Tactical Command
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Feral Steam Gargant; how many weapons?
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=83&t=13885
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Author:  Man of kent [ Mon Nov 03, 2008 12:35 pm ]
Post subject:  Feral Steam Gargant; how many weapons?

Ok, so, Feral ork steam gargants allow you to take between 0-2 of either a Kombat Klaw or Supa Gunz; but the model has THREE weapons; so; does that mean you can take 2 gunz and still have a klaw and vice versa or are the amount of weapons on the model misleading and you may only take 1 of each or 2 of one type of weapon?
R>

Author:  Man of kent [ Mon Nov 03, 2008 2:07 pm ]
Post subject:  Feral Steam Gargant; how many weapons?

True...i'll have to get converting soon...

Author:  nealhunt [ Mon Nov 03, 2008 3:47 pm ]
Post subject:  Feral Steam Gargant; how many weapons?

It's 2 weapons total.  Basically, the model doesn't match the rules.

Author:  Warhead [ Mon Nov 03, 2008 5:34 pm ]
Post subject:  Feral Steam Gargant; how many weapons?

...Or the rules don't match the model, hmmm?.. WYSIWYG what ever happened to that?..

seems a bit odd to get someone to change a model instead of the rules.

Author:  Man of kent [ Tue Nov 04, 2008 9:57 am ]
Post subject:  Feral Steam Gargant; how many weapons?

things are cleared up in the Taccomm Handbook: 2 weapons max; 1 per arm

Author:  Warhead [ Tue Nov 04, 2008 12:52 pm ]
Post subject:  Feral Steam Gargant; how many weapons?

Very disappointing...

I guess if the rules change in the future you'll all just hack away at your models again until they fit the stats... as you please, but it makes little sense to me. Just a thought from an uppity NetEpic player who is/was thinking of giving E:A a try but still remembers the crapulence that was E40K... but don't mind me... none of my concern, eh?..

Author:  Warhead [ Tue Nov 04, 2008 1:10 pm ]
Post subject:  Feral Steam Gargant; how many weapons?

I know, but I bought the damn model and I want all the big honkin' guns on it to be allowed when I play it. It's a cool model after all and the 'belly' gun scares the wumen... I mean the more guns the better.

Author:  Warhead [ Tue Nov 04, 2008 1:23 pm ]
Post subject:  Feral Steam Gargant; how many weapons?

Ah, an aesthetic addition eh?..  :))

Sorry, but the points still valid. If I bought it and it has it on it making it an official weapon to my mind. So why is it not in the stats? Is it a GW blunder/oversight or is it a games mechanic as it was deemed overpowering on inappropriate on the Steam Gargant? The later would irritate while the former could be changed to the better. In my opinion.

Author:  Warhead [ Tue Nov 04, 2008 1:54 pm ]
Post subject:  Feral Steam Gargant; how many weapons?

I can accept it was a mistake and yes it's a nice bit of hardware for something else.

Ok, fluff wise here is my case for the change.
Gargants are the embodiment of the Ork gods Mork and the other one... Gork. The 'belly' gun has a symbolism all of it's own. The notion to build these, even if you are a tree swinging, head hunting Ferals is compelling, right?..

...So why when the Ferals get the urge to build it would they leave the big bit off?.. Wouldn't they get laughed at?.. Is there a female Gork/Mork that GW have failed to mention (Yes, I know they are spores so no females, just a joke) perhaps they should have 'chest' guns instead. (another joke)

If the normal Gargants, the living embodiment of the Ork Gods has one why would the Ferals who are all about the big orkyness shtick leave out a very important symbol... and Ork symbols have power, usually in a hitting or shooting kind of way. Therefore it should have stats and should remain on. Make sense? The prosecution rests...

Author:  Chroma [ Tue Nov 04, 2008 2:17 pm ]
Post subject:  Feral Steam Gargant; how many weapons?

Quote: (Warhead @ 04 Nov. 2008, 12:54 )

If the normal Gargants, the living embodiment of the Ork Gods has one why would the Ferals who are all about the big orkyness shtick leave out a very important symbol... and Ork symbols have power, usually in a hitting or shooting kind of way. Therefore it should have stats and should remain on. Make sense? The prosecution rests...

Uh... 'ere's da problem Boss.. ya, I knowz you wantz dat big shooty gun down der, and, it duz look dam Orky, but, well, you wantz da go placez with da Steama, roit?  Well, da Mekboyz can't finger outz where ta put da boilers if it ain't downz there, near da tredz... der ain't enough room fer a Grot to fit if we putz in both!

So, youz can have a Steama dats ded-shooty... and ain't goin' no where, or a Steama dats gonna git places, but iz only *mostly* shooty...

And don't bother shootin' any of da Mekz to fix dat... alredy tried dat... still didn't work!




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