August 05, 2024, 09:17:43 AM

Poll

How many points should an Ork Kill Kroozer be dropped to be considered Adequate/What other option would you think best for the Kroozers

0, It's fine where it is.
1 (10%)
5
0 (0%)
10
1 (10%)
15
2 (20%)
Other (More points/Different points system)
1 (10%)
Increase Weapon Batteries
4 (40%)
Give the ships more options
1 (10%)

Total Members Voted: 10

Voting closed: December 05, 2010, 03:46:15 AM

Author Topic: Poll For Ork Kill Kroozers/Ork Modification Evidence  (Read 8975 times)

Offline Plaxor

  • Full Member
  • *
  • Posts: 1106
  • Tyrant of BFG:Revised
    • BFG files
Poll For Ork Kill Kroozers/Ork Modification Evidence
« on: November 28, 2010, 03:46:15 AM »
This is a bit of evidence for how the community feels about the Kill-Kroozer. Just a research method. Note this is as per current HA ideas, including the 20 point +2 turret upgrade.

Anyways, current philosophies as garnered from the other thread (at least as far as the entirety of orks):

Increase ork firepower:
Admiral_d_Artagnan, Lastspartacus, Zelnik

Modification of Ork leadership:
Zelnik, Fracas

Heavy Guns Shift Change:
Masque

Reduction in cost:
Sigoroth, Plaxor (me)

Up turrets:
Fracas

Other (listed):
GrogDaTyrant (Tougher, Longer range), Lastspartacus (Remove randomness), Horizon (Shield Mod, Torps Standard), Lastspartacus (Turret Rules change/Upped)

Note that I don't agree necessarily agree with any of these. As well that I would think that the HAs would avoid anything weird/clunky.

Close to the end of faq 2010.
« Last Edit: November 28, 2010, 05:00:35 AM by Plaxor »

Offline Plaxor

  • Full Member
  • *
  • Posts: 1106
  • Tyrant of BFG:Revised
    • BFG files
Re: Poll For Ork Kill Kroozers/Ork Modification Evidence
« Reply #1 on: November 28, 2010, 05:44:55 AM »
All my previous evidence summarized/edited for current HA theories:

In all honesty it feels like Ork cruisers should cost about 10 pts less than they currently do.  With the Smotherman formula this equates out a Kill Kroozer to be 145 points, and terrors costing 175.

Mathematically 6 bombers attacking an ork cruiser results:
6.875 hits Ouch, especially when compared to an imperial or chaos cruiser, which only 2.5 hits are caused.  At three they would suffer 1.125


Escort math:
Note:  This doesn't account for the Brutes ramming capacity, which is indeed another factor, but for this it is ignored.

The Onslaught:
Ability to engage enemy/Maneuverability:  Brute>Onslaught by 79.2%
Firepower: Onslaught>Brute by 25%
Hits/Shields: Brute>Onslaught by 40%
Average: Brute>Onslaught by 19%

Possible solution here:

Increasing the Onslaughts FP to D6+1  would make Brute>Onslaught by only 4%
Further Reducing costs: At 30 Brute>Onslaught by 5.8%

Vs a sword
1 bomber has a 33.6% chance of killing an onlslaught, 2 would have 58.3% chance. Compared to the sword 1 would have a 10.5% chance, 2 would have a 26.8% chance.
1 torp from the front will kill an ork 8.8%% of the time, whereas from the side 25%,  a sword would die from the front/sides 8.325% of the time.
1 ac=25% chance of killing onslaught, 2 have 56.25% with the sword; 12.5%, and 37.5% respectively.

Strangely an Onslaught is 50% as survivable against  ordinance as a sword.

Hits/Survivability (Incorporating ordinance, and general playstyle): Sword>Onslaught by 44%
Firepower: Sword>Onslaught by 14%
Maneuverability/Area of Aquisition/Speed: Sword>Onslaught by 125%
Overall: Sword>Onslaught by 61%

Increasing firepower of onslaught by 1: Sword>Onslaught by 52.6%

Ships in fleets:

TS: 92% of fleets  (78% had at least 2)
KK: 64%   (23% had at least 2)
Slamblasta: 5%
Kroolboy: 0%
Gorbags revenge: 7%
Deathdeala: 31%
Hammer: 35%
Ramship: 54%
Onslaught: 7%
Ravager: 62%
Savage: 34%
Roks: 24%

warlord upgrades,
Powerfields: 42%
Mad Meks: 0%
Looted Torpedos; 28%
Maniak gunners: 0%
Mega-armor: 14%


Offline Zelnik

  • Full Member
  • *
  • Posts: 775
Re: Poll For Ork Kill Kroozers/Ork Modification Evidence
« Reply #2 on: November 28, 2010, 01:43:50 PM »
What normally frustrates me the most is that what normally is considered 'orky' in any ork army, fails to show itself here. yes orks are decent in boarding, but ramming? lets face it, they are pretty poor at due to their abominable LD. 

I think a LOT of their problems will be solved by the following:

Hammer Battlekrooza's bombardment cannon increased to 8
Heavy Gunz modified by range column shift
+1 (or even +2 if your feeling liberal) to ram an enemy vessel (krooza's and battleships only)

Offline fracas

  • Full Member
  • *
  • Posts: 882
    • WarMancer
Re: Poll For Ork Kill Kroozers/Ork Modification Evidence
« Reply #3 on: November 28, 2010, 01:54:10 PM »
i think orky leadership is fine as is

Offline Sigoroth

  • Full Member
  • *
  • Posts: 1386
Re: Poll For Ork Kill Kroozers/Ork Modification Evidence
« Reply #4 on: November 28, 2010, 02:13:05 PM »
I disagree with giving Orks a leadership modifier for ramming. Ramming is a complex manoeuvre and as such it is not within the Orks realm of particular talents. I'm certain that they'd like to ram, but their desires and skills are at odds in this case.

Anyway, they already get to automatically pass the AAF test, which significantly increases their chances. Other races have to make 2 leadership tests, Orks only need the one. This reflects both their enthusiasm and their incompetence.

Offline trynerror

  • Active Member
  • *
  • Posts: 58
Re: Poll For Ork Kill Kroozers/Ork Modification Evidence
« Reply #5 on: November 28, 2010, 03:50:41 PM »
The old FAQ gave ships the option to take a large base due to traktor field generators for no cost.

What about having the generators for a bonus on the LD check to ram, for say +5 points ? That way it improves the ability to ram, what would be the main purpose of such generators.


Offline RCgothic

  • Full Member
  • *
  • Posts: 795
Re: Poll For Ork Kill Kroozers/Ork Modification Evidence
« Reply #6 on: November 28, 2010, 11:33:46 PM »
An IN ship with an average leadership of 7.5 will pass 58% of command checks, or 34% of the double checks required for ramming.

An Ork ship with an average leadership of 6.5 will pass 42% of command checks, and ram successfully 42% of the time, succeeding 25% more often. That's what I call better at ramming.

Offline lastspartacus

  • Full Member
  • *
  • Posts: 1279
Re: Poll For Ork Kill Kroozers/Ork Modification Evidence
« Reply #7 on: November 29, 2010, 12:44:49 AM »
I have a question regarding the ork warlord rerolls.  It just says rerolls, and doesnt specify.  Can those rerolls be used by the whole fleet?

I can see a bonus to ramming being a warlord upgrade, tractor fields, as said.

Offline Admiral_d_Artagnan

  • Full Member
  • *
  • Posts: 1037
Re: Poll For Ork Kill Kroozers/Ork Modification Evidence
« Reply #8 on: November 29, 2010, 01:34:31 AM »
Keep the points. Increase the firepower. Simple. I mean really, a 5-10 point decrease would put the ship close to Strike Cruiser pointage. I don't really think that it would solve anything anyway and would become a crutch in future designs for Orks.

What do I mean by crutch? The cheap KK would now be the basis for any future Krooza designs making it hard to present the designs because people will always be comparing it to the KK.

The variable D6 weapon batteries should be around D3+3. I mean with D6. one would only be getting an average of FP3-4 WBs. If one is unlucky, one even can get a 1! The D6+2's should go up to D6+4. I don't think it would present a problem too much unless the KK can get within 15 cm.

Offline lastspartacus

  • Full Member
  • *
  • Posts: 1279
Re: Poll For Ork Kill Kroozers/Ork Modification Evidence
« Reply #9 on: November 29, 2010, 01:59:45 AM »
Do away with that stupid mechanic anyway.  Yuck :)

Offline Plaxor

  • Full Member
  • *
  • Posts: 1106
  • Tyrant of BFG:Revised
    • BFG files
Re: Poll For Ork Kill Kroozers/Ork Modification Evidence
« Reply #10 on: November 29, 2010, 03:16:16 AM »

The variable D6 weapon batteries should be around D3+3. I mean with D6. one would only be getting an average of FP3-4 WBs. If one is unlucky, one even can get a 1! The D6+2's should go up to D6+4. I don't think it would present a problem too much unless the KK can get within 15 cm.

Yeah... Really the randomness of orks should as least be able to hit IN and Chaos standards. Right now the max a KK can get is 8? 2 less than any IN/Chaos cruiser with primarily WB. And the average is 5.5? about half of those similar cruisers.

HAs have decided that Orks shouldn't really have any future capital ship designs, as the two cover the two main ideologies of ork ship building.

Offline Plaxor

  • Full Member
  • *
  • Posts: 1106
  • Tyrant of BFG:Revised
    • BFG files
Re: Poll For Ork Kill Kroozers/Ork Modification Evidence
« Reply #11 on: November 29, 2010, 03:21:09 AM »
Reset the voting after adding more options.

Offline Sigoroth

  • Full Member
  • *
  • Posts: 1386
Re: Poll For Ork Kill Kroozers/Ork Modification Evidence
« Reply #12 on: November 29, 2010, 04:02:14 AM »
Perhaps the Orks should get extra repair dice, or be unaffected by BMs for repair, to reflect their ability to get their own "tech" to work (when no one else could) but then also be more susceptible to breakdowns. Say, each cap ship takes a single port/strbrd/prow weapon crit on a 5+ at start of turn. Then beef up their cap-ship guns a bit. So when they get to shoot at you you get a hammering, but maybe they can't shoot that turn. 1-2, port, 3-4, strbrd, 5-6 prow. Has to be repaired as normal.

Offline Plaxor

  • Full Member
  • *
  • Posts: 1106
  • Tyrant of BFG:Revised
    • BFG files
Re: Poll For Ork Kill Kroozers/Ork Modification Evidence
« Reply #13 on: November 29, 2010, 04:34:27 AM »
Perhaps the Orks should get extra repair dice, or be unaffected by BMs for repair, to reflect their ability to get their own "tech" to work (when no one else could) but then also be more susceptible to breakdowns. Say, each cap ship takes a single port/strbrd/prow weapon crit on a 5+ at start of turn. Then beef up their cap-ship guns a bit. So when they get to shoot at you you get a hammering, but maybe they can't shoot that turn. 1-2, port, 3-4, strbrd, 5-6 prow. Has to be repaired as normal.

It's another weird mechanic. Besides orks already are slightly better at repairing criticals with more hits, and they kind of have a way to represent that their weapons might not always work with the random dice. If this is rolled at the beginning of the turn it would be different than when the ship wants to fire, making the ork player able to decide to maneuver differently to compensate etc.

Offline Sigoroth

  • Full Member
  • *
  • Posts: 1386
Re: Poll For Ork Kill Kroozers/Ork Modification Evidence
« Reply #14 on: November 29, 2010, 04:52:16 AM »
It's another weird mechanic. Besides orks already are slightly better at repairing criticals with more hits, and they kind of have a way to represent that their weapons might not always work with the random dice.

The Orks typically have more hits but only repair at the same rate as any other ship with the same hits. The Ork BBs repair no better than an IN BB for example. Anyway, since people find random fire too clunky and a right column shift to be too pointless (may as well do without it and give them less firepower since this is what it amounts to) then the extra repair/extra crit capability/susceptibility is a way of encapsulating Orky character and potential while maintaining a semblance of balance. I say semblance because I don't know just what levels of firepower increase we're talking about nor how good the crit/repair mechanism would be at balancing this.

Quote
If this is rolled at the beginning of the turn it would be different than when the ship wants to fire, making the ork player able to decide to maneuver differently to compensate etc.

So are you suggesting that, if it were taken on board, it should be rolled at the beginning of the shooting phase after the Ork player has manoeuvred?