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![[Post New]](/s/i/i.gif) 2011/12/13 04:49:33
Subject: Initiative(particularly for Orks)
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One Canoptek Scarab in a Swarm
A fortified bunker deep in the Andes
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As an Ork player, I find their lack of high initiative quite distressing. After losing half my boys footslogging across the table, I finally get into mele and find myself outclassed by simple guardsmen when I don't have the charge. On a more general note, I have yet to fight any unit with an initiative higher than 5, although i'm sure some exist. Most are 3 or below, especially with so many units being dropped to 1 for charges into cover and using power fists. My proposed fix to this would be to bump up most initiatives, where a farseer would be init 8 and a boy init 5. Cover assaults halve initiative instead of reducing it to one. Power fists would still be initiative 1, but could be affected by modifiers such as furious charge(this one seems hazy as it might be very exploitable under current rules).
What do you think? Is initiative too low on the whole, or just right? Do Orks deserve a boost to keep them from getting wiped in an assault where they have the charge but not the initiative?
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Actual conversation from my stats class-
Student: Why is the denominator on that equation n-1?
Prof: n is very good, but n-1 is also very good.
GENERATION 5: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment. |
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![[Post New]](/s/i/i.gif) 2011/12/13 05:55:18
Subject: Initiative(particularly for Orks)
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Longtime Dakkanaut
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Boosting initiative across the board wouldn't do anything to alleviate the order of attack, but rather would nerf the hell out of powers like JoTWW.
I would rather like to see a +1 Initiative for the unit that is charging to represent the momentum they have.
The common initiative is 4 btw.
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![[Post New]](/s/i/i.gif) 2011/12/13 16:58:54
Subject: Initiative(particularly for Orks)
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Fixture of Dakka
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Spanish Birdman wrote:I finally get into mele and find myself outclassed by simple guardsmen when I don't have the charge.
If you find it necessary to lie to strengthen your position, you have no position worth talking about.
Orks have higher WS, T, and A than guardsmen. They are better in assault no matter who charges.
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"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."
This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.
Freelance Ontologist
When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. |
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![[Post New]](/s/i/i.gif) 2011/12/13 18:25:22
Subject: Initiative(particularly for Orks)
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Longtime Dakkanaut
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Low Initiative is one of only two weaknesses (bad armour being the other) orks have, I'd hate to see them lose it.
Jack
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The rules:
1) Style over Substance.
2) Attitude is Everything.
3) Always take it to the Edge.
4) Break the Rules. |
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![[Post New]](/s/i/i.gif) 2011/12/13 18:41:44
Subject: Initiative(particularly for Orks)
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Automated Rubric Marine of Tzeentch
Milwaukee, Wisconsin
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Orks are capable or parrying and generally beating things down VERY fast, I would increase their base Initiative to 3.
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![[Post New]](/s/i/i.gif) 2011/12/13 18:47:37
Subject: Initiative(particularly for Orks)
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Shas'ui with Bonding Knife
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Keep their initiative.
Only models in base contact with the orks may attack them.
Orks may attack an enemy unit within 3" of a model in their unit in base contact with that unit.
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Pit your chainsword against my chainsw- wait that's Heresy. |
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![[Post New]](/s/i/i.gif) 2011/12/13 19:21:55
Subject: Initiative(particularly for Orks)
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Longtime Dakkanaut
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Yeah but an ork has four attacks on the charge with pistol and CCW. They are also a steal at 6pts each, only one point more than a guardsman and the same as a hormagaunt. You can make your unit better than fearless with mob rule and boss pole. Remembering that using the nobs LD is nine you shouldn't be running away (for lols me and a mate had it where the nob would shoot himself if he failed his own check as last man standing).
The low I is, yes, a means to allow marines to come off less badly scathed in CC and for guard to have an actual chance to bring a few down. But even then, you have so many attacks and a nob with power claw that you probably will do some damage to anything.
If your complaint is guardsmen in cover (indeed I complained about nid hoards and this being too difficult). Then just do what my mate did with his orks. Get a battlewagon, keep it open topped, put a death roller and mek boy in it; then put fifteen burna boys in it. You can storm the heavens with this unit!
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Starting Sons of Horus Legion
Starting Daughters of Khaine
2000pts Sisters of Silence
4000pts Fists Legion
Sylvaneth A forest
III Legion 5000pts
XIII Legion 9000pts
Hive Fleet Khadrim 5000pts
Kabal of the Torn Lotus .4000pts
Coalition of neo Sacea 5000pts
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![[Post New]](/s/i/i.gif) 2011/12/13 20:54:30
Subject: Initiative(particularly for Orks)
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Automated Rubric Marine of Tzeentch
Milwaukee, Wisconsin
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Totalwar1402 wrote:Yeah but an ork has four attacks on the charge with pistol and CCW. They are also a steal at 6pts each, only one point more than a guardsman and the same as a hormagaunt. You can make your unit better than fearless with mob rule and boss pole. Remembering that using the nobs LD is nine you shouldn't be running away (for lols me and a mate had it where the nob would shoot himself if he failed his own check as last man standing).
The low I is, yes, a means to allow marines to come off less badly scathed in CC and for guard to have an actual chance to bring a few down. But even then, you have so many attacks and a nob with power claw that you probably will do some damage to anything.
If your complaint is guardsmen in cover (indeed I complained about nid hoards and this being too difficult). Then just do what my mate did with his orks. Get a battlewagon, keep it open topped, put a death roller and mek boy in it; then put fifteen burna boys in it. You can storm the heavens with this unit!
Nobz are LD7...
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![[Post New]](/s/i/i.gif) 2011/12/13 20:58:10
Subject: Initiative(particularly for Orks)
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Longtime Dakkanaut
Beaver Dam, WI
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BlueDagger wrote:Boosting initiative across the board wouldn't do anything to alleviate the order of attack, but rather would nerf the hell out of powers like JoTWW.
And that would be a bad thing?
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![[Post New]](/s/i/i.gif) 2011/12/15 00:54:34
Subject: Initiative(particularly for Orks)
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Longtime Dakkanaut
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Lord Magnus wrote:Totalwar1402 wrote:Yeah but an ork has four attacks on the charge with pistol and CCW. They are also a steal at 6pts each, only one point more than a guardsman and the same as a hormagaunt. You can make your unit better than fearless with mob rule and boss pole. Remembering that using the nobs LD is nine you shouldn't be running away (for lols me and a mate had it where the nob would shoot himself if he failed his own check as last man standing).
The low I is, yes, a means to allow marines to come off less badly scathed in CC and for guard to have an actual chance to bring a few down. But even then, you have so many attacks and a nob with power claw that you probably will do some damage to anything.
If your complaint is guardsmen in cover (indeed I complained about nid hoards and this being too difficult). Then just do what my mate did with his orks. Get a battlewagon, keep it open topped, put a death roller and mek boy in it; then put fifteen burna boys in it. You can storm the heavens with this unit!
Nobz are LD7...
That cheating  !
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Starting Sons of Horus Legion
Starting Daughters of Khaine
2000pts Sisters of Silence
4000pts Fists Legion
Sylvaneth A forest
III Legion 5000pts
XIII Legion 9000pts
Hive Fleet Khadrim 5000pts
Kabal of the Torn Lotus .4000pts
Coalition of neo Sacea 5000pts
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![[Post New]](/s/i/i.gif) 2011/12/15 01:01:28
Subject: Initiative(particularly for Orks)
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Death-Dealing Devastator
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BlueDagger wrote:
I would rather like to see a +1 Initiative for the unit that is charging to represent the momentum they have.
I concur. Maybe +2 for bikes going by the same argument.
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![[Post New]](/s/i/i.gif) 2011/12/15 02:40:44
Subject: Initiative(particularly for Orks)
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One Canoptek Scarab in a Swarm
A fortified bunker deep in the Andes
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Perhaps I made this post too Ork-centric. What are your opinions about generally increasing init? I find that a huge number of attacks are at init 1, which makes it all seem pointless, and there is usually half the spectrum being ignored for everyone who isn't a soopa powerful IC.
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Actual conversation from my stats class-
Student: Why is the denominator on that equation n-1?
Prof: n is very good, but n-1 is also very good.
GENERATION 5: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment. |
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![[Post New]](/s/i/i.gif) 2011/12/15 02:47:26
Subject: Re:Initiative(particularly for Orks)
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Anointed Dark Priest of Chaos
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I wouldn't change any ork stats. I would like to see them lowered to 5pts. per boy...
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![[Post New]](/s/i/i.gif) 2011/12/15 04:53:27
Subject: Initiative(particularly for Orks)
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Fighter Pilot
Townsville, Queensland
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Dude, this whole thing is stupid, if everyones init becomes higher your still striking in the same order, think about it.
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2000pts
5000 pts
1 squad
Leigen_Zero
"Armour? orks have armour? 6+ you say?
I don't think I've ever had to roll an armour save for my boyz outside of CC "
(\__/)
(='.'=) This is Bunny. Copy and paste bunny
(")_(") to help him gain world domination.
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![[Post New]](/s/i/i.gif) 2011/12/15 05:43:44
Subject: Initiative(particularly for Orks)
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One Canoptek Scarab in a Swarm
A fortified bunker deep in the Andes
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ninja13 wrote:Dude, this whole thing is stupid, if everyones init becomes higher your still striking in the same order, think about it.
I have thought about it. I'm not suggesting an increase because I like higher numbers, i'm suggesting it because it will allow greater variance between enemies. A wider range means that one unit with initiative 3 can be increased to 4, 5, or even left at three, depending on how it fares against it's competitors. The increase would be different for each unit to represent the greater spread of options for them.
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Actual conversation from my stats class-
Student: Why is the denominator on that equation n-1?
Prof: n is very good, but n-1 is also very good.
GENERATION 5: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment. |
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![[Post New]](/s/i/i.gif) 2011/12/15 08:11:50
Subject: Re:Initiative(particularly for Orks)
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Fixture of Dakka
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Pretty much all Dark Eldar are I6 or higher.
More to the point, this would ruin balance in the game. You would be charging Boyz into SM and fighting at the same time as them, meaning that your 8 point boy is fully capable of taking down a 20 point Space Marine with ease.
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BlapBlapBlap: bringing idiocy and mischief where it should never set foot since 2011.
BlapBlapBlap wrote:What sort of idiot quotes themselves in their sigs? Who could possibly be that arrogant? |
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![[Post New]](/s/i/i.gif) 2011/12/15 10:13:00
Subject: Initiative(particularly for Orks)
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Fighter Pilot
Townsville, Queensland
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Well maybe I like small numbers...
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2000pts
5000 pts
1 squad
Leigen_Zero
"Armour? orks have armour? 6+ you say?
I don't think I've ever had to roll an armour save for my boyz outside of CC "
(\__/)
(='.'=) This is Bunny. Copy and paste bunny
(")_(") to help him gain world domination.
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![[Post New]](/s/i/i.gif) 2011/12/15 12:47:33
Subject: Initiative(particularly for Orks)
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Krazed Killa Kan
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I'd prefer to see some sort of change to assaults in that the unit with the charge strikes first, then it goes in initiative order for consecutive rounds. I know I'm using orks as an example but it kind of makes sense:
Orks are supposed to hit like a steam train on the charge, but they are not very well trained, so a gakload of damage on round 1 (Strikes First) but once they are stuck in a higher I (approx 'better trained') opponent would be able to get the upper hand (and strike first rules-wise).
What currently happens is the orks charge, don't get to swing until last (excluding PFs) so against anything with a moderately good S and T, they tend to die when it comes to combat res (due to being fearless).
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DR:80S---G+MB---I+Pw40k08#+D+A+/fWD???R+T(M)DM+
My P&M Log: http://www.dakkadakka.com/dakkaforum/posts/list/433120.page
Atma01 wrote:
And that is why you hear people yelling FOR THE EMPEROR rather than FOR LOGICAL AND QUANTIFIABLE BASED DECISIONS FOR THE BETTERMENT OF THE MAJORITY!
Phototoxin wrote:Kids go in , they waste tonnes of money on marnus calgar and his landraider, the slaneshi-like GW revel at this lust and short term profit margin pleasure. Meanwhile father time and cunning lord tzeentch whisper 'our games are better AND cheaper' and then players leave for mantic and warmahordes.
daveNYC wrote:The Craftworld guys, who are such stick-in-the-muds that they manage to make the Ultramarines look like an Ibiza nightclub that spiked its Red Bull with LSD. |
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![[Post New]](/s/i/i.gif) 2011/12/17 21:14:19
Subject: Re:Initiative(particularly for Orks)
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Regular Dakkanaut
Bellevue, WA
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Combat resolution can definitely be a problem for Orks, but I think that has a lot more to do with the current state of the Fearless USR than their initiative. As many swings as Orks can put out, they'd be wiping I3 humans and elite I4 squads left and right if they could hit at the same time or faster. Fearless does need a once over, but I think most people would agree with that. Initiative is fine.
As for more variety within statlines, every stat could arguably use that, but at that point you are going to need to start rolling ten sided dice or two d6 to deal with the range of numbers, and that would require rebalancing and writing the entire game on a large scale. I don't see that happening, and I doubt it would ultimately be an improvement.
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![[Post New]](/s/i/i.gif) 2011/12/21 23:45:37
Subject: Re:Initiative(particularly for Orks)
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One Canoptek Scarab in a Swarm
A fortified bunker deep in the Andes
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Hollowman wrote:
Combat resolution can definitely be a problem for Orks, but I think that has a lot more to do with the current state of the Fearless USR than their initiative. As many swings as Orks can put out, they'd be wiping I3 humans and elite I4 squads left and right if they could hit at the same time or faster. Fearless does need a once over, but I think most people would agree with that. Initiative is fine.
As for more variety within statlines, every stat could arguably use that, but at that point you are going to need to start rolling ten sided dice or two d6 to deal with the range of numbers, and that would require rebalancing and writing the entire game on a large scale. I don't see that happening, and I doubt it would ultimately be an improvement.
Seems to me that the only stats that infantry have which need a boost are WS and I, everything else fits across the spectrum. EX: S varies wildly in weapons and units.
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Actual conversation from my stats class-
Student: Why is the denominator on that equation n-1?
Prof: n is very good, but n-1 is also very good.
GENERATION 5: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment. |
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