Login |  Register |  FAQ
   
Post new topic Reply to topic  [ 36 posts ]  Go to page 1, 2, 3  Next

Ork Supplement Lists v3 (.04)

 Post subject: Ork Supplement Lists v3 (.04)
PostPosted: Tue Dec 13, 2011 1:59 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri May 05, 2006 2:57 am
Posts: 20887
Location: Harrogate, Yorkshire
Latest version : 3.04: http://www.players.tacticalwargames.net ... fileId=169

Let me know what ya'll think, and keeep the playtests going. :-)

_________________
Currently doing a plastic scenery kickstarter


Top
 Profile Send private message  
 
 Post subject: Re: Ork Supplement Lists v3 (.04)
PostPosted: Tue Dec 20, 2011 11:54 pm 
Brood Brother
Brood Brother
User avatar

Joined: Tue Jan 08, 2008 1:47 pm
Posts: 1803
Location: Wiltshire, UK
Hey E&C, couple of quick Q's.

1. Big Gunz mob can choose 'Nobz' as an upgrade - I'm guessing this should be 'Meganobz'?
2. Did you decide against allowing Dreadmobz to take Mek/Kustom stompas as upgrades?

Cheers
Reedar


Top
 Profile Send private message  
 
 Post subject: Re: Ork Supplement Lists v3 (.04)
PostPosted: Tue Dec 20, 2011 11:58 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri May 05, 2006 2:57 am
Posts: 20887
Location: Harrogate, Yorkshire
1- correct
2 - indeed, for now I think they should be kept as transport WE's to help differentiate the list's style.

_________________
Currently doing a plastic scenery kickstarter


Top
 Profile Send private message  
 
 Post subject: Re: Ork Supplement Lists v3 (.04)
PostPosted: Wed Dec 28, 2011 9:12 pm 
Brood Brother
Brood Brother
User avatar

Joined: Tue Jan 08, 2008 1:47 pm
Posts: 1803
Location: Wiltshire, UK
Another Q for you E&C...

In the summary of the Common Ork Units, you've got the Zzap Oddboy down as 'TK', but not as 'TK(D3)'.

Is this intentional or just missing from the summary sheet?

Cheers buddy


Top
 Profile Send private message  
 
 Post subject: Re: Ork Supplement Lists v3 (.04)
PostPosted: Wed Dec 28, 2011 10:42 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri May 05, 2006 2:57 am
Posts: 20887
Location: Harrogate, Yorkshire
Typo, cheers :-)

_________________
Currently doing a plastic scenery kickstarter


Top
 Profile Send private message  
 
 Post subject: Re: Ork Supplement Lists v3 (.04)
PostPosted: Thu Dec 29, 2011 3:26 pm 
Brood Brother
Brood Brother
User avatar

Joined: Tue Jan 08, 2008 1:47 pm
Posts: 1803
Location: Wiltshire, UK
Hi E&C,

Next design Q for you!

How come the Mega Gargant is only FF4+, whereas normal and great gargants are FF3+? Seems odd that a unit that size, which is literally bristling with firepower, would be worse than a regular gargant.

I know the DC16 will come into it, but running the quick math (not my strongest point, granted) would suggest it would generate the same number of hits as a Great Gargant, despite being 200pts more?

I'm sure there is a good reason for it, just curious.......

Cheers
Reedar


Top
 Profile Send private message  
 
 Post subject: Re: Ork Supplement Lists v3 (.04)
PostPosted: Thu Dec 29, 2011 3:57 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri May 05, 2006 2:57 am
Posts: 20887
Location: Harrogate, Yorkshire
The reason is that the Mega Gargant is so focused on long range firepower (where it is truly devestating) that I felt that if it did not have a weakness (Poorer Firefight, Poorer Armour) it would simply be an auto-win unit.

Compared to a Great Gargant, a Mega Gargant is:

- Much better in CC
- A bit worse in FF
- Much better at range
- Is slightly easier to kill

If it proves underpowered, the next step would be to test with RA 5+.

_________________
Currently doing a plastic scenery kickstarter


Top
 Profile Send private message  
 
 Post subject: Re: Ork Supplement Lists v3 (.04)
PostPosted: Fri Dec 30, 2011 8:23 pm 
Brood Brother
Brood Brother
User avatar

Joined: Tue Jan 08, 2008 1:47 pm
Posts: 1803
Location: Wiltshire, UK
Cheers for that - thought it would be the case. Have to admit I was expecting it to be CC4+ and FF3+, not the other way round. Purely to reflect the fact it is better at range. I did double check the column headers twice to make sure I was reading it right!

Quote:
If it proves underpowered, the next step would be to test with RA 5+.


Personally I think this is a better fit, purely to stop the smaller MW weapons out there having it all their own way. Not to take anything away from MW weapons, but I can't see Land Speeder multimeltas, or Dreadnought powerclaws and the like pinging wounds off a beast like that without it even getting the chance of a save. But like you said, include RA if it proves required.


Top
 Profile Send private message  
 
 Post subject: Re: Ork Supplement Lists v3 (.04)
PostPosted: Mon Jan 23, 2012 11:38 am 
Brood Brother
Brood Brother
User avatar

Joined: Fri May 05, 2006 2:57 am
Posts: 20887
Location: Harrogate, Yorkshire
I used a Stompy Onslaught list at the Bristol Tournament, playing against 3 pretty standard armies (EUK Tyranids, Tau, Ghaz's Orks).

Based on my games, I'm looking at making the following changes to the Stompy Onslaught list:

- Reduce Bommer in cost from 200pts to 150pts.
- Reduce Kustom Stompa in cost from 175pts to 150pts.


In general I'm immediately satisfied with the general level of balance of the units in the Stompy Onslaught list, and the overall balance of the list itself.

I'd like to test the level of balance of the Kommando formation for my self, but otherwise I'm pretty happy with the list as it stands, and would hope that the above points ajustments will be the last modifications this list will have before going in the supplement / becoming approved in the fullness of time.

_________________
Currently doing a plastic scenery kickstarter


Top
 Profile Send private message  
 
 Post subject: Re: Ork Supplement Lists v3 (.04)
PostPosted: Wed Jan 25, 2012 12:21 am 
Brood Brother
Brood Brother
User avatar

Joined: Tue Jan 08, 2008 1:47 pm
Posts: 1803
Location: Wiltshire, UK
Quote:
Reduce Bommer in cost from 200pts to 150pts.

Good call, I think it needs this. OR maybe just a slight bump to its armour value. At the mo while I list bash, everytime I want to include it, it's just too fragile for its points.

Quote:
Reduce Kustom Stompa in cost from 175pts to 150pts.

Again, another good move. I think at this points cost, you'll start to see them being used. Anything more and they don't pack enough firepower to be that dangerous, or enough transport capacity to be dedicated transports.

Quote:
I'd like to test the level of balance of the Kommando formation for my self

Let us know how you get on with this. I'll be interested to hear your thoughts. I think you may end up changing them to 250pts. (I'm loathe to say that as I love the formation, but I do think they are very verstatile)

Cheers
Reedar


Top
 Profile Send private message  
 
 Post subject: Re: Ork Supplement Lists v3 (.04)
PostPosted: Thu Feb 23, 2012 7:51 pm 
Brood Brother
Brood Brother

Joined: Wed Sep 23, 2009 5:06 am
Posts: 740
Location: San Francisco, CA
I don’t have a rational argument for Stompas, but what was wrong with them? Were they too strong? I haven’t been able to make them work in the generic Ork list… are there lists in which they work well (but not too well)?

They’re among the easiest Ork figures to find used, so they would’ve been handy points-fillers for a lot of people, and it seems strange from a fluff perspective to not have mini-gargants in a gargant army. I’m not saying any of that should trump gameplay, of course.


Top
 Profile Send private message  
 
 Post subject: Re: Ork Supplement Lists v3 (.04)
PostPosted: Thu Feb 23, 2012 8:10 pm 
Purestrain
Purestrain
User avatar

Joined: Thu Nov 17, 2005 8:16 pm
Posts: 4682
Location: Wheaton, IL
Part of it is that there are some excellent Mega-Dread proxies out there. I also get the impression that E&C never liked the way Stompas were portrayed differently in 40k and Epic (40k Stompas are roughly equivalent to Supa-Stompas in power and durability).

It's also easy to "count's as" Stompas for Mega-Dreads.

_________________
SG

Ghost's Paint Blog, where everything goes that isn't something else.


Top
 Profile Send private message  
 
 Post subject: Re: Ork Supplement Lists v3 (.04)
PostPosted: Thu Feb 23, 2012 8:17 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri May 05, 2006 2:57 am
Posts: 20887
Location: Harrogate, Yorkshire
Quote:
I don’t have a rational argument for Stompas, but what was wrong with them? Were they too strong? I haven’t been able to make them work in the generic Ork list… are there lists in which they work well (but not too well)?

Well, Ghaz's Orks have Big and 'Uge Stompa formations available these days, making them a bit more useful. The basic price probably slightly overpriced though IMO.

Ultimately my philosophy of list building is to focus very tightly on the core themes, and in the case of the Gargant Bigmob list, those themes are "Gargants" and "Mad Meks". I stripped a lot more out of the Gargant Bigmob army list than just Stompas in persuit of this core theme, which I think was getting lost under layers of "this is cool" ideas.

Now, those ideas often are/were cool, but IMO they do/did not reinforce the central theme of the army list: Gargants & Mad Meks.

Quote:
I also get the impression that E&C never liked the way Stompas were portrayed differently in 40k and Epic (40k Stompas are roughly equivalent to Supa-Stompas in power and durability).

Aye, the Stompy Onslaught list is partly my attempt to make an Ork list that represents a more modern aspect of the Orks in 40k (in this case, modern representations of their "walking stuff" like Stompas, Mega Dreads, etc).

_________________
Currently doing a plastic scenery kickstarter


Top
 Profile Send private message  
 
 Post subject: Re: Ork Supplement Lists v3 (.04)
PostPosted: Thu Feb 23, 2012 8:30 pm 
Purestrain
Purestrain

Joined: Sat Jan 31, 2004 6:42 pm
Posts: 3305
Location: West Yorkshire, UK
But in the Compendium OGBM list you still can't take either Stompas or Mega Dreads....

So whilst it is worth me finishing painting 3 Great Gargants & 3 Gargants, my dozen painted Stompa models will have to sit on the shelf.

:(

James


Top
 Profile Send private message  
 
 Post subject: Re: Ork Supplement Lists v3 (.04)
PostPosted: Thu Feb 23, 2012 8:41 pm 
Purestrain
Purestrain
User avatar

Joined: Thu Nov 17, 2005 8:16 pm
Posts: 4682
Location: Wheaton, IL
Huh. I hadn't noticed they'd been stripped out. Why did that happen, E&C?

_________________
SG

Ghost's Paint Blog, where everything goes that isn't something else.


Top
 Profile Send private message  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 36 posts ]  Go to page 1, 2, 3  Next


Who is online

Users browsing this forum: No registered users and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  


Powered by phpBB ® Forum Software © phpBB Group
CoDFaction Style by Daniel St. Jules of Gamexe.net