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What is missing from the E-A rules? |
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Von Kempln |
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Joined: Thu May 29, 2003 7:44 pm Posts: 12 |
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MaksimSmelchak |
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Joined: Sun Feb 16, 2003 4:43 pm Posts: 7258 Location: Sacramento, California, USA |
Von Kempln, I like your list. It seems pretty solid just as it is. I think that it will need very little modification to win games for you. It seems to be a pretty balanced and flexible Ork army. You might want to specialize a little more. I personally like to always bring a Gargant as well. It frustrates the enemy to have a piece they probably can't destroy. Gargants also act as great shot absorbers. Here's my suggestion how to use your list: - Uge warband w/Oddboy: Use this unit as your anchor in the center and have it alternate a fast advance with defensive function on overwatch. - Big warband w/6 Nobz,5 Komandos, Oddboy: This should be an agressive unit that wants to close with the enemy. I would deploy it near the center, but have it take a mostly take a flank route to the enemy. - Kult of Speed (5 warbikes): This is you flanker unit and useful for taking objectives. Don't use it as a "stand and deliver" unit because it can't take punishment. - Mekboy Stompa Mob w/2 Stompas: This is another unit that should be used aggresively. Use it as a ready reserve behind the infantry line to have a ready CC unit. - Mekboy Gunzmob w/2 Big Gunz,Oddboy: I use gunz defensively behind Ork foot warbands. The gunz really discourage close combat since they will take a big chunk out of a charging force if on overwatch. Expect enemy artillary to go after them like a mosquito around sugar. Best of luck and Shalom, Maksim-Smelchak. _________________ 6mm Sci-fi: http://games.groups.yahoo.com/group/6mm ... nWarGames/ My Personal Blog: http://6mm-minis.blogspot.com/ |
nealhunt |
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Joined: Thu Feb 13, 2003 10:52 pm Posts: 9617 Location: Nashville, TN, USA |
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Von Kempln |
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Joined: Thu May 29, 2003 7:44 pm Posts: 12 |
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nealhunt |
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Joined: Thu Feb 13, 2003 10:52 pm Posts: 9617 Location: Nashville, TN, USA |
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dafrca |
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Joined: Thu Feb 13, 2003 6:02 pm Posts: 10956 Location: Burbank, CA, USA |
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Legion 4 |
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Joined: Thu Feb 13, 2003 5:13 pm Posts: 36984 Location: Ohio - USA |
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MaksimSmelchak |
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Joined: Sun Feb 16, 2003 4:43 pm Posts: 7258 Location: Sacramento, California, USA |
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nealhunt |
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Joined: Thu Feb 13, 2003 10:52 pm Posts: 9617 Location: Nashville, TN, USA |
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Legion 4 |
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Joined: Thu Feb 13, 2003 5:13 pm Posts: 36984 Location: Ohio - USA |
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MaksimSmelchak |
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Joined: Sun Feb 16, 2003 4:43 pm Posts: 7258 Location: Sacramento, California, USA |
I'd have to say that, overall, I like the mechanics. I just think that the unit balancing is already in the toilet and is bound to get worse with current trends withstanding. ---------------------------- Jervis's inclination is to keep simplifying towards the Epic40k direction, which is a game I don't care much for. It works great as an overall strategy game, but the lack of flavor / fluff elements really stinks. I see E-A going the same way for everyone but the Imperials. Eventually it will be "mighty-awesome-really-cool" Space Marines and IG versus namesless faceless aliens with minor detail differences. The little extra rules for each race is what give them their unique twist and make them fun in my opinion. It just makes no sense for me to have "umpty-zillion" different SM and IG units and an Ork list that is "mondo" generic. ------------------------------------- I really feel that a Kommandoes / Stormboyz formation is a good idea as well. This lack is really representative of the problem: - SMs get Terminators, Scouts, several versions of Landspeeders, etc. - IG gets Stormtroopers, Valkyries, etc. - Orks get Deth-Koptas, but lack some of their special troop types like ?Kommandoes / Stormboyz in good formations and have the Pulsa Rokkit diminshed to "just another Big Gun." ------------------------------ - Every time something new and innovative rolls along for the Orks, it seems to get removed or dimished. Witness: - Stompas - BFs with variable weapon loads - Supa-Stompa - Ork Bommas - Gunwagons, Battlewagons, Gun Trukks, etc. - Ork light vehicles constantly mutating - Ork Drednoughtz and Killa Kanz I understand Jervis's desire to prevent all Pulsa Rokkit batteries, but isn't there a better way to do it than just destroying the Pulsas altogether? ------------------------------- RANT MODE OFF! Shalom, Maksim-Smelchak. _________________ 6mm Sci-fi: http://games.groups.yahoo.com/group/6mm ... nWarGames/ My Personal Blog: http://6mm-minis.blogspot.com/ |
TuffSkull |
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Joined: Tue Feb 25, 2003 11:49 am Posts: 2830 Location: South East UK |
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Jimbo |
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Joined: Fri Feb 14, 2003 11:01 pm Posts: 3495 Location: Wessex |
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MaksimSmelchak |
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Joined: Sun Feb 16, 2003 4:43 pm Posts: 7258 Location: Sacramento, California, USA |
This is their current status as far as I know: - Stompas - Stompas have been mutating greatly over the playtest versions. They were orginally very very hard with decent firepower. they have been slowly trading in their firepower for increased CC ability. I don't like the trade one bit. I beleive that they were cheaper at one time too, but haven't checked that out. - BFs with variable weapon loads - Battle Fortresses lost their variable weapon loads and instead got the Oddboy upgrade = bad deal! - Supa-Stompa - Still around and unmarginalized as of yet. Although the escalation of Imperial forces makes the unit less viable. - Ork Bommas - Totally gone. This was perhaps my favorite new unit too! It worked really well and Iw asted some good SM formation using flights of three Bommas. Rumor has it that there isn't a model yet and that's why it was scrapped. - Gunwagons, Battlewagons, Gun Trukks, etc. - These are still around and are currently called Gun Wagonz, War Trukks and Battle Wagonz. All of the other thinhs have been combined under these two names. - Ork light vehicles constantly mutating - Buggies and Skorchas are still around. - Ork Drednoughtz and Killa Kanz - these keep mutating. They're getting better at CC. - Ork Warlord - It looks like he was eliminated. - New limits on Ork formation size x2 or x3 also appear to be in place. - The old 0-1 limits apply to Oddboyz upgrades and SupaStompas now. This is a real loss because I was getting the hang of using multiple SupaStompa mobz well. - Orks lost most of their fluff rules. Shalom, Maksim-Smelchak. _________________ 6mm Sci-fi: http://games.groups.yahoo.com/group/6mm ... nWarGames/ My Personal Blog: http://6mm-minis.blogspot.com/ |
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