September 12, 2024, 12:14:09 AM

Poll

What Build do you think makes sense for the Savage gunship

30 points, no change
0 (0%)
35 points, no change
1 (20%)
35 points, Soopa Engines (rolls AAF speed normally)
2 (40%)
30 point, Soopa Engines
2 (40%)

Total Members Voted: 5

Author Topic: Orks... Flawed Ships  (Read 27968 times)

Offline lastspartacus

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Re: Orks... Flawed Ships
« Reply #90 on: December 23, 2010, 12:09:57 PM »
Savage is more of a 25 point ship than the Brute is.

Offline lastspartacus

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Re: Orks... Flawed Ships
« Reply #91 on: December 23, 2010, 08:03:02 PM »
Havn't had this question answered yet.  What exactly is the kind of reroll a warlord provides?

Offline Plaxor

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Re: Orks... Flawed Ships
« Reply #92 on: December 23, 2010, 09:58:19 PM »
Havn't had this question answered yet.  What exactly is the kind of reroll a warlord provides?

Same as the re-rolls available to any other fleet commander. So any leadership check.

Offline lastspartacus

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Re: Orks... Flawed Ships
« Reply #93 on: December 23, 2010, 10:02:52 PM »
So any ship in the fleet can use it.

Offline Plaxor

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Re: Orks... Flawed Ships
« Reply #94 on: December 23, 2010, 10:18:35 PM »
You know that's a decent question, as Chaos Lords can only use their re-rolls on their ship/squadron.

As it isn't mentioned as restricted that way, it is a fleet re-roll like any other. Although it would be a decent thing to get the HA to faq.

Offline lastspartacus

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Re: Orks... Flawed Ships
« Reply #95 on: December 24, 2010, 03:06:07 AM »
I wish that were true, but because of the multiple warlords, I assumed it was just ship/squadron.

Offline Plaxor

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Re: Orks... Flawed Ships
« Reply #96 on: December 24, 2010, 04:01:36 AM »
Rok theory, So I've been holding back on any thoughts for the Roks, but I've been thinking about them lately as I've been building the 'Flawed Ships' Pdf.

Here is a size chart from wikipedia:

It shows the number of asteroids that have at least the mean diameter listed in our solar system.

100m300m500m1km3km5km10km30km50km100km200km300km500km900km
25,000,0004,000,0002,000,000750,000200,00090,00010,000110060020030531

Presumably orks would use Asteroids at least 5km in diameter to build Roks. Which is plenty of space for anything and they are readily available.


So from Warp Rift these 'upgrades' could be garnered:

Weird boy towers (basically short ranged lances)
Launch Bays
Fire ship rules
Soopa engines

Now Soopa engines and Launch bays are easy. Launch bays would be Str 2 and replace heavy guns for +20? points. Soopa engines would reduce the strength of the guns to D6+2 but allow it full AAF rules.

Fire ship rules are pretty easy too, it would sacrifice all weaponry (maybe keep heavy guns) for the fire critical option.

The weirdboy towers I never really liked, as the idea of psykers manipulating huge ships in any significant way just seemed out of reach.

Anyways lets look at the points value of roks, smotherman doesn't go into how defences are calculated, but we can do some math to figure out how valuable the hull of a Rok Is.

For a capital ship with 5+ armor the average amount of FP needed to statisically do 1 hit is 7.41. For a rok this is 3.75 (a shit-ton less) Not only that nearly 1/6 hits will cause a critical and do an extra hit. However these could do more damage to the Cap ship, So 19/36 results on a standard critical will do at least 1 point of damage. Roks will take points from H&R, but this is a trade off as Cap ships could take multiple on some of the results. (this counts fire as one).

Ultimately this means that about 50% of criticals will cause extra damage on a capital ship, so to balance only 1/12 of the shots will do more damage than normal. Effectively this means that  the FP will be reduced to 3.55, divided by 7.41. So about 50% the survivability of an equivalent cruiser.

Meaning that a Rok looks like a 4 hit capital rather than an 8 hit one. Reasonable, as the cost is 80 points.

So Ultimately, the Roks are more like escorts than anything else.


Upgrades (Proposed):
May reduce strength of the Guns Battery to D6+2 and add soopa engines at no cost.
May Replace the ships heavy guns with 2 launch bays for +20 points.

Offline lastspartacus

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Re: Orks... Flawed Ships
« Reply #97 on: December 24, 2010, 04:29:41 AM »
http://s215.photobucket.com/albums/cc319/lastspartacus/RS%20Orks/

Ork fleet I acquired and converted in celebration of the RS Ork rules.  Unpainted and kitbashed from painted, nonpainted ships, and plasticard.
So its a bit bright with the white plasticard reflecting, but you get the idea of the 'armor plates'

1 assault kroozer, 1 hammer class, 3 kill kroozers, 2 terror ships.

Offline Plaxor

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Re: Orks... Flawed Ships
« Reply #98 on: December 24, 2010, 04:34:58 AM »
Nice, I really like the conversions. Lots of work.

Offline Plaxor

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Re: Orks... Flawed Ships
« Reply #99 on: December 24, 2010, 08:43:26 AM »
Just made an Ork fleet PDF, you can see the link in my signature in the Document 'ork fleets'.

Also I decided to go with this as the Rok's modifications:

May exchange heavy guns for Str 2 launch bays for +20 points.
May reduce the strength of the Guns to D6+2 and add soopa engines at no cost

Also if they are taken as planetary defenses they may be taken as Splody Roks
Basically they have the fireship rules and cost 40 points instead of 80. And they sacrifice all weapons to do this.
« Last Edit: December 24, 2010, 08:54:38 AM by Plaxor »

Offline Plaxor

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Re: Orks... Flawed Ships
« Reply #100 on: December 25, 2010, 11:43:44 AM »
So Nate just posted his Ork pdf and there are a few ideas that can be garnered from it: Klaws, and the Lite Kroozer has to be revised now... ugh.. Oh, Warlord upgrades for escort squadrons.

Anyways, in my document it details out one of the warlords as fleet commander, (or freeboota kapitan in the case of pirates), so these would  be 'fleet re-rolls' just like on a warmaster, and the subsequent characters' re-rolls would only be ship/squadron like chaos lords.
« Last Edit: December 25, 2010, 01:54:06 PM by Plaxor »

Offline lastspartacus

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Re: Orks... Flawed Ships
« Reply #101 on: December 25, 2010, 09:39:54 PM »
So does that confirm that current and normal ork rerolls are ship/squadron only?

Offline Plaxor

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Re: Orks... Flawed Ships
« Reply #102 on: December 25, 2010, 09:52:16 PM »
So does that confirm that current and normal ork rerolls are ship/squadron only?

In Nate's document each warlord gets to use it for his 'squadrons' which are all the ships purchased under one warlord. Basically each warlord gets 500 points of the fleet to use his re-rolls on.

Offline Plaxor

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Re: Orks... Flawed Ships
« Reply #103 on: December 30, 2010, 02:12:37 AM »
Was thinking about the Battleships, as I was considering turning the Kroolboy completely into a non-character ship.

Here is what the battleships would look like as one 'class'

Ork battleship (starts with Krooboy stats, but with D6+6wbs on each side) 255 points;

May exchange prow heavy guns with D3+2 lances @45cm for +30 points
May exchange prow heavy guns with str6 bombardment cannon@30cm for +20 points
May reduce the strength of its port and starboard guns by -2 and add soopa engines at no cost
May exchange prow heavy guns with Str D6+4 torpedoes for +10 points
May reduce the strength of its port and starboard guns by -4 and add 2 launch bays per side for +40 points


After those, there are the 'add ins':

May replace port and starboard heavy guns with D6+2 torpedoes at +15 points
May upgrade its hits to 14 at +30 points
May upgrade prow drills/ram spike at +10 points, (1 free damage when it contacts a ship friendly or enemy)
May replace p/s heavy guns with 'Grabba Klaws' at +15 points (Tyranid massive claws)

I probably won't do this but it is an interesting thought.

Offline Plaxor

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Re: Orks... Flawed Ships
« Reply #104 on: December 30, 2010, 10:23:08 AM »
Another thing for Ork Fleet lists:

Pirate fleets have strategy rating 3, but Waagh! fleets have strategy rating 2 as they are larger and slightly more predictable.

Also Orks can take the two new upgrades Drills/Spikes which cause 1 damage to any ship they ram or board (in replacement of guns) and claws which are the same as tyranid massive claws (in replacement of some port/starboard weapons).

The CL, I think that it should have this profile: (90 points)

Hits/Type    Speed/Turns   Shields    Turrets  Armor
6/cruiser      20/45                1           2      6+ prow/4+ sides & rear

D6 Prow Guns
4 Prow Heavy Guns
2 P/S guns
2 P/S heavy guns

May replace p/s guns with soopa engines at no cost
May replace p/s heavy guns with claws at (?)
May replace prow guns with drills at (?)
May replace Prow heavy guns with d6 torpedoes at +10 points
May replace P/S heavy guns with launch bays at +10 points

May upgrade its hits to 8 for +20 points.
May upgrade its speed to 25 at +10 points.