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![[Post New]](/s/i/i.gif) 2019/07/10 22:15:50
Subject: [Apoc] Ork Characters Can't Command Da Boyz?
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Fresh-Faced New User
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I've been going through the rules, plotting out lists for the inevitable Apocalypse game when I noticed something.
The rules for selecting detachment commanders state that it "must be the unit with the highest Leadership characteristic".
The highest leadership for Ork characters is 6 (Warbosses, Ghazghkull, and Grotsnik), with most of the rest at 5 or 4.
Most Ork infantry units (Boyz, Tankbustas, Kommandos, Lootas, etc) start at Ld 5 for minimum squad sizes but go up to Ld 7 when maxed out (or in the case of Warbikers, Ld 8).
Grot units are Ld 4, but go up to 6 if you include a Runtherd.
So... If I want to include any units at max squad size I'm going to have to make them my detachment commander instead of any of my characters? Is there something I'm missing here?
The fluff travesty of a squad of Boyz bossing around Ghazghkull is bad enough, but the fact that this will handicap Orks generating command assets is really aggravating.
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![[Post New]](/s/i/i.gif) 2019/07/12 07:07:42
Subject: [Apoc] Ork Characters Can't Command Da Boyz?
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Hellacious Havoc
The Realm of Hungry Ghosts
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Diversion83 wrote:I've been going through the rules, plotting out lists for the inevitable Apocalypse game when I noticed something.
The rules for selecting detachment commanders state that it "must be the unit with the highest Leadership characteristic".
The highest leadership for Ork characters is 6 (Warbosses, Ghazghkull, and Grotsnik), with most of the rest at 5 or 4.
Most Ork infantry units (Boyz, Tankbustas, Kommandos, Lootas, etc) start at Ld 5 for minimum squad sizes but go up to Ld 7 when maxed out (or in the case of Warbikers, Ld 8).
Grot units are Ld 4, but go up to 6 if you include a Runtherd.
So... If I want to include any units at max squad size I'm going to have to make them my detachment commander instead of any of my characters? Is there something I'm missing here?
The fluff travesty of a squad of Boyz bossing around Ghazghkull is bad enough, but the fact that this will handicap Orks generating command assets is really aggravating.
This isn't an issue, though. None of the detachments (apart from Supreme Command) requires you to take an HQ choice. So grab a battalion with three maxed-out Boyz units and then add three patrol detachments, each with a single small Grotz unit and two character HQs. That alone already gets you 3 command assets on top of the one you always get.
Then add that Apoc doesn't care one whit about the armies' power ratings – you can mix and match to your heart's content.
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Bharring wrote:At worst, you'll spend all your time and money on a hobby you don't enjoy, hate everything you're doing, and drive no value out of what should be the best times of your life. |
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![[Post New]](/s/i/i.gif) 2019/07/12 18:00:02
Subject: [Apoc] Ork Characters Can't Command Da Boyz?
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Norn Queen
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Snugiraffe wrote:Diversion83 wrote:I've been going through the rules, plotting out lists for the inevitable Apocalypse game when I noticed something.
The rules for selecting detachment commanders state that it "must be the unit with the highest Leadership characteristic".
The highest leadership for Ork characters is 6 (Warbosses, Ghazghkull, and Grotsnik), with most of the rest at 5 or 4.
Most Ork infantry units (Boyz, Tankbustas, Kommandos, Lootas, etc) start at Ld 5 for minimum squad sizes but go up to Ld 7 when maxed out (or in the case of Warbikers, Ld 8).
Grot units are Ld 4, but go up to 6 if you include a Runtherd.
So... If I want to include any units at max squad size I'm going to have to make them my detachment commander instead of any of my characters? Is there something I'm missing here?
The fluff travesty of a squad of Boyz bossing around Ghazghkull is bad enough, but the fact that this will handicap Orks generating command assets is really aggravating.
This isn't an issue, though. None of the detachments (apart from Supreme Command) requires you to take an HQ choice. So grab a battalion with three maxed-out Boyz units and then add three patrol detachments, each with a single small Grotz unit and two character HQs. That alone already gets you 3 command assets on top of the one you always get.
Then add that Apoc doesn't care one whit about the armies' power ratings – you can mix and match to your heart's content.
It is KIND of an issue though. They shouldnt need list building shenanigans to get cards. They should be able to build a list like everybody else.
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These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
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![[Post New]](/s/i/i.gif) 2019/07/12 19:12:27
Subject: [Apoc] Ork Characters Can't Command Da Boyz?
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Shadowy Grot Kommittee Memba
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Lance845 wrote:Snugiraffe wrote:Diversion83 wrote:I've been going through the rules, plotting out lists for the inevitable Apocalypse game when I noticed something.
The rules for selecting detachment commanders state that it "must be the unit with the highest Leadership characteristic".
The highest leadership for Ork characters is 6 (Warbosses, Ghazghkull, and Grotsnik), with most of the rest at 5 or 4.
Most Ork infantry units (Boyz, Tankbustas, Kommandos, Lootas, etc) start at Ld 5 for minimum squad sizes but go up to Ld 7 when maxed out (or in the case of Warbikers, Ld 8).
Grot units are Ld 4, but go up to 6 if you include a Runtherd.
So... If I want to include any units at max squad size I'm going to have to make them my detachment commander instead of any of my characters? Is there something I'm missing here?
The fluff travesty of a squad of Boyz bossing around Ghazghkull is bad enough, but the fact that this will handicap Orks generating command assets is really aggravating.
This isn't an issue, though. None of the detachments (apart from Supreme Command) requires you to take an HQ choice. So grab a battalion with three maxed-out Boyz units and then add three patrol detachments, each with a single small Grotz unit and two character HQs. That alone already gets you 3 command assets on top of the one you always get.
Then add that Apoc doesn't care one whit about the armies' power ratings – you can mix and match to your heart's content.
It is KIND of an issue though. They shouldnt need list building shenanigans to get cards. They should be able to build a list like everybody else.
Yeah, this definitely feels like someone had a cute idea to translate Mob Rule through basic stats and did not think about the implications when it comes to characters.
Some of it I get - only small amounts of orks would consent to be commanded by some weedy Mek or Painboy, and only Gretchins would really want to even be around a Weirdboy, and it's not like Orks are the only faction where you can run into the situation where certain support type characters have trouble commanding some units. Platoon Commanders, Astropaths, Masters of Fleet and Ordnance and a few others are out- LD'd by many Astra Militarum units.
Ironically a Master of Ordnance cannot command Ordnance, now that I look at it. Basilisks outrank him.
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"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!" |
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![[Post New]](/s/i/i.gif) 2019/07/12 23:03:29
Subject: [Apoc] Ork Characters Can't Command Da Boyz?
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Longtime Dakkanaut
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wouldn't be a GW game without something like this XD
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![[Post New]](/s/i/i.gif) 2019/07/12 23:16:40
Subject: [Apoc] Ork Characters Can't Command Da Boyz?
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Sinewy Scourge
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Theres similar nonsense in DE. Archon has to be in a transport to keep up with units. Aura and 3/4 of command cards don't work in transports.
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![[Post New]](/s/i/i.gif) 2019/07/12 23:39:15
Subject: [Apoc] Ork Characters Can't Command Da Boyz?
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Norn Queen
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Fix it with a house rule. Ignore the ld requirement. You must pick a character if one exists in the detachment.
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These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
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![[Post New]](/s/i/i.gif) 2019/07/13 02:45:12
Subject: [Apoc] Ork Characters Can't Command Da Boyz?
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Norn Queen
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Obviously large groups of rowdy boyz can't be controlled and thus don't generate command assets! Intended and fluffy!
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