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![[Post New]](/s/i/i.gif) 2010/09/07 09:04:47
Subject: Ork Zzap Guns
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Bonkers Buggy Driver with Rockets
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Short Post: Ork zzap guns should be ordinance weapons.
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Paul Cornelius
Thundering Jove |
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![[Post New]](/s/i/i.gif) 2010/09/07 09:17:28
Subject: Re:Ork Zzap Guns
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Swift Swooping Hawk
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So you want Zapp guns to become SAG?
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WLD: 221 / 6 / 5
5 Dragons 2011: 2nd Overall
DT:80+S++G++M+B+I+Pw40k96++D++A++/mR+++T(T)DM+
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![[Post New]](/s/i/i.gif) 2010/09/07 09:21:32
Subject: Ork Zzap Guns
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Bonkers Buggy Driver with Rockets
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There's a lot more to a SAG than being ordinance (template, crazy results, warp-related fluff). Fluff-wise for the zzap gun, it's extremely dangerous, and should inflict ordinance-like damage -- if it works at all.
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Paul Cornelius
Thundering Jove |
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![[Post New]](/s/i/i.gif) 2010/09/07 09:35:41
Subject: Re:Ork Zzap Guns
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Swift Swooping Hawk
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Well the ZG is essentially a smaller SAG if you look at some of their rules.
Do you want the blast or do you just want the 2D6-pick the highest Armour Pen?
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WLD: 221 / 6 / 5
5 Dragons 2011: 2nd Overall
DT:80+S++G++M+B+I+Pw40k96++D++A++/mR+++T(T)DM+
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![[Post New]](/s/i/i.gif) 2010/09/07 09:44:41
Subject: Ork Zzap Guns
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Lord of the Fleet
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Making it a 3" blast would be ok but anything bigger would possibly make the SAG obsolete.
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![[Post New]](/s/i/i.gif) 2010/09/07 10:19:22
Subject: Ork Zzap Guns
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Bonkers Buggy Driver with Rockets
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All I am recommending is that the zzap gun be made ordinance, so that it can get the second dice against vehicles for armor penetration.
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Paul Cornelius
Thundering Jove |
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![[Post New]](/s/i/i.gif) 2010/09/09 05:17:56
Subject: Ork Zzap Guns
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Longtime Dakkanaut
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Valkyrie wrote:Making it a 3" blast would be ok but anything bigger would possibly make the SAG obsolete.
Ordnance and Ordnance Blast aren't the same.
As to the idea itself, it would make the Zzap Gun more competitive (good), but it would give Orks better long-range anti-tank (bad).
I say this because it seems some deliberate decisions were made to prevent Orks from making the long-range tank snipe happen.
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There's just an acre of you fellas, isn't there? |
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![[Post New]](/s/i/i.gif) 2010/09/10 00:03:32
Subject: Ork Zzap Guns
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Bonkers Buggy Driver with Rockets
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No, ork zzap guns need to be made to autohit like they used to.
Also, ITT, a lot of people who need to go look in their rulebooks at the difference between something being ordinance, and ordinance blast.
Hint, making zzap gun ordinance wont give it a blast template, alrge or small.
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This message was edited 1 time. Last update was at 2010/09/10 00:04:58
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3850 pts |
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![[Post New]](/s/i/i.gif) 2010/09/14 01:27:39
Subject: Ork Zzap Guns
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Irked Necron Immortal
On the train headin down to delicious town
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kill dem stunties wrote:No, ork zzap guns need to be made to autohit like they used to.
+1
This would make Zzap guns worth taking!
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loota boy wrote:Ah, I see you have run into the great Mephiston, Lord of Cheese! Not to worry, that block of chedder can be tied up easily with 30 boyz, can get his ass handed to him in a match with Ghazzy, and can be squigified with Zogwort. How satisfiying would that be? ....Squigfiston, Lord of gak...
grendel083 wrote:"Dis is Oddboy to BigBird, come in over."
"BigBird 'ere, go ahead, over." "WAAAAAAAAAGGGHHHH!!!! over"
"Copy 'dat, WAAAAAAAGGGHHH!!! DAKKADAKKA!!... over" |
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![[Post New]](/s/i/i.gif) 2010/09/14 04:34:54
Subject: Ork Zzap Guns
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Consigned to the Grim Darkness
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thunderingjove wrote:Short Post: Ork zzap guns should be ordinance weapons.
So you want a crappy weapon to be even crappier?
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The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog |
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![[Post New]](/s/i/i.gif) 2010/09/16 23:20:52
Subject: Ork Zzap Guns
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Longtime Dakkanaut
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Simple answer:
Zzap is strength 3d6, pick highest 2 values.
-On a double, lose a grot.
-On a triple, lose another Grot, but the shot is treated as Lance.
-On a value greater than 10, lose another grot, but the shot is AP 1.
Nothing like idiotically unpredictable weapons for anti-tank with high power output, no?
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This message was edited 1 time. Last update was at 2010/09/16 23:21:17
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![[Post New]](/s/i/i.gif) 2010/09/22 01:33:22
Subject: Ork Zzap Guns
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Longtime Dakkanaut
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So 3/12 grots lost for a triple 6? Better allow them to get more crew if you want that to happen....
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"There's a difference between bein' a smartboy and bein' a smart git, Gimzod." - Rogue Skwadron, the Big Push
My Current army lineup |
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![[Post New]](/s/i/i.gif) 2010/09/22 05:00:39
Subject: Ork Zzap Guns
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Homicidal Veteran Blood Angel Assault Marine
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Hmmm... Strength 3 and I lose a grot.
Sounds fun!
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![[Post New]](/s/i/i.gif) 2010/09/22 06:09:43
Subject: Re:Ork Zzap Guns
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The Dread Evil Lord Varlak
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There are all sorts of ways to make zzap guns much better, MagicJuggler gives a really good example, but there is no way to make the Zzap gun better at AT without making the Ork list work. These are opposing goals because the Ork list is built around the idea that Orks have weak ranged AT. It's how they fit in the current tactical environment.
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“We may observe that the government in a civilized country is much more expensive than in a barbarous one; and when we say that one government is more expensive than another, it is the same as if we said that that one country is farther advanced in improvement than another. To say that the government is expensive and the people not oppressed is to say that the people are rich.”
Adam Smith, who must have been some kind of leftie or something. |
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![[Post New]](/s/i/i.gif) 2010/09/22 22:50:21
Subject: Ork Zzap Guns
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Gargantuan Gargant
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I don't think Zzap Guns auto-hitting would be an unreasonable boost. With the strength being randomized as it currently is, the odds of first hitting, then rolling high enough to damage an enemy vehicle simply aren't high enough to make them viable. Even if you do manage it, doing serious damage most likely means whittling down your crew, as well. The range of strength rolls that do nothing, that do damage, and that do damage to both the target and the grot crew are distributed in such a way that, even with shots auto-hitting, the unit is still a gamble, as it should be.
I'm kind of glad I wasn't around when zzaps auto-hit. Were that the case, I would have cried over my models as I pushed them to the back of the shelf when the 5th ed. codex came out.
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The Dreadnote wrote:But the Emperor already has a shrine, in the form of your local Games Workshop. You honour him by sacrificing your money to the plastic effigies of his warriors. In time, your devotion will be rewarded with the gift of having even more effigies to worship. |
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![[Post New]](/s/i/i.gif) 2010/09/22 22:53:19
Subject: Re:Ork Zzap Guns
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Consigned to the Grim Darkness
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sebster wrote:Orks have weak AT.
Fixed. Seriously, Ork AT is EXTREMELY weak outside of a single unit, which isn't even necessarily all that great because you can only have up to three of the squads and they can only target a single unit each per squad... and they're still only light anti-tank. BS2 autocannons that fire D3 shots isn't as good as it sounds.
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This message was edited 1 time. Last update was at 2010/09/22 22:53:51
The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog |
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![[Post New]](/s/i/i.gif) 2010/09/23 00:11:12
Subject: Ork Zzap Guns
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Longtime Dakkanaut
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The issue with auto-hitting (from some else's POV) is that you can then turn your zzapp battery into a SM instakiller. They said that even termies would be hurt by this kind of thing.
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"There's a difference between bein' a smartboy and bein' a smart git, Gimzod." - Rogue Skwadron, the Big Push
My Current army lineup |
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![[Post New]](/s/i/i.gif) 2010/09/27 04:10:11
Subject: Ork Zzap Guns
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Irked Necron Immortal
On the train headin down to delicious town
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the_ferrett wrote:They said that even termies would be hurt by this kind of thing.
Off topic a bit...but in the last edition not only did zzap guns auto hit but the good ol choppa rule really farked w SM!
That was what termies REALLY had to be concerned about...
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loota boy wrote:Ah, I see you have run into the great Mephiston, Lord of Cheese! Not to worry, that block of chedder can be tied up easily with 30 boyz, can get his ass handed to him in a match with Ghazzy, and can be squigified with Zogwort. How satisfiying would that be? ....Squigfiston, Lord of gak...
grendel083 wrote:"Dis is Oddboy to BigBird, come in over."
"BigBird 'ere, go ahead, over." "WAAAAAAAAAGGGHHHH!!!! over"
"Copy 'dat, WAAAAAAAGGGHHH!!! DAKKADAKKA!!... over" |
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![[Post New]](/s/i/i.gif) 2010/09/27 04:22:24
Subject: Ork Zzap Guns
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Flashy Flashgitz
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I miss the old choppa, sigh...
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![[Post New]](/s/i/i.gif) 2010/09/27 04:23:18
Subject: Ork Zzap Guns
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Consigned to the Grim Darkness
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Yeah, screw plasma guns, termies were afraid of angry fungus men with sharpened slabs of metal!
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The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog |
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![[Post New]](/s/i/i.gif) 2010/09/27 06:05:23
Subject: Ork Zzap Guns
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Longtime Dakkanaut
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How about a simple option - allow them to be twin linked for 10 points. Then if you really want you could say something like "Allow them to be +5 str for 20 points, all shots over str 10 remove a grot"
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"There's a difference between bein' a smartboy and bein' a smart git, Gimzod." - Rogue Skwadron, the Big Push
My Current army lineup |
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![[Post New]](/s/i/i.gif) 2010/09/27 06:20:46
Subject: Ork Zzap Guns
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Charging Dragon Prince
Chicago, IL, U.S.A.
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Orky artillery is meant to be janky and unreliable, that's the fun of it. When it works it really works, when it messes up it really messes up. I don't think just adding bonuses to something is helpful to the game. Heck, I think all Ork boyz should have S4 too because their arms are so big. The game is already precariously balanced without randomly assigned "It would be better if it was like this" attempts to modify it. I think All my Eldar should move 7" instead of 6" too, and my Phoenix Lords get invul saves. I think drop pods should have a chance to crash land horribly killing everybody on board. I think they should bring back the Hop-Splat-Gun.
Sorry, I just being bitchy. I figure we just use the rules as they are and hope they are kind of balanced. Maybe I'm just a conservative and resistant to change.
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Retroactively applied infallability is its own reward. I wish I knew this years ago.
 I am Red/White Take The Magic Dual Colour Test - Beta today! <small>Created with Rum and Monkey's Personality Test Generator.</small>I'm both chaotic and orderly. I value my own principles, and am willing to go to extreme lengths to enforce them, often trampling on the very same principles in the process. At best, I'm heroic and principled; at worst, I'm hypocritical and disorderly. |
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![[Post New]](/s/i/i.gif) 2010/09/27 06:24:27
Subject: Ork Zzap Guns
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Longtime Dakkanaut
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>.> *Snipes at Mephiston with a battery while we design 'better' versions*
The thread is here though, so what's the harm in wishlisting.
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"There's a difference between bein' a smartboy and bein' a smart git, Gimzod." - Rogue Skwadron, the Big Push
My Current army lineup |
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![[Post New]](/s/i/i.gif) 2010/09/27 06:37:53
Subject: Ork Zzap Guns
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Lead-Footed Trukkboy Driver
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Guitardian wrote:Orky artillery is meant to be janky and unreliable, that's the fun of it. When it works it really works, when it messes up it really messes up.
Its not fun its the reason why you never see any Orky artillery on the table.
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orks 10000+ points
"SHHH. My common sense is tingling."--Deadpoool
Daemon-Archon Ren wrote: ...it doesn't matter how many times I make a false statement, it will still be false.
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![[Post New]](/s/i/i.gif) 2010/09/27 06:58:23
Subject: Ork Zzap Guns
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Charging Dragon Prince
Chicago, IL, U.S.A.
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I thought it had something to do with the fact that they can't shoot straight, and would much prefer to get stuck in choppin and sluggin with the rest of da ladz... leaving their guns behind in a 3-year-old style ADHD tantrum.
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Retroactively applied infallability is its own reward. I wish I knew this years ago.
 I am Red/White Take The Magic Dual Colour Test - Beta today! <small>Created with Rum and Monkey's Personality Test Generator.</small>I'm both chaotic and orderly. I value my own principles, and am willing to go to extreme lengths to enforce them, often trampling on the very same principles in the process. At best, I'm heroic and principled; at worst, I'm hypocritical and disorderly. |
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![[Post New]](/s/i/i.gif) 2010/09/27 09:46:28
Subject: Re:Ork Zzap Guns
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The Dread Evil Lord Varlak
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Melissia wrote:sebster wrote:Orks have weak AT.
Fixed. Seriously, Ork AT is EXTREMELY weak outside of a single unit, which isn't even necessarily all that great because you can only have up to three of the squads and they can only target a single unit each per squad... and they're still only light anti-tank. BS2 autocannons that fire D3 shots isn't as good as it sounds.
No, you didn't fix it, you made it worse. My original comment 'orks have weak ranged AT' is more accurate than your edit. The Ork AT weakness is only at range - orks have access to a whole lot of powerklaws so when they get up close tanks just don't last.
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“We may observe that the government in a civilized country is much more expensive than in a barbarous one; and when we say that one government is more expensive than another, it is the same as if we said that that one country is farther advanced in improvement than another. To say that the government is expensive and the people not oppressed is to say that the people are rich.”
Adam Smith, who must have been some kind of leftie or something. |
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![[Post New]](/s/i/i.gif) 2010/09/27 11:49:11
Subject: Ork Zzap Guns
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Consigned to the Grim Darkness
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No, I think mine's more accurate. Melee AT is weak in general in this game, and Ork melee AT isn't spectacular. Only the Warboss and tankbustas can actually harm AV14, and even then they only get five and four attacks respectively. Considering the defensive benefits vehicles get simply by moving around, they'll be lucky if they land a blow, nevermind penetrate.
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This message was edited 1 time. Last update was at 2010/09/27 11:51:05
The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog |
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![[Post New]](/s/i/i.gif) 2010/09/27 16:35:09
Subject: Ork Zzap Guns
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Lead-Footed Trukkboy Driver
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Melissia, Kan's and Deff Dreads both are str10, on the charge a Nob with a PK is str 9. All of which can hurt A14 vehicles. That doesn't make Ork melee AT good....just not as bleak as you made it sound.
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orks 10000+ points
"SHHH. My common sense is tingling."--Deadpoool
Daemon-Archon Ren wrote: ...it doesn't matter how many times I make a false statement, it will still be false.
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![[Post New]](/s/i/i.gif) 2010/09/27 17:09:34
Subject: Ork Zzap Guns
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Combat Jumping Ragik
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Ok but Kans are easy enough to bring down before they get into melee, or just kite so they never get there. Also Nobz on the charge, should they get it as again they are slow if not mounted in a Wagon or bikes, are only the equivilent of Lascannons hitting on a 4 or a 6 which we all know is fairly weak Vs AV14. IMO if you make the kustom mega blasta a melta weapon it would give orks a much needed boost Vs AV 14.
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This message was edited 1 time. Last update was at 2010/09/27 17:10:15
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![[Post New]](/s/i/i.gif) 2010/09/27 17:33:23
Subject: Ork Zzap Guns
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Lead-Footed Trukkboy Driver
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Your right. I was just saying that they can hurt AV14, that is all. I would be awesome if orks had meltas.
As of now my strategy with dealing with AV14 is to ignore it unless I'm given a good opportunity to destroy it.
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This message was edited 1 time. Last update was at 2010/09/27 17:36:32
orks 10000+ points
"SHHH. My common sense is tingling."--Deadpoool
Daemon-Archon Ren wrote: ...it doesn't matter how many times I make a false statement, it will still be false.
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