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Ork klans using different activation bonuses. http://www.tacticalwargames.net/taccmd/viewtopic.php?f=83&t=27701 |
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Author: | Kapitan Montag [ Thu Jun 26, 2014 12:14 pm ] |
Post subject: | Ork klans using different activation bonuses. |
I have a themed ork army for each klan. I was thinking that for fun games I might change some of the bonuses for the action tests to give a bit of flavour to the klans. This is what I was thinking of doing: Goffs: Standard +2 Engage, +2 Double Snakebite/Feral: Standard +2 Engage, +2 Double Bad Moons: +2 Sustain, +1 Engage, +1 Double (cos they like to show off their weapons) Evil Suns/Speed Freaks:+2 March, +1 Engage, +1 Double (cos they want to go fasta) Blood Axe: +1 Marshall, +1 Advance, +1 Engage, +1 Double (cos they're sneaky and copy humans) Death Skulls: standard - (or any other suggestions?) Anyone try anything like this? What do you think? are there any problems or balance issues that I may be creating? |
Author: | Tiny-Tim [ Thu Jun 26, 2014 12:20 pm ] |
Post subject: | Re: Ork klans using different activation bonuses. |
Sounds like fun. I'd give it a go and come back to us with your results. However I could see some serious tailoring of klans/forces here. |
Author: | kyussinchains [ Thu Jun 26, 2014 12:20 pm ] |
Post subject: | Re: Ork klans using different activation bonuses. |
I agree with Tim, takes me back to the days of sm2 and the clan-specific abilities.... |
Author: | jimmyzimms [ Thu Jun 26, 2014 3:40 pm ] |
Post subject: | Re: Ork klans using different activation bonuses. |
Not sure if that's a positive for you Kyuss but that's much of the joy of Orksies that I feel has been lost in the 40k universe. I dig it! |
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