[NetEpic ML] Re: Heresy and the problems with Orks

From: Peter Ramos <pramos_at_...>
Date: Sun, 24 Oct 1999 17:33:41 +0000

Hi!

Kelvin wrote:

> At 10:36 AM 10/24/99 +0000, you wrote:
>
> >> A: ork nobz and leaders are WAY overpowered.....they should have
> >> considerably less powerfull weapons
> >>
> >
> >I need to get you the updated lists, a lot has changed. The nobz are still
> >poweerful but you get only one the escort is noy orc boyz.
>
> I don't think they are WAY overpowered. Remeber that Ork Nobs are pretty
> limited in how many you have and what they can do (they've STILL got to
> command Boyz IIRC).

En masse they might be overpowering, but since Heresy requires the nobz to command
their units thus firing and aggressive attacks by command units is limited an
follhardy since this puts them in range for retaliation.

> >> B: malfunctions are fun and orky but take too much time.
> >> Sad but true
> >
> >I was afraid of that. I wait until I get some testing in it to see if it stays
> >or goes. I will probably simplify it further.
>
> I posted this the old list a while ago, but don't know if Peter got to see
> it, so I'm posting it here for all to see:
>
> One problem I have with the Ork rules though. I'm not keen on the Mekboy
> Tweaking & Malfunction rules. EVERYTIME an Ork model rolls an unmodified 1
> or 10, you've then got to roll an extra dice to see what happens! Now THAT
> Will slow down the rate of play terribly when there are Orks on the field
> and considering the numbers they normally appear in. I have an option for you:
>
> Make it like the old Mekboy Kards system. For every Mekboy unit on the
> battle field, the Ork player may make choose one (or maybe two) units (or
> squads or detachments or however you break it up) to make a roll for it on
> the Mekboy table. These are all good mods like your "10" result table.
> However, anytime a model or stand in the modified unit rolls an unmodified
> 1 or 2 something goes horribly wrong, so they roll on a table like your "1"
> result table. This way, the game doesn't get bogged down in endless
> rolling, Mekboy units become very special once more and the effects of the
> Mekboy Tweaking are unique and specialised, not affecting everything in the
> Ork force.
>
> Sound O.K. to you (Peter) and everyone else on the list?

This is real good and if there are no objections I will incorporate it to the ork
rules.

Peter
Received on Sun Oct 24 1999 - 17:33:41 UTC

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