Dr. Pepper wrote:
I am actually in favor of a long range gun, e.g. Deth Kannon. I strongly oppose this notion of having to force players to play "orky". If an ork mek wants to build a bigger gun - which then happens to shoot further - I don't consider that unorky.
I agree that there are too many long range guns appearing in the game, but I think the orks are the least problematic race. If a Titan sustains/advances on 1+ (or 2+ with BM, although they have easy access to Leader) with a MW2+ Vulcano cannon, that is dangerous. If a gargant risks his action by trying a sustain or advance on 3+ (4+ with even a single BM), or hits on 4+ after doubling (assuming no cover), it is a completely different story. So basically, a long range gun gives everyone a chance to build a somewhat shooty gargant if they want, but if said gargant does nothing else than trying to get some use out of the increased range, it most likely will not earn its points back. Any stationary gargant that doesn't participate in engagements (due to being well behind the other units, which try to close with the enemy) wastes his most valuable potential. Still, one of the appeals of playing orks is having the options also for crazy, suboptimal builds.
While I understand where your coming from I must disagree. Different races need to be constrained in certain ways to keep their "feel" in line with the fluff. You cant have a every list excelling at everything that would just kill the diversity and make the game really suck. Each list has to excel at something and be deficient in another. My presious post about how will they stack up the ATML I didn't intend to imply that they need to get more powerful across all fronts I meant that their strengths (High DC WEs and Higher activation) need to make up for their deficiencies (range, low activation rolls, etc..) and I just think we haven't quite reached the balance.
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