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Dive Bommas |
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Legion 4 |
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Joined: Thu Feb 13, 2003 5:13 pm Posts: 36989 Location: Ohio - USA |
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dafrca |
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Joined: Thu Feb 13, 2003 6:02 pm Posts: 10956 Location: Burbank, CA, USA |
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Legion 4 |
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Joined: Thu Feb 13, 2003 5:13 pm Posts: 36989 Location: Ohio - USA |
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Jimbo |
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Joined: Fri Feb 14, 2003 11:01 pm Posts: 3495 Location: Wessex |
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Legion 4 |
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Joined: Thu Feb 13, 2003 5:13 pm Posts: 36989 Location: Ohio - USA |
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MaksimSmelchak |
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Joined: Sun Feb 16, 2003 4:43 pm Posts: 7258 Location: Sacramento, California, USA |
Neal, Thanks for your great input. I really appreciate you writing. It's keeping me somewhat connected to E-A during a period where I'm more than a little frustrated with the system. I experimented with Stompa mobs earlier in the playtesting and found them highly effective units against both IG and SMs. They were pretty good as garrisons as well. One of the big bummers though was having a slow Ork garrison force while the IG or SMs were bringing a faster force that would field NOTHING on the board the first turn. It made the Orks air strike fodder while I couldn't touch the Imperials. This makes all games for Ork players a gamble: to bring enough airpower to maybe defend against an Imperial airstrike or not? One of my solutions was to always bring a huge flight of Fighta-Bommas and a secondary smaller flight of Bommas. The Fighta-Bommas weren't all that great at defending, but they did take the edge off those vicious Imperial Marauder air strikes. I could then vector in a flight of three Ork Bommas, which is really hard on Imperial formations. It usually took only one Ork Bomma flight to break any SM formation or seriously wound IG formations. Another experiment I tried out was to bring a mob designed to have two Supastompas (this was before the cruddy 0-1 rule), some Stompas, and a Mekboy shield car dragster to protect them. That was when Deathstrikes made my day a bad one. Being that units that take advantage of the better save from the shield car had to be within 5cm of the unit, it made my Ork formations artillary bait. I still almost won the game by taking objectives until the IG armored formation contested. Ork Stompas are now better at CC, but they lack in almost every other area compared to earlier versions. 0-1 limits make it difficult to really maximize possible Ork advantages with special weapons. The additional limited of weapons choices such as on the BFs (Battle Fortresses were able to carry a Supagun option at one time) really makes BFs less attractive. I no longer see them as much of a competitive unit even though in earlier playtesting, I loved them. I now see that the only way for Ork players to be competitive is to bring huge KoS (Kult of Speed) units and mob the enemy, pretty much the same wooden sort of game play the Orks had in Epic-40k. In the early playtesting, Orks could use strategies other than a simple rushing mob. That's pretty much destroyed now. I don't see that maneauver has too much value for Orks anymore. They have to win the fight in the ensueing CC and hope to survive the enemy's long range firepower furing the rush (sort of like the Orks in BFG). So, it's disppointing that you can't effectively field Gargants against IG, but there are some very sweet, yet deliciously Orky options. - Neal. |
Legion 4 |
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Joined: Thu Feb 13, 2003 5:13 pm Posts: 36989 Location: Ohio - USA |
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MaksimSmelchak |
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Joined: Sun Feb 16, 2003 4:43 pm Posts: 7258 Location: Sacramento, California, USA |
_________________ 6mm Sci-fi: http://games.groups.yahoo.com/group/6mm ... nWarGames/ My Personal Blog: http://6mm-minis.blogspot.com/ |
Legion 4 |
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Joined: Thu Feb 13, 2003 5:13 pm Posts: 36989 Location: Ohio - USA |
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nealhunt |
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Joined: Thu Feb 13, 2003 10:52 pm Posts: 9617 Location: Nashville, TN, USA |
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MaksimSmelchak |
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Joined: Sun Feb 16, 2003 4:43 pm Posts: 7258 Location: Sacramento, California, USA |
I think that the Orks can win, just not that they're very competitive any more. I think they'll lose to any determined and experienced IG and possibly SM player with the new rules. The 0-1 limitations the worst for restricting units. It really takes the edge off making innovative units and encourages extra formations. The old "buy two to get one" was much better. The biggest pieces tend to sacrifice the most for upgrades like the BattleFortresses. I had that problem in BFG. I kept rolling up the Exterminatus mission with my Waaa-Fleet, and the only Ork piece capable of withstanding a pass by other forces is the Hulk. Unfortunately, my opponent wouldn't agree to let me replace one weapon sytem on the front INSTEAD of ALL of them. I can see now that I should have done it. The Hulk is the only thing that stands a chance of making an Exterminatus run for the Orks. Everything else will be shot down by reinforcements making a run from the side and getting their free shot (can always target the Exterminatus). I also proposed that Gargants should be able to trade out their shoulder Big Gunz for an AAA mount, but noone went for it. I think the flexibility of having AAA built into a Gargant is very useful. Shalom, Maksim-Smelchak. _________________ 6mm Sci-fi: http://games.groups.yahoo.com/group/6mm ... nWarGames/ My Personal Blog: http://6mm-minis.blogspot.com/ |
Legion 4 |
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Joined: Thu Feb 13, 2003 5:13 pm Posts: 36989 Location: Ohio - USA |
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pixelgeek |
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Joined: Sun Feb 16, 2003 8:10 pm Posts: 2642 Location: Edmonton, Alberta |
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MaksimSmelchak |
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Joined: Sun Feb 16, 2003 4:43 pm Posts: 7258 Location: Sacramento, California, USA |
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