Tactical Command
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Ork Army Book / Pulsa Rokkits
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=14&t=13980
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Author:  currsed [ Tue Nov 18, 2008 1:19 pm ]
Post subject:  Ork Army Book / Pulsa Rokkits

Hi,

i hope here is the right place to post such things, so here I go: We noticed two unclear descriptions in the ork army book during our last battle.

1. If you roll a 4 on the madboy table, the effect is that the boyz play dead, and can't be attacked by the enemy. Problem: a new roll on the chart is only required if they suffer any more losses. As they can't be attacked, that will never occur. Is that the way it is intended to be? We doubted it. ;)

2. The Pulsa Rokkit description says that buildings receive hits if under the template, but in the unit summary in the back of the document it isn't stated that the rokkit damages/destroys buildings.

---

Apart from this we wondered about the strong point of the pulsa rokkits. they hit very randomly (50+ artillery die + 2d6 scatter), and even if the explosion gets bigger (roll of 2-5), the template turns into a regular barrage one (6 cm diameter). Plus you only got three shots on first fire for 250 points, one per turn.

In addition you need a clan/independent mob to command them, unless you buy them as a support card of a clan which is switches to first fire on instinct - but that's another issue i guess ;)

edit: gah, seems i am blind. just noticed there's a pinned errata topic. I'll post the two mentioned things there...




Author:  Dominic [ Tue Nov 18, 2008 10:57 pm ]
Post subject:  Ork Army Book / Pulsa Rokkits

Hmmm. Two sticking points indeed, I'm sure many ork players will have noticed these.
On the madboy score, I guess you just have to accept that they are unpredictable at the best of times and may play no further part in the game if you make a bad roll. They cost nothing in any case. Or, with other players go ahead, perhaps they should get a reroll next turn?

As for the pulsa rokkits, they can be deadly, but like the madboyz are subject to the rules of blind chance. Generally speaking, if you can get them landing on objectives in the enemy half, they disrupt and destroy things beautifully! They also block line of sight, which can provide cover for advancing close combat troops. The whole ork command rule can stuff things up- so making them bad moons helps.

Author:  zap123 [ Wed Nov 19, 2008 2:47 am ]
Post subject:  Ork Army Book / Pulsa Rokkits

Is that the same wording they used for the Madboys in SM2?  I guess they can still get hit with a stray barrage, and if they were holding an objective a 4 result is pretty cool  :)

Pulsa Rokkits are just one of the Ork "gambler" weapons.  Sometimes they pay out big...some days they just go pfzzzt!  The description should supercede the table so they do damage buildings..they always did.

Author:  currsed [ Wed Nov 19, 2008 10:21 am ]
Post subject:  Ork Army Book / Pulsa Rokkits

Quote: (zap123 @ 19 Nov. 2008, 01:47 )

Is that the same wording they used for the Madboys in SM2?  I guess they can still get hit with a stray barrage, and if they were holding an objective a 4 result is pretty cool  :)

Pulsa Rokkits are just one of the Ork "gambler" weapons.  Sometimes they pay out big...some days they just go pfzzzt!  The description should supercede the table so they do damage buildings..they always did.

that's exactly what happened with my madboyz during our last battle  :tongue: they made up the five decisive points in my favor, so I am far from complaining ;) We just noticed it. Unfortunately i don't know how the wording is in SM2, as I don't have the Rulebook anymore. NetEpic all the way, Baby.

Pulsa Rokkits: Yes zap, we guessed that too and handled it that way. We were just a bit irritated and curious.

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