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Rune Priest Stormcaller???

 Post subject: Rune Priest Stormcaller???
PostPosted: Tue Jan 13, 2004 8:45 pm 
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I've decided to make a guide to the advantages and disadvantages of the different Ork units. It's something I could use myself and instead of asking for it I thought I'd have a go at making one. I have yet to play a game of EA so all help anyone can give would be much appreciated!

I thought I'd post it now as I work on it so I can incorporate any feedback and to check if people want it in the first place :).


Unit Name: Ork Boyz

Advantages:
Cheap (25), good in CC (4+), can move freely through most terrain and they also usually come with a free Grot to soak up enemy fire.

Disadvantages:
With a 6+ needed when shooting they are not going to hit much when taking a Double action (because of the extra -1), they are also slow (15cm) which can make it more difficult for them to get into hand to hand combat.


Unit Name: Warbikes

Advantages:
Cheap (25), very fast (35cm), decant guns vs infantry (5+) and good in CC (4+). These bikes can take a Double action, move 70cm then shoot at infantry within 15cm needing a 6 to hit, then next turn assault a formation up to 35cm away with a CC score of 4+.

Disadvantages:
Low armour (5+), counts as infantry so easier to hit, poor in a FF (6+), low weapon range (15cm), poor to hit vehicles (6+).


Unit Name: Warbuggies/Wartraks

Advantages:
Cheap (25), very fast (35cm), good guns (AP5+, AT5+, 30 range). With the move of these units they can get to where the shooting is needed, this is very useful for focusing casualties on or suppressing a formidable enemy formation.

Disadvantages:
These are LV's so can be hit by AP or AV rounds, poor in an assault (5+ CC, 5+ FF), low armour (5+).


Unit Name: Scorcha

Advantages:
Cheap (25), very fast (35cm), great guns vs infantry when in range (4+, ignores cover), great in a FF (4+).

Disadvantages:
These are LV's so can be hit by AP or AV rounds, poor weapon range (15cm), can't hit vehicles, low armour (5+), poor in CC 6+.

Strategy:
These are more support units, for instance if you have a formation just made up of these and someone assaults you in CC you will be devastated. Their advantage comes in because you often can't get all units in a formation into CC, so to get the most out of an assault formation you need a good amount of CC and a decant amount of FF.

How much FF you want in a formation depends on your opponent. For instance when fighting Space Marines you will probably be fighting small formations so only a limited number can get into CC, but if you fight Orks or Imperial Guard you may be up against larger formations where more units that can CC could be an advantage.


Stompas

Advantages:
Great armour (4+ & Reinforced), great gunz (2-3 AP5+, AT5+, 45 range), good in a FF or CC (4+), even better if you take the Kombat 'Ammer (base contact, MW, +1A).

Disadvantages:
Expensive (75), just as easy to suppress as any other normal Ork unit, slow (15cm).

Strategy:
These are tough to kill but can be easy to suppress, for instance it take an average of 36 shots, if the enemy needs 5+ to hit, to kill 3 stompas. But it only takes 3 formations to shoot at them to give 3 BM's and break them.

These are often used as shields for formations. This is because hits are allocated from the front of a formation to the back, so if you put a stompa or two in front the first 1 or 2 hits gets taken by the Stompa, and with their very thick armour they are move likely to survive then the other vehicles in the formation.


Unit Name: Stormboyz

Advantages:
Cheap (25), Fast (30cm), good at CC (4+), they have Jump Packs and are Scouts.

Disadvantages:
No weapons that work outside an assault, low save (6+), infantry so easy to hit, if they end their move in dangerous terrain they must take a dangerous terrain test.

Strategy:
Because of their 30cm movement and the fact that they have jump packs (which lets them jump over impassable of dangerous terrain) they can get to most places on the battlefield. A basic formation is also very cheap (150).

One strategy to use these advantages could be to buy a formation of these solely to charge an enemies barrage (or other vulnerable units at the back of the field) formation. With a 60 double or 90 march there is a decant chance they can get within range to assault on the next turn, this means the enemy can either let you assault, and quite probably loose their barrage, or send a formation to stop you. The formation sent to stop you is probably worth more then 150 points, so you have the enemy at a disadvantage while they deal with you, or you destroy or seriously damage a barrage formation worth most probably more then 150 points, so both ways you win.

Another way to exploit their strengths could be to use them as a shield to stop the enemy assaulting one of your formations. They are scouts, which means that they have a 10cm zone of control and only need to be within 20cm of each other instead of 5cm, this means that with only 6 units they can protect a whooping 120cm of battlefield. For the enemy to pass through this with ground troops they must first shoot a hole in it or assault it, both ways you have succeeded in making the enemy attack you instead of your guarded formation.




General Strategy

Plan your strategy before you build your army. This can be very important, for instance if you have found that large formations can work against one enemy it might be a disaster against another that has huge barrage formations.

Another thing to think about is the speed of your units, if you have an army that is mostly very fast and is going to charge into assault immediately you may not want some slow units that get left behind.

Think through how you will use each formation before you add it to your army list, if you can't think of how it will work with the rest of your formations it may be a good idea to get a diferant one.

Another thing to consider when building an Ork army is the fact that they get a +2 to initiative when taking double or engage actions. So if you are building a shooty army that mainly goes for sustained fire you may end up failing a fair amount of action tests.

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 Post subject: Rune Priest Stormcaller???
PostPosted: Tue Jan 13, 2004 11:41 pm 
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looks good.

btw, Warbikes: "2.1.10: Mounted units count as vehicles for terrain effects, and as infantry for all other purposes"

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 Post subject: Rune Priest Stormcaller???
PostPosted: Wed Jan 14, 2004 12:05 am 
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I thought at 15cm you had to use the FF value, not the weapon?


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 Post subject: Rune Priest Stormcaller???
PostPosted: Wed Jan 14, 2004 12:17 am 
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Thanks for the replies!

I thought at 15cm you had to use the FF value, not the weapon?


I really don't think this is the case, if it was weapons with a range of only 15cm would be useless. I'll have a good check through the rule book in case though. :)

EDIT: Oh and please feel totally free to say if you feel I am spouting nonsense, I have played epic a fair bit but not EA so if I am wrong about something I would like to know!

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 Post subject: Rune Priest Stormcaller???
PostPosted: Wed Jan 14, 2004 12:42 am 
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Quote (Falesh @ 13 2004 Jan.,23:17)
Thanks for the replies!

I thought at 15cm you had to use the FF value, not the weapon?


I really don't think this is the case, if it was weapons with a range of only 15cm would be useless. I'll have a good check through the rule book in case though. :)

EDIT: Oh and please feel totally free to say if you feel I am spouting nonsense, I have played epic a fair bit but not EA so if I am wrong about something I would like to know!

No, you are correct. Unless an engage action is taken, normal ranged combat is used (where applicable).
Firefight values are ONLY used if an engage action is made.

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 Post subject: Rune Priest Stormcaller???
PostPosted: Wed Jan 14, 2004 12:49 am 
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Quote (TuffSkull @ 13 2004 Jan.,15:42)
No, you are correct. Unless an engage action is taken, normal ranged combat is used (where applicable).
Firefight values are ONLY used if an engage action is made.

The only exception to this rule (and its not for firing per se) is that Small Arms weapons that normally wouldn't be able to fire do count for Suppression if the target formation is within the range of the Small Arms weapon (usually 15cm)

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 Post subject: Rune Priest Stormcaller???
PostPosted: Wed Jan 14, 2004 11:40 pm 
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I think I'm going to have to give up on this for now, I'm rapidly running out of ideas. I might pick it up again once I have played at least one game. ?:;):

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 Post subject: Rune Priest Stormcaller???
PostPosted: Thu Jan 22, 2004 8:50 pm 
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Hi,

I found references to a kult of speed army list. It seems it was playtested. But I cannot find it in the epic vault or in the EpicA yahoo group file section.

Any pointers, am I blind?

Oli

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 Post subject: Rune Priest Stormcaller???
PostPosted: Thu Jan 22, 2004 8:58 pm 
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Hi and welcome to the boards.
The KOS list was only up for a brief moment. It is actually a draft for at list to be published in White Dwarf in March. Jervis wanted our comments on it. I have it on my computer and i can post it here but beware that some changes has since been applied. You can use this list as a starting point but I recomend that you either buy WD or wait another couple of months before the list goes up in the vault as a PDF for all to download.

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 Post subject: Rune Priest Stormcaller???
PostPosted: Thu Jan 22, 2004 9:04 pm 
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Cybershadow: If this is in any way copyright infrengement (SP?) or you don't want this kind of reproduction of GW material please delete this post.

CyberShadow: My appologies, but I have removed this list. I finally got hold of my White Dwarf mag and reading it last night I found that the Kult of Speed list will appear in the next WD. I therefore think that, since this will appear in a publication, GW would certainly prefer that it did not appear here. See my post below.





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 Post subject: Rune Priest Stormcaller???
PostPosted: Thu Jan 22, 2004 9:50 pm 
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Great

thanks for the post Warmaster

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 Post subject: Rune Priest Stormcaller???
PostPosted: Fri Jan 23, 2004 5:34 pm 
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This is a difficult call. On the one hand, Jervis requested that people did not post lists of previous version of the game (he even went as far as to ask that people dont print them out). On the other hand, this list does not appear to even exist in the game any more. I would guess that it will return at a later date. Until it does, I will let it stand here but I would be interested in hearing what others think.

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 Post subject: Rune Priest Stormcaller???
PostPosted: Fri Jan 23, 2004 5:58 pm 
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What do you mean print list from previous games? He would have a problem with me posting a custom unit for Epic Space Marine or Army list for Epic 40K?

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 Post subject: Rune Priest Stormcaller???
PostPosted: Fri Jan 23, 2004 7:52 pm 
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Gandalf:  The standard GW agreement when downloading their stuff is that it is for fair use, but they retain ownership and do not want electronic copies distributed.  Fan stuff is fine, just don't duplicate from-GW stuff without permission.

CS and sundry:  The official list will be posted in the vault the month after the WD publishes it.  I think in that regard it does still exist in the game, and availability is only temporarily restricted.  I will let you be the judge as to whether you feel posting it on EpiComms would count as an electronic copy distribution.

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 Post subject: Rune Priest Stormcaller???
PostPosted: Sat Jan 24, 2004 12:38 am 
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I don't see it being a problem. I post a ton of GW stuff on my site have have never been told to take any of it down. Most of it is out of print anyway.

I used to be into Japanese animation big time, and I have never, never heard of a japanese company telling a fansite to take something down. I haven't seen of GW doing it either, although some people freak out by the idea that GW can seize a site and shut it down, which is absolute BS. If there is a documented case where they said specifically "we feel this is in violation, and we will take you to court to remove it" then I would love to see it. Just getting a generic letter asking to comply with their standards is not the same thing.

If they don't see it as a great compliment to what they do then that is their problem. I mean, maybe I can understand offering softcopies of the WFB 6th ed rulebook on a site. . . but somethings you just have to let go.

If posting that a Storm Bolter upgrade is 25 points is a copyright infringement, so is posting Storm Bolter, or Epic, so then why even bother? I know they want to protect their investments, but it all seems pointless with all the file sharing going on. The truth is, publicly anouncing what is in a book is no different than I reading it allowed to all of you in my room. Would a company expect you all to cover your ears and buy your own books? Come on. . .

I say leave the list up. What difference does it make in the end anyway? Most of the time people just skim through this stuff in their spare time, not use it to incorporate into their own games they plan on publishing.

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