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Updated OGBM?

 Post subject: Updated OGBM?
PostPosted: Tue Mar 11, 2008 4:29 pm 
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Neal, any news on this?

Or maybe the changes can be listed as one compact list...


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 Post subject: Updated OGBM?
PostPosted: Wed Mar 12, 2008 5:05 pm 
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The only feedback since the changes in this thread was the two batreps you posted.

The question of points on the Snappa Mobz and the Supstompa are not yet resolved.  The pending official changes will address the Supastompa (no, I can't give out details yet - sorry).  The Landa/Snappa focused army did okay and you admitted in the batrep it could have done better.  I could still go either way on the Snappa pricing, but I think that in the scope of the list it's a pretty minor item, only accounting for ~1-2% of the total cost.

The list of changes is still:

* Meks are 75 points.
* Mega Lobbas should be 60cm.  I missed the change in the Kustom list.
* MegaKannon can only replace Soopagunz or SupaZzap Gunz (so no MegaKannon Krawlas)
* Grot Attack! only works if the gargant ENDS the turn within 15cm of the objective.
* Krawla:  475 points, FF4+
* Kustom Gargant:  Remove Big Gunz (possibly drop points to 400 - testing needed)

I hope to have some time to do more involved testing coming up after Easter.  If you have any feedback, I'd like to hear it.

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 Post subject: Updated OGBM?
PostPosted: Wed Mar 12, 2008 5:14 pm 
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Since I started playing Orks, there's a chance that I might give OGBM a try.

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 Post subject: Updated OGBM?
PostPosted: Wed Mar 12, 2008 6:40 pm 
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(nealhunt @ Mar. 12 2008,18:05)
QUOTE
The list of changes is still:

Thanks neal!
I have rolling it a bit around and think that some changes are just not
worth it, especially weapon changes. i.e. big gun to supa-zzap is much better change than say +15cm to range... (the bigggg gun). On the weapon changes, Deth Kannon, Grot Rokkits and Snapper mainly look worth it but not others. In general, they are as good as original (or marginally better), but not worth extra 50 points.


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 Post subject: Updated OGBM?
PostPosted: Wed Mar 12, 2008 10:21 pm 
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(rpr @ Mar. 12 2008,17:40)
QUOTE
In general, they are as good as original (or marginally better), but not worth extra 50 points.

Remember that a Big Mek is also giving you leader and an additiona +1MWCC attack... not just the weapon upgrade.

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 Post subject: Updated OGBM?
PostPosted: Wed Mar 12, 2008 10:49 pm 
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In general, they are as good as original (or marginally better), but not worth extra 50 points.


Meks are 75 points - more flexibility than an Oddboy and the benefits Chroma listed make it easily worth that.

The Mek Weapons are supposed to be just a bit better.  The flexibility of the weapon selection provides some value over a "stock" gargant.  It allows a more customized role than the Big Gun upgrade.  Because of that, they shouldn't provide quite the raw power boost that the Big Gun upgrade does but it should be substantial.

If you have suggestions for balancing the weapons, please post them.

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 Post subject: Updated OGBM?
PostPosted: Thu Mar 13, 2008 7:20 am 
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I dont like Big Mek at 75 points. Ork Gargants are supposed to be Kustom Build so Meks are there to give that kustom feel to them. I usually field 1 or 2 Big Meks because I cant affort more (I want to field LOT of Gargants, minium of other units). Of course I would too put one in every gargant if that would be possible (usually it is a choise between 1 extra activation (Gargant!) or Meks).

So I would like to Mek to stay at 50 points and would like to Supreme to be able to take other gargs too (if GG is not present). It is too big limit to have to take GG (or leave Supreme, but that would just be Bad Idea with 3+ Iniative).

If Chaos would pay for its characters I could see why Orks have to pay premium for theirs...

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 Post subject: Updated OGBM?
PostPosted: Thu Mar 13, 2008 8:35 am 
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Of weapons, they could come in "power levels", i.e.
power 2:   (basic weapons in normal gargants)
  Supa-ZZap Gun
  Soopa Gun
  Mega Lobba
  Mega Choppa

power 3: (a bit better ones or specialised)
  Deth Kannon
  Gatling Kannon
  Grot Guided Missiles
  Lifta Droppa   (assuming TK d3 melee attack, as in GG)
  Ripper Fist  
  Snapper
  Soopa Lifta Droppa    (is d3->d6 worth -CCAA, -15cm, -1 to-hit? I say keep the range as 60cm or make hit as 2+)
  Twin Soopagun (as in GG)

power 4:
 Mega Kannon

Currently (with their own limitations):
Krawler has 2x level2
Big Mek has 2x level2
Gargant has 3x level2
Great Gargant has 1x level2, 2x level3
 
What if big mek would give "weapon swap" to
a) change one weapon to any other weapon of up to one level higher, or
b) change 2 weapons of gargant to 1-2 weapons of up to same total power  (exception: not allowed to krawla?)

Ok this would allow GG with 2 snappers, maybe some of those might have limitation of '1 per gargant'...


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 Post subject: Updated OGBM?
PostPosted: Fri Mar 28, 2008 6:44 pm 
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One thing:

Shouldn't the Kustom Gargant critical take into account that it has not activated this turn?
So, 'if the Kustom gargant has not activated this turn, it must take marshal action, and if it holds, may only remove blast markers'  (um, what if it is in ZoC?) 'Otherwise, on the next turn, it is limited to marshal (or hold: regroup) action'


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 Post subject: Updated OGBM?
PostPosted: Fri Mar 28, 2008 7:31 pm 
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I've never liked that critical from a mechanics perspective (though I like its style).  I'll take a look at it.

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