December 25, 2024, 07:15:10 AM

Author Topic: RS Ork Ruleset  (Read 15054 times)

Offline lastspartacus

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Re: RS Ork Ruleset
« Reply #15 on: December 15, 2010, 01:44:47 PM »
Tentative points costs down, hulk and roks incoming, commanders and upgrades incoming.

I need to know though, its kinda vague.  are they ship rerolls or fleet rerolls, on the warlords.

Offline lastspartacus

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Re: RS Ork Ruleset
« Reply #16 on: December 18, 2010, 11:53:38 PM »
Had a good test with 2 lunars and a gothic vs 3 kill kroozers and a warlord on one with maxed upgrades.

The Orks got smashed in the first 2 turns, lances and favorable torpedo volleys crippling one and causing thruster damage to another.
Orks managed to tough it out long enough to get in the 15cm band where they really shine, and were able to cripple a Lunar, though a combination of abysmal leadership, forced squadroning, and 15cm turns allowed for only one lucky boarding action, which the ork vessel lost (!?) due to the special orders it was on and the low hits it was at.  The Imperials were able to manouver away from boarding actions, finding orks with BM contact to be terribly easy to get away from.  The random criticals worked exactly as expected, a Kill Kroozer lining up more than once for a nasty 15cm broadside or frontal fire, only to have that arc knocked out for a turn >-<

All in all, the kroozer at least I find to be very balanced.  It amazes me when I look at its raw stats, but it may even be 5 points overpriced, as one on one a Lunar seems to decimate it.  One thing I can say though is that when slightly beefed up, Heavy Gunz did some impressive damage, though met by equally impressive brace rolls -_-

Next test will likely be the Assault Kroozer or the Terror Ship.
I am happy to say that while the capital ships are fun and characterful, their weaknesses I hope keep RS Orks an escort heavy fleet.
I am even thinking of 3 to 1 limitations on non-waagh fleet lists, like the cyclops cluster one, for escorts to cap ships.

Input wanted!  Especially on points costs.

Offline lastspartacus

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Re: RS Ork Ruleset
« Reply #17 on: December 19, 2010, 07:06:26 PM »
I'm even more unsure of how to price carriers.  The Terror Ship for instance is more costly than the Kill Kroozer, as is standard for carriers.
But is it right for RS Orks?  The Kroozer is effected more by the battleship movement, but the Terror has a 2/3 chance of 33% of its ordnance being knocked out, every turn.  The Kroozer at least will usually have the option to turn and bring another system to bear, but the Terror suffers an inescapable output reduction.  Still not sure about the Assault Kroozer either, but at this point its better too pricey than too cheap.
« Last Edit: December 19, 2010, 07:08:05 PM by lastspartacus »

Offline lastspartacus

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Re: RS Ork Ruleset
« Reply #18 on: December 26, 2010, 01:29:39 AM »
Run into some snags.  Would an ork hulk really be able to muster str3 level shields around the whole thing?  Would it really have a turret density of 6?

Without randomness, what would be reasonable for its bays and torpedos?

Offline lastspartacus

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Re: RS Ork Ruleset
« Reply #19 on: December 27, 2010, 12:15:54 AM »
New points tweaks up.

Offline lastspartacus

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Re: RS Ork Ruleset
« Reply #20 on: December 27, 2010, 12:56:34 AM »
Added Rok with what I feel is a better turning mechanic.  Edited Assault Kroozer.

Offline lastspartacus

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Re: RS Ork Ruleset
« Reply #21 on: January 12, 2011, 09:26:00 PM »
Fun idea for an optional rule.

"Wut you say?"

When a ship/squadron fails a leadership roll, they roll the SO dice and test again for the result.

Offline RCgothic

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Re: RS Ork Ruleset
« Reply #22 on: January 13, 2011, 02:56:12 PM »
What is the point in this wording:

"Ork capital ship may sacrifice 1 repair dice in the end phase to automatically repair one critical hit."

Given that no-one in their right mind wouldn't do this, why bother phrasing it with a "may"?

Also given how little difference one extra repair dice normally makes, does reducing it just needlessly complicate things? Revision:

"Ork Capital Ships automatically repair one critical hit in the end phase, in addition to those repaired by rolling repair dice."

Offline lastspartacus

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Re: RS Ork Ruleset
« Reply #23 on: January 13, 2011, 05:51:00 PM »
Good point RC.  Will edit that.

Offline horizon

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Re: RS Ork Ruleset
« Reply #24 on: January 13, 2011, 08:35:47 PM »
Fun idea for an optional rule.

"Wut you say?"

When a ship/squadron fails a leadership roll, they roll the SO dice and test again for the result.


iirc Warmaster Ancaris at Port Maw had the Ork rule that if they attempted a SO and failed the SO dice had to be rolled and the result that appeared will be executed.

eg, Orks want do a Lock On, Ld fails, SO dice is rolled --> Burn Retros.

Offline lastspartacus

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Re: RS Ork Ruleset
« Reply #25 on: January 14, 2011, 01:47:45 AM »
Well thats interesting. So therefore its auto-passed?  One way or another, the Orks will get an SO?

Offline horizon

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Re: RS Ork Ruleset
« Reply #26 on: January 14, 2011, 04:09:44 AM »
Yep, but not the one they want ......


See it as a crowded Ork ship where an order is shouted and the ones receiving the message here is wrong...

Offline Plaxor

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Re: RS Ork Ruleset
« Reply #27 on: January 14, 2011, 04:44:18 AM »
Yeah, and the order is mandatory. So if you get CTNH you must attempt to turn twice, or BR you can't move over half your speed.

Offline lastspartacus

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Re: RS Ork Ruleset
« Reply #28 on: January 14, 2011, 11:16:20 AM »
That sounds like a lot of fun.  I suppose it does do a bit of time saving.  Without the potential to fail though, that will make for seriously crazy ork ships :)

And a 1/6 chance you get the SO you wanted anyway, so yay :)

I personally feel it should be an optional rule, like Dying Race is to MMS?

Offline Sigoroth

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Re: RS Ork Ruleset
« Reply #29 on: January 14, 2011, 11:56:25 AM »
On a roll of BFI I'd apply no orders.