Tactical Command
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Arming gargants...
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=83&t=13418
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Author:  levinas [ Sat Aug 30, 2008 2:19 pm ]
Post subject:  Arming gargants...

Hi, a quick question for you ork generals. How do you like to arm your gargants? I liked the idea of the big CC weapon but it seems that with the gargant's slow speed that gettin into CC is almost impossible so unless it's taken defensively I'm struggling to see the point.

Would good opponents tend to charge a gargant?

Author:  The_Real_Chris [ Sat Aug 30, 2008 2:44 pm ]
Post subject:  Arming gargants...

Shooting and FF support typically, so 2 bp weapons for the magic BP 4 and one super zap.

GG's are similar with a straight choice between 2 templates and teh lifta dropper (so you get a CC weapon and a tk gun) or 3 barrage templates.

Author:  Legion 4 [ Sat Aug 30, 2008 8:01 pm ]
Post subject:  Arming gargants...

All my Titans/Gargants etc. are armed with ranged weapons ...  Shot first !  8v)   Would you put a ram on a battleship !? :alien:

Author:  levinas [ Sun Aug 31, 2008 11:17 am ]
Post subject:  Arming gargants...

Thanks Guys, that pretty much confirms my thoughts.

Author:  ragnarok [ Sun Aug 31, 2008 11:40 am ]
Post subject:  Arming gargants...

Quote: (Legion 4 @ 30 Aug. 2008, 20:01 )

All my Titans/Gargants etc. are armed with ranged weapons ...  Shot first !  8v)   Would you put a ram on a battleship !? :alien:

Yes I would.

The greeks and Romans did it

And it would of helped the Royalnavy in their psuedo war a couple of decades ago.  :laugh:

Author:  Legion 4 [ Sun Aug 31, 2008 6:41 pm ]
Post subject:  Arming gargants...

Well yes, but the Romans & Greeks didn't have 16in guns and cruise missiles ... And the Ballista & Greek Fire don't count ! :oops: :devil: :vD




Author:  Ginger [ Sun Aug 31, 2008 9:07 pm ]
Post subject:  Arming gargants...

Hey L4 . . . the Ironclads of the 1860's through 1890's also had rams, not least because with the lack of radio (and often a complete lack of Command and Control as well) anything could happen - and frequently did! :p

However, to the point, Shooty is better than Choppy here as it is extremely rare for a Gargant to get anywhere close to another WE - which is really what the 'choppy' is all about.

Author:  Legion 4 [ Sun Aug 31, 2008 9:16 pm ]
Post subject:  Arming gargants...

I think it depends on your tactical concepts of Titans/Gargants employment ... As I have said before, we see Titans as Heavy, mobile, fire support platforms.  Move the Titan(s) on the game board and start shooting at Enemy Titans until they are no longer effective. Enemy Titans are a priority target. Never shoot at anything else until the Enemy Titans are useless. Only move to get a better shot or to engage another Titan. Never let a Titan with close combat weapons get close enough to use them. Keep shooting at him as he tries to close ...  :ghost:  That's the way we do it !   :laugh:

Author:  Nicodemus [ Mon Sep 01, 2008 9:25 am ]
Post subject:  Arming gargants...

Quote: (Legion 4 @ 31 Aug. 2008, 21:16 )

I think it depends on your tactical concepts of Titans/Gargants employment ... As I have said before, we see Titans as Heavy, mobile, fire support platforms.  Move the Titan(s) on the game board and start shooting at Enemy Titans until they are no longer effective. Enemy Titans are a priority target. Never shoot at anything else until the Enemy Titans are useless.

Works like train toilet with Humie Titans, but with Gargants and their macrobarrage I see it little waste of effect... Gargants two soopa would only wound on 5 and only get 3 dice to reaver and 4 for warlord (and that zzzzap) instead of shooting all that to some big mixed formation. I think that fast zzzappy blitzbrigades are orks Anti-Titan specialists.

Playing with averages theoryhammer:

Warlord vs GG (GG has 9 shield, average)
Warlors starts: shoots 8 AT3, 6 hits and 4 AT4, 2 hits and VC 3TK hits (8 normal hits + 2 TK hits, shields down, 1 hit for GG (could be saved))
GG returns fire: Macro barrage gives 1-2 hits, Zzzap 2 TK hits (Warlords shields at 3 or 2)

Next, Warlord shoots again, 2 TK hit in and 9 normal (that one from previous round)
GG turn (he even may have to use Supreme to activate): 1-2 MW hits and 2 TK hits (warlords shields down, maybe even one MW hit in)

Warlord: 4 TK hit and 17 normal, so probably destroued GG, or broken.
GG: 1-2 MW and 2 TK, Warlord have 1 TK (that other went to shield) and 2-3 MW hits (that one from previous turn).

So GG would probably lose. AND if both would sustain, gg would only get one hit more at every turn (4 MW5+ to 4 MW4+, from Macrobarrage), but Warlord would get to shoot with 8 AT2+, 4 AT3+ and one TK1+ (10hits from AT)

Author:  Irondeath [ Mon Sep 01, 2008 12:42 pm ]
Post subject:  Arming gargants...

I believe Fighta-Bommers to be the shield-downing ork weapon of choice, then zzapping when the shields are gone.




Author:  The_Real_Chris [ Mon Sep 01, 2008 1:26 pm ]
Post subject:  Arming gargants...

Or suicide sckorcha.

Author:  The_Real_Chris [ Mon Sep 01, 2008 1:35 pm ]
Post subject:  Arming gargants...

Hena you clearly aren't a sckorcha commander - FF4+!

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