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OGBM v3.0

 Post subject: Re: OGBM v3.0
PostPosted: Fri Sep 30, 2011 8:15 am 
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are you taking suggestions for other Big kustom bitz? it's looking a little bare at the moment.


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 Post subject: Re: OGBM v3.0
PostPosted: Fri Sep 30, 2011 8:22 am 
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Sure.

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 Post subject: Re: OGBM v3.0
PostPosted: Mon Oct 03, 2011 11:54 am 
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Tellyporta kannon - target formation immediately scatters 15cm and gains two bms. In the unlikely event that it happens, any units that scatter into impassable terrain are destroyed.

Dethkopta Crash pad - gargant may transport 0-8 dethkoptas.

Supa-Skorcha - is there a flame template still in EA?

Rokkit Pack - the gargant may bypass terrain during a move.

Pulsa rokkit - one use, roll for each AV in the target formation. on a 4+, add a BM.

Grotnaught - Gargant may add one grotnaught to the formation. weapon is lost as gargant needs an arm to hold onto grotnaught's chain, to stop it running away.

may add more if/ when i think of 'em.


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 Post subject: Re: OGBM v3.0
PostPosted: Mon Oct 03, 2011 12:34 pm 
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Random Suggestion: Delete Mekboy Gunzmob, and make the standard Loota Warband to be Six Boys, Two Grots, and 3 Big Gunz (200pts)?

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 Post subject: Re: OGBM v3.0
PostPosted: Mon Oct 03, 2011 1:06 pm 
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Here's what I'm thinking of as being v3.01.


Proposed Changes-
1- Mekboy Gunzmob, Snappa Mob, Stompa Mob, Landa deleted
2- Loota Warband changed to automatically have 3 Big Gunz in it
3- Loota Warband Oddboys given the ability to take Kustom or Big Kustom Upgrades
4- Downgraded Wyrdboy Tower from 2x shots to 1x shot.


1- In order to focus on the main themes as outlined by Neal (Gargants and "Mad Mek" stuff) I'm proposing pulling out units that don't help contribute towards that theme. I'd still like to delete Kans and Dreads too.
2- In order to emphasise that these are Mekkish Orks, they can have some Big Gunz as standard in their warbands.
3- Again, to beef up the "Mad Mek" theme. Yes this does allow you to have a Zzapp Gun with an attached Wyrdboy Tower, or even a Mekboy on foot with a Power Field generator. Lots of fun Mekky posibilities here.
4- On reflection, 2x MWAA shots was looking too good for 50pts, especially with that great 45cm range.


Reference sheet only, attached.


Attachments:
bigmob.pdf [32.07 KiB]
Downloaded 206 times

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 Post subject: Re: OGBM v3.0
PostPosted: Mon Oct 03, 2011 5:31 pm 
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Actually i think that Gargants will always be accompanied by smaller walkers.
Its the same as a Warboss will always be accompanied by lesser Orks.

As the Biggest Mek starts to construct the boggest Gargant everyone else starts to build walkers too. But not everyone is as rich/influential and only manages to build Stompas, Mega Dreads, Dreadnought or even only Killa Kanz.

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 Post subject: Re: OGBM v3.0
PostPosted: Tue Oct 04, 2011 4:00 pm 
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tower downgrade = agree.
landa gone? fine. there's a risk of it being a heavy air list otherwise.
merging the gunmob and the lootas? potentially ok. certainly changes the flavour.

loota mob change up - potentially agree. it makes it much harder to mechanise them, making the transport option more attractive

keep the stompa mob, maybe even give it minor kustom bitz at +75 ? IT FITS THE THEME.


snappa mob's aren't a problem; i think they'll be very hard to misuse, leave them in. (especially as they'll then be the only viable krew for a drop rok cos between the guns and the lack of nobz, the loota warband will hit like a dry sock. Add a Gargant CCW Mekjob, and they'll hit like a dry sock with a battery in it)

I'm still trying to break 3.0, and you're proposing 3.2!
maybe even 4.0 with those cuts.


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 Post subject: Re: OGBM v3.0
PostPosted: Thu Oct 06, 2011 3:25 am 
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If it's via an Oddboy - then it happens to a big gun unit and then the unit still counts as a big gun for transportation purposes. (0-1 per battlewagon)


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 Post subject: Re: OGBM v3.0
PostPosted: Thu Oct 06, 2011 3:55 am 
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i think what he means is 'what happens if the oddboy buys the transport option'

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 Post subject: Re: OGBM v3.0
PostPosted: Thu Oct 06, 2011 7:37 am 
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If the Oddboy buys the Transporta upgrade, then you end up with an Inf unit that can transport other Inf units... best to disallow the Transporta upgrade for Oddboys, I think. :-)

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 Post subject: Re: OGBM v3.0
PostPosted: Thu Oct 06, 2011 1:47 pm 
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Evil and Chaos wrote:
If the Oddboy buys the Transporta upgrade, then you end up with an Inf unit that can transport other Inf units... best to disallow the Transporta upgrade for Oddboys, I think. :-)


Or model an ork with reeeeeeealllly big hands.......


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 Post subject: Re: OGBM v3.0
PostPosted: Thu Oct 06, 2011 2:06 pm 
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given the wording of transporta, strictly speaking it cant transport anything because capacity is based on the number of DC, of which it has none

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 Post subject: Re: OGBM v3.0
PostPosted: Thu Oct 06, 2011 3:48 pm 
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Jeez, ok. Give the odd boy 2 DC1 hands then.


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 Post subject: Re: OGBM v3.0
PostPosted: Fri Oct 07, 2011 4:59 am 
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plus, even if you charitably strectch the defination and make the big gun 'count as' 1DC for the transporta upgrade, it's still cheaper just to buy a battlewagon.

I don't think it needs to be disallowed, becuase noone in their right mind would take it. Assuming they don't read the DC option.


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