RE: [Epic] Ork Help - long
> I was a bit surprised by the lack of response considering the amount
> the off topic ones started by others seemed to generate.
-------> add more Nazis. You'll get a wider response. Just in the
subject line should do it... : )
> > -----> You already have several painted. Unless you plan to fight
> big
> > big battles all the time, put him on the back burner until a hot
> idea
> > really grabs you.
> The reason I like to have 3 is so have selection of mountings so for
> right flank attack use the one with cannon and mekboy arm on left
> side etc.
> Also want to assemble this last one a bit special, planing on putting
> electric lighting inside him and do painting to very best of my
> ability and kind of use as showcase model. Not sure what clan to use
> probably Deatskull or Snakebite but my Deathskull Blue is a bit light
> so not sure about that.
-------> That's how it was (is) with me. Stuff may sit on the shelf for
years before I get hit with the inspiration to do something with them,
but they come out better in the end than forced stuff usually, too.
> > - Goff Mega Gargant
> > Painted - Evil Sunz Mega Gargant
> > ------> If you have the points, take one in every battle - they're
> good.
>
> Hmm didn't realise this. In SM/TL died lots of times and without
> gutbuster and becuase high point wern't worthwhile unless was large
> battle. May bear this in mind.
-------> One on the table in Sm was usually dead meat. Multiples would
help, but then it gets into a ridiculous amount of points. The penalty
for firing while moving was also a big problem. They were kinda neat ,
though...
> > - 3 Evil Sunz Great Gargants
> > (armed as per ones in Battle book supplement)
> > -------> If you will play any SM/TL at all, always take a Gargant
> Big
> > Mob and always take these guys - it's even more important if you
> will be
> > facing other titans, especially an Imperator - the Gutbuster is a
> > serious titan killer. For E40K, between all the Slashers and megas,
> > they're good but you won't take 3 too often.
> Kind of gathered this. Do any people use battlegroup ideas ie 3
> titans for price of 2 in E40k as house rule?
------> We haven't tried it, but it is tempting, as long as everyone can
do it.
> For SM/TL as house rule decided that could have Slasher Big Mob for
> 1200 points which made it bit more worthwhile.
> I did take the Great Big Mob most of the time for SM/TL allthough
> didn't allways do to well. I found the more Gargants I took the more
> likely I was to get to use them before they got killed by vortex
> missiles or plasma annhilators, problem with this is sometimes left
> me with not infantry.
-------> I hear that. Usually one goes down quick, while the other two
are busy breaking things. Works, though.
> We did use Titan Experience only problem was my Gargants died quicker
> than my oponents Titans so I got the raw end of the deal. I always
> seemed to be particularly unlucky at hitting with my ball rounds.
> I like the idea of War Engine restrictions and will try using this.
> Any good recomendations as to what level to use to make
> interesting(probably in percentage terms)?
-------> If you want a titan heavy game, make it about equal to the
non-war engine stuff. If you want to focus more on grunts, 1000 to 1500
points worked in the old game. Basically, enough to take one big titan ,
or a few small ones. With war engines added in, there are more options
for some armies under the new rules.
> One idea I toyed with using Titan Experience was you where only
> allowed a certain amount of Titans/Gargants. Once those had died you
> had to take other things instead. Never played this enough to see
> how would work out.
-----> I like -in small campaigns- to have everyone pick all
their forces ahead of time . With SM/TL it was't too hard, just decide
how many cards of any given type you wanted(If the card wasn't broken,
you got enough back to restore it to full strength. If it's broken, then
any surviving stands go into a replacement pool for later to use with
other broken units). We did this with several "no production" or
"limited production" campaigns and they were very interesting.
Might be intersting to force War Engine Choice ahead of time
with no production, but allow others to just be point totals and allow
replacements (basically your force lands with these War Engines, and
there aren't production facilities available to replace them.I'd put a
few other things, like vortexes, in this category too). This makes it
feel a little "darker" too, as in later battles your big stuff gets
kinda scarce and that experienced gargant krew is too valuable to just
throw away on a last turn charge.
> > --------> These guys don't exist in E40K anymore. In SM/TL, madboyz
> are
> > great (free) - use the spare slots from a mega-gargant to fit 'em
> in.
> > Never liked Wildboyz, I mixed 'em in on stands with regular orks as
> > snakebites
> I liked wildboyz as were cheap for good CAF. Usually used two support
> cards worth with my Snakebites to Bolster them against marines.
> Usually took mad boyz even though rarely did much other than provide
> amusment factor.
>
--------> I know some people were big on wildboyz, just not me. The mad
boyz were fun, though, and if they did anything, well, hey, the're
free...
> I used to use them in Battlefortresses in SM/TL as seperate units for
> going of and securing an objective at least against limited
> opposition. Particularly usefull with a Gibletgrinda on an objective
> in a wood!
--------> This is exactly what I did too! Often added to my snakebites
or a kult of speed, along with a skullhamma for the triple-charge thing.
The Gib vs. Woods thing is good, too.
> The fact they are harder in CC in new version as well as jumpacks
> should make them more usefull and would like some more.
> >
------> The new ones look a little more distinctive too, with the packs
and all. I'm not sure where their permanent home will be, but they
handy. Blood Axes , too.
> > DEATHSKULLS
> > 3 Braincrushers
> > ------> These're just battlewagons now
> Yeah I know its a shame I liked these guys. Had house rule could
> shoot buildings as used to have same stats as quake cannon.
>
--------> Not a bad idea. Mine used to draw fire like a superheavy tank,
though, so once someone got into range they didn't live too long.
> > BLOOD AXE
> > 8 Rhinos
> > 6 Landraiders
> > ------> You lose these, officially. Could be battlewagons.
> I know its a bummer, not got enough vehicles to mechanise this clan
> anymore and looks wierd having them in detachments with other clans
> especially cause of the animosity and image of 'treachorous hummie
> lovin gits'.
--------> I've started Orkifying mine with spare bits from the
battlewagon sprue. The deathrollers fit right on the front of a rhino
with no trouble. Those big grabber arms aren't bad on LR's, either - cut
off cannons, stick on top or something, put one arm on each side.
> > EVIL SUNZ
> > 3 Spleenrippas
> > 6 Battlewagons
> > 3 Bowelburnas
> > 3 Bonebreakers
> > ------> All of these are battlewagons or bikes/buggies now.
> Thought the Spleenripas might count as Mek vehicle in new (cant
> rember where I heard that but somewhere).
-------> I really loved the spleenrippas. I could see a deathray
speedsta now...MagnaKannons might work that way also, as would
Braincrushas, now that I think about it.
> > GOFFS
> > Mag Uruk Ghazgkull Thraka
> > -------> E40K: Who? : )
> I know bummer, almost allways took him in SM/TL even tho may have
> been considered little cheesy but normally needed all the help could
> get.
--------> I took him once. Interesting, but I mainly used him
when I knew other spec characters would be about - Wolves and daemon
princes esp.
> > -----><Cough> I think you have a pretty good start...
> I was thinking of the new units not available in SM/TL particularly
> Flak Wagons, Wierdboys (infantry) and Fighter Bommerz
>
--------> A few of the new plastic sprues would definitely be worth it ,
for Stormboyz, blood axes, a few more bikes & boarz as well. Fair amount
of shooty boyz on there too. FightaBommas look plenty orky, so I'll end
up with a few, and you're right, the flakwagons are slick and somewhat
useful.
> The infantry wiedboyz where the main once I was wondering about, as
> well as all the warboss miniture I'll need. I just thought would look
> odd maybe with mix and to much hassle, time and money rebasing all
> the old ones.
-----> The only army I'm rebasing arer a few marines a few chaos and a
lot of Eldar, as I don't want to spend much on Eldar this time and I had
tons of aspect warriors I never finished, even though they were mounted.
It is a major pain.
> Yeah I guessed this, Skarboyz are only from Goff clan I thought
> anyway. How d'ya differentiate your skarboyz and do you use them
> much?
------> Right now I'm trying one Nob figure and 4 boyz to mark as
skarboyz, though I'm not thrilled at using my nobz this way. I know some
people just take all their boyz as skarboyz, but I only use them in
dedicated assault units, and even then it ain't _all_ skarboyz.
> I kinda saw Stompers more as Bad Moonz expensive vehicles with the
> nice big gun. Also as my BM's normally wern't mechanised meant that
> the 10cm move wasn't as much of a problem(changed to 15 E40k I
> think).
--------> That's always been the big problem with stompas and dreads -
too slow , yet non-transportable. I just keep em together as much as
possible, so that only certain units get slowed down. I'm doing one
mixed detach with one stompa and a few stands of boyz from each clan,
just as a general mob and to do something different. The structure of
the army lists makes it hard to put too many into one group. Everythig
else comes in units of 1-3, while dreads, stomps, and squigs come by the
each.
Chris Miller
Received on Tue Feb 24 1998 - 19:54:00 UTC
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