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Gold Summary for Orks

 Post subject: Re: Gold Summary for Orks
PostPosted: Thu Oct 16, 2014 7:58 am 
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Hi Primarch,

I noticed that you did not change the modification about Flakk Wagons in first post.

We'd like to play test ork modifications in the future but with new Flakk Wagons @150 cost without profile modification, they are too expensive with their 50cm range.

I propose:
- 125 points and increase their range to 75cm
OR
- 150 points and add 1 attack dice and increase range to 75cm

Thanks for reading,

ScREaM


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 Post subject: Re: Gold Summary for Orks
PostPosted: Thu Oct 16, 2014 4:02 pm 
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scream wrote:
Hi Primarch,

I noticed that you did not change the modification about Flakk Wagons in first post.

We'd like to play test ork modifications in the future but with new Flakk Wagons @150 cost without profile modification, they are too expensive with their 50cm range.

I propose:
- 125 points and increase their range to 75cm
OR
- 150 points and add 1 attack dice and increase range to 75cm

Thanks for reading,

ScREaM


Hi!

I like the 150 with extra attack die and 75cm range. It's really not that much different from the hydra in fluff terms.

Primarch

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 Post subject: Re: Gold Summary for Orks
PostPosted: Mon Dec 01, 2014 3:12 pm 
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I am agree with "150 points and add 1 attack dice and increase range to 75cm" about Flakk Wagons.

And the others modifications are good for me.

So I purpose :
Magna Kanons card
3 Magna Kanons 150 points, PV +2, BP +2.

Presently, Magna Kanons are not a good card. One Magna per card it is too little to be interressing (only one shoot at 5+...). With three Magna Kanons per card (and the new Flakk Wagons), the Orks players can be choose : many dices at 75 cm or 3 dices at line of sight.

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 Post subject: Re: Gold Summary for Orks
PostPosted: Mon Dec 01, 2014 4:42 pm 
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csuia wrote:
I am agree with "150 points and add 1 attack dice and increase range to 75cm" about Flakk Wagons.

And the others modifications are good for me.

So I purpose :
Magna Kanons card
3 Magna Kanons 150 points, PV +2, BP +2.

Presently, Magna Kanons are not a good card. One Magna per card it is too little to be interressing (only one shoot at 5+...). With three Magna Kanons per card (and the new Flakk Wagons), the Orks players can be choose : many dices at 75 cm or 3 dices at line of sight.


Hi!

Agreed.

Primarch

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 Post subject: Re: Gold Summary for Orks
PostPosted: Mon Dec 01, 2014 5:26 pm 
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The problem with a card with 3x magna-kannons is that it becomes very interesting and quite powerful.

How can you prevent a detachment with 3 units that fires at unlimited range from killing your fliers ? Imagine an ork army with 3+ detachments of magna-kannons ? You start the game and you even don't have the opportunity to move your fliers over your basement, it's already within magna-kannon range...

LoS range is OK for a single Magna-Kannon, it counter balances the fact that it's a single miniature that use 1 card slot in an army that needs to push up break points as high as possible but it becomes a bit too much in a detachement of 3...


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 Post subject: Re: Gold Summary for Orks
PostPosted: Mon Dec 01, 2014 5:33 pm 
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scream wrote:
The problem with a card with 3x magna-kannons is that it becomes very interesting and quite powerful.

How can you prevent a detachment with 3 units that fires at unlimited range from killing your fliers ? Imagine an ork army with 3+ detachments of magna-kannons ? You start the game and you even don't have the opportunity to move your fliers over your basement, it's already within magna-kannon range...

LoS range is OK for a single Magna-Kannon, it counter balances the fact that it's a single miniature that use 1 card slot in an army that needs to push up break points as high as possible but it becomes a bit too much in a detachement of 3...



Hi!

Good point.

Csuia, care to comment?

Primarch

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