Quote: (Chroma @ 15 Jan. 2009, 13:44 )
Quote: (alansa @ 15 Jan. 2009, 13:34 )
(Ork Player: Do I use my re-roll now because that stoopid Kult of Speed won't commit to an assault and I *really* need it to, or do I save it to help ensure the gargant rallies. Oh Mork! Decisions Decisions!)
Just remember that a Great Gargant gets +2 to its Rally tests in the End Phase as it counts as 12 units for the "Power of the WAAAGH!!!" Special Rule, regardless of how much damage it's taken.
Hey yeah, that's a good point. One of the benefits of warengines is they don't degrade in effectiveness the way that ordinary formations do.
But I was just thinking now that if this particular part of the article is intended to show off warengines in an assault, you might want the orks taking the initiative rather than the marines.
For example. It's turn three. A great gargant has already suffered a lot of damage. It has no powerfields and has lost many DC's. It has already had it's go firing nicely thank you. But the marines Marines are swarming over the orks own objectives having been deployed by thunderhawks. Unfortunately the marines have made a mistake. Since the gargant had already had it's go the marines though they where safe and have deployed too close to the gargant. With a nasty grin on his face, the ork warlord orders a kult of speed to assault the marines. Skorchas and Big shootas blast the marines who return fire with bolter and missile launcher shots. After the initial portion of the assault has finished a few KoS units remain and so the assault has not stalled. Now the ork warlord's grin get's even nastier. His great gargant now hammers the marines with supporting fire. Despite all the damage it has so far suffered the Warlord has proven one of the great strengths of warengines. All 12 DC worth of 3+ FF shots can be poured into the enemy. The marines are wiped out and the objective is secured.
How does that grab ya?