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Ork units

 Post subject: Ork units
PostPosted: Fri Feb 01, 2008 10:36 pm 
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You still have a typo for zapp gunz.  They are (D6+1)+.  you have missed the AP and AT bit.

I also like the rule for the lootaz, how you roll once per formation, much quicker.

By the way, where are the bolt on big shootas? :D

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 Post subject: Ork units
PostPosted: Sat Feb 02, 2008 12:29 am 
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The Battlewagon has bolt on Rokkit Launcha and a bolt on Big Gun :D

I uploaded Version1.1.1 (see first posting)
Zzap Gun has now 30cm AP(D6+1)+/AT(D6+1)+ Lance





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 Post subject: Ork units
PostPosted: Sun Feb 03, 2008 3:03 pm 
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Version 1.2 is up.
Added Nobbikes.
Adjusted Dakkaguns to the correct to-hit value.
Changed the Twin Big Guns on Warbuggies and Wartracks to the correct name Twin Big Shootas.
Made the Deffkopta a Light Vehicle with Twin Big Shootas (it has no Armour Value but two Wounds, same as the Space Marine Attack Bike)





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 Post subject: Ork units
PostPosted: Wed Feb 06, 2008 5:34 pm 
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Also, speed of the Killa Kans is 30cm, should be 15cm

Really like this list. I'm definately gooing to use it. Too many copouts in the rulebook army stats I'm afraid. No mech speedstas indeed!!


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 Post subject: Ork units
PostPosted: Wed Feb 06, 2008 5:43 pm 
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(demigamer @ Feb. 06 2008,16:34)
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Really like this list. I'm definately gooing to use it. Too many copouts in the rulebook army stats I'm afraid. No mech speedstas indeed!!

I believe there are Speedstas in the Kult of Speed armylist on the Specialist Games website... it's an official expansion army for the Orks.

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 Post subject: Ork units
PostPosted: Thu Feb 07, 2008 9:30 am 
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(Chroma @ Feb. 06 2008,16:43)
QUOTE

(demigamer @ Feb. 06 2008,16:34)
QUOTE
Really like this list. I'm definately gooing to use it. Too many copouts in the rulebook army stats I'm afraid. No mech speedstas indeed!!

I believe there are Speedstas in the Kult of Speed armylist on the Specialist Games website... it's an official expansion army for the Orks.

Quite correct & Nob Bikers too.

Nice re-working of the new 40k stats, but i won't be rushing to change anything in EA just yet.

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 Post subject: Ork units
PostPosted: Thu Feb 07, 2008 3:48 pm 
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Yes, had a perusal of speedfreaks. Yup, things that should be in ONE replete ork list along with weirdboys and boarboys and all the other stuff. Not barred from choice because you are not running Feral Orks or Speed Freaks or Ghazghkulls Horde.


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 Post subject: Ork units
PostPosted: Thu Feb 07, 2008 4:02 pm 
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(demigamer @ Feb. 07 2008,14:48)
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Yes, had a perusal of speedfreaks. Yup, things that should be in ONE replete ork list along with weirdboys and boarboys and all the other stuff. Not barred from choice because you are not running Feral Orks or Speed Freaks or Ghazghkulls Horde.

Actually, the whole point of the EPIC army lists is that you must deal with "limitations", as each list is supposed to represent a specific *type* of army under the heading of each race/faction.  As Jervis said, "An army list is defined both by what it can take and by what it can't take."

Realize that the army lists are specifically for the "Tournament Scenario" for playing balanced/fair games with strangers; they can be used for other purposes, but the limitations in them are designed around that basic idea.

When playing with your mates in friendly games, you're free, with their consent, to mix-and-match as you like.

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 Post subject: Ork units
PostPosted: Thu Feb 07, 2008 9:21 pm 
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Great list, but I have one small irk about it.

What self respectiing Ork is going to let a bunch of grots take up any REAL transport space?  :D

I thought the transport so many orks and you can have a unit of grots clinging on for dear life too rule was a very thematic approach to the E:A Ork list ... and I don't see why you would waset space on gretchin otherwise on your wagons.


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 Post subject: Ork units
PostPosted: Fri Feb 08, 2008 12:59 am 
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In Wh40k Gretchins use up transport space :D This is the only reason i did it this way...for now ;)

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 Post subject: Ork units
PostPosted: Sat Feb 09, 2008 9:35 am 
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I've had a thought about the nobz and mega nobz.  Should nobz become a character upgrade for units giving them +1 CC attacks and leader.  To represent lone nobz takin'g charge of da boyz, and mega nobz stay as a unit but lose leader (they are to busy showing off to each other to tell the otha boyz what to do.

This makes modelling them easier.  A stand of nob models are mega nobz and a single nob with a load of boyz is a normal nob.

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 Post subject: Ork units
PostPosted: Sat Feb 09, 2008 11:37 am 
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This would open the door for Space Marine Veteran Sergeants and Imperial Guard Platoon Leaders.

But yes modelling is an issue. But in the Ork Character Pack there are Nobz in armour which look quite similar tothe plastic ones and unarmoured Nobz.
So strangely you should have plenty of Meganobz (plastic) and a few general Nobz :)
Else clip off the back banners of the plastik Nobz for Nobz and leave them attached for Meganobz.

For the Big Mek use the old Shokk Attack Gun model obvioulsy :)

I don't know how to represent Burna Boyz and Tankbustaz.
Perhabs adding a Mek character to an Ork Boyz stand withour heavy weapon to show that this are Burna Boyz and to a Boyz stand with heavy weapon to show that this are Tankbustaz

Lootaz could be a stand with 5 heavy weapons.

'Ard Boyz could be 4 Orks and a Nob.

Flash Gitz could be a stand of 5 orks without a heavy weapon

For the Big Gunz:
Old Pulsa Rokkits could be Lobbas.
Smasha Guns could be Lobbas or Zzap Guns
Tractor Cannons could be Zzap Guns
Splatta Cannon could be Kannons

For Nobbikes you have to clip off the backbanners of Nobz and gule them to Warbikers.

Battle Wagonz are oen-topped Battle Wagonz .
Gun Wagonz are enclosed Battle Wagonz

Leman Russ or variants could be enclosed Looted Wagonz
And you have to do some modeling if youwant an open-topped Looted Wagon.

I think that covers it :)





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 Post subject: Ork units
PostPosted: Sun Feb 10, 2008 4:49 pm 
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(Chroma @ Feb. 07 2008,15:02)
QUOTE

(demigamer @ Feb. 07 2008,14:48)
QUOTE
Yes, had a perusal of speedfreaks. Yup, things that should be in ONE replete ork list along with weirdboys and boarboys and all the other stuff. Not barred from choice because you are not running Feral Orks or Speed Freaks or Ghazghkulls Horde.

Actually, the whole point of the EPIC army lists is that you must deal with "limitations", as each list is supposed to represent a specific *type* of army under the heading of each race/faction. ?As Jervis said, "An army list is defined both by what it can take and by what it can't take."

Realize that the army lists are specifically for the "Tournament Scenario" for playing balanced/fair games with strangers; they can be used for other purposes, but the limitations in them are designed around that basic idea.

When playing with your mates in friendly games, you're free, with their consent, to mix-and-match as you like.

IMHO these deviant lists have been nothing but grief for EA from the start.

Each army should have a core list with all models/weapons available and pointed. It worked fine for prior editions of the game, it would work fine now.

I realise many people have put in tons of hours on these lists. I also understand many would be horrified by my suggestion. However, the fact remains it was a FLAWED descision which has impared the success of this edition.


but I figure this is not the thread to discuss it and may deserve a thread of it's own.


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 Post subject: Ork units
PostPosted: Thu Aug 28, 2008 11:33 am 
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Wheni get holf of Apocalypse Reload i will add the missing units from Apocalypse and Apcalypse Reaload too:)

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