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Ork klans using different activation bonuses.

 Post subject: Ork klans using different activation bonuses.
PostPosted: Thu Jun 26, 2014 12:14 pm 
Brood Brother
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Joined: Tue Feb 26, 2013 4:45 pm
Posts: 79
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?


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 Post subject: Re: Ork klans using different activation bonuses.
PostPosted: Thu Jun 26, 2014 12:20 pm 
Hybrid
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Posts: 4893
Location: North Yorkshire
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.

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 Post subject: Re: Ork klans using different activation bonuses.
PostPosted: Thu Jun 26, 2014 12:20 pm 
Hybrid
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Posts: 6355
Location: Leicester UK
I agree with Tim, takes me back to the days of sm2 and the clan-specific abilities....

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 Post subject: Re: Ork klans using different activation bonuses.
PostPosted: Thu Jun 26, 2014 3:40 pm 
Brood Brother
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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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