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Epic UK Ork changes

 Post subject: Epic UK Ork changes
PostPosted: Fri Sep 18, 2009 12:24 am 
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I've read the list and it looks good. Just a few comment if I may.

Wildboyz formations drop by 25pts is nice.

The idea of Including the Kommandos being inc in the bloodaxe warhorde was a great touch.

I read the above posts but, when I look in the list I can't see the cost for the powerfields inc in the armylist for the Gunfortress any where.

A old chest nut for me, was there any discussion about the Squiggoth's gaining the Walker ability?

Was there also any discussion on the Junka Brigades being changed or lower points cost, they just don't work for me.

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 Post subject: Epic UK Ork changes
PostPosted: Fri Sep 18, 2009 9:27 am 
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Thanks for all the replies guys.

Squiggoths - The problem with walker is that these beasts are carrying a great big howdah which makes them unstable, plus if we gave them walker then rough riders should lose mounted. Balance, balance, balance.

The powerfield upgrade is strictly for fortresses as neal has pointed out. I agree that it is probably the weakest option out of the three, but we didn't want to add in a further level complexity with pricing it differently nor did we want something that made it a must for the fortresses.

The primary role of a PF Fortress is to survive the initial shots of a game, I'm looking at sniping shadowswords, warhounds, vampire raiders. I also found it most effective when couple with a mounted warband and less so when used with blitz brigades.

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 Post subject: Epic UK Ork changes
PostPosted: Sat Sep 19, 2009 2:10 am 
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i think it's a great idea. and so what if it's not the best option. there are plenty of units in the game that are not used in tourneys but would be fun to play in more friendly games, this might be one of them.


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 Post subject: Epic UK Ork changes
PostPosted: Sat Sep 19, 2009 10:43 pm 
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Gunforts and Battleforts are an intruiging problem not least because they are WE and thus can be separately targeted within their formation. Loaded up, they are a prime target for Deathstrikes et al, and even unloaded a pre-emptive shot can reduce the formation to walking speed - which from the above seems to be the nub of the problem outlined by T-Tim above. All of which suggests that they are both under-protected and perhaps a tad overpriced. The point being that even normal AT fire can provide multiple hits against them and so likely to destroy them.  

TK weapons will provide an auto-kill without some form of powerfield protection - but these weapons are somewhat restricted so a moderate response is appropriate. IMHO RA would be justified, albeit 5+ (giving the same save as 4+), and I do like the Oddboys giving them powerfields though like Rug I wonder why not D3+1.

So, perhaps Neal and the UK team could expand on their views on the proposed improvements.

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