OK, seal lifted. Be prepared, i have been writing for two months so i have a huge quantity of text written and ideas stored. It can overwhelm quite a bit. It can also sound negative and harsh because of the quantity of changes proposed but my opinion on this list and in your work and E&Cs is
highly positive.
First with typos.- The Missile is worded differently on the Gargant options and on the Mega Gargant and do the same, Grot Guided Missile and Grot Mega Missile. By NetEA ERC decision all weapon with the same stats have to have same name, so i would go with Grot Guided Missile or Grot Guided Mega Missile, make more sense.
- On the Missile, the wording for One shot is One
-shot or Single shot since the original rules by GW (it says One
-Shot on the Deathstrike and Single Shot on Special Weapon Rules).
- On the army options for the Lootas it says 0-1 Gunfortress but it is nowhere to be seen neither its attributes on the reference sheet. Delete it completely or if you keep the Gunfortress add it to the reference sheet and make it 0-2 so it can be used to transport the formation. There is the option of 1 Gunfortress and 4 Flakwagons but i see no harm done in 2 Gunfortress, as it won't turn into the same as in Speed Freks list because of the heavy need of activations in this list and the burden on points of the infantry. Truth to be told, i would drop the Uge on Lootas for 6k+ games sake because this list isn't about those but thats another topic.
- Ork Bommer: this is tricky and don·t know if calling it a typo or not: the Gun Turrets are AP5+/AA6+ and not AP5+/AT6+/AA6+ as always were in Landas. It seems you took the AT6+ part from 3.05´s Bommer Turrets and the name and the 3+1D3x shoots from the Gun Turrets from the Landa.
- Soopa Lifta Droppa. I know this came from a previous version like the previous typo but don't make much sense, so i think that it is a typo and it is S
upa Lifta
-Droppa, as has nothing in common with Soopa Guns. On the other side, and this isn't about typos, i would change the name entirely, as this isn't an improved version of the Lifta Droppa, it lacks the close combat attack and has shorter range, and there are many names out in Ork lore we could use instead. Most from the Mek Weapons or Heavy Weapons section in this link works fine.
http://wh40k.lexicanum.com/wiki/Ork_Weaponry_(List)
- Lifta droppa: it is instead Lifta
-Droppa, with capitals on the D and a - in the middle.
- Stompa: the Kombat Ammer is missing the ' before Ammer, so Kombat 'Ammer
- Head of Mork/Gork: wherever the two gods are called it is Gork and Mork, never the opposite. Well, maybe in the Gorkamorka game, amongst Morkists.
- Kill Kroozer: shouldn't it be 0-1 like in any other lists?
Second on the topics opened this week.Tiny-Tim wrote:
Finally the basic cost of the Gargants with a cheap weapon load seems too cheap.
Evil and Chaos wrote:
My broad thoughts would follow Tim's line of thinking. Gargants too cheap leading to too many WE activations to deal with, and the rallying boost seemed too good.
Well, right now they are just 25 points less than original, can be put back but i think that the issue comes from a different place: The weapons.
I noticed this when i was making weapons for this list, as it was hard to make the numbers of something around those two but afar from the 50 points weapons.
The two 25 points weapons (Mega Choppa doesn't exist compared to them) are way better than most of the others for their cost, except when a weapons for very specific task is needed.
The reasons behind this were to follow the lead by AMTL, the Gatling Kanon because the Gatling Blaster was upped to 6x shoots to compensate for deficiencies in AMTL list by making them more shooty and to up a bit the Warlord for AMTL and other lists too, and the Ripper Fist because
a single person said that wanted a weapon on par with AMTL's Close Combat Weapon. In both cases i double checked the information about their origin to be sure.
-- For the GK i think that the reason is bad because Orks and more the Gargants aren't known for excelling at shooting so to solve the issue its better to focus on its strenghts. Also it would be hard to upgrade the other weapons that come from Ghazghkull list to keep up to it.
I would drop it to 5x shoots.
-- For the Ripper is a clear case of list creep : AMTL has the Close combat Weapon because the Warlock has the Power Fist, but made 50% better damage wise to balance it with Warlock's bigger movement (Vaaish latter saw it was too much and upped its cost to the second rank so now is more or less OK), and the Ripper got upped over the damage of the AMTL one and cloned it and got its cost down to first rank, instead of opting for the more Orky close combat plus shoots on the same option like with the other Ork WE close combat weapons.
I would make it 50 points, down to +1D3 EA and add a weapon, probably a Kustom Kannon from Speedsta (30cm MW4+) as its the only weapon known between a Supa-Zzap and Big Gun.
Evil and Chaos wrote:
I'd also note that the Kustom Upgrade seems too cheap at 25 points (as Tim notes, swapping the lootas for another cheapo Kan formation would mean extra Power Fields for all his Gargants and Supa Stompas), and also that the Upgrades aren't all of the same utility: Some are great, some seem like you'd not take them.
Yes, i agree with you about them being cheap, but i think that the problem is that they would be taken a lot less if they cost 50 points, except for BTS, Transporta for experimental lists, and maybe Extra Armour Bitz for Supa-Stompa. Also this list reiles a bit on upgrades to work. So i think that the problem is granularity, even though it could work as a way so the less used upgrades ones are used more by comparison. Maybe the problem can be solved by nerfing in other place where its easier to do so.
In case of upping some to 50 points, i would do it with Power Fields, Extra Armor Bitz, More Dakka and Transporta. Flakka Dakka wouldn't be OK for 50 points even considering it is very hard to suppress, as it mostly works for placing a BM like Flakwagons do, and its still better to use Fightas cost wise. The last one, the Head was good till the Special Rule of the Special Mob Rule was included, but i do not think its cost should be raise to 50 even if things were like before.
mordoten wrote:
Without thge rallying boost for Gargants you have 700p WE:s rallying on a 4+ or 5+ (if enemy is within 30cm). With the rallying boost they now rally on a 3+ or a 4+ (if enemy is within 30cm).
I have a hard time seeing how +1 rallying bonus would be such a huge boost.
That's the problem, that the +1 isn't much of an advantage, so there isn't a reason to include it, much less in an army (Orks) that can deal with lots of damage and BMs and doesn't do well at rallying in most meta formations and much less it being an Special Rule of an Special Rule. So much trouble for so few.
Also, about the complaints, I've checked, and people that complained about them being bad at rallying is because they wanted AMTL in a Ork list, nothing else, and in my opinion that's no reason at all to change one of the basics of not only a list but an entire race.
But the biggest one is giving a +2 to Supa-Stompas:
- The Supas were too good to begin with, and are the only unit in Ghazghkull list that got its cost increased, and quite fast, in 2008.
- Have the shooting power of a Gargant for less than half the cost, and a bit less in shields and DC per point invested than Gargants, while being worse at breaking and rallying.
- I remember that the reason they weren't upped again to 300 in Ghazghkull list are the multiple downsides of having to take it with Stompas: Easy targeting, only good as BTS/very bad at activation wars, more prone to clipping, and still a bit fragile to damage and BMs for their points
by Ork standards.
Thats why they were at 325 when you took the list.
And now they have 3 advantages over the original.
- You can take them alone.
- You can take them in singles with no increased cost for single like in any other WE in the game with option for both.
- And the third lessens one of their weakness, being vulnerable to BMs, by using Extra Armour Bitz for just 25 points.
And with the Special Rule of the Mob Rule its other weakness are deleted and are also put them on par with Gargants which makes no sense fluff wise, would be passable for them having a +1 but not +2. Right now they are almost as flawless as a WE can be in an Ork army.
To summarize, my suggestion is to put them at 300 (+25 is the typical single overcost) and get rid of the Special Rule, or keep the Special Rule and put them at least at 325. Third option would be to rid of the Supa-Stompa Mob and put them back to being upgrades in Stompa Mobs but that would be too much of a nerf, both gameplay and army variety wise, being only interesting this latter option for the option of a Kustom Upgrade on a formation with more than one unit.
Evil and Chaos wrote:
Quote:
I'm very keen on having peolple giving me actual suggestions on upgrades but that hasn't happened very often.
My suggestions for a weapons pricing structure and upgrade choices are on record. ;-)
Please, do you remember where they could be? I've checked in the last two months all the threads about Gargant lists and i don't remember that.
mordoten wrote:
A big complaint with the old list was that Supa Stompas where very unrelieable due to them only rallying on a 5+/6+ when broken.
So making rallying better for the list was a very intentional move, because without it the list would not be playable (IMO opinion, i plated quite a few times with the list).
I admit that it was a big complaint from many, but as i said before that complaint came
mainly from those that wanted the same as AMTL, and each army has its strengths and weakness, this is an Ork list Gargant version not AMTL list Ork version. Rallying on 5+ or 6+ is the most common on Orks and i have lived with that for around 10 years with no problems as they are harder to break than most, a lot less of an Impact for Supa-Stompas as they are just 275 points, and Gargants and GG have a bonus already so no problem there.
Evil and Chaos wrote:
Quote:
A big complaint with the old list was that Supa Stompas where very unrelieable due to them only rallying on a 5+/6+ when broken.
Take 2 in a formation for the mob up bonus?
Hang about near a Great Gargant with the mob-up-lending bonus Upgrade?
Thought about that too but two in a formation i think is around the same or worse of a problem, it will be worse for activations, assaults, and to use Upgrades but it would be fighting more directly for the place with the Gargant (shooting vs breaking, rallying and assault). Could work if the Gargant gives only 2 support formation options. Go for my suggestions up in this post for the rest of my opinions on this.
Also, it is not written on the statistics, but the Head upgrade was used a quite a number of times before the Special Rule of the Specail Mob Rule was added, and people was quite pleased with it. After that almost no one took it. The use i think is the best is to put it on a Gargant with a Missile, so it will stay a bit behind the others as it has to stop to fire it and works as a rallying point, also as it will probably be the BTS it will be more protected that way both by staying back and by the units that rally using it.
Evil and Chaos wrote:
mordoten wrote:
Thanks! The gargant only recieves 1 fire regardless of the number of moves it does though. But i'll use that wording with some modification!
Oh. I thought the multiple fires for further moves was actually a pretty good balancing mechanism for eg: the +15cm speed on a March (for a distant Blitzgrab or similar).
It was like that before, made more sense and was mostly liked but there was one game were a Gargant was destroyed after the fires grew in number after a single Push'em Harder used on a double by doing to it 7DCs, and in other games were cases of 3 or 4 DC down due to fires after a single double.
The problem comes from that Orks rely a lot on Double actions.
kyussinchains wrote:
I'll take that list out for a spin this week
my own experiences have been very different, I find the list suffers from many of the same problems as the AMTL list, but with a comparative lack of speed and shooting power, I'm keen to try out the cheaper gargant builds to see if the extra activation makes a huge difference
From your words it looks that maybe it is because you compare it with AMTL, and play it close to how you would play AMTL. How about for a change of pace you treat it like an Ork list Gargant version and not as an AMTL list Ork version and see what happens? If you are not veteran in playing Ork lists, play a few games first with Ghazghkull list to get how they work.
Tiny-Tim wrote:
Other thing to remember with the last test was that it was two low activation armies playing each other.
We also discussed a list with 4 or 5 'cheap' Gargants in it.........
There are some battles on the statistics with 4 Gargants (none with 5 as far as i remember), you could check them and see how they fared, it will help with the discussion.
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There can be some errors in what i wrote, it is a big amount of text and i get myself lost there sometimes.