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Gold Summary for Orks

 Post subject: Gold Summary for Orks
PostPosted: Mon Apr 07, 2014 11:16 pm 
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Hi!

Summary for Orks in Gold

1. Braincrusha squadron price increase to 250

2. Freebooterz special formation cost lincreased to 50

3. Soopa gun cost increased to 150 (+2 VP)

4. Deathskull Shootas cost increase to 200

5. Evil sunz spleenrippa squadron cost increased to 125, still 1VP

6. Evil sunz bowel burna cost increase to 100

7. Renegade mekboyz. This does not count toard the total of mekboy formations in army. The provision for allowing 5 mekboy formations for having this formation is REMOVED. Out of the 8 vehicles one of EACH type (there are 5 different types) MUST be taken and the last three can be of any type. This formation is UNIQUE. Optional one formation per 5000 points.

8. Deathskull clan may take ANY support formation, even if it is a clan specific formation (up to a maximum of TWO clan specific formations).

9. Lifta droppa. If the weapon hits a unit classified as super heavy it rolls on the super heavy damage table (generic table). If the result is "destroyed" then the super heavy may be lifted and dropped on eligible targets. If any other result other than "destroyed" is rolled the super heavy is UNDAMAGED, but cannot act that turn if it hasn't already.

Another super heavy unit that is target of a "lifted and dropped" super heavy rolls on the damage table except if its save is better than the heavy being dropped on it.

10. Wierdboy towers. Only one per clan (wierdboy and dethskulls). Note that the rules allow for duplicate clans, so one tower per clan (even duplicates) can be fielded.

11. Shock attack guns. If the unit hits a flier or floater the unit is destroyed only on a roll of "hit + double". Any other result HAS NO EFFECT. Snotlings can't fly....

12. Mekboy repair cards. If they affect vehicles it only effects one squadron of 3-5 vehicles.

13. The gibletgrinda is 1+ armor all around, not the skullhamma

14. Flakwagons cost increased to 150

15. Great gargant battle cannon stats to be added: range 75cm to hit 5+, TSM -2. Attack dice 1.

All else goes to platinum.

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 Post subject: Re: Gold Summary for Orks
PostPosted: Tue Apr 08, 2014 8:20 pm 
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1. Do you mean 'Braincrusha'?

2. You cannot 'lower' the cost of a free card. Do you mean 'increase'?

10. This is a bit confusing. Are you trying to impose a maximum of one Tower per Clan (IE, max 2: 1 for Bad Moon & 1 for Deathskull) or 1 per army (IE, 1 if either or both Clans fielded) in an army with no duplicate Clans?

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 Post subject: Re: Gold Summary for Orks
PostPosted: Tue Apr 08, 2014 9:53 pm 
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MagnusIlluminus wrote:
1. Do you mean 'Braincrusha'?

2. You cannot 'lower' the cost of a free card. Do you mean 'increase'?

10. This is a bit confusing. Are you trying to impose a maximum of one Tower per Clan (IE, max 2: 1 for Bad Moon & 1 for Deathskull) or 1 per army (IE, 1 if either or both Clans fielded) in an army with no duplicate Clans?


Hi!

1. Yes, typo.

2. Yes, typo.

10. The original description from csuia, whom is a French speak was somewhat confusing, but I know what the intent is, its a question of wording which I'll go into more detail when I edit the book.

That applies to quite a few things, other than just this point.

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 Post subject: Re: Gold Summary for Orks
PostPosted: Wed Apr 09, 2014 2:09 am 
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Yes, it's very definitely a matter of wording. However, you did not actually answer my question.

Actually, there have been a number of things that have come up here and there that have shown that (no offense intended) you often are not the best at wording things so they are understandable. It would probably be a good idea to post anything before finalizing it to make sure that everyone gets what you are trying to say.

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 Post subject: Re: Gold Summary for Orks
PostPosted: Wed Apr 09, 2014 3:00 am 
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MagnusIlluminus wrote:
Yes, it's very definitely a matter of wording. However, you did not actually answer my question.

Actually, there have been a number of things that have come up here and there that have shown that (no offense intended) you often are not the best at wording things so they are understandable. It would probably be a good idea to post anything before finalizing it to make sure that everyone gets what you are trying to say.


The documents will be available for editing/review before the final versions are put up for download. :)

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 Post subject: Re: Gold Summary for Orks
PostPosted: Wed Apr 09, 2014 4:40 pm 
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So at 125 I take it Spleenrippa's are now 2VP?

2 other points
1)Battlecannon turrets for Great Gargants need stats
2) How does the Spleenrippa affect multiple wound creatures?

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 Post subject: Re: Gold Summary for Orks
PostPosted: Wed Apr 09, 2014 5:52 pm 
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Llamahead wrote:
So at 125 I take it Spleenrippa's are now 2VP?

2 other points
1)Battlecannon turrets for Great Gargants need stats
2) How does the Spleenrippa affect multiple wound creatures?


Hi!

Sorry typo, VP should be still 1 at 125.

Good catch for the gargant turrets!

I will add them.

I'm not quite sure I understand your spleenrippa question in regards to multiple wound creatures. It has one attack dice so should do only one wound.

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 Post subject: Re: Gold Summary for Orks
PostPosted: Fri Apr 18, 2014 7:53 pm 
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Oh sorry I was thinking of the Lifta Droppa but somehow said Spleenrippa mainly as how I like the word.

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 Post subject: Re: Gold Summary for Orks
PostPosted: Sat Apr 19, 2014 3:11 am 
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Llamahead wrote:
Oh sorry I was thinking of the Lifta Droppa but somehow said Spleenrippa mainly as how I like the word.


Hi!

Hehe, no problem!

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 Post subject: Re: Gold Summary for Orks
PostPosted: Wed Apr 23, 2014 8:06 am 
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14/ flakwagon cost increase was in compensation for 1 more attack dice ;) Maybe a range increased up to 75cm would make them quite more interesting too.


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 Post subject: Re: Gold Summary for Orks
PostPosted: Wed Apr 23, 2014 6:35 pm 
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scream wrote:
14/ flakwagon cost increase was in compensation for 1 more attack dice ;) Maybe a range increased up to 75cm would make them quite more interesting too.


Hi!

Having used many fliers in games, I feel AA units need a boost. An increase range would be good.

While this is a topic more for Platinum, but one subject to tackle is the issues of fliers and AA. Its never been integrated well enough.

Some thought will have to be applied to perhaps come up with something workable.

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 Post subject: Re: Gold Summary for Orks
PostPosted: Thu Apr 24, 2014 9:04 am 
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Didn't you play test a fliers system which you thought was very good when you also tried out Net Epic Evolution? I think they may have been Dwarf Supreme's fliers rules although could be wrong.

Getting back to the Orks; is there such a thing as a Feral Orks army? I'd quite like to field one that could make use of all of the Boarboyz, Squiggoths, etc but doesn't have to ally with other clans.

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 Post subject: Re: Gold Summary for Orks
PostPosted: Thu Apr 24, 2014 9:14 am 
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The Bissler wrote:
Getting back to the Orks; is there such a thing as a Feral Orks army? I'd quite like to field one that could make use of all of the Boarboyz, Squiggoths, etc but doesn't have to ally with other clans.


You already can fied a feral ork army, wildboyz horde is not bound to "no duplicate clans rules":

Gold Ork Codex , page 5, Special Rule: No Duplicate Clans, line 5: wrote:
For the purposes of this rule the Wildboyz Horde and Mega-Gargant are not
considered
Clans and you may take duplicates of them before purchasing one
of each of the Clan Company cards


So you can pick a single Snakebite Clan and multiple Wildboyz Horde (or even no SnakeBite Clan at all) to represent your Feral Ork army.


Last edited by scream on Thu Apr 24, 2014 9:20 am, edited 1 time in total.

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 Post subject: Re: Gold Summary for Orks
PostPosted: Thu Apr 24, 2014 9:16 am 
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Perfect, thanks Scream! ;)

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 Post subject: Re: Gold Summary for Orks
PostPosted: Thu Apr 24, 2014 5:40 pm 
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The Bissler wrote:
Didn't you play test a fliers system which you thought was very good when you also tried out Net Epic Evolution? I think they may have been Dwarf Supreme's fliers rules although could be wrong.

Getting back to the Orks; is there such a thing as a Feral Orks army? I'd quite like to field one that could make use of all of the Boarboyz, Squiggoths, etc but doesn't have to ally with other clans.


Hi!

Yes, I did try out those flyer rules, but they were more for dogfights (which worked well). However how aerial assaults and defense works in the whole turn structure is what needs to be addressed. As it is now is "clunky".

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