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Should the OGBM list be "Approved"?
Approved 45%  45%  [ 21 ]
In Development 28%  28%  [ 13 ]
I don't know but I can't stand to have an unvoted poll on my screen. 28%  28%  [ 13 ]
Total votes : 47

Orkamedies Gargant Big Mob

 Post subject: Re: Orkamedies Gargant Big Mob
PostPosted: Fri Dec 03, 2010 5:48 pm 
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Yup. But it is a nice small, cheap formation to be used to hold objectives. So no need for the Grot Attack!.
But IF you want to keep the Grot Attack! then it should be tied to Lootas and not to Gargants.
Or the Gargant has to loose 1DC representing some part of his crew leaving the Gargant to guard the objective.

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 Post subject: Re: Orkamedies Gargant Big Mob
PostPosted: Fri Dec 03, 2010 5:49 pm 
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Chroma wrote:
Evil and Chaos wrote:
AMTL get along just fine without a Grot Drop type rule...

And play to a different style of war as well... a Titan hanging back to sustain, while guarding the Blitz is quite in character... Gargants hanging back, not so much.

I'd also look at changing the support options to "2 per Gargant" from "3 per Gargant" as well.


I beleive it is a ratio of 1/3 currently?


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 Post subject: Re: Orkamedies Gargant Big Mob
PostPosted: Fri Dec 03, 2010 6:30 pm 
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The_Real_Chris wrote:
I beleive it is a ratio of 1/3 currently?

Yep, I think that could be dropped to 1 Gargant allows 2 support mobs, instead of the current 3.


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 Post subject: Re: Orkamedies Gargant Big Mob
PostPosted: Fri Dec 03, 2010 6:30 pm 
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BlackLegion wrote:
Or the Gargant has to loose 1DC representing some part of his crew leaving the Gargant to guard the objective.

That's a pretty cool idea as well!


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 Post subject: Re: Orkamedies Gargant Big Mob
PostPosted: Thu Mar 31, 2011 3:47 am 
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can we get an update on this? im looking at the nbig mob for a tourney in a few months.


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 Post subject: Re: Orkamedies Gargant Big Mob
PostPosted: Fri Apr 08, 2011 3:55 pm 
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Is there a specific reason why the Ork gargants are not customisable like the Imperial Titans?

Imperial Titans you can construct with whatever weapons you want, why is that not the same for the Gargants? I would like to be able to be able to construct Gargants in the same way as I can Titans in the War griffons list.

- F -

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 Post subject: Re: Orkamedies Gargant Big Mob
PostPosted: Fri Apr 08, 2011 4:49 pm 
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Yeah, I've been looking at this list recent and that really bugs me too! IMO ALL Gargants in the list should be able to select customisable main weapons, not just a single one if you take a character upgrade (and it would be nice to have customisable weapons rules to use in friendly play with Gargants in the normal Ork list).

It's really boring for all Gargants to just have lots of MW barrage weapons, rather than the range of options they always used to have :( It's unrepresentative for people who have Great Gargant's modelled up with say Ripper Fist, Gatling Cannon and Snapper for instance - a combination which shouldn't have a MW or Barrage at all!

I have a number of issues with the weapon rules it does let you upgrade; there are too many guns that basically do a similar thing, the snapper is represented all wrong IMO and there are already rules for a Supa Lifta Droppa carried by the Greater Gargant - it may only call it a Lifta Droppa in the rulebook but that's likely just because they couldn't fit the entire name in and we all know what it is, so no need to add it in again with better rules.

+5 speed is also WAY too good an upgrade - I'd make that +D6, rolling a seperate dice per movement - ie. 2D6 for a double, 3D6 for a tripple - with the Gargant taking a point of damage with no save (or possibly a fire) for each double rolled.

Lest I come across too negative I do like the shape of the list overall and the added in units are cool and appropriate, I just think Gargant kustomisable weapons and upgrades (I'd seperate the two) could do with some work and improvements.

I have some my own house rules for alternate Gargant weapons mostly written up which I'd been planning to post up at some point anyway, I'll stick them up once I get my overdue uni work done and see what people think.


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 Post subject: Re: Orkamedies Gargant Big Mob
PostPosted: Mon Apr 11, 2011 2:24 pm 
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Nuglug wrote:
Is there a specific reason why the Ork gargants are not customisable like the Imperial Titans?

Imperial Titans you can construct with whatever weapons you want, why is that not the same for the Gargants? I would like to be able to be able to construct Gargants in the same way as I can Titans in the War griffons list.

- F -

Its the same reason there are just broad categories of wagons instead of lungburstas and giblet grindas and so on. Ork stuff is all one-off construction, but we group them together for ease of use. Gargants basically have big gunz that saturate an area with explosions - MWBP weapons - or Mek weapons that hit one thing really, really hard - TK variants. They all have a mix of secondary weapons that are normal AP/AT or FF/CC.

Even though there isn't as much in the way of weapon customization, the list has more chassis variation than the imperials. The Kustom Gargant has a distinct role as a fire platform with 2 "flavors" of firepower, and the Krawla gives a transport/CC option, both in a lower price range.

What do you want to accomplish with customization? Are you trying to tailor to fit a particular goal?


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 Post subject: Re: Orkamedies Gargant Big Mob
PostPosted: Mon Apr 11, 2011 2:37 pm 
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GlynG wrote:
It's really boring for all Gargants to just have lots of MW barrage weapons, rather than the range of options they always used to have :( It's unrepresentative for people who have Great Gargant's modelled up with say Ripper Fist, Gatling Cannon and Snapper for instance - a combination which shouldn't have a MW or Barrage at all!

You can use the actual weapons in a friendly. A tournament can easily "counts as" on those.

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the snapper is represented all wrong IMO

What should it do? The stats are based on the old school short range steam template, the idea being that the Snapper is belching out the scalding steam as the gargant closes range with the enemy (or vice versa).

Quote:
and there are already rules for a Supa Lifta Droppa carried by the Greater Gargant - it may only call it a Lifta Droppa in the rulebook but that's likely just because they couldn't fit the entire name in and we all know what it is, so no need to add it in again with better rules.

It's not just "replace the weapon with something better." It allows the Ork play to drop a MWBP to focus the gargant on TK instead of barrage. Or a Great Gargant can trade out its TK weapon to push the MW barrage to 3 templates.

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+5 speed is also WAY too good an upgrade

This has been stated multiple times but it has not been shown to be true in any batreps. If you have experiences where this has been a problem, please explain. A batrep would be preferred but even isolated, specific examples would be useful.

Quote:
I have some my own house rules for alternate Gargant weapons mostly written up which I'd been planning to post up at some point anyway, I'll stick them up once I get my overdue uni work done and see what people think.

Please do. I've asked repeatedly over the course of years for input on the weapon variants and gotten almost no response.


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 Post subject: Re: Orkamedies Gargant Big Mob
PostPosted: Mon Apr 11, 2011 3:12 pm 
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nealhunt wrote:
What do you want to accomplish with customization? Are you trying to tailor to fit a particular goal?



To be honest yes.

I would like to be able to customise my Gargants to fill a specific battlefield role. Long range barrage, AP, AT and even CC. Like it is possible with a Titan Legion. As it is now Gargants are kinda mediocre at everything.

- F -

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 Post subject: Re: Orkamedies Gargant Big Mob
PostPosted: Mon Apr 11, 2011 4:29 pm 
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Nuglug wrote:
As it is now Gargants are kinda mediocre at everything.

As a general note, nearly all Ork firepower is multi-purpose. Most of it has the same AP/AT to-hit values, or is barrage. They don't have specialty weapons and units, so much as just "really shooty" options. I think most people would say that MW barrages are good at everything, rather than mediocre. They are one of the best all-rounder weapons in the game.

Major features of the Gargant, as compared to Imperial titans, are durability and assault ability. Unfortunately, those are unavoidably somewhat "generic" in feel.

Both those factors, combined with the fact that they don't have the same level of firepower to customize means there are just going to be less dramatic differences from unit to unit than among Imperial titans.

That said, I think there's more customization than you're giving the list credit for.

Quote:
Long range barrage,

If you mean indirect fire, Orks don't do that. What's the fun in shooting something you can't see blow up? It's a purposeful design concept that none of the Ork lists have IDF.

For just long range barrage, any gargant can increase the range of 4 MWBP to 75cm (though it might arguably need to be a bigger boost). If the list needs a longer range option for a "sit and shoot" build, that's a possibility, as long as it remains direct fire only.

Quote:
AP

The Kustom starts with 2 Megalobbas, which is 3 templates. That's pretty strong AP. You can substitute a Gatling Cannon for the TK weapon on any of the Gargants. That would give you 6x AP4+ in addition all the normal barrages and secondary weapon attacks (all of which are decent AP as well).

Quote:
AT

MW barrages are usually considered fairly strong AT.

Quote:
and even CC

The Krawla is basically a CC specialist gargant - 2 MegaChoppas, plus 5cm faster. You can customize it to a Snappa or Ripper fist for more flexible CC, make it even faster, or use the "Extra Shooty" upgrade to make it a more generalist assault unit.

===

Is there a specific type of ability or firepower you want to see?


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 Post subject: Re: Orkamedies Gargant Big Mob
PostPosted: Tue Apr 12, 2011 8:14 am 
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Gargants CC ability is kind of a moot point I think with their low speed it is almost impossible to catch something in CC. I have only once been able to get a gargant into CC. And that was against a CC specialized Reaver, who wanted to fight. And even if you were to engage something in CC the Gargants have run the gauntlet of enemy fire and has accumulated a huge stack of blastmarkers. And at that point CC suddenly is not as desirable.
I would very much like to have the option to exchange all CC ability with more Dakka.

I am fully on board with the fact that Orks want to se what they blow up. And they should not just end up being Imperial Titans. But I think they might need a bit more range. Orks are so outclassed by Imperial Titans who have better long range firepower and better shooting as they do not have the need to advance across the board.

- F -

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 Post subject: Re: Orkamedies Gargant Big Mob
PostPosted: Tue Apr 12, 2011 12:47 pm 
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And in return, Gargants are much tougher for the same cost and have much better close-ranged firepower.


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 Post subject: Re: Orkamedies Gargant Big Mob
PostPosted: Tue Apr 12, 2011 12:52 pm 
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Wouldn't the Gargants better ability at dominating the area around it balance out the loss of long range firepower? It's a game about objectives, after all.


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 Post subject: Re: Orkamedies Gargant Big Mob
PostPosted: Tue Apr 12, 2011 1:15 pm 
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Some comments:

What model is a Kustom Gargant supposed to use?
If none is suggested, I suggest deleting it.

What model is a Grotnought supposed to use?
If none is suggested, I suggest deleting it.

Both of the above seem like abandoned ideas from the SG era that are destined never to get a model.


I believe TRC when he says that the Grot objective rule is unnessesary, that the Speed upgrade is by far the best upgrade, and that the list in general is currently overpowered.

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