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Epic Armageddon Handbook - Alpha

 Post subject: Epic Armageddon Handbook - Alpha
PostPosted: Tue Aug 21, 2007 10:04 pm 
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(Chroma @ Aug. 21 2007,14:34)
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Hmmm... how come there's no WAAAGH! section on these boards?

I figure Neal had it covered, perhaps he could get Cyber to set up an Orky zone if he wants it  :)

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 Post subject: Epic Armageddon Handbook - Alpha
PostPosted: Tue Aug 21, 2007 10:20 pm 
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(Markconz @ Aug. 21 2007,23:04)
QUOTE

(Chroma @ Aug. 21 2007,14:34)
QUOTE
Hmmm... how come there's no WAAAGH! section on these boards?

I figure Neal had it covered, perhaps he could get Cyber to set up an Orky zone if he wants it ?:)

Nah, we orkses don't like discusshun. Put yer teef where yer mouth is and fight ta deff instead. Now datz propa orky...

...Then again maybe CS can set up and arena of death instead of a discussion board for da Greenskins :D :p

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 Post subject: Epic Armageddon Handbook - Alpha
PostPosted: Wed Aug 22, 2007 2:46 am 
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(Warmaster Nice @ Aug. 21 2007,21:20)
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Nah, we orkses don't like discusshun. Put yer teef where yer mouth is and fight ta deff instead. Now datz propa orky...

Heh, sounds right to me  :D

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 Post subject: Epic Armageddon Handbook - Alpha
PostPosted: Wed Aug 22, 2007 7:33 am 
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(Markconz @ Aug. 21 2007,22:04)
QUOTE

(Chroma @ Aug. 21 2007,14:34)
QUOTE
Hmmm... how come there's no WAAAGH! section on these boards?

I figure Neal had it covered, perhaps he could get Cyber to set up an Orky zone if he wants it ?:)

Generally, it runs on demand. If there are a lot of threads in the general EA Rules board, then a new board is created. So far, there has not been a lot of discussion because the Orky lists is 'complete'.

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 Post subject: Epic Armageddon Handbook - Alpha
PostPosted: Wed Aug 22, 2007 8:53 am 
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Very cool and useful pdf, thanks Markconz!

However, I must inquire about the changes especially in Orks army list and unit stats - where does these come from? What I mean here is those changes something which have been widely accepted as should-be changes to Orks - were Orks overpowered or something?
Those changes would make all Ork lists in last tournament I attended "illegal" and force changes in basic structure - did they get anything in return? I do not say I am fully against those changes, but they seem to be inserted there more easily or with less discussion than changes to Eldar or other armies...
(which I feel is underpriced is space marine bikes =)

Some typos: Normal Kult of Speed 100 pts, should be 200

Question of Ulthwe list: I understand the V3.1 list that it is legal to have 2 black guardian warhosts and 2 normal guardian warhosts (2 black guardians in 4 taken warhosts). This handbook states otherwise, i.e. 0-1 per 2plain host - which one is right?


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 Post subject: Epic Armageddon Handbook - Alpha
PostPosted: Wed Aug 22, 2007 8:54 am 
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Looks like we might have to have a few more threads about Orks then.

SF changes
?WB - 200/375/550 (No prob with Normal Band as not effect as others
?OR - 150/225/325 (but change not really needed)
 Are Mekboy Speedas being used?
Ferals
?Junkatrukk - does not need +1 Grot on transport capacity. Need to discuss firing from this as well.
 Orkeosaurus - Why increase in cost? They are difficult enough to use anyway as most opponents play corner to corner against Ferals now.
Orks
?Dropping Flakwagons from BB's is not a good idea. Number of FBs will go up.
 Battle & Gunfortresses are not cost effective and die too easily.

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 Post subject: Epic Armageddon Handbook - Alpha
PostPosted: Wed Aug 22, 2007 11:28 am 
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Speed freaks - just what I have in my files from Neal. Haven't seen speed freaks in action so hard for me to comment. Might have to give them a run myself, though a new local player is building a Speed Freak army.

Ferals - in my file from old SG discussion, think they maybe Neal too(?). They seem ok to me though and haven't heard complaints yet. Only one feral player in my group and not too many online reports though.

Orks - Dropping flakwagons as core choices - the single best idea I've seen ever... also from Neal. Fixes the abnormally high prevalence rate of these things compared to gun and battle wagons which have always been the stock ork wagon and should remain so.

Battle and Gunfortresses - really? I've always used plenty, almost every game.  Yes they blow up lots of the time and land on another fortress and blow that up too... :D  but they are usually pretty effective in my view.

If someone wants to start threads on orks somewhere that may be a good way to proceed. Personally I think they are the armies in least need of change, and I'm happy to just go with Neal's mods to date.

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 Post subject: Epic Armageddon Handbook - Alpha
PostPosted: Wed Aug 22, 2007 11:40 am 
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@ rpr - well orks do get the stompa big and urge mobs... ;) Neal is Ork army champ so I've just stuck his changes in. Myself and the other local ork player have been using those mods and find them all good. The change to Zzap gun - Neal said they need a tweak down in some way but I'm not sure anything final has been decided on yet. My group has been using various tweaks and prefer the -1 to hit over a TK1 proposal (which we used obliviously for ages when EA was first released due to a mistake in the data sheets - we still thought Zzap guns were ok even at TK1 by the way).

Re: Marine bikes - this is the first time I've heard anyone say marine bikes are underpriced...

Re:  Kult of Speed and Ulthwe, those are mistakes in the handbook - thanks for catching them and they will be corrected next time around.

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 Post subject: Epic Armageddon Handbook - Alpha
PostPosted: Wed Aug 22, 2007 12:02 pm 
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(Hena @ Aug. 22 2007,10:46)
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Ferals had something on the list of chages. No one here plays them so can't comment myself. But here's the thead in SG that I remember last.
http://forum.specialist-games.com/topic ... C_ID=12058

Thanks Hena, yeah the list I have in my files was pretty much that:

-Boarboyz drop to 20cm move, but armour to 5+.
(50cm charge move was just crazy, but needed a little boost to survivability without it.)

-Orkeosaurus up to 175 or 200, (just underpointed for a 6DC war engine). I went with 175 as the least dramatic change proposal at this stage. 200 might be more appropriate - I'm not sure.

-Squig Catapults to 35.

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 Post subject: Epic Armageddon Handbook - Alpha
PostPosted: Wed Aug 22, 2007 1:04 pm 
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There truly exist "orky" reasons to change flakwagon and supa-zapp might sound too powerful (when compared to scoopagun) but are Orks that good that they need to be nerfed? If it is just certain things that are downgraded and those were a popular choice, downgrading them means that the entire list is effectually downgraded. So, I'm not completely against those ideas (although the flakwagon thing would require me to convert/paint more...) but I would suggest something like: allow 0-2 oddboyz to blitz brigade .  Or better yet, allow 0-1 gunwagons replaced with flakwagons in BB. Weaker than before but not that much. Might stop a huge increase in FB squadrons.


PS: if stats of the spirit seer (Ulthwen) anywhere in that handbook?


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 Post subject: Epic Armageddon Handbook - Alpha
PostPosted: Wed Aug 22, 2007 1:26 pm 
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(rpr @ Aug. 22 2007,13:04)
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PS: if stats of the spirit seer (Ulthwen) anywhere in that handbook?

The Spirit Seer is an Iyanden unit, not Ulthw?; they have a Seer Council, not sure if that is in the doc though.

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 Post subject: Epic Armageddon Handbook - Alpha
PostPosted: Wed Aug 22, 2007 1:34 pm 
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(rpr @ Aug. 22 2007,13:04)
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(although the flakwagon thing would require me to convert/paint more...)

The thing is, you can still put flakwagons in a Blitz Brigade, you just need to buy them from the "Extras" section a +35 points a piece... you can't get them at "discount" anymore, but you can still 'ave 'em!  *laugh*

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 Post subject: Epic Armageddon Handbook - Alpha
PostPosted: Wed Aug 22, 2007 1:59 pm 
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(Tiny-Tim @ Aug. 22 2007,08:54)
QUOTE
Looks like we might have to have a few more threads about Orks then.

SF changes
 WB - 200/375/550 (No prob with Normal Band as not effect as others
 OR - 150/225/325 (but change not really needed)
 Are Mekboy Speedas being used?
Ferals
 Junkatrukk - does not need +1 Grot on transport capacity. Need to discuss firing from this as well.
 Orkeosaurus - Why increase in cost? They are difficult enough to use anyway as most opponents play corner to corner against Ferals now.
Orks
 Dropping Flakwagons from BB's is not a good idea. Number of FBs will go up.
 Battle & Gunfortresses are not cost effective and die too easily.

I think we're about to the point of starting a dedicated Ork section.

I don't know if anyone else has noticed, but the point progressions for Ork formations are consistent.  It would be nice to keep them the same for the sake of consistency rather than customizing them by every formation.  Obviously, that's assuming it doesn't negatively impact balance.  The progressions are:

125/225/325
150/250/350
200/350/500
225/400/575 (proposed)
275/500/700

The only exception to these numbers is the Outriders, which everyone seems to agree are a bit off anyway.

The last one is from the Freeks' Fortress Mob and it breaks the pattern.  It should be 275/500/725 to fit with the others.  Of course, I think the Fortress Mob is overpriced anyway, so perhaps 250/450/650 would be something to consider, or 275/475/675.

====

CS:  Since we seem to be closing in on a core rule set that matches consensus opinion (to the extent that is possible), it seems that more detailed army list reviews would be the next project.  Would you set up an Ork section to discuss the core, Freeks, Ferals, and the developmental lists when you have a chance?

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 Post subject: Epic Armageddon Handbook - Alpha
PostPosted: Wed Aug 22, 2007 2:21 pm 
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Mark:  I noticed that the SM drop pod refers to the wrong rule (4.4.1, which is Free Planetfall) and the drop pod rule doesn't seem to be present at all.  I assume you intended to move it to 4.4 somewhere?

I would also suggest killing the datafax altogether, as it causes no end of confusion.

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