Re: [NetEpic ML] [v5.0] Ork army construction

From: Kelvin Henderson <kx.henderson_at_...>
Date: Mon, 22 Sep 2003 09:07:58 +1000

>Yar,
>I like this idea.

I also don't mind Yar's idea, but I think for now it should be an optional
rule rather than something that's canon.

>Rules for the Clans would vary.
>Goffs and Snakebites must have 5 support cards of
>infantry, boarboyz etc...

Must? MUST? No way. One already HAS to have a certain number of boyz
thanks to the very presence of the Clan itself. Now you want to tell
people they MUST buy more support Cards of boyz? The Clans will soon get
far too big for people to play!

Perhaps what you meant was that people could buy up to 5 extra support
cards (over the normal 5), but for each Clan they must be of a certain
type. For me, I'm not a fan of this. These extra cards should be
restricted to Boyz & Nobz. The Evil Sunz could also buy
Battlewagonz/Trukks, the Snakebitez could also buy Boarboyz and the
BloodAxez could buy Rhinos.

>I also belive that the Bloodax should be able to
>purchase some IG tanks and arty but at 1.5x normal
>cost or at normal cost but have a fumble rule like
>some of the Mekboy cards (Boss we can't shoot this
>right.

They can already purchase Land Raiders, so I don't have a problem with them
purchasing Looted Vehicles. No more expensive than normal IG vehicles, but
restrict them to buying a maximum of 2 vehicles per clan. Also, limit them
to the following cards: Basilisks, Leman Russes (only the basic type, not
Demolishers and such), Griffons, HellHounds, Baneblades and
Shadowswords. I can see all of these being used by the Blood Axes.

> > I've been putting together a new army format for
> > Orks, a little more in line with the fluff. I.e.
> > large hordes of greenskins led by a strong leader.
> >
> > Each Clan (Company-level) card allows one Special
> > and ten Support cards. Of the ten, one may be a Free
> > Card and five of them can only be Boyz. That is, you
> > can get five Boyz cards over and above the standard
> > five Support Card limit. This rule encourages large
> > hordes of Orks, streaming across the battlefield in
> > a green tide. It also prevents hordes of the nifty
> > special weapons Orks get - you can only get hordes
> > of Orks on foot.
> >
> > To simulate the need for a strong leader, you can
> > buy one or two clans with no problem, but if you
> > want three or four you must purchase a Warboss (or a
> > Gargant - player's choice). This does not count
> > against any of the Clan-allowed Special cards.
> > Likewise, if you want five or more clans you must
> > buy a "Warlord" card (again, or a Gargant).
> >
> > So a small army might be two Clans, two Cpecial and
> > up to twenty support cards (ten of which can only be
> > Boyz). A large horde would be five clan, five
> > special, a warlord (or Gargant) and up to 50 support
> > cards (again, 25 can only be Boyz).
> >
> > I haven't yet played with the idea enough to get a
> > feel for how unbalancing the increased support could
> > be. The break point of a clan of 19 Boyz & Nobz that
> > purchases 20 more Boyz is 20, probably more like
> > 23-25 with additional support. Like I said I'll have
> > to look at it a little more, but I wanted to get the
> > idea onto the list for discussion.
> > -Yar


-Kelvin....

"I feel like I am being nibbled to death by...what are those Earth
creatures called? Feathers? Go 'quack'?"
"Cats."
Received on Sun Sep 21 2003 - 23:07:58 UTC

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