Tactical Command
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Ork: Kult of speed nobz
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=14&t=16906
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Author:  Malleus [ Wed Oct 14, 2009 5:26 pm ]
Post subject:  Ork: Kult of speed nobz

Is there a reason I can buy more Nob bikers for Kult Of Speed?
Every other clan card can buy more nobz but not them? (seing as the nob warbikes are Evil sun)
OK its better if they are evil sunz it means I can buy my kult of speed with 2 extra buggies and 3 extra wartracks and then send some nobz with the buggies and some with the wartracks, but it would be more aesthetic if I could just buy extra Kult of speed nob bikers.

Author:  Warhead [ Thu Oct 15, 2009 12:26 am ]
Post subject:  Ork: Kult of speed nobz

Sadly, I don't think they work that way anymore. IIRC, In Ork mobz like units must stay in formation with other like units, creating one big mob of the same type, Knobs included. You would only create a larger mob of Knobs that stretched slightly further as they spread out. I'm sure there is a thread about it in here somewhere. I had a look but couldn't see it. It may be under a name not associated with Orks.

Author:  zap123 [ Thu Oct 15, 2009 4:32 am ]
Post subject:  Ork: Kult of speed nobz

Yup, the latest version of the Ork book says KoS can buy Evil Sunz support cards like in the old days.

Author:  Malleus [ Thu Oct 15, 2009 6:51 am ]
Post subject:  Ork: Kult of speed nobz

Great!
I prefer having the nobz in 1 large formation anyhow, I just wanted to shine a light on the fact that IF I had taken evil sunz nobz (for an Evil Sunz Clan) those nobz would not merge with the kult of speed Nobz as they are extras for 2 different clans.

Author:  Warhead [ Fri Oct 16, 2009 9:04 am ]
Post subject:  Ork: Kult of speed nobz

Yeah, I think that was always the intention but in true lazy fashion it got generalised in the old Space Marine days. So Evil Sunz could be taken with Kult Clans and other stuff like that. The NetEpic guys cleared it all up though.

I did like being able to buy groups of Independent Knobs however and send them off on missions or to baby-sit/herd smaller specialist units of Ork mobs.

Author:  zap123 [ Fri Oct 16, 2009 3:04 pm ]
Post subject:  Ork: Kult of speed nobz

Well, you do note that Evil Suns normally have infantry Nobz, but can buy support cards of Nobz Bikers...........

:whistle:

Author:  Malleus [ Fri Oct 16, 2009 7:04 pm ]
Post subject:  Ork: Kult of speed nobz

yes I know that =), which Im going to ignore, and buy 3 extra nobz with a battlewagon instead!

damn orks, way do much to buy and each card is so cheap and small that 5 cards just aint enough! =D

besides I havent played against them or with them in waay many years so Im not sure of HOW to make a fun ork army yet either, I just know I want KoS, Shokk attakk gunz, Stompas, weirdboy battletowers, some Renegare mekboys, and big clans... guess I should use the great gargant in an army too.... hmmm.. (Im shooting for 2x 4000p Ork armies when Im done)

Author:  zap123 [ Sat Oct 17, 2009 3:53 am ]
Post subject:  Ork: Kult of speed nobz

Sometimes I buy 2 lots of Nobz Bikes and use them to command the boys and buggies, while the buggy bound nobz command some Braincrushers or similar.  I also wanted to max out a Snakebites clan with Boar Riders one day and use the Evil Sunz biker Nobz to command the boars  :Ikonforums:

Orks are like Chaos....no matter how big it is, your army is never really finished.  There's always one more unit I need to add......... :smile:




Author:  sanjuro [ Sat Oct 17, 2009 10:11 am ]
Post subject:  Ork: Kult of speed nobz

not really on topic, but I have a question remotely connected to this discussion. Maybe one of you warbosses can help me solving this.

in general, how are clans to be handled? Do they have to stay together or not? And can I move units deliberately out of the nobz' command radius?

I'll give you two examples:

I have 2 clans, each with a shield-dragster. One is blown to pieces, so I send the other one over, since the destroyed one was shielding a Weirdboy Battletower. Legal or not?

I have a KoS, I send the bikes on a suicide mission without any nobz to delay an enemy unit. The rest of the Kos continues to capture an objective. Cheesy or orcy?  :oo:

Thanks in advance

sanjuro

Author:  Warhead [ Sat Oct 17, 2009 1:11 pm ]
Post subject:  Ork: Kult of speed nobz

I've never thought about it before but I don't think there's anything to stop you using them this way. Not sure that's a good thing or not. Here's what I think from what I know.



Quote: 

I have 2 clans, each with a shield-dragster. One is blown to pieces, so I send the other one over, since the destroyed one was shielding a Weirdboy Battletower. Legal or not?


They started within 10cm of Knobs so they had orders that turn. They used those orders to go to the other mob where they will need to be in 10cm of another Knob for that mob to receive further orders next turn. Other Knobs can give orders to other clans units (with the exception of the stinkin' Bloodaxe Knobs).

However, if there were any other Dragsters (of any type?) attached to the original mob then they would all have to follow the Shield Dragster.

Quote: 

I have a KoS, I send the bikes on a suicide mission without any nobz to delay an enemy unit. The rest of the Kos continues to capture an objective. Cheesy or orcy?


Hm, I suppose you could, again it's not something I've tried. They would be random as hell the next turn but it could be fun. I don't see any reason why not, sounds a great idea, if it works. As I see it, it's like the Knobs have just abandoned them and when the boyz realise they just do what they do best. Yeah, that's orky IMO.

Author:  sanjuro [ Sat Oct 17, 2009 6:46 pm ]
Post subject:  Ork: Kult of speed nobz

thanks for the quick reply, warhead!

Sounds very much plausible, mate.  Rulebook-wise, these moves are completely legal, but still...

Thinking it out, you could almost avoid the clan structure while using its benefits (high break-points). You could exchange mekboy stuff between clans as you see fit, and bad moons and KoS natural instinct's are more or less what you would want them to do anyway.

I guess I am not sure what the original intend was. Is it: Never may ork boyz move deliberatley out of command radius.

or is it:

Yeah, sure, as long as they begin in command radius, they can do what they want.

Author:  zap123 [ Sun Oct 18, 2009 2:56 am ]
Post subject:  Ork: Kult of speed nobz

Always hard to get a solid read on "intent", but I imagine the designers assumed nobz and boys+extras from a clan stay together, with the instinct rules there for the odd situation where something is knocked out of command range or too many Nobz got dusted.  

So in your second question, the "real world" analagy is the Nobz tell the boys to go ova dere, so the boyz do.  But once they realise the nobz aren't coming........

Author:  Warhead [ Sun Oct 18, 2009 9:31 am ]
Post subject:  Ork: Kult of speed nobz

A) ...They run back to mamma, crying?

B) ...They go to their normal behaviour in the hopes they gets to trash sum stuff?


I'm with B


The game can't cover it all so it's down to the players to call the shots and designers be damned.  :grin:

Author:  Malleus [ Sun Oct 18, 2009 5:37 pm ]
Post subject:  Ork: Kult of speed nobz

I realy think it should be ok as long as the "receiving" nobz arent bloodaxe...
I mean Orks arent well organized anyhow.. A Nob is a big ass Ork that other orks find intimidating and therefor do as they say, Don't think they care that much what colors they have on them, more if they will get their heds ripped of for not obeying the biggest ork around (command radius).

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