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Ork Alternate Fleet List

 Post subject: Ork Alternate Fleet List
PostPosted: Sun Jan 29, 2006 3:51 pm 
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Hi, well I recently found the Ork fleet list that was recently taken off of the web site.  I know that alot of people did not like that list but it did have some good ideas in it and it got me thinking.  So I came up with the list below.  I tried to improve the Ork list based on them having lots of cheap ships and lots of boarding capabilities.  I also added several new ships, the Gouga and the Bludgeon I found on other web sites.  While the Assault Rok, the Grunt MkII (an alternate to the Grunt found in the article I mentioned above), and the Frenzy are all new ships that I have come up with.  I have conversions for all of them and will try and get an article up some time, though I need to get more bitz from GW.  Please let me know what you guys think, particularly about the special rules and the new ships.

Alternate Ork Waagh Fleet list


Special rules

Young Gunz
While not technically skilled, Orks do possess boundless
enthusiasm for fighting, and mobs of young Orks, eager to
prove themselves to their elder and larger peers often
pack themselves aboard rickety old escort vessels and tag
along to any battle they can find. Any Ork escort skwadron
with a Leadership of 5 or 6 gets a bonus escort ship added
for free, demonstrating quantity has a quality all of its
own. The free escort can be any class of Ork escort chosen
from the fleet list which has a cost equal to, or less than,
that of the cheapest escort paid for in the skwadron.

All Ahead Full Special Orders
One thing Orks need very little encouragement to do is go
fast. Their ships commonly mount a plethora of excess
(and excessive) thrusters, boosters and extra drives ?
usually all wired up to a prominent red button in the
cockpit.
Because of this, Orks do not need to pass a Command
check to use All Ahead Full special orders. However, Ork
drives are less efficient than those of other races and are
often short on fuel, so they only travel an extra 2D6cm on
All Ahead Full orders instead of 4D6cm.

ORK WEAPONS
Ork weapons are mostly limited to fairly crude but
efficient slug-throwers and missiles, mixed with other
captured weaponry salvaged from hulks and defeated
ships. The effectiveness in battle of Ork firing varies wildly
from moment to moment as different weapons break
down or are repaired, or even improved during combat.

Gunz
Standard Ork weapons batteries are referred to as ?gunz?.
These have a random firepower which is rolled each time
they are fired. The dice roll and modifier for different gunz
is indicated on the Ork ship?s characteristics.

Heavy Gunz
The Orks commonly mount massed batteries of very
powerful but short ranged weapons on their ships, as well
as more standard weapons batteries. At close ranges, the
barrage of fire from these weapons has spelled the doom
of many ships.
Heavy gunz roll to hit like ordinary weapons batteries.  Each
hit scored by heavy gunz causes double damage, ie, two hits
instead of one.

Torpedo Launchers
As with their gunz, Ork torpedoes can vary wildly in their
effectiveness. The Strength of a salvo from an Ork torpedo
launcha is randomly generated each time it is fired by
rolling the dice indicated on its characteristics. Ork ships
in squadrons may not combine torpedoes into larger
salvoes.

Launch Capacity
As the Orks have variable launch capacities on some of their
ships the total number of launch boats and fighta-bommas that
can be on the table at any one time is equal to the maximum
possible launch capacity of the Ork fleet.

Fighta-bommerz
Ork attack craft are known as Fighta-bommerz and
perform the roles of both interceptor and bomber. They
carry heavy bombs and rockets for attacking at close range,
but gladly pounce on other attack craft they encounter.
This hybrid approach means that they function as fighters
normally but can attack ships as if they were bombers.
When making an attack run the Fighta-bommerz
function exactly as bombers, except that they roll only a
D3, not a D6, for the number of attacks they inflict.
Because the Fighta-bommerz also act as fighers any that
were not shot down by the turrets are used to suppress the
turrets on the target ship.

Assault Boats
Ork assault boats are rather crude constructions, little
more than large metal shells crammed full of eager Ork boyz
which are hurled unceremoniously towards enemy
vessels, more akin to a boarding torpedo than the
sophisticated assault boats of other races.  Ork assault boat
waves have a speed of 20cm and only limited steering
capabilities, so move like boarding torpedoes.

Hit and Stay
Orks love close combat and are reluctant to disengage.
Upon completion of a successful hit-and-run attack a
fire critical is applied on a d6 roll of 4+ to represent the
rampaging Orks still inside the ship.

Boarding
Orks are ferocious close combat opponents and
exceptionally good at boarding actions, where their brute
strength and hardiness is most useful. To represent this,
they get a +1 bonus in boarding actions.  Additionally, the
Orkish enthusiasm for fighting means that they usually don't
disengage from a fight, even if it means being left behind.  
To represent this an Ork ship which has won at least one
round of a boarding action and then disengages leaves behind
d3 fire criticals to represent the rampaging Orks still inside the ship.

Escort Carriers
Escort ships which have launch bays may run out of ordinance.
To represent this when taking a leadership test for reloading
and a double is rolled the ship still reloads that turn but may
not attempt to reload again.

At least one Warlord and as many as one per 500 points or part there of must be included in an Ork fleet list.  Each warlord must be added to the largest ships available based on movement class.  Ie they must be assigned to hulks first then battleships then kroozers then escorts.  Each warlord costs 20 points and has a re-roll and may buy one or two additional re-rolls for 20 points each.

A vessel carrying a warlord adds +2 to it's boarding value and may include one upgrade for each re-roll that he has.  The upgrade may be purchased from the following table.  Alternatively, pay 15 points for each upgrade and roll a 2d6 on the following table to determine what the upgrade is.  No upgrade may be taken more than once, if rolling simply re-roll the dice.  Escorts may not be given upgrades.

2 ? 15 points ? Telliporta ? hit and run attacks may be made at 30 cm
3 ? 25 points ? Extra Hull Plates ? one extra hull point
4 ? 20 points ? Looted Torpedoes ? ship may re-roll it's dice for strength of torpedo salvo (re-roll if ship does not have torpedoes)
5 ? 15 points ? Big Boostas ? ship moves +5 cm and 4d6 on all ahead full
6 ? 25 points ? Extra Turrets ? two extra turrets
7 ? 30 points ? Extra Power Fields ? one extra shield
8 ? 25 points ? Assault Boats ? d2 assault boats launch capacity is added to the dorsal armament even if the  ship does not have a launch capacity.  Note: only assault boats may use this launch capacity.
9 ? 20 points ? Maniac Gunners ? the ship may re-roll the dice for the firepower of its gunz.
10 ? 10 points ? Mega Armored Boarding Parties ? +1 modifier on boarding
11 ? 15 points ? Mad Meks ? ship may re-roll it's dice for damage control
12 ? 10 points ? Prow Ram ? add one dice on ramming and add +1 to all ramming dice rolls

Any number of Krooza's may be taken

Ork Kill Kroozer.......................135 points
Ork Terror Ship.........................165 points
Gouga........................................90 points

One battleship or battlekrooza may be taken for every two kroozas.  Only one of each of the battleships may be taken.

Slambasta..................................295 points
Gorbag's Revenge.....................310 points
Dethdeala..................................275 points
Kroolboy...................................260 points
Hammer Class..........................245 points

One Ork Hulk may be taken per 1500 points or part there of.

Ork space hulk..........................600 points

Any number of Roks may be taken

Rok...........................................80 points
Assault Rok..............................90 points

Any number of escorts may be taken

Ork Onslaught attack ship.........40 points
Ork Savage gunship..................35 points
Ork Ravager attack ship............30 points
Ork Brute ramship.....................25 points
Ork Bludgeon attack carrier.....30 points

One Bigga escort may be taken for every two escorts

Ork Grunt Mk II assault ship.....50 points
Ork Frenzy assault ship.............65 points


Assault Roks.......................................................................90 pts
type/hits speed turns shields armor turrets
Defence/8 10cm Special 1 5+ 1
armament range/speed   firepower/str fire arc
Heavy Gunz 15cm   4 all around
Gunz Battery 45cm   D6 all around
Landing Bays Fighta-Bommas:25cm   2D3 -
Assault Boats:20cm

Grunt MkII assault ship....................................................................50 pts
type/hits speed turns shields armor turrets
Escort/2 20cm 45 1 4+/6+front 1
armament range/speed   firepower/str fire arc
Heavy Gunz 15cm   4 L/F/R
Gunz 30cm   2 L/F/R
Notes:  Grunt assault ships are larger and more resiliant than other escorts and are designed to close with enemy ships and board them.  To represent this a Grunt assault ship counts as having 4  times its number of hits when resolving a boarding action.  The Grunt may be sqwadroned with other escorts, criticals destroy it as normal and it may be crippled.

Frenzy assault ship...........................................................................65 pts
type/hits speed turns shields armor turrets
Escort/2 20cm 45 1 4+/6+front 1
armament range/speed   firepower/str fire arc
Gunz 30cm   D6 L/F/R
Landing Bay Assault Boats:20cm   D3 -
Notes:  The Frenzy may be sqwadroned with other escorts, criticals destroy it as normal and it may be crippled.

Well thanks for reading, if you actually managed to get this far.  Any comments are welcome.  Also any suggestions for ships to add would be cool.

On a final note, as the rule book does not specifically disallow combining of weapons systems before applying blastmarkers I the heavy weapons rule above does not suffer from these effects unless applied by a separate ship/squadron.

^2






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 Post subject: Ork Alternate Fleet List
PostPosted: Sun Jan 29, 2006 8:35 pm 
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First off, I really like the idea of the fire critical representing the swarms of Orks on the a-boats infesting the target ship - nice! Also, simply the name 'bigga escort' brought a smile to my face - very straight and to the point and typically Orky :8):.

A couple of points on the special rules :

Launch capacity : I think that splitting this is overcomplicating matters. The launch limits are justified by the number of squadrons that may be controlled by the carriers at any one time. Also, other fleets do not have separate limits ( even though not all can launch a-boats ).

Of course, these a-boats are so much better than normal that this is probably the reasoning behind the rule. Speaking of which, would reducing their speed to 15cm be too much? I do like way their lumbering nature is represented in the turning rules.

Heavy gunz : I've always felt that these should just work as Bombardment Cannon ( but with 15cm range and only hitting ordinance on a 6 ).


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 Post subject: Ork Alternate Fleet List
PostPosted: Mon Jan 30, 2006 12:34 am 
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i think it looks good.  I would really like to see the eavy guns upped and the prices on all the current escorts dropped by 5 pts or have their movement change to allow 90? turns.  

the upgrade thing is a little confusing to be honest.... but the free warlord is pretty good.  And yes terror ships and kill kroozers needed a huge point drop!!!!


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 Post subject: Ork Alternate Fleet List
PostPosted: Mon Jan 30, 2006 4:13 am 
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Quote (frgsinwntr @ 29 Jan. 2006 (23:34))
i think it looks good.  I would really like to see the eavy guns upped and the prices on all the current escorts dropped by 5 pts or have their movement change to allow 90? turns.  

the upgrade thing is a little confusing to be honest.... but the free warlord is pretty good.  And yes terror ships and kill kroozers needed a huge point drop!!!!

First off, I really don't think that the escorts should have a 90 degree turn.  Orks are the worst space fareing race in the WH universe and that is aptly represented by this.  OTOH Orks don't really get a discount for this which is why I dropped the price of all Ork escorts by 5 points, except for the brute.

With the upgrades I wanted to give the player as much Kustomization options as I could.  This follows a similar upgrade scheme as the other lists, the only significant difference is allowing the player to pay less for randomized upgrades.  Something which I feel is very Orky.

Shinnentai:  I agree with you about the launch capacity thing, I'll probably drop that, not really needed.  I don't think that heavy gunz should work like bombardment cannons simply because it gives them something unique, secondly I did remove the no range modification part of the rule.  The extra column shift should really help.  Remember that is two damage for each hit, that can add up fast!  Especially with the reduced costs, more ships to shoot at each enemy ship.

^2


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 Post subject: Ork Alternate Fleet List
PostPosted: Mon Jan 30, 2006 4:45 pm 
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I love your Idea's don't get me wrong, but eh... translating fluff (the worst star fairing race) into rules makes things very hard to balance... i guess we could try to balance things tho.

how about giving every escort squad 2 rolls to determine leardership at the start of the game since the orks would have a nob on board each of the ships?


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 Post subject: Ork Alternate Fleet List
PostPosted: Mon Jan 30, 2006 7:28 pm 
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Quote (squared @ 30 Jan. 2006 (03:13))
I don't think that heavy gunz should work like bombardment cannons simply because it gives them something unique,secondly I did remove the no range modification part of the rule.  The extra column shift should really help.  Remember that is two damage for each hit, that can add up fast!  Especially with the reduced costs, more ships to shoot at each enemy ship.


Yes but what makes them unique? (or at least distinctive). I would contend that it doesn't matter exactly how the rules work, but their effect - that of powerful 15cm weaponry. The Heavy-gunz working as Bombardment cannon gives you that. It also gives you a weapon different enough from ordinary weapons batteries to be tactically interesting.

In addition, the two weapons systems are both massive calibre projectile weaponry. I fail to see any reason why they shouldn't have the same rules. It also adds a nice consistency to the BFG rules as a whole ( similar to the way that many 40k special rules appear in different races under different guises ).

Quote (frgsinwntr @ 30 Jan. 2006 (15:45))
how about giving every escort squad 2 rolls to determine leardership at the start of the game since the orks would have a nob on board each of the ships?

This suggestion does not seem to me to fit at all well with the fluff. So what if the Orks have a Nob aboard each escort? The Imperial Navy has an officer aboard each escort and they don't get 2 rolls to determine leadership. This also runs contrary to the accepted notion of the larger Ork ships getting better crews as their captains press-gang them onto their own ships. Perhaps I'm misundestanding the reasoning behind the idea though.

Also, I don't understand what you hope to achieve with this rule. The Orks are supposed to be less disciplined than other races. That is very well represented in their leadership at the moment. This is also nicely balanced by this new 'young-gunz' rule - keeping the low leadership and helping represent another Orkish trait - weight of numbers :8): .






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 Post subject: Ork Alternate Fleet List
PostPosted: Tue Jan 31, 2006 2:45 am 
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Quote (Shinnentai @ 30 Jan. 2006 (18:28))
Quote (frgsinwntr @ 30 Jan. 2006 (15:45))
how about giving every escort squad 2 rolls to determine leardership at the start of the game since the orks would have a nob on board each of the ships?

This suggestion does not seem to me to fit at all well with the fluff. So what if the Orks have a Nob aboard each escort? The Imperial Navy has an officer aboard each escort and they don't get 2 rolls to determine leadership. This also runs contrary to the accepted notion of the larger Ork ships getting better crews as their captains press-gang them onto their own ships. Perhaps I'm misundestanding the reasoning behind the idea though.

Also, I don't understand what you hope to achieve with this rule. The Orks are supposed to be less disciplined than other races. That is very well represented in their leadership at the moment. This is also nicely balanced by this new 'young-gunz' rule - keeping the low leadership and helping represent another Orkish trait - weight of numbers :8): .

I did remove the Mob Rulez special rule.  That is any escort sqwadron with more than 5 ships gets a +1 to leadership.  It does encourage large sqwadrons but it did not seem very Orky to me.

^2


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 Post subject: Ork Alternate Fleet List
PostPosted: Tue Jan 31, 2006 9:09 am 
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Good good. Presumably it was inspired by the rules for 40k Orks. However, these of course are to do with the morale of the troops, whereas leadership in BFG is to do with the discipline and effectiveness of the crews - pretty different things in my opinion.


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 Post subject: Ork Alternate Fleet List
PostPosted: Wed Feb 15, 2006 1:49 pm 
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Well, I have made some modifications to the original post.  I have gotten rid of that confusing launch capacity thing and have replaced it with a general statement saying that the maximum possible launch capacity is equal to the amount of ordinance that may be on the table at any one time.  I have also removed that part about the heavy gunz hitting ordinance on a 5+.  I was never very comfortable with that rule.

After a little testing I have to say that I really like this list, it makes for a very Orky style of play.  Namely head straight for the enemy fleet and board and shoot at them at close range.  The hit and stay rule is my favorite, it really makes the fleet a very close assault fleet.  I can't really speak to how well balanced this is but it is alot of fun to play.  It's great when your opponent has to disengage because his ship has more Orks aboard than yours do.   :devil:

(edit: well I just changed an obvious oversight.  I have added the rampaging Ork critical to boarding actions as well.  note: the wording of this rule is designed to be used with the official boarding rules as well as my own located here: Boarding






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