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Oddboyz and ork mobs

 Post subject: Oddboyz and ork mobs
PostPosted: Mon Oct 15, 2007 1:21 am 
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(Hena @ Oct. 14 2007,16:37)
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You don't know much about the group here, so don't pretend that you do!

:D  I have faith in the rest of your group to see through your personal objections.

Sorry but this looks mostly like isolated pet army syndrome to me more than anything else. The same sort of thing happened when spirit stones were stripped from the eldar (but objections were much stronger to that).

Please read Neal's post again esp regarding oddboyz. So far I just haven't seen a good reasoned response to this.

Like Chroma says,  if it all works out as terribly as you and Nicodemus say then you will be able to say 'I told you so' with great glee next time around.

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 Post subject: Oddboyz and ork mobs
PostPosted: Mon Oct 15, 2007 6:58 am 
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(Chroma @ Oct. 15 2007,00:47)
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Why so much resistance to that? ?It's a *proposal*, for *testing*, not something set in stone.

I think it is much better to resist it now than when it is set in stone...

Reason everybody cares is that Epic IS great game. So when something is great and somebody changes it you can only make it better, or worse. Now these seems like that worse part. So of course we care and of course we try to stop it before it gets set in stone.

But like I said in "dreadnought transport"-topic, only way to get your opinion throught here is to use argumentation ad nausea, to repeat your opinion untill everybody gets bored and does your way. To that unfortunately I dont have nerves or time. So more Apocalypse and less Epic. And if these changes get to "official" state then I guess it is "unofficial" Epic for me. Unfortunately it gets quite annoying to try to play with new people when you have to explain to them why you dont want to play with official rules, so that narrows your playmates only to those who happen to dislike just the same "official" rules. And that is VERY limiting. And if tournaments starts to use official rules that you are not happy with...


I have had great time playing with my orks in the past years. I have lost when things were against me, I have won when dices rolled just the right way. I have played against orks many times. I have lost with orks, I have won with orks, ?I have lost to orks, I have won orks. Never I have thought that something could be wrong with them (apart from Supa Stompa) so these changes feels so unfair.


Oddboyz are good. Actually they are essential. They do make formations they are attached to at least twice as shooty. But the problem is that big guns alone are crap, gunwagonz alone are crap, so you _need_ something for them to make them not crap, and that is Oddboy. So they make useles formation usefull, even powerfull. If you upgrade gunwagonz and big gunz so you could use them without oddboy I could understand why oddboy too gets pricerise. Now you CANT take big guns or gunwagonz alone, they are just point sink and useless blastmarker placer. ?So, if you really really want to rise price of oddboy, then drop the points of big gunz and gunwagonz or upgun them. So that you could use them WITHOUT oddboy. Oddboy alone could easily be worth 75 points, but that crap you have to take with it is not worth _their_ points, together they have reasonable points/usefullness ratio.

Problem is not alone that Oddboy is so good, it is good because everything around it is so bad. You cant play without oddboyz, of more precicely; You cant play with gunwagonz or big bunz without oddboyz.

When something is essential and you then give it pricerise because everybody uses it, it just feels unfair. (Everybody drinks water, so water must be cheesy, lets give water pricerise)





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 Post subject: Oddboyz and ork mobs
PostPosted: Mon Oct 15, 2007 7:44 am 
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Nicodemus is quite right here. The thing is not that the oddboyz - when taken away from their context - should be worth 75 points. The problem is that the rest are utter crap - I have rarely seen an Ork army which have not taken all the oddboyz it can, as nothing else hits anything. So, if the cost of the oddboyz is increased to reflect its status point-wise, something should be done to other ork crap.

The real question here is that is a blitz brigade with one oddboy underpriced for 200 points, not about the cost of single oddboy. If the 200 point seem to be fine but oddboyz is seen as no-brainer here, make blitz brigade 125 points and oddboy +75.


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 Post subject: Oddboyz and ork mobs
PostPosted: Mon Oct 15, 2007 8:38 am 
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(Nicodemus @ Oct. 15 2007,05:58)
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So, if you really really want to rise price of oddboy, then drop the points of big gunz and gunwagonz or upgun them. So that you could use them WITHOUT oddboy. Oddboy alone could easily be worth 75 points, but that crap you have to take with it is not worth _their_ points, together they have reasonable points/usefullness ratio.

Ok now here is an argument that I might have more sympathy towards.

It relates to this thread - do Gunwagonz need a tweak in some fashion to make them more worthwhile?
http://www.tacticalwargames.net/cgi-bin....t=10746

I've had players in my own group suggest that big gunz should get an armour rating to help them out a bit (protection afforded by clunky ork gun/gun shield), amongst other ideas.

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 Post subject: Oddboyz and ork mobs
PostPosted: Mon Oct 15, 2007 9:21 am 
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Big gunz are a garrison unit anyway. They get the armour rating from possible cover. Same as Imperial infantry.

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 Post subject: Oddboyz and ork mobs
PostPosted: Mon Oct 15, 2007 9:48 am 
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(Soren @ Oct. 15 2007,08:21)
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Big gunz are a garrison unit anyway. They get the armour rating from possible cover. Same as Imperial infantry.

Difference being that Big Gunz can be very useful doubling, and getting into firefight and crossfire positions to help with assaults (which is what orks are all about in the end). The FF5+ can be pretty helpful.

But more just posting it as an example of ideas I've heard mentioned.

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 Post subject: Oddboyz and ork mobs
PostPosted: Sun Oct 21, 2007 6:25 am 
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I played with rpr yesterday with these ork nerfs. Boy were my troops castraded! Airdefence was a joke, Blitzbrigades were speedbumps, but I fielded for the first time normal warband in zzzapbattlefortresses, and liked them fluffwise, overprized though with these new proposals (200 warband, 125 battlefortress, 75 zzzap=400). I won by 200 points (?) after fourth round, but mainly because of insanely good dices and because rpr:s wraithguard just decided not to rally for 3 times in a row (while everyone of my orks did rally)!

Kult of speed were grrreat, I bet they are next gonna get pricerise just because they are worth their points... :)

Gunwagonz are not worht their points.

My list:
Big Kult of Speed 350

Big Kult of Speed 350

Big Blitz 250

Big Blitz 250

Warband 200 (435) BTS
Battlefortress 125
Oddzzap 75
Flak 35

Warband 200 (400)
Battlefortress 125
Oddzzap 75

Blitz 150 (285)
Gunfortress 135

Fightabomma 200

Landa 200

Warband 200
2 Nob 70


rpr had Iyanden, something like:
Phantom
Falcons w/ firestorm
Vampire
2 spirithost
1 Guardianhost
Warpspiders w/ autarch
Swooping hawks
2 bikermices from mars

What did I forgot?

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 Post subject: Oddboyz and ork mobs
PostPosted: Sun Oct 21, 2007 1:13 pm 
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Oddboyz can only go on Gunfortresses, Gunwagons, and Big Gunz.  Battlefortresses aren't allowed.

Nicodemus, can you explain the problems you had in more detail?  It looks like the difference in your list would be 50 points and a handful of Flak/Gunwagon swaps.  That seems like a pretty modest change for something that you've termed "castrated."

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 Post subject: Oddboyz and ork mobs
PostPosted: Sun Oct 21, 2007 1:41 pm 
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(Nicodemus @ Oct. 21 2007,06:25)
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Big Blitz 250

Big Blitz 250

What were in your Blitz Brigades?

I've found 8 Deth Koptas to be totally worth the points if going for a "pure" formation... and each of those Big BBs could've had 2 Flakwagonz each, and then 6 Gunwagonz, so how is that poor air defence?  And it looks like your opponent had a single aircraft, so why was it even needed, your F-Bs should've been good against a single Vampire...  just curious.

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 Post subject: Oddboyz and ork mobs
PostPosted: Sun Oct 21, 2007 4:05 pm 
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(nealhunt @ Oct. 21 2007,13:13)
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Oddboyz can only go on Gunfortresses, Gunwagons, and Big Gunz. ?Battlefortresses aren't allowed.

Ah, ok. Had not noticed. First time using fortresses this way.

____

I had only 2 Odds because after pricerise they are so expensive I tried to get along without them. My blitzbrigades could not hit anything, well how could they with AP/T 5+, after doubling AP/AT6+ (6 gunwagons as I had, could score 1 hit, or with advance 2 hits and because of low initiative it is very risky to advance). Compared to, say, predators: with 25 points more and you can shoot AND hit with 8 AT5+ and 4 AT4+ or 12 AP5 with better armour and initiative.

So they indeed vere castrated, they could only place blastmarkers (and help in assaults, but Kults are so much better at that), compared to old "normal strength" they could have actually destroy something (normal strength being maxium number of Odds).

And groundflak was indeed laughable, 2 Flaks will shoot 4 shots at AA6+, so they will hit 0 times. :)

Give me just one aircraft that should have any reason not to fly right througt that air "defence" (apart from blastmarker). In good old times I had 4 flakwagons, so they could actually score that one lucky strike (8 shots at AA6+, 1-2 hits normally), even then most of opponents just fly right throught (but then they bothered to see if could they fly around).

So I will keep my opinion of Gunwagons being not worth their points. Big gunz too.



Chroma: Yes, now my opponent had only one aircraft which was lucky because I had not groundairdefence. :)

My fightabommas usually are needed to take care of enemy artillery.

8 Koptas can be efective. But Gunwagons are not, neither 2 flaks. I had 2 flaks, 6 gunwagonz. So, Koptamob at 4 for 150, 8 for 250 and 12 for 350 seems good, wagonz at same price not.





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 Post subject: Oddboyz and ork mobs
PostPosted: Tue Oct 23, 2007 8:22 pm 
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You are declaring the Orks castrated after these two minor changes and one playtest game... Which you won.
***Can I request an eye-rolling emoticon?***

I find it humorous that these changes are made based on the best possible solution and almost always on a majority votes.  If you are in the majority you think, "Well, the majority should rule!"  And when you are in the minority you scream "Repressed!"

For what it is worth I think I've taken 1 Oddboyz in my last three Ork games.  ePilgrim has never fielded them to my knowledge.  Our games go about 50/50 win/lose even without the Oddboyz.  The change is fine in my book.

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 Post subject: Oddboyz and ork mobs
PostPosted: Thu Oct 25, 2007 7:10 pm 
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(Moscovian @ Oct. 23 2007,20:22)
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You are declaring the Orks castrated after these two minor changes and one playtest game... Which you won.
***Can I request an eye-rolling emoticon?***



Actually I ?declared that Orks are castrated even before I even playtested, playtesting just proved what I anticipated.

Did you read my post? ?"I won because of insanely good dice rolling, rpr:s (both) Wraithguard failed 3 times in a row their rally and I rallied everything every turn". Plus I used illegal Battlefortresses with oddboy (which seemed actually worth their points). And my Kults just rocked. But my castraded Gunwagons without oddboys or decent flak were crap, useles and crap (did I allready said that they were crap?). And they are what I meaned when I said that I feel my orks castraded.


And I think that "***Can I request an eye-rolling emoticon?***" was quite unnecessary. But kinda fits in this boards "not so friendly atmosphere". No wonder why very few bothers to "participate".





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 Post subject: Oddboyz and ork mobs
PostPosted: Mon Oct 29, 2007 4:59 pm 
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So... maxed out oddboyz are a problem.  It's a no-brainer to add them to virtually every Ork formation that can take them.  The proportional increase in firepower from Zzaps is greater than the point cost reflects.  Even rpr and Nicodemus agree on that.

Barring a point increase, what are other potential solutions?

Reducing the cost of the underlying formation to offset a point increase for the Oddboyz puts the increase in points proportional to the firepower increase but it causes other problems.  It assumes that the current formations are overpriced, but more importantly, it's the formations at the current price, with the oddboyz, that is the problem.  Keeping the same overall price doesn't address that.

Increasing the firepower abilities of the underlying units would reduce the relative increase of adding an Oddboy.  But it would necessitate major restructuring of the formation point costs across the entire army.

Reducing the Oddboyz' abilities would likewise necessitate extensive playtesting to make sure the new levels were appropriate and balanced against each other.  Still, to me this looks like the best non-point-cost answer.

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 Post subject: Oddboyz and ork mobs
PostPosted: Mon Oct 29, 2007 6:26 pm 
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I do like the idea of slightly larger Blitz Brigades.  5 or 6 in a formation might be a nice increase - 175 or 200, respectively.  Either would stop the premium they now pay at the basic formation size and drop the % discount for Big/Uge formations back in line with most of the other Ork formations.

I'm not sure that really solves the problem, though, at least not at 5/175 as you'd still have cheap Zzap brigades.

Gunzmob w/Oddboy at 175 points is also a problem.

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