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Ork units

 Post subject: Ork units
PostPosted: Thu Jan 31, 2008 8:33 pm 
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I had a look at the new Ork Codex and came up with unit stats for all the new shiny units :)

Enjoy:
http://www.epic-battles.de/index.p....&id=862





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 Post subject: Ork units
PostPosted: Thu Jan 31, 2008 9:21 pm 
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Oh and if you haven't noticed: The units weapon stats come from my Wh40k-to-Epic-WeaponStats-System.

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 Post subject: Ork units
PostPosted: Fri Feb 01, 2008 4:26 am 
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Some cool looking stuff there!  

I'd love to field some formations with Meganobz!

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 Post subject: Ork units
PostPosted: Fri Feb 01, 2008 4:44 am 
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Should be easy to playtest. Upgrade Nobz to Meganobz and double the points cost.

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 Post subject: Ork units
PostPosted: Fri Feb 01, 2008 7:46 am 
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couple of typos like ap7 kannons on battle wagons and a couple of ap5+/+

but asom stats for mega nobs and big mek

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 Post subject: Ork units
PostPosted: Fri Feb 01, 2008 5:11 pm 
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The AP7+ value on the Battle Wagon mounted Kannon is correct.
The reasoning behind this is that it is fired by Orks which have a worser Ballistik Skill as Grecthins.
If i hadn't calculated in the bad BS of the Orks ALL to-hit values would be 1 point better except for the Big Guns and the Boomgun and Shok Attack Gun(which is a Ordnance weapon and thus doesn?t use the user BS).

But the Boomgun should have AP4+/AT4+ This is a typo indeed :)

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 Post subject: Ork units
PostPosted: Fri Feb 01, 2008 7:47 pm 
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i like most of your weapon stats. ?though I would:

Give burner boys a 15cm AP5+ ignore cover attack. ?It is half a dozen orks with flame throwers they are going to try to make the enemy do "the burnnie dance" when ever they can.

Possible give Tankbusterz a single shot FF MW to represent the bomb squigs  :blues: .

Make Lootaz deff guns D3 shots.

Replace the shoota and rokkit launcher with a single dakka statline of ?30cm AP6+/AT6+. ?At the ?moment they just seem to heavily armed.

Remove all of the Lance on a .... special rules. ?it is just too much.

Possible add the following to the wagons

Bolt on big shootas ?30cm range xAP6+. ?note: Bolt on Big Shoots have one shot per unit being transported, exclufding grot and big gun units.


So apart form that little list :) I love what you have done.  Though now I have no reason not to make my Big mek legiondary formation.

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 Post subject: Ork units
PostPosted: Fri Feb 01, 2008 7:53 pm 
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(BlackLegion @ Feb. 01 2008,16:11)
QUOTE
The AP7+ value on the Battle Wagon mounted Kannon is correct.

does this mean it can not hurt in fantry if it can how

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 Post subject: Ork units
PostPosted: Fri Feb 01, 2008 8:00 pm 
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(Beardy fluffbag @ Feb. 01 2008,18:53)
QUOTE

(BlackLegion @ Feb. 01 2008,16:11)
QUOTE
The AP7+ value on the Battle Wagon mounted Kannon is correct.

does this mean it can not hurt in fantry if it can how

Fluffy, look at page 20 the special rules box.  A seven is a 6 followed by a 4+.

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 Post subject: Ork units
PostPosted: Fri Feb 01, 2008 8:03 pm 
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(ragnarok @ Feb. 01 2008,19:00)
QUOTE

(Beardy fluffbag @ Feb. 01 2008,18:53)
QUOTE

(BlackLegion @ Feb. 01 2008,16:11)
QUOTE
The AP7+ value on the Battle Wagon mounted Kannon is correct.

does this mean it can not hurt in fantry if it can how

Fluffy, look at page 20 the special rules box. ?A seven is a 6 followed by a 4+.

doooooooooohhhhhhhhhh i keep skiping ''unesersary''
pages

that means on sustained fire it would be just a 6 correct?

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 Post subject: Ork units
PostPosted: Fri Feb 01, 2008 8:09 pm 
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*gives FLuffy  cokie*

Well done.

though if the eney wasn cover it would be downgraded ain to 7+

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 Post subject: Ork units
PostPosted: Fri Feb 01, 2008 8:33 pm 
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@beardy fluffbag: Correct :)

@ragnarok: Your ideas all sound good. Except:
Burnas: They are simply too short ranged. Skorchas should be FF only weapons too but i made them 15cm because Heavy Flamer weapons in the Rulebook have this range.
This wasmy initial thought.
But i can see that 5 Burnas in a unit could have a single 15cm AP5+ shot Ignore Cover.
Masses of light weapons seem to have  improved stats in Epic. Be it longer range, better to hit value and/or increased number of shots.

On the random Lance stuff: I could give them simply Lance by default.

The split of Big Shoota and Rokkit Launcha: I overlooked that a Mob can only have one of those.

And the wagon is shooty enough. And he can transport 4 units. Which should be dangerous enough.

I adjust the stats soon.

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 Post subject: Ork units
PostPosted: Fri Feb 01, 2008 8:39 pm 
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(BlackLegion @ Feb. 01 2008,19:33)
QUOTE
And the wagon is shooty enough. And he can transport 4 units. Which should be dangerous enough.

What!  How can any ork unit be shootie enough?  It needs more Dakka.  :D

Glad you like the other ideas.  I think that straight lance will work, RA isn't that common.

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 Post subject: Ork units
PostPosted: Fri Feb 01, 2008 8:41 pm 
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Yes. I'm pleasantly surprised that under my weapon stats calculating system MW is reserved only for the rare and very big weapons.

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 Post subject: Ork units
PostPosted: Fri Feb 01, 2008 9:00 pm 
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New Version 1.1 is uploaded.
I removed some typos, made some things more clear ( i hope) and corrected the Killkannons to-hit values, too.





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