengthen da boss and our hero unit

Combat stomp da bugs nao
>>
>>380764

Non Combat
Get more dakka, get 200 shoota boyz to blast the bugs.

Get the meks to attach bombs to squiGS so we can blow up lots of bugs ummies whatever

Combat

Attack the bugs. They'z taking our fings
>>
Rolled 69, 42 = 111 (2d100)

>>382288
>>
Reminder that in each post you have to write down:

-combat action
-non combat action
-AND Grotz distribution

and of course the twol rolls
>>382288
shoota needs some IG flashlight (even if the grotz and the mekboy are making shootas from lasguns)
>>
Rolled 32, 35 = 67 (2d100)

>>380764
Da grotz make more o' da grotz. 100 more.
Dey make sluggaz wit da rest o' 'em

>NON COMBAT
We needz moar o da shoota boyz. Giv em da flashlightz!

>COMBAT
We attackz da bugz in da east! After dat we kan kill da tyrant and ave hiz skull!
>>
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TUNRZ LOTS (8)

NON COMBAT

Wiz got no flashlightz ya grotz! No Shootas

COMBAT

Da bugz are too many! wiz lokked away from da main baze!
wiz lost lots boyz (70) Slugga boyz


____Bug tings____

Da are EVERYWHERE, NEZTZ EVERYWHERE, WIZ GUNNA DIE!!!!

TURNZ LOTS (9)

WE GOTZ

-lots (150) shoota boyz
-Lots (140) slugga boyz
-Lots (20) Storm boyz
- Lots (17) Kommandos (ain't true orkz but whateva)
-5 Nobz with big 'ummers
-1 Mek boy
-1 Mad dok
- Lots (300) grotz (300 orkz per turn MORE Grotz=MORE ORKZ)

>COMBAT
>NON COMBAT
>GROTZ

we might wanna switch sides to the nids
>>
>>384437
*TURNZ LOTS (8) RESULTZ
>>
Rolled 90, 74 = 164 (2d100)

>>384437

I'm out of it for one turn and look what happens. Now we'll have to get clever if there's going to be any stopping the 'nids.

For the combat action, take everything we have and throw it at the nest to our west, the one separating us from our base camp. For the non-combat action, the mek boy and the mad dok need to find a way to convert tank shells and squig gasses into the most explosive and flammable bombs possible. We need five of them.

Next turn, if I'm not around, hand those bombs off to kommando teams and have them detonate on the nests, all of them in one go. Then maybe we can turn the momentum on this thing around.
>>
>>386946

Oh, I nearly forgot the grots. Put 100 into more boyz, 20 into storm boyz, and 10 into nobz.
>>
>>386946
>>386949
Seconded
>>
>>386946
>>386949
>>386976

Thirded
>>
>>386946
>>386949
>>386976
>>386987
Fourthed
>>
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Alright, lads, here's the plan. It's risky at several stages, but it's the best I've got.

With the rolls we've got this turn, I suspect we will successfully link up with our stronghold and develop our nest-buster bombs. On our next turn, the 'nids will most likely attempt to overwhelm our stronghold, having surrounded almost everything else. Our response is to send our kommandoz to infiltrate their nests and bomb them, while manning the defenses of our stronghold to repel bug attacks and then immediately counterattack to reclaim the four territories surrounding our stronghold. If the bugs don't attack our stronghold, we attack the territories surrounding our stronghold anyway, with four warbands. Alpha and Bravo will then drive west, Charlie to the north, and Delta east, with the intent of finding the limit of Tyranid territory. I suspect they have or will soon have one non-visible territory in every direction, but bombing their nests will hopefully slow down their voracious rate of expansion (at the current rate, the 'nids are about five or six turns from dominating the entire map, because their growth appears to be exponential).

Our non-combat rolls will be used to develop more bombs and delivery systems. Perhaps we can salvage some rockets from the ship we crashed in, or find some shuttle wrecks to convert into bombers, or just strap together some really good catapults. Anything to allow us to more reliably destroy Tyranid nests from neighboring territories.

OP chooses rolls randomly from all those presented who agree with one course of action. This means that if the second combat roll is lower than 50 in all posts supporting one course of action, other posters should absolutely support with rolls of their own. Odds are that you will roll 50 or higher for combat, which means there is now a 50/50 chance that your superior roll will be selected. If a roll of over 50 on the second roll (the one for combat) is already available, do not roll again. Odds are, you will roll lower than the highest roll currently available, which will only make it less likely that the highest roll be chosen. The non-combat rolls are not as important.

Avoid the tyrant. He doesn't seem to be contributing to the Tyranids' ability to attack gobs of territories at once, so all we accomplish by attacking him is losing a bunch of boyz we could be using to deny territories to the Tyranids and thus limit the number of nests we have to destroy on a turn-by-turn basis. Once we have the Tyranids in a corner, we will deal with their Tyrant.

If we're lucky, the Guard will curb Tyranid expansion on the west for us, which will allow us to concentrate forces in warbands C and D sooner.
>>
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>>386946
>>386976
>>386949
>>386987
>>387004
TURNZ LOTS (9) RESULTZ

NON COMBAT

Da mek and Da Dok got into some workin' togedda, dey make five burna tingies , dem outta clean dem neztz but da kommandoz must be really sneaking and cunnin to get behind da bugs lines and blow it up to the skiez


Wez took da wezt nezt wiz no comabt , dem bugz r actan strange, hmmmm..

___bug tings___

Da BIG BUG orda all of hiz boyz to expand, hez comin to our base with lotz of his boyz. I must 'ave his SKULL.


TURNZ LOTS (10)

WE GOTZ

-lots (150) shoota boyz
-Lots (240) slugga boyz
-Lots (40) Storm boyz
- Lots (17) Kommandos (ain't true orkz but whateva, 5 with nezta busta)
-20 Nobz with big 'ummers
-1 Mek boy
-1 Mad dok
- Lots (300) grotz (300 orkz per turn MORE Grotz=MORE ORKZ)

there is still the comm. base AND the battlefield up north to be looted.

nids make nest after 1 turn of claiming a territory

Killing the tyrant will halt further expansion

Always ask for what we can and can't do,. with orks, everything is experimental
>>
>>387304
forgot me name ZOG
>>
>>387259
Shoot.

well you have put some effort into this. I am grateful for it .If i have seen this post, i would have modified my previous post since i wanted to make it easier for the player.

'something' (probably some proper IG force ) has drawn the attention of the tyranid forces. The tyrant consider us as a hassle and therefore decides to wipe us out by himself.

Well i choose rolls according to the highest roll and how complete they are (most just forget GROTZ distribution unless the players agreed to something.
>>
>>387304
ALSO

>COMBAT

>NON COMBAT

>GROTZ
>>
Rolled 29, 35 = 64 (2d100)

>>387304
>GROTZ
All dem grotz be makin' moar o' da slugga boyz.
>NON COMBAT
Getz dem rokkits from da big rokk dat we got 'ere on. Use dem to shoot da burna tingies on da nestz witout da sneaky sneakz
>COMBAT
Shoot da rokkits wit burna tingies at da nestz in da big bugz area. Den we chaaaarge! Attack da big bug wit everyting we got! WAAAAAAAAAAAAAGH!
>>
Rolled 72, 32 = 104 (2d100)

>>387304

For non-combat, we work on a delivery system.

For combat, we start by breaking 10 kommandoz into pairs, give each one a bomb, and send them to the nearest nests. Hopefully at least some of them will strike home.

We'll split our force into three for now. The west force is led by 5 nobz and takes 80 sluggas to capture the west territory, same numbers on the north. The remaining 10 nobz, the storm boyz, the shootas, and the warboss confront the Tyrant.

For production, we need 10 more nobz, 150 more boyz, and put the rest into more grotz. If our push on the nests falls through, we may still be able to win if we can build up to about 450 grots total, enough to supply 100 boyz and 5 nobz each to three different fronts every turn.
>>
File: da wurld.png (73KB, 1500x1500px) Image search: [Google]
da wurld.png
73KB, 1500x1500px
>>387433
>>387352
TURNZ LOTS (10) RESULTZ

NON COMBAT

Da mek boy made somethin' for delavarin some dakka and choppas n even some grotz out of da rokkit, Hes made somethin for da stormboyz, he called it 'Da bomma' , hez said dat da stormboyz (or rader da Bomma boyz) gunna go boom upon impact wiz a wall, a bug, whateva! dis is good.

COMBAT

Some of da commandoz burned some 'ive neztz but lots got krumped by dem brood nastiez.

Da boyz took some areaz in da jungle but dey lost somethin' more than dere teef

I LOST MUH ARM!! DA ZOGGIN BUG CHOPPED IT WITH HIZ ARMZ.

Da boyz Lozin dere WAAGH, I muzt replace me arm AND iginte dis WAAGH PROPPA!!!!!

Wiz lost 4 Kommando, 5 Nobz , 180 Slugga boyz, 50 shoota boyz

___bug tings___

DEY AR ATTACKIN DA BASE! Breachin into da Wall!!!

TURNZ LOTS (11)


WE GOTZ

-lots (100) shoota boyz
-Lots (210) slugga boyz
-Lots (40) Storm boyz
- Lots (13) Kommandos (ain't true orkz but whateva, 5 with nezta busta)
-25 Nobz with big 'ummers
-1 Mek boy
-1 Mad dok
- Lots (400) grotz (400 orkz per turn MORE Grotz=MORE ORKZ)

1 bomma boy= 2 storm boy (one time unit, one time suicidal unit)
>>
>>387352
>>387433
sorry for the delay, it take more time to write this down than it should be...and i was waiting for a better roll

keep in mind we still have two areas to loot.
>>
Rolled 11, 95 = 106 (2d100)

>>387516
>GROTZ
Make 50 more o' da zoggin grotz. Den we make 350 o' da zoggin slugga boyz. Dis horde gonna be BIG!
>NON-COMBAT
Getz skrap from da big rokk dat we got 'ere on, Use it to make a mekk arm for da boss!
>COMBAT
BREAK DA BUGZ CHARGE! DEN WE KOUNTER CHARGE DA GITZ AND KILL DA BIG BUG! GETZ HIZ SKULL!
>>
File: da wurld.png (68KB, 1500x1500px) Image search: [Google]
da wurld.png
68KB, 1500x1500px
>>387581
TURNZ LOTS (11) RESULTZ

NON COMBAT

OY, I GOT ME A SCRAPPY ARM, DIS AIN'T GUNNA WORK YE ZOGGIN GIT!!!

COMBAT

WAAAAGH, DA BUG IZ DEAD, Got krumped by me betta 'and! dem bugs are without dere warboss! WAAAAGH!

lost me some lots slugga (20) but whos care?!! Da bug iz dead!
____bug tings____

dey be disoranted!

tyranids won't expand anymore, Da warboss has grown stronger after his sudden victory


TURNZ LOTS (12)

WE GOTZ

-lots (100) shoota boyz
-Lots (540) slugga boyz
-Lots (40) Storm boyz
- Lots (13) Kommandos (ain't true orkz but whateva, 5 with nezta busta)
-25 Nobz with big 'ummers
-1 Mek boy
-1 Mad dok
- Lots (450) grotz (400 orkz per turn MORE Grotz=MORE ORKZ)

>COMBAT
>NON COMBAT
>GROTZ

That's it for today
>>
Rolled 80, 79 = 159 (2d100)

>>387797

>GROTZ
Turn 50 grotz into stormboyz.

>NON-COMBAT
Make 'eavy armor uf bugs

>COMBAT
KRUMP DA STOOIPID BUGS UN DA WEST REGION!!!!! WAAAAAAAAAAAAAAGH!!!!!
>>
Rolled 33, 44 = 77 (2d100)

>>387797
>GROTZ
Make 'em all into moar o' da grotz. bigga WAAAAAAAAAAAGH!

>NON COMBAT
fix dat scrappy arm ya got, ya git.

>COMBAT
KRUMP DA BUGZ IN DA WEST BASE! WAAAAAAAAAAAAAAAAAAAAGH!!!!!!
>>
File: da wurld.png (64KB, 1500x1500px)
da wurld.png
64KB, 1500x1500px
>>389718
>>389990
TURNZ LOTS (12) RESULTZ

NON COMBAT

bug arma? what are ya? a zoggin git? Wiz ORKZ needs ne protektion from bug bodiez. Da mek boy made me a proppa arm !

COMBAT

witout dere Warboss, dem bug got squished by da boyz. wiz took da humie outpost. we had some nice lootan init:

- (1) Intakt walking tin 'an
- lots (200) flashlightz.

outposts, cities...etc can be fortified and used as secondary commander posts or even primary


____bug tings____

nothin'

wiz lost some slugga (100) but whateva


TURNZ LOTS (13)

WE GOTZ

-lots (100) shoota boyz
-Lots (440) slugga boyz
-Lots (50) Storm boyz
- Lots (13) Kommandos (ain't true orkz but whateva)
-25 Nobz with big 'ummers
-1 Mek boy
-1 Mad dok
- Lots (950) grotz (950 orkz per turn MORE Grotz=MORE ORKZ)

LOOT

- (1) Intakt walking tin 'an (or 1 BIG SCRAPS)= ???
- lots (200) flashlightz= 400 shoota

>COMBAT
>NON COMBAT
>GROTZ
>>
>>390657
>GROTZ
Dey all be makin more o' da grotz! da horde must be betta.
>COMBAT
Krump da bugz in da norf area. Zog da gits wit all da boyz and me boss!
>NON COMBAT
Try to mak da walking tin inta a proppa orkz tank.
>>
>>390779
Roll
>>
Zog noboy's here
>>
>>391445
I IZ
>>
Rolled 72, 85 = 157 (2d100)

>>390657
Wot happend to da tankk?

>GROTZ
350 sluggaz
500 grotz
>COMBAT
Krump da bugs in the north! Dey hav our fings!
>NON COMBAT
Oi, Boss! I got an idea! Lookin around I see lots of useless grotz kickin about, wot if we strap dem in gyro coptas? Dey would fly, take a looksie around, if dem zoggin grotz get outta hand (or dey run outta fuel) we kaboom dem remotely.
- Da Mek
>Build 1-2 Rekon Coptas

The thread is past 3-day limit, maybe that's why its ded?
Thread posts: 87
Thread images: 16


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