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Gargant Bigmob 3.04

 Post subject: Re: Gargant Bigmob 3.04
PostPosted: Wed Mar 21, 2012 10:33 am 
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beelzemetz wrote:
To me it´s unclear how the kustom upgrade is used for non-gargant units.
Something should be written that the oddboy replaces a big gun.
And how does the transport option work for oddboyz?


I need this explaining too! So do I understand I could add grot guided missiles instead of an Oddboy to a big gun?

Ben: I like the idea of larger units giving access to more support units: It's something that could help a lot and seems particularly orky: the bigger it is the more orks will follow it!

Might also help in sorting out activation counts for Titan lists? It's a simple and interesting mechaninc.

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 Post subject: Re: Gargant Bigmob 3.04
PostPosted: Wed Mar 21, 2012 10:36 am 
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Actually I get it now!

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 Post subject: Re: Gargant Bigmob 3.04
PostPosted: Wed Mar 21, 2012 12:31 pm 
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I certainly would not want to see the DC of any Ork Gargant increased. These things are already beasts in engagements (especially when upgraded with the Gattling guns).

Hopefully, the extra support formations that a Mega Gargant could take (under the suggested modification) would help to protect it from Terminators and the like.

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 Post subject: Re: Gargant Bigmob 3.04
PostPosted: Wed Mar 21, 2012 11:05 pm 
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Quote:
Every mega gargant list I've seen has then blitzed on other big stuff too.

Was thinking of a new modification, each Gargant type could open up a different number of non-gargant formations:

- Gargant - 2 non-Gargant formations
- Great Gargant - 3 non-Gargant formation
- Mega Gargant - 4 non-Gargant formations

That'd help getting more of the cheaper activations into the Mega Gargant list?


+1 for liking this idea.

Think 3/4/5 might be worth trying also though.


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 Post subject: Re: Gargant Bigmob 3.04
PostPosted: Wed Mar 21, 2012 11:55 pm 
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So technically what your saying is it will allow more activations and better diversity? I like the sound of that and i'm going to take a stab at making a list, let me know what you think.

Mega Gargant:
1050 pts

Loota warband: big gunz, 4 battlewagonz, 1 flakwagon, + oddboy with gattling cannon (does this work? would i add it to a battlewagon)?
400 pts (This unit would be used to screen the mega from teleporting termies and then mount up and march to an objective and hunker down)

Supa stomper mob: 2 supa stompa, with 2 suppa guns and gattling cannon.
600 pts

Fighta Squadrin: 150 pts

Fighta Squadrin: 150 pts

So thats 2350 so far with 4 for the mega.

Gargant: 3 suppa guns
650 pts

Pretty light on activiations im guessing, i think if i went with great gargant and then singled the supa stompa i would have more wiggle room to increase my activations.


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 Post subject: Re: Gargant Bigmob 3.04
PostPosted: Thu Mar 22, 2012 12:05 am 
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On reflection, how about seperating the aircraft from the 'support formations'?

The 2/3/4 splits at the mo mean, unless you take a Mega gargant you're automatically hamstringing your own activation count.

Thoughts?


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 Post subject: Re: Gargant Bigmob 3.04
PostPosted: Thu Mar 22, 2012 12:05 am 
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OR~~

Great Gargant: 2 twin suppa guns.
850 pts

Loota warband: big gunz, 4 battlewagonz, 1 flakwagon, + oddboy with gattling cannon (does this work? would i add it to a battlewagon)?
400 pts (This unit would be used to screen the mega from teleporting termies and then mount up and march to an objective and hunker down)

Supa stomper mob: 1 supa stompa, with 2 suppa guns and gattling cannon.
325 pts

Fighta Squadrin: 150 pts

Fighta Squadrin: 150 pts

So thats 1875 so far with 4 for the great.

Gargant: 3 suppa guns
650 pts

Fighta Squadrin: 150 pts

Big loota warband: with 4 kilkans ( for garrisoning?)
325pts

total: 3000, if i did my math right.
Thats 8 activations lots of bp shooting.


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 Post subject: Re: Gargant Bigmob 3.04
PostPosted: Thu Mar 22, 2012 12:07 am 
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Reedar wrote:
On reflection, how about seperating the aircraft from the 'support formations'?

The 2/3/4 splits at the mo mean, unless you take a Mega gargant you're automatically hamstringing your own activation count.

Thoughts?


I felt the same thing when looking over the list.

Question, is there nothing that can transport killakans and or dreads besides a gargant+ transporter?


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 Post subject: Re: Gargant Bigmob 3.04
PostPosted: Thu Mar 22, 2012 12:09 am 
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Reedar: what about 3/3/4?

Blind: you need an absolute minimum of 6 formations on the ground IMO.

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 Post subject: Re: Gargant Bigmob 3.04
PostPosted: Thu Mar 22, 2012 12:09 am 
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Quote:
Question, is there nothing that can transport killakans and or dreads besides a gargant+ transporter?


I don't have the list in front of me, but seem to recall Drop Roks were an option?


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 Post subject: Re: Gargant Bigmob 3.04
PostPosted: Thu Mar 22, 2012 12:12 am 
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Reedar wrote:
Quote:
Question, is there nothing that can transport killakans and or dreads besides a gargant+ transporter?


I don't have the list in front of me, but seem to recall Drop Roks were an option?


Yes drop roks are on the list but i don't see any info on them, im assuming these can carry the kans?

Evil and Chaos wrote:
Reedar: what about 3/3/4?

Blind: you need an absolute minimum of 6 formations on the ground IMO.


I'll take a look at this.


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 Post subject: Re: Gargant Bigmob 3.04
PostPosted: Thu Mar 22, 2012 12:14 am 
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Quote:
Reedar: what about 3/3/4?


I'd like that. Seems to balance out a bit better IMO

You're right with what you say about numbers on the ground, too. Less than 6 and come turn 3, you just don't have enough stuff left to grab objectives.


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 Post subject: Re: Gargant Bigmob 3.04
PostPosted: Thu Mar 22, 2012 12:15 am 
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Mmmmmmm...........

I've got a game with MoK tomorrow. Was planning on running my OW list, but now tempted to try out an OGBM force instead.....


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 Post subject: Re: Gargant Bigmob 3.04
PostPosted: Thu Mar 22, 2012 12:19 am 
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Reedar wrote:
Quote:
Reedar: what about 3/3/4?


I'd like that. Seems to balance out a bit better IMO

You're right with what you say about numbers on the ground, too. Less than 6 and come turn 3, you just don't have enough stuff left to grab objectives.


So what would you guys recommend i do differently with my great gargant list, that leaves me with a great gargant and a gargant allowing for 6 activations to be used. So 4 ground units? and 2 air support? But if you look at the pricing on stuff unless your using foot sloggers and slower moving formations it becomes rather expensive to upgrade formations with mobility. Wouldn't that hamper the objective blitz aswell? I know also that your moving forwards during the first couple of rounds but your also reacting to your oponents moves as well. Perhaps someone could post a list i can take a look at and see what i'm doing wrong?


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 Post subject: Re: Gargant Bigmob 3.04
PostPosted: Thu Mar 22, 2012 12:20 am 
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Quote:
Yes drop roks are on the list but i don't see any info on them, im assuming these can carry the kans?


This is the extract on the Drop Rok transport rules:-


Code:
Transport (20 Infantry + 8 Grots. Dreadnoughts and Light
Vehicles may be carried but take up 2 Infantry slots each (Killa
Kans only take up 1 Infantry slot)


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