Tiny-Tim wrote:
Wow, thanks for the impassioned post.
Haha, no problem. I can always get passionate about games - the problem is getting
too passionate and coming on too strong. Let me know if I do that.

I've edited some bits of your posts to add [context] and avoid multiply-nested comments.
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You will find with all variant lists that there are several units and formations that remain the same as the main parent list. It is more general a case of what is removed rather than what is added which makes the list.
I see what you mean, but I think you need a bit of both - some things removed, some things added. If you only remove things, you've just got a less-flexible version of the same list. I'd like to see a bit more added.
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Brilliant, most people can’t stand [Mekboy Speedstas]
Interesting! In a list with no Expendable units, the Power Fields seem like a godsend to me - that's at least one hit that would otherwise be a kill (or two, on a transport) and an extra blast marker. Their shooting is still pretty good, and it's a full extra unit rather than a character upgrade. What's not to like?
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I’d turn up with a full army of buggies and play a ramming game against them – longer ranged shooting and better CC.
I've wondered about that, because people generally don't seem to rate Buggies very highly. Do you take all-Skorcha and all-Buggy kults, or mix them up? What sizes do you generally run?
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Yes the game is more focused on FF rather than CC, this has caused problems for more dedicated CC units – Howling Banshees and Khorne Berserkers for example. However we are talking about a list here that is almost fully dedicated to getting the Boyz into BtB contact.
I think that's part of my troubles - I can get the Boyz into BtB (sometimes), but without Grots to soak the casualties, they lose fights and break unless they're picking on things that are seriously weak. Trying to get into CC also means you can't do the roadside picnic thing with your transports - you have to stay in them. When the transports are Trukks, that means lots of dead Boyz.
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We have to try and keep some difference between the formations and this is the case with the addition of the Nobz.
Surely the difference in this case is that the formation is made up entirely of Warbikes, Buggies and Skorchas? None of the other formations can offer that, and the Biker Nobz wouldn't change it.
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Wow, you really don’t like them – The trukk is based off the Gorkamorka & subsequent Speed Freak trukk in 40k. It is a buggie chassis with a platform instead of a gun. Original stats had a big shooter on the front, but for the cost at that time they were too good.
I must admit to being biased by my exposure to modern (40k) Orks for so many years, where the Epic Battlewagon is the equivalent of a 40k Trukk, and the 40k Battlewagon (which my Speed Freeks used almost exclusively) has no real equivalent. It skews my perspective a lot. I'm also really not fond of the current transport rules being so deadly, and light vehicles just compound that by being way more vulnerable.
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Try thinking along these lines, from the Ghazz warband you are sacrificing two grots for 8 units which can transport you at 35cm per move, increase the formation size and at a push be rammed into the enemy all for the same cost.
You're losing a unit of Nobz, two units of Boyz and the two Grotz, so your net gain is only three units and (IMO) they're far less valuable. Plus you can put the Ghaz Warband in a Landa and throw them in the enemy's face at any time, with very little risk of getting hurt on the way.
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The big thing [with Warbands] is that you have to go Big & Uge if you want to really trouble your opponent, normal mobz can be fragile to say the least and I use these to only go after other small formations, like scouts.
Ah, taking larger formations is great advice, and is probably what I was missing about the unit. I'm not a big fan of that kind of 'gotcha' option (where the little version sucks but the bigger versions can be awesome - Stompas are a good example in the Ghaz list) but I can appreciate the power of a mounted horde. I'm currently running my Ghaz list mounted (some Warbands in Battlewagons, others in Landas) and the combination works well, but it's far too expensive to upscale. I'll try out some bigger mobs!
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Now, I’m going to upset people here as I don’t think that the firing from the trukk should be allowed and have dropped this from the EUK list.
How much difference does it make? Hitting on 7+ rarely produces any noticeable result for me. It does seem weird from a fluff perspective, though - surely all the Ork vehicles are open-topped, that's their thing. Apparently the game had an 'open-topped' rule at some point, but it was deprecated?
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The army is supposed to be a mounted force, Stormboyz can keep up but are just hopping and over a full day of Speeding would end up getting left behind.
But... they're not allowed to ride in any of the vehicles, so surely they'll still get left behind? The Warband just seems like the least likely place to find them - they'd hang around with the Deathkoptas and other light/flying stuff, wouldn't they? (Like the ones in the Ghaz list do.)
Side note - Warkoptas able to transport Stormboyz would be awesome.
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[Kill Kroozers and Battle Kroozers] are more set up for tournament play, but can be used as a great shock to regular opponents once in a while.
I can't imagine ever putting troops in a Battle Kroozer - arriving on Turn 3 (or 4, if your Space Marine opponent decides to block you with his Strike Cruiser) is just crippling. 150 points for a one-shot variable barrage that you have to aim before your opponent deploys just... doesn't do it for me.
What do they add specifically to tournament play?
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"Why can I take a Gunfortress in a Blitz Brigade but not a Battlefortress?" - But there are no infantry other than the Nobz upgrade in the BB so any self-respecting Mek will add more guns than have the transport capacity that isn’t needed.
Blitz Brigades can take any number of Boyz at +25 points each. That's a large part of what makes them awesome and the Ghaz version weak (though it sounds like the Warbands are even better if I can get over my hatred of Trukks).
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"Why can a Fortress Mob take Flakwagons, but not Battlewagons or Gunwagons?" - Because it is then just a BB set up back to front.
Well, if you take a Blitz Brigade and only select Flakwagons, it already is. Plus, as noted above, you can't take Battlefortresses in a Blitz Brigade. Anyway, the costings will still provide distinction - a Blitz Brigade will be a lot of tanks and one or maybe two Fortresses, whereas a Fortress Mob will be lots of Fortresses and a few support tanks.
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"Why can't my Warbands switch out their Trukks for Battlewagons?" - If you want to do that use the main list.
Fair call (though there's always the bit of my mind that goes "But what about when I want to do that
and take Scout Warbikes?"). It does rather leave the Battlewagons high and dry in this list - would you ever add them to a Warband? Their main advantage is extra transport, but everyone's already got a ride - Gunwagons are otherwise superior (except shooting AP within 30cm, sure), and Flakwagons have obvious additional utility.
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"Why can't I have a number of Warbike Outriders other than 5, 10 or 15? Why can't the Outriders bring Nob Bikerz with them?" - Problem comes here from the makeup of the Ork lists, if you go may add Outrider Bikes @ +35pts each, you let someone potentially have a massive formation of scouts that can cover the whole half of the table with their zones of control (been there tested that many years ago).
I'm more suggesting that you should be able to take any number of bikes between 5 and 15, not that you should be able to take more than 15. It just weirds me out that it works differently to every other Ork formation, since Orks aren't about rigid structures. Also - why no Nobz? If numbers are a problem, have the Nobz replace one of the regulars.
Also also, can't you still do the cover-the-board thing anyway? The formation isn't 0-1, so you can have as many as you like. Am I missing something?
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"Why can't I take any Grotz, anywhere?" - Again we are back to the SF theme, they have grots, but these are used to maintain the vehicles even in battle. You make the sacrifice to lose grotz to gain the speed. Otherwise the main list is there to include both (except trukks).
I can accept that - I just have no idea how Orks can win assaults without them.

Like, sure - you can have a massive formation with all the Trukks and Boyz in the world, but the enemy is only ever going to get within 15cm of
one of those units and allow you base contact (even then, it's quite possibly a skimmer). You might be able to inflict a couple of hits with your 6+ FF (Trukks don't even contribute), but you lost and now your unit's broken. Grots flip that situation on its head - you only got a couple of hits, but your opponent got
none. Winning!
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As is the case for most answers it is a question of balance as to why you can’t do most things, but I hope that the above helps to answer some of your questions/thoughts.
Definitely, it was very much appreciated and I've come away with some new ideas. Thanks for the input!