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Gargant Big Mob list development

 Post subject: Re: Gargant Big Mob list development.
PostPosted: Sun Sep 27, 2015 12:05 am 
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Ginger wrote:
I am forced to agree that overloading the engines is 'Orky'. To simplify things and keep the game flowing, how about the following;
Quote:
Boosting the engines
The Ork player declares his activation and states how many moves he is forcing the engines, gaining 5cm per move (to a maximum of 15cm when marching). The opponent throws a D6 to see where the engine blows up:
    4 - it blows up after the third (March) move
    5 - it blows up after the second (double) move
    6 - it blows up after the first (single) move.
The Ork player then moves the Titan accordingly. If the engines blow up, the Titan is immobilised, takes a hit and a fire starts. In following turns, the engines are repaired on a 6 (though they may not be forced again)
This allows the Ork player to vary the degree of risk as well as capturing the flavour described by Kyrt.


An interesting idea but that might be a little too "Un-Rule-y". Looking at it as someone who plays the list I wouldn't look forward to having to consult a chart every time I considered moving.

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 Post subject: Re: Gargant Big Mob list development.
PostPosted: Sun Sep 27, 2015 8:34 am 
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Perhaps this would be better
    "Roll a D6, on a 1, 2 or 3, the engines break down after the first, second or third move.


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 Post subject: Re: Gargant Big Mob list development.
PostPosted: Sun Sep 27, 2015 1:24 pm 
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Ok, so the revised suggestion reads something like this;
Quote:
Boosting the engines
The Ork player declares his activation and states which moves he is boosting the engines, gaining 5cm per move (to a maximum of 15cm when marching). Roll a D6 to see if and when the engines break down under the strain. On a 1, 2 or 3, the engines break down after the 1st, 2nd or 3rd moves that they were boosted. If the engines break down, the titan is immobilised, suffers a hit and dices for a critical. In following turns roll a D6, the engines are repaired on a 6.

Some quick examples
  • The player declares his Gargant will march and his intention to boost the engines on all three moves. He passes the activation but then throws a "2", so moves the Gargant 40cm, takes a hit and throws for a critical.
    (The Mech-boy says to the Warlord "I told you the engines wouldn't take much more of this".)

  • The player declares his Gargant will double and his intention to boost the engines on both moves. He passes the activation and then throws a "3", so moves the Gargant 40cm.
    (The Warlord grins and says to the Meck-boy "there, I knew she could do it".)


  • The player declares his Gargant will double and his intention to boost the engines on the second move. He passes the activation and then throws a "2", so moves the Gargant 35cm.
    (The Mech-boy says to the Warlord "It's a good job you listened for once".)


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 Post subject: Re: Gargant Big Mob list development.
PostPosted: Sun Sep 27, 2015 6:38 pm 
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Think it's a bit clunky somehow. What about "For each move the gargant makes, the ork player may choose to "go fasta!". Add 5cm to its speed value for the duration of the move, and after making the move, roll a D6. On a 1, the gargant is immobilised."
IMO that's a bad enough effect and it's seriously risky to do it for all three moves in a march... BTW this wording also avoids "does it work in countercharges" type questions...

I like Rug's suggestion too, very elegant to reuse existing rules in different contexts. It conjures up that scene in galaxy quest where they "hold the boost down" while stuff explodes around them. I can't recall the critical table offhand (am on my phone) - is it too big of a negative? Could always make it a bigger speed increase to compensate, but limiting how many times you can use it to stop gargants whizzing silly distances.

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 Post subject: Re: Gargant Big Mob list development.
PostPosted: Sun Sep 27, 2015 11:28 pm 
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Sounds much the same to me, though to dice for a critical I believe you first need a hit . . . ;) Perhaps you could present your wording.


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 Post subject: Re: Gargant Big Mob list development.
PostPosted: Mon Sep 28, 2015 7:50 am 
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I love the way this discussion has gone....

"The gargant list relies on the reinforced boiler to remain competetive"

"Nerf the reinforced boiler so its not worth taking!"

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 Post subject: Re: Gargant Big Mob list development.
PostPosted: Mon Sep 28, 2015 7:54 am 
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Interesting disscusion guys! I'm watching with interest. The idea of having to roll for using the reinforced boilers is very interesting, but it's not going to be so harsh so it could immobilize or destroy the titan.

I like the idea of rolling for each move (once on a advance, marshall move or engage , twice on a double and tree times on a march)., but it feels a little to harsh and bogged down mechanic still. I would rather have just 1 die roll for the whole move. And isn't it enough to just have the boilers stop working on a roll of 1? It makes the boilers a little more orky without damaging the formation.

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 Post subject: Re: Gargant Big Mob list development.
PostPosted: Mon Sep 28, 2015 4:12 pm 
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Well if the boilers stop working... isn't that the same as being immobilised? That was sort of my point from a "realism" (I know, I know) point of view. Balance and ease of play should trump that of course anyway, hence why I would advocate for the simpler versions we've floated.

If I understand Rug's suggestion correctly, it is simply that each time you use the ability, you roll on the fire damage table straight away, rather than the end phase? Ginger: in any case I don't see why you need to do a point of damage to cause a critical - that's just how criticals are normally caused.

kyussinchains: I think the discussion is generated by the fact that, if an upgrade is so important to the list, then it is a crutch and that doesn't represent terribly good list design. In particular having lots of "fast gargants" seems un-orky, hence the suggestions to make it a mechanic that doesn't seem so out of place. If the correct balance of risk and reward can be found, then it could even be given to all gargants for free which would sidestep the issue of "mandatory upgrades" entirely, although just making it something that doesn't look out of place added to several gargants in the army would be enough IMO.

In terms of overall power of the list, it is troubling if there is no working strategy other than having upgraded zippy gargants. Changes to the boilers rule could always be combined with tweaks elsewhere (e.g. better shooting, or something more imaginative).

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 Post subject: Re: Gargant Big Mob list development.
PostPosted: Mon Sep 28, 2015 6:54 pm 
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One other point of concern; this is something that people are likely to try to put into the standard Ork lists, which I suggest we ought to resist.

Kyrt wrote:
In terms of overall power of the list, it is troubling if there is no working strategy other than having upgraded zippy gargants. Changes to the boilers rule could always be combined with tweaks elsewhere (e.g. better shooting, or something more imaginative).
While I like the 'Orkiness' of this suggestion, I totally agree with this point. Indeed, earlier in the thread I was respectfully trying to suggest the same thing by making other changes to the list to make it more playable.


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 Post subject: Re: Gargant Big Mob list development.
PostPosted: Mon Sep 28, 2015 7:51 pm 
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You realize that the gargants being slow has nothing to to with the format of the list. It's the stats they've always had.

The stompas, lootas, killa kans, supa-stompas, gargants, great gargants and mega gargants all have a move of 15cm.
The only units that has more movement is the battle fortress (which in their current form can't be used by the Lootas since the formation is too big to fit in a fortress) and tve flak wagons you can upgrade the formations with.

So the list is slow. Veeeery slow. It's one of the drawbacks of the list. And it's very crippling to the goal to make it competetive since the game mechanics makes it kinda hard to be that without the possibility of moving around the table to grab objectives.

Theres a couple of ways to mitigate this drawback:

1. Put in more fast units into the list. This will make it more like the Ghazkuul list which isn't a great thing.
2. Make it possible for the gargants to move a little faster (a 20cm move isn't that fast by the way, do you guys think of a Gorgon as a fast unit too??) by introducing an upgrade like the reinforced boilers.
3. Make the Battle fortresses more usefull by making sure the Lootas can actually fit into them.
4. Put back Landas or even Drop Rocks into the list and make air assaults possible again. This option make the list waaaay to OP IMO since gargants and air assaults deep into enemy territory is a crazy powerfull list synergy.
5. Other options i haven't thought of...

As I said earlier, i agree that some kind of risk could be cool to include into the boilers upgrade, it feels very Orky. But to make it so bad that it stops a 6-800 formation from moving or blowing it up is just too much.

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 Post subject: Re: Gargant Big Mob list development.
PostPosted: Mon Sep 28, 2015 7:54 pm 
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And i think the list can work better if we can tweak the weapons more and make them more versatile and usefull.

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 Post subject: Re: Gargant Big Mob list development.
PostPosted: Mon Sep 28, 2015 8:04 pm 
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mordoten wrote:
4. Put back Landas or even Drop Rocks into the list and make air assaults possible again. This option make the list waaaay to OP IMO since gargants and air assaults deep into enemy territory is a crazy powerfull list synergy.


Gargants deploying via drop rocks!

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 Post subject: Re: Gargant Big Mob list development.
PostPosted: Mon Sep 28, 2015 8:08 pm 
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atension wrote:
mordoten wrote:
4. Put back Landas or even Drop Rocks into the list and make air assaults possible again. This option make the list waaaay to OP IMO since gargants and air assaults deep into enemy territory is a crazy powerfull list synergy.


Gargants deploying via drop rocks!


Haha, totally legit!

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