Login |  Register |  FAQ
   
Post new topic Reply to topic  [ 9 posts ] 

Ork rules...

 Post subject: Ork rules...
PostPosted: Sun Dec 23, 2007 1:19 am 
Brood Brother
Brood Brother

Joined: Sat Dec 22, 2007 7:12 pm
Posts: 28
Location: Sweden
Hello everyone at tactical command,

Christmas is coming up and with that the yearly full scale Epic mayhem in northern Sweden (Ume?). We have polished our army lists and constructed new modular terrain to make the battle even more exciting.

Now, before we unleash the Orks against the puny humie scum we have of course some legal technicalities we have to sort out. Mainly effects of the wierd orc weaponry that is a bit sketchy in the rule descriptions. I?d really appreciate any clarifying rule imput on this. As allways I?ll provide a list of grievances we cannot unite behind.

1. The Doomdiver magna cannon. It can bring down anything in the air yes? Even a squat superheavy Overlord armored airship? This unit has a funky hit resolution table, but as I see it (as opposed to my anatgonist.. :)) this table does not apply. The  airship has to save a hit with a -2 or simply just go down in flames. Is that correct?

2. The ball round munition to the Ork Gut buster cannon. When the ball hits a shielded titan and brings down all the shields, it continues and also hits the titan itself and any units under the special ball template?

3. Now to the really complicated stuff... When a Mega-Gargant is charged by infantry and the infantry surrounding the Gargant gets counter charged by ork units in the same movement segment, how is the melee played out? Do the opposing infantry enter the gargant and just fight the crew, or is the melee outside the gargant resolved first, or is there a general melee involving all the combatants inside as well as outside the gargant?

4. Do all the rules for the basic magna cannon apply to the magna cannon fitted in the gargant Mork head? Ie. only CAF bonus in close combat for titans and the like. Also can enemy titans fitted with wreaker balls use those when affected by magna cannons?

Well, I guess that was that. I bet that more questions will show up further down the road.

Best wishes

Johan


Top
 Profile Send private message  
 
 Post subject: Ork rules...
PostPosted: Sun Dec 23, 2007 5:49 am 
Brood Brother
Brood Brother
User avatar

Joined: Fri Feb 14, 2003 12:46 am
Posts: 27069
Location: Edmond, Oklahoma USA

(gaskran @ Dec. 22 2007,19:19)
QUOTE
Hello everyone at tactical command,

Christmas is coming up and with that the yearly full scale Epic mayhem in northern Sweden (Ume?). We have polished our army lists and constructed new modular terrain to make the battle even more exciting.

Now, before we unleash the Orks against the puny humie scum we have of course some legal technicalities we have to sort out. Mainly effects of the wierd orc weaponry that is a bit sketchy in the rule descriptions. I?d really appreciate any clarifying rule imput on this. As allways I?ll provide a list of grievances we cannot unite behind.

1. The Doomdiver magna cannon. It can bring down anything in the air yes? Even a squat superheavy Overlord armored airship? This unit has a funky hit resolution table, but as I see it (as opposed to my anatgonist.. :)) this table does not apply. The  airship has to save a hit with a -2 or simply just go down in flames. Is that correct?

2. The ball round munition to the Ork Gut buster cannon. When the ball hits a shielded titan and brings down all the shields, it continues and also hits the titan itself and any units under the special ball template?

3. Now to the really complicated stuff... When a Mega-Gargant is charged by infantry and the infantry surrounding the Gargant gets counter charged by ork units in the same movement segment, how is the melee played out? Do the opposing infantry enter the gargant and just fight the crew, or is the melee outside the gargant resolved first, or is there a general melee involving all the combatants inside as well as outside the gargant?

4. Do all the rules for the basic magna cannon apply to the magna cannon fitted in the gargant Mork head? Ie. only CAF bonus in close combat for titans and the like. Also can enemy titans fitted with wreaker balls use those when affected by magna cannons?

Well, I guess that was that. I bet that more questions will show up further down the road.

Best wishes

Johan

Hi!

1. If it fails its -2 save, then yes, destroyed. Note however the overlord has a table for shots fired at it that you MUST use. So you opponent is correct and the table cannot be bypassed, otherwise the huge points cost is for naught. This weapon is still VERY effective against standard aircraft (the -2 modifier in most cases will destroy the craft), but overlord ships are unique and powerful units that cost a lot and some latitude must be given. Keep in mind that most shots directed at the overlord will require a save anyway and if a 6 is rolled its destroyed without a save!!.

2. Correct. The ball round is the most AWESOME gargant munition. It will hit ALL targets in the balls path template, knock down all shields and hit a titan or praetorian on its leg or equivalent area. Note a praetorian or titan in its path will "stop" the ball, so you can't hit a titan/praetorian and expect the ball to continue and hit units behind it, but it will squash smaller targets BEFORE it reaches the titan/praetorian and the ball stops. Provided of course the ball rolls far enough and is on target.

3. The player with the most models in the close combat decides the oder of close combat resolution. IF the ork player has the most models, he could resolve combat in such a way as to "spare" the crew of the mega-gargant. IF they opponent is the one who outnumbers, then he could preferentially select the crew as primary target.

4. Magna cannons cannot be fitted onto the head, only battlecannons and mork/gork heads can be head mounted. The magna cannon can only be mounted in the gutbuster area. Did you mean supa lifta droppers? They don't affect titan/praetorian units.

If you haven't done so the most updated rules are in the yahoo mailing list files section:

http://games.groups.yahoo.com/group/netepic/

Under the netepic 5 file folder.

Any more questions feel free to answer.

Primarch

_________________
Primarch


The Primarchload
Magnetized Titans Tutorial
Net Epic Gold
Heresy Rules


Top
 Profile Send private message  
 
 Post subject: Ork rules...
PostPosted: Sun Dec 23, 2007 10:14 am 
Brood Brother
Brood Brother
User avatar

Joined: Mon Mar 27, 2006 2:47 am
Posts: 3065
Location: Brisbane, Australia

(gaskran @ Dec. 23 2007,00:19)
QUOTE
4. Do all the rules for the basic magna cannon apply to the magna cannon fitted in the gargant Mork head? Ie. only CAF bonus in close combat for titans and the like. Also can enemy titans fitted with wreaker balls use those when affected by magna cannons?

Well, I guess that was that. I bet that more questions will show up further down the road.

Best wishes

Johan

4. I suspect you mean the Traktor Cannon in the (Goggle eyed) Gork head...yup, exactly the same as a standard Traktor Cannon :). ?If a Titan was successfully hit and you rolled a 1-4 for effect, it would not be able to use a Wrecker.





_________________
Fire bad, tree pretty - Buffy


Top
 Profile Send private message  
 
 Post subject: Ork rules...
PostPosted: Sun Dec 23, 2007 6:06 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri Feb 14, 2003 7:35 am
Posts: 5455
Location: Finland

(primarch @ Dec. 23 2007,06:49)
QUOTE
2. Correct. The ball round is the most AWESOME gargant munition. It will hit ALL targets in the balls path template, knock down all shields and hit a titan or praetorian on its leg or equivalent area. Note a praetorian or titan in its path will "stop" the ball, so you can't hit a titan/praetorian and expect the ball to continue and hit units behind it, but it will squash smaller targets BEFORE it reaches the titan/praetorian and the ball stops. Provided of course the ball rolls far enough and is on target.

You'll still have to use the hit location template, though, so it does not automatically hit the leg even if the ball itself did not deviate. And since the ball is skidding on the ground you can only choose to try and hit the lowest locations.

_________________
I don't know and I let who care. -J.S.


Top
 Profile Send private message  
 
 Post subject: Ork rules...
PostPosted: Mon Dec 24, 2007 4:23 pm 
Brood Brother
Brood Brother
User avatar

Joined: Mon Mar 27, 2006 2:47 am
Posts: 3065
Location: Brisbane, Australia
Interesting that the Gutbusta ball round does not have a Penetrating value....it is pretty good already though :)

_________________
Fire bad, tree pretty - Buffy


Top
 Profile Send private message  
 
 Post subject: Ork rules...
PostPosted: Tue Dec 25, 2007 6:26 am 
Brood Brother
Brood Brother

Joined: Sat Nov 17, 2007 3:23 am
Posts: 47
Location: Brisbane, Qld, Aus
While we're talking about Orkies, something that came up yesterday...the Shokk Attack Gun. Do the results listed for a Shokk Attack Gun apply to Titans??? The table says, if you get a hit and a double, the target is destroyed, no saves! This seems a bit harsh for a Titan. Same for hit and non-double - the targeted unit cannot fire at all this turn!

_________________
Rule 37 : There is no 'Overkill'. There is only 'Open Fire' and 'I need to reload'.
The Seven Habits of Highly Effective Pirates
from
Schlock Mercenary


Top
 Profile Send private message  
 
 Post subject: Ork rules...
PostPosted: Tue Dec 25, 2007 11:52 am 
Brood Brother
Brood Brother
User avatar

Joined: Mon Mar 27, 2006 2:47 am
Posts: 3065
Location: Brisbane, Australia
Hit+double is pretty rare.  For a templated target it is pick a location, scatter, then roll for damage (no save).  So bad, but not quite insta-destruction.

Hit+something else should be reworded so the "may not fire"only applies to things that could not have ignored the Snotties and fired out of close combat as per the newly reworded rule (IMO).

_________________
Fire bad, tree pretty - Buffy


Top
 Profile Send private message  
 
 Post subject: Ork rules...
PostPosted: Wed Dec 26, 2007 7:51 pm 
Brood Brother
Brood Brother

Joined: Sat Dec 22, 2007 7:12 pm
Posts: 28
Location: Sweden
Thanks guys!

You are right of course, I meant the traktor cannon. Btw I had another thought about the flyers rules, It?s stated the only AA units and infantry on FF can fire at flyers and floaters. In that sense other flyers cannot fire at each other, only engage in close combat. Is that so? In thet sense flyers/floaters cannot charge respond in any way.

Cheers

Johan


Top
 Profile Send private message  
 
 Post subject: Ork rules...
PostPosted: Thu Dec 27, 2007 3:02 pm 
Brood Brother
Brood Brother
User avatar

Joined: Mon Mar 27, 2006 2:47 am
Posts: 3065
Location: Brisbane, Australia
In the rules in the NE5.0 book you are correct, Flyers/Floaters cannot shoot each other....they can only close combat (dogfight) each other.  I'd recommend you try the alternate Flyer Rules as posted here and on the NetEpic Yahoo site....although Flyers still can't shoot each other :)

_________________
Fire bad, tree pretty - Buffy


Top
 Profile Send private message  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 9 posts ] 


Who is online

Users browsing this forum: No registered users and 18 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  


Powered by phpBB ® Forum Software © phpBB Group
CoDFaction Style by Daniel St. Jules of Gamexe.net