Switch Theme:

So.. the Stompa is smaller than knights?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in dk
Longtime Dakkanaut




Danmark

Its come to my attention that Stompas are smaller and less powerful than Knights (i believe Gargants or Mega Gargants are the ork knight equivilent?), then how come they cost more points in the game and have more wounds?

That doesnt make any sense?

This message was edited 1 time. Last update was at 2021/01/05 20:25:40


Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in gb
Moustache-twirling Princeps




United Kingdom

No. The Gorkanaut / Morkanaunt is Knight sized - the Stompa is larger. The Stompa can be more powerful than a Knight, but it's weapons are all too random (and it costs too much - mainly due to having a transport capacity).

Spoiler:


This message was edited 2 times. Last update was at 2021/01/05 20:59:13


 
   
Made in dk
Longtime Dakkanaut




Danmark

Not according to warhammer pedia. Then the Gargant is the Knight equivilent size wise and then thats a warhound knight class.

Not the Stompa and definitly not the Gorkanaut.

This message was edited 1 time. Last update was at 2021/01/05 21:06:11


Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in us
Terrifying Doombull




'warhammer pedia' is utterly wrong then.

Gargants are Warlord equivalents.

'warhound knights' aren't a thing. Warhounds are titans. Scout titans, but still titans.

There are entire model ranges that prove this, background & rule books that also prove it, and beast_gts just linked pictures that prove it.

This message was edited 1 time. Last update was at 2021/01/05 21:19:18


Efficiency is the highest virtue. 
   
Made in ca
Gargantuan Gargant






The fluff often doesn't translate well into tabletop, so even though in the game they should be shoulders and above knights in game, GW has not implemented them well ruleswise to reflect this.

But otherwise no, stompas are much larger than knights, they are closer to warhound titan level.

This message was edited 1 time. Last update was at 2021/01/05 21:29:53


 
   
Made in gb
Ridin' on a Snotling Pump Wagon






Beardedragon wrote:
Not according to warhammer pedia. Then the Gargant is the Knight equivilent size wise and then thats a warhound knight class.

Not the Stompa and definitly not the Gorkanaut.


Warhammerpedia is mistaken I’m afraid. Here’s my accurate guide to Orky Walkers.

1. Killa Kans. Dinky Dreadnoughts, occupying a role between Sentinel and Dreadnought.



2. Deff Dreads. Well, they’re Dreads!



3. Gorkanaut/Morkanaut. Somewhere between Dread and Knight class.



4. Stompa. Bridging the gap between a Knight and a Scout class Titan



5. Supa-Stompa. Similar in scale, if not role as a Scout Titan (also known as a Mekboy Gargant in ages past)



6. Gargant. Falls between Scout and Medium Battle Titan (such as the Imperial Reaver class chassis)



7. Great Gargant. Falls between Reaver and Warlord Class.



8. Mega Gargant. Somewhere between Warlord and Emperor class chassis.



Now, all those from Stompa up don’t have direct Imperial equivalents. Notably, they tend to have a greater number of, but less advanced, weapons. They also near universally have at least the option of a Close Combat weapons.

And thanks to them being of lower technology, they’re actually harder to deal with. They tend to have boilers, rather than plasma reactors. With no lanky legs, the loss of a foot might halt it, but won’t destroy it as such damage would on other race’s equivalent classes.

The same is true of the head. Imperial and Eldar Titans both use Mind Impulse Units (MIU). These are highly sophisticated, and allow the crew to pilot their machine with staggering accuracy. Eldar are of course ahead here, with their Titans being noted for their organic grave of movement, the MIU allowing the Titan to become an extension of the pilot’s body (Imperial MIU actually vary in terms of efficiency, though this isn’t really carried over into game mechanics). The downside of course is MIU tend toward “all your eggs in one basket”. Lose the crew, lose the Titan.

Orks? Boss, Shoutin’ Tubes. Take off the head, and again you’re really only slowing it down, and reducing its crew’s overall coherency and effectiveness.

The other downside to MIU? Damage to the Titan can create a feedback to the crew, so they feel it as pain. So where a blow might not actually physically cripple the Titan, it can cripple and even kill the crew.

Orks also use bank upon bank of Power Fields, rather than Void Shields. One for one, there’s not much between their effectiveness. But Power Fields, once overwhelmed, can’t be brought back online during a battle, as their generators tend to explode. Void Shield Generators (VSG) in contrast shutdown rather than burst. That drops a shield, but the VSG can be coaxed back into operation with relative ease. This has lead to Orky Gargants typically carrying more shields than their contemporaries, further enhancing their reputation for sheer durability.

I’ll also revisit the Boiler vs Plasma Reactor issue. Now, there can be no doubt that pound for pound, a Plasma Reacgor is simply superior in every way - except one. See, if you take a hit and your Boiler leaks? You’re looking at a few cooked Grots. If a Plasma Reactor leaks? It can cause extensive damage on its own. A full Reactor meltdown will render the Titan beyond all but the most skilled repair. An exploding boiler? Well, your Gargant is knackered for now, and it’s crew likely steaming piles of offal - but the actual super structure can still be salvaged with minimal fuss, because the initial construction is fairly rickety.

   
Made in ca
Gargantuan Gargant






 Mad Doc Grotsnik wrote:
Beardedragon wrote:
Not according to warhammer pedia. Then the Gargant is the Knight equivilent size wise and then thats a warhound knight class.

Not the Stompa and definitly not the Gorkanaut.


Warhammerpedia is mistaken I’m afraid. Here’s my accurate guide to Orky Walkers.

1. Killa Kans. Dinky Dreadnoughts, occupying a role between Sentinel and Dreadnought.



2. Deff Dreads. Well, they’re Dreads!



3. Gorkanaut/Morkanaut. Somewhere between Dread and Knight class.



4. Stompa. Bridging the gap between a Knight and a Scout class Titan



5. Supa-Stompa. Similar in scale, if not role as a Scout Titan (also known as a Mekboy Gargant in ages past)



6. Gargant. Falls between Scout and Medium Battle Titan (such as the Imperial Reaver class chassis)



7. Great Gargant. Falls between Reaver and Warlord Class.



8. Mega Gargant. Somewhere between Warlord and Emperor class chassis.



Now, all those from Stompa up don’t have direct Imperial equivalents. Notably, they tend to have a greater number of, but less advanced, weapons. They also near universally have at least the option of a Close Combat weapons.

And thanks to them being of lower technology, they’re actually harder to deal with. They tend to have boilers, rather than plasma reactors. With no lanky legs, the loss of a foot might halt it, but won’t destroy it as such damage would on other race’s equivalent classes.

The same is true of the head. Imperial and Eldar Titans both use Mind Impulse Units (MIU). These are highly sophisticated, and allow the crew to pilot their machine with staggering accuracy. Eldar are of course ahead here, with their Titans being noted for their organic grave of movement, the MIU allowing the Titan to become an extension of the pilot’s body (Imperial MIU actually vary in terms of efficiency, though this isn’t really carried over into game mechanics). The downside of course is MIU tend toward “all your eggs in one basket”. Lose the crew, lose the Titan.

Orks? Boss, Shoutin’ Tubes. Take off the head, and again you’re really only slowing it down, and reducing its crew’s overall coherency and effectiveness.

The other downside to MIU? Damage to the Titan can create a feedback to the crew, so they feel it as pain. So where a blow might not actually physically cripple the Titan, it can cripple and even kill the crew.

Orks also use bank upon bank of Power Fields, rather than Void Shields. One for one, there’s not much between their effectiveness. But Power Fields, once overwhelmed, can’t be brought back online during a battle, as their generators tend to explode. Void Shield Generators (VSG) in contrast shutdown rather than burst. That drops a shield, but the VSG can be coaxed back into operation with relative ease. This has lead to Orky Gargants typically carrying more shields than their contemporaries, further enhancing their reputation for sheer durability.

I’ll also revisit the Boiler vs Plasma Reactor issue. Now, there can be no doubt that pound for pound, a Plasma Reacgor is simply superior in every way - except one. See, if you take a hit and your Boiler leaks? You’re looking at a few cooked Grots. If a Plasma Reactor leaks? It can cause extensive damage on its own. A full Reactor meltdown will render the Titan beyond all but the most skilled repair. An exploding boiler? Well, your Gargant is knackered for now, and it’s crew likely steaming piles of offal - but the actual super structure can still be salvaged with minimal fuss, because the initial construction is fairly rickety.


This. MDG basically covers the evolution of Ork walkers from the basic mech to the biggest super heavy walker that Orks have deployed so far. The biggest thing is that Orks typically make more than one and sheer numbers is part of their efficiency alongside what MDG's has said about the robust ramshackle structure they are composed of.
   
Made in dk
Longtime Dakkanaut




Danmark

Voss wrote:
'warhammer pedia' is utterly wrong then.

Gargants are Warlord equivalents.

'warhound knights' aren't a thing. Warhounds are titans. Scout titans, but still titans.

There are entire model ranges that prove this, background & rule books that also prove it, and beast_gts just linked pictures that prove it.


i think i made a mistake then.

I thought a knight was a titan and the warhound was the smallest of them. By that it made sense what i said, but i think you might be right then, if a knight isnt a titan.

Just assumed they were titans given the "titanic" keyword

Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in gb
Ridin' on a Snotling Pump Wagon






It’s somewhat confused by the descriptor of Knight Titan.

The main difference is that, in Imperial Terms at least, a Knight has a single crew member, sat in their Throne Mechanicus. Knights are actually closer to personal suits of armour than a vehicle.

Beyond that? Well, there’s no real difference in size between a Warhound Scout Class Titan, and an Acastus Class Knight (though their battlefield roles are very different!)


Automatically Appended Next Post:
Oh, and another advantage of Ork Walkers? They’re of a less standardised design than their Imperial equivalents.

Yes, all Gargants will have a Boiler. And taking it out will have a near identical effect on any Gargant. But....exactly where that Boiler is located can vary. This makes them tricker to deal with than the highly standardised designs used by the Imperium (after all, when you’ve figured out where a given Warhound’s reactor sits, you’ll know the same for all Warhounds).

This message was edited 2 times. Last update was at 2021/01/05 21:54:10


   
Made in ca
Gargantuan Gargant






Beardedragon wrote:
Voss wrote:
'warhammer pedia' is utterly wrong then.

Gargants are Warlord equivalents.

'warhound knights' aren't a thing. Warhounds are titans. Scout titans, but still titans.

There are entire model ranges that prove this, background & rule books that also prove it, and beast_gts just linked pictures that prove it.


i think i made a mistake then.

I thought a knight was a titan and the warhound was the smallest of them. By that it made sense what i said, but i think you might be right then, if a knight isnt a titan.

Just assumed they were titans given the "titanic" keyword


Keep in mind like I said earlier that the game is a not a good indicator of fluff a lot of the time, since it needs to be abstract in many cases. There are a lot of super heavies with the TITANIC keyword that aren't titans, like Baneblades.
   
Made in us
Shadowy Grot Kommittee Memba




The Great State of New Jersey

beast_gts wrote:
No. The Gorkanaut / Morkanaunt is Knight sized - the Stompa is larger. The Stompa can be more powerful than a Knight, but it's weapons are all too random (and it costs too much - mainly due to having a transport capacity).

Spoiler:




I honestly had no idea that the Stompa was so much larger than a knight, never seen them both on the table at the same time.
   
Made in gb
Ridin' on a Snotling Pump Wagon






To be fair, when Stompas first debuted back in the early 90’s, they were pretty much Landraider equivalents.

The 40k model was quite the trip to the resizograph, but it was Titan Legions, and the return of Imperial Knights which really redefined the Stompa’s role.

This message was edited 1 time. Last update was at 2021/01/05 22:11:38


   
Made in gb
Moustache-twirling Princeps




United Kingdom

 Mad Doc Grotsnik wrote:
To be fair, when Stompas first debuted back in the early 90’s, they were pretty much Landraider equivalents.

The 40k model was quite the trip to the resizograph, but it was Titan Legions, and the return of Imperial Knights which really redefined the Stompa’s role.


Loads of the Epic stuff has been resized over the years (or was a different size to 40k to begin with...) -
[Thumb - 1eef73346a268d458f8995d4f10804bb_64284.jpg]
Epic Stompa

   
Made in gb
Automated Rubric Marine of Tzeentch




dorset

Beardedragon wrote:


i think i made a mistake then.

I thought a knight was a titan and the warhound was the smallest of them. By that it made sense what i said, but i think you might be right then, if a knight isnt a titan.

Just assumed they were titans given the "titanic" keyword


yhea, as others have said the "TITANIC" keyword is not the designator of actual, in-lore titans, but rather a separate rules keyword for "super-heavy" vehicles, particually ones that were ported over form Epic or were created to be as large as those ports, like baneblades, the largest tyranid creatures, etc. the keyword is used to tie rules for those extra large vehicles too, and isnt a element of lore (same as, say, "ASTRA MILITARUM", "CHARACTER", or "IMPERIAL" ).


In lore, knights and titans are significantly different, both in scale and operating principles. The simplest way i can think to phrase it is that Knights are small enough for a single person to control in battle, it acts somewhat like a very large suit of power armour, but a titan is big enough that it needs a crew, to split the workload over several operators, because its too much for a single mind to process and control, and they use a mind-melding system very much like what is shown in the film "Pacific Rim". other races are different, with units that dont quite exactly line up with the human ones, but tend to get labelled with their rough equivalent in human terms (as, after all, almost everything in 40K is seen though a imperial human viewpoint)

that said, the stompa was, at least in my understanding of Epic, roughly similar to Knights, moreso than it was to a light titan. It was a large vehicle deployed in packs, rather than a enormous vehicle deployed signally, and was much weaker than a Warhound titan.

However, the stompas were brought into 40K scale many years before knights were, but after the warhound titan was, so the original FW resin 40k scale stompas were scaled and given stats much more like titans than knights (which were an almost forgotten piece of lore at this point), as a "titan equivalent". but this was back in the days of the £300 resin baneblades, where the lore said that an army of millions might only have 3 or 4 of these ultra rare super heavy tanks, and they were ultra rare sights on the table as well. it was a very different time, both on the table, and in the lore

This message was edited 4 times. Last update was at 2021/01/05 22:57:09


To be a man in such times is to be one amongst untold billions. It is to live in the cruelest and most bloody regime imaginable. These are the tales of those times. Forget the power of technology and science, for so much has been forgotten, never to be relearned. Forget the promise of progress and understanding, for in the grim dark future there is only war. There is no peace amongst the stars, only an eternity of carnage and slaughter, and the laughter of thirsting gods.

Coven of XVth 2000pts
The Blades of Ruin 2,000pts Watch Company Rho 1650pts
 
   
Made in dk
Longtime Dakkanaut




Danmark

chaos0xomega wrote:
beast_gts wrote:
No. The Gorkanaut / Morkanaunt is Knight sized - the Stompa is larger. The Stompa can be more powerful than a Knight, but it's weapons are all too random (and it costs too much - mainly due to having a transport capacity).

Spoiler:




I honestly had no idea that the Stompa was so much larger than a knight, never seen them both on the table at the same time.


Oh my. ive never seen a stompa next to a knight (i dont own any titanic units, except for the Gargantuan Squiggoth i just bought but hasnt arrived).

Its actually much larger.

To be fair, the Knight and the Warhound titan looks like they should swap sizes, the Knight looks more like a titanic unit, and the warhound like a small crew that could use it.

This message was edited 1 time. Last update was at 2021/01/05 23:01:50


 
   
Made in pl
Longtime Dakkanaut





 Mad Doc Grotsnik wrote:
This makes them tricker to deal with than the highly standardised designs used by the Imperium (after all, when you’ve figured out where a given Warhound’s reactor sits, you’ll know the same for all Warhounds).

Not really. Patterns are a thing - Mechanicus likes to pretend their STC are holy and immutable, but when you look at actual models, you can see vast variance in Imperial designs as well. Just compare round turret, rickety sponsons HH Predators with plastic 40K ones, it's almost two different vehicles. Ditto for titans, Lucius and Mars Warlord/Warhound aren't really the same designs...
   
Made in gb
Ridin' on a Snotling Pump Wagon






Still standardised compared to an Orky construct.

The boiler might be sensibly located between the feet, aiding centre of gravity.

The boiler might actually be a series of smaller boilers, depending on what the Mek had to hand, or plain old fancied.

The Mek might’ve decided to wrap the boiler in armour. He might not have.

The total lack of standardisation is a problem for efficient targeting. You could blast your way through armour plating, only to find nothing of particular consequence on one, yet obliterate the same area on another and take out the boiler there and then.

They just have fewer obvious weak points in general.

Legs are of course particularly notable. On Imperial and Eldar patterns, the legs are a serious weak spot (as demonstrated by the Gut Cannon’s ball and chain ammo). Go for those, and the thing is toppling over. Even a solid hit on their gyro stabilisers is going to cause trouble.

Gargants? Well, with their typically design, who knows where what is on them. Maybe it does have proper legs up under there. Or like the 40k Stompa, it could just be feet mounted on a horizontal chain pulley.

Unless you’ve some, reliable way of seeing through the armoured outer (perhaps advanced sensors), you just got to pick a location and hope for the best.

Their comparatively rickety build also aids in repairs. If I shoot your Titan, and take out the energy feed cabling? How do you go about fixing that in a sanctioned manner, during the battle?

Gargant? Grot Riggers get sent to work. Even if they get picked off by incoming enemy fire, the rest of the Krew at least get a laugh at their messy demise. And sure, you’ve taken out say, a heavy gauge chain holding the weapon in place. But that’s not to say a ‘it’ll do’ type repair with Squig hide rope won’t get it back to more or less functional status.


   
Made in gb
Moustache-twirling Princeps




United Kingdom

 Mad Doc Grotsnik wrote:
The boiler might actually be a series of smaller boilers, depending on what the Mek had to hand, or plain old fancied.

The Mek might’ve decided to wrap the boiler in armour. He might not have.


One of the Ork novels talks about this - the Mek is an advanced fusion reactor specials ("caged suns") and is in demand to power the biggest gargants and war machines.
   
Made in gb
Battleship Captain





Bristol (UK)

At the same time, the ramshackle nature may result in a weapon shearing off and falling because it the mek didn't build it properly to sustain recoil at a particular angle.
Or the vehicles are just in general horrifically overweight and clumsy.
It's just a pet peeve of mine how shoddy build quality is seen as a virtue.

I personally like the idea that Gargant's legs go all the way up, like an Owl.
   
Made in gb
Ridin' on a Snotling Pump Wagon






It’s not advantage against a skilled and knowledgable foe.

But when you can’t be sure exactly where a weak point is, your enemy holds an advantage, even if inflicting general damage isn’t much of a problem.

   
Made in gb
Witch Hunter in the Shadows





 Mad Doc Grotsnik wrote:
Their comparatively rickety build also aids in repairs. If I shoot your Titan, and take out the energy feed cabling? How do you go about fixing that in a sanctioned manner, during the battle?
IIRC back in epic it was the Imperial/Eldar titans that could be repaired but not the ork gargants. By the same token no amount of shooting would actually destroy a gargant, it would just get set progressively more on fire until as the krew ran around trying to put it out before it exploded.
   
Made in ca
Commander of the Mysterious 2nd Legion





 Mad Doc Grotsnik wrote:
Still standardised compared to an Orky construct.

The boiler might be sensibly located between the feet, aiding centre of gravity.

The boiler might actually be a series of smaller boilers, depending on what the Mek had to hand, or plain old fancied.

The Mek might’ve decided to wrap the boiler in armour. He might not have.

The total lack of standardisation is a problem for efficient targeting. You could blast your way through armour plating, only to find nothing of particular consequence on one, yet obliterate the same area on another and take out the boiler there and then.

They just have fewer obvious weak points in general.

Legs are of course particularly notable. On Imperial and Eldar patterns, the legs are a serious weak spot (as demonstrated by the Gut Cannon’s ball and chain ammo). Go for those, and the thing is toppling over. Even a solid hit on their gyro stabilisers is going to cause trouble.

Gargants? Well, with their typically design, who knows where what is on them. Maybe it does have proper legs up under there. Or like the 40k Stompa, it could just be feet mounted on a horizontal chain pulley.

Unless you’ve some, reliable way of seeing through the armoured outer (perhaps advanced sensors), you just got to pick a location and hope for the best.

Their comparatively rickety build also aids in repairs. If I shoot your Titan, and take out the energy feed cabling? How do you go about fixing that in a sanctioned manner, during the battle?

Gargant? Grot Riggers get sent to work. Even if they get picked off by incoming enemy fire, the rest of the Krew at least get a laugh at their messy demise. And sure, you’ve taken out say, a heavy gauge chain holding the weapon in place. But that’s not to say a ‘it’ll do’ type repair with Squig hide rope won’t get it back to more or less functional status.



at the same time the ramshackle construction is a problem un and to itself making the whole thing more likely to fall apart.

Opinions are not facts please don't confuse the two 
   
Made in fr
Longtime Dakkanaut






Size is tricky, just going by height doesn't do it. If you go by volume it looks like ork stuff is bigger than it's imperial or eldar counterparts.

I remember the first ep is star trek the next generation when the alien vessel pulled into orbit and i think worf was at tactical and described the ship as having much larger volume them the enterprise d. Don't recall the exact numbers.

It's hardly a mystery why ork vehicles are bulkier and more voluminous than their more advanced counterparts.

"But the universe is a big place, and whatever happens, you will not be missed..." 
   
Made in gb
Ridin' on a Snotling Pump Wagon






Oooooh.....a late thought. Possibly sponsored by some lovely beers....

To Orks, a Gargant of any type is an idol of Gork or Mork, yes? Taken to its extreme (as covered in the earlier 40K and Epic books) a literal body built for their Gods to inhabit?

And we know that Orky technology largely works on faith - if it looks ded shooty, whether there is any mechanical merit or not, it will be ded shooty. This is the same canonical reason that for Orks, red wunz do indeed go fasta.

What of that collective psychic, well, belligerence, and Gargants?

I propose the following. So long as the Gargant is bigger or the same size as it’s assailant? The sheer Orky Faith in it could see it survive otherwise dolorous blows, at least until it can get good and close to give Da Big Git a proper Orky kicking.

This goes beyond its mere crew (still several dozen Boyz and assorted oddboyz), harnessing as it will the sheer idiot confidence of every single Ork that can see it, and what it’s fighting,

This message was edited 1 time. Last update was at 2021/01/30 03:04:52


   
Made in us
Stealthy Grot Snipa





Atlanta, GA

 Mad Doc Grotsnik wrote:


And we know that Orky technology largely works on faith - if it looks ded shooty, whether there is any mechanical merit or not, it will be ded shooty. This is the same canonical reason that for Orks, red wunz do indeed go fasta.



No. Ork technology works because the technological knowledge of how to work and build machines was encoded into their genetic design by the Old Ones. It works because a Mekaniak instinctively knows the best way to put together something like a trukk, or a Stompa, or a killa kan. There's nothing faith-based about it.
   
Made in us
Focused Fire Warrior




Les Etats Unis

 Mr. Grey wrote:
 Mad Doc Grotsnik wrote:


And we know that Orky technology largely works on faith - if it looks ded shooty, whether there is any mechanical merit or not, it will be ded shooty. This is the same canonical reason that for Orks, red wunz do indeed go fasta.



No. Ork technology works because the technological knowledge of how to work and build machines was encoded into their genetic design by the Old Ones. It works because a Mekaniak instinctively knows the best way to put together something like a trukk, or a Stompa, or a killa kan. There's nothing faith-based about it.


Technically, both what you and MDG said is true. Meks know how to build machines well because of the whole "Orks are biological weapons" sort of thing, but the gestalt psychic field is also what keeps most of their guns and vehicles functioning. For instance, you can find the old anecdote about Orks driving a trukk after it's run out of gas in just about every corebook and wiki known to man. It's just common sense that things like the Deffkopta should not be able to leave the ground, but the pilot always believes otherwise, so here we are.

Dudeface wrote:
 Eldarain wrote:
Is there another game where players consistently blame each other for the failings of the creator?

If you want to get existential, life for some.
 
   
Made in au
Longtime Dakkanaut




A.T. wrote:
 Mad Doc Grotsnik wrote:
Their comparatively rickety build also aids in repairs. If I shoot your Titan, and take out the energy feed cabling? How do you go about fixing that in a sanctioned manner, during the battle?
IIRC back in epic it was the Imperial/Eldar titans that could be repaired but not the ork gargants. By the same token no amount of shooting would actually destroy a gargant, it would just get set progressively more on fire until as the krew ran around trying to put it out before it exploded.


Not quite like that. Titans and Gargants had damage results that could be repaired, and some more severe ones that could not be repaired. I have the old Epic Space Marine Battles book which is a collection of old Epic articles and battle reports which I am referring to directly.

Where they differed is where others have already said: the lack of a critical vulnerable point. Imperial and Eldar Titans all potentially could be destroyed by a single critical hit to vital hit locations like the head, legs, or reactor (once you get past void shields or holofields).

Gargants had no such vital location. You could blow off the head, and that would degrade its performance (and cause a morale check on Ork mobs that saw the head of their idol fly off). You could hit the boiler and it could explode and set fires and the Gargant would grind to a halt. You could blow off the foot and it would grind to a halt. Hits to the main hull would either set Fires or add a bonus to all future damage rolls to the hull, so eventually all hits would set Fires. High damage results to locations would set Fires in addition to knocking out the function of the location. Over time, the fires could spread and cause more damage, and eventually destruction of the Gargant, either becoming an immobile flaming wreck or blowing up. For the Mega Gargant it had Krew counter rules such as a d6 per Grot Rigger to put out fires. Normal Great Gargants (Warlord equivalents) would roll on a Fire damage table (d6+ number of Fires -1). Any result of 1-3 put out a Fire. This meant it was often a case of trying to milk maximum use out of a Gargant before the Fires expanded out of control.

Ork Gargants started with a higher number of Power Fields than comparable Imperial Titans' Void Shields (d6+6 per Great Gargant, with a Warlord Gargant having the full 12), however Power Fields flickered (a roll of a 6 meant a shot slipped through even if the Power Fields were still up) and Power Fields could not be brought back up once knocked down. So Gargants had a degrading of performance over time rather than be susceptible to potential one hit kills, though near the end stages of a game, a Gargant might effectively be a kill and could be ignored if it is a towering immobile inferno with hardly any weapons left that could fire back and out of control fires making it only a matter of time til it blew up.

Similarly the Mekboy Gargant was front loaded in terms of performance. It Kustom Force Field that had incredible protection early on (though it still flickered) but it got worse later, with an increasing risk of blowing up if it wasn't shut down permanently by the Ork player. So it was a sort of gamble how long you left it on for.

 Mad Doc Grotsnik wrote:

The main difference is that, in Imperial Terms at least, a Knight has a single crew member, sat in their Throne Mechanicus. Knights are actually closer to personal suits of armour than a vehicle.


A Knight is basically a Mech. One person in a larger than life anthropomorphic machine that is piloted from effectively a cockpit.

The line between Eldar Knights and Titans beyond just size is a bit more blurry since the Eldar scout titans are all piloted by a single Eldar.

The difference between the Mind Impulse Units of the Imperium and the Eldar was sort of reflected in the agility of their Titans. All Eldar Titans could make an unlimited number of turns while moving. Only Imperial Scout Titans like the Warhound could do that. Imagery and background wise, it could be thought of as the difference between the Jaegers of Pacific Rim who lumber around in a still obvious machine like manner vs. the EVA units from Evangelion who have a fluidity to their motions more like a living organism.

This message was edited 12 times. Last update was at 2021/01/30 12:46:45


 
   
Made in gb
Witch Hunter in the Shadows





Iracundus wrote:
A.T. wrote:
IIRC back in epic it was the Imperial/Eldar titans that could be repaired but not the ork gargants. By the same token no amount of shooting would actually destroy a gargant, it would just get set progressively more on fire until as the krew ran around trying to put it out before it exploded.
Not quite like that. Titans and Gargants had damage results that could be repaired, and some more severe ones that could not be repaired. I have the old Epic Space Marine Battles book which is a collection of old Epic articles and battle reports which I am referring to directly
My reference is WD 144 UK - it has the eldar, ork, and imperial charts but not the superheavy titan units - if there were any repairable gargant damage results they must have been on the mega gargant.
   
Made in au
Longtime Dakkanaut




A.T. wrote:
Iracundus wrote:
A.T. wrote:
IIRC back in epic it was the Imperial/Eldar titans that could be repaired but not the ork gargants. By the same token no amount of shooting would actually destroy a gargant, it would just get set progressively more on fire until as the krew ran around trying to put it out before it exploded.
Not quite like that. Titans and Gargants had damage results that could be repaired, and some more severe ones that could not be repaired. I have the old Epic Space Marine Battles book which is a collection of old Epic articles and battle reports which I am referring to directly
My reference is WD 144 UK - it has the eldar, ork, and imperial charts but not the superheavy titan units - if there were any repairable gargant damage results they must have been on the mega gargant.


Yes, I lumped in the Mega Gargants as a subset of Gargants, and yes it was the Mega Gargants that had repairable damage results. The Great Gargant minimum damage results usually just meant subsequent damage rolls to that location got a +1 (cumulative) bonus.

This message was edited 1 time. Last update was at 2021/01/30 12:47:41


 
   
 
Forum Index » 40K Background
Go to: