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Made in us
Tough-as-Nails Ork Boy





San Diego

So I have been trying to use the Blitz Brigade in my games. So far I have been no really been able to do much with it. In a game against necrons I had 4 of my battlewagons blown up and one immobilized. In a game versus SM, grave guns immobilized three battlewagons in one turn and blew one up with deep striking melta. I haven't gone against tau but I am sure it would be worst.

I think that the Blitz Brigade needs more than a scout move to excuse the cost of 5 plus needed upgrades. So I thought about it and would want to see if this would be an acceptable fix.

First: in addition to scout all upgrades for battlewagons are free,

Second: this is just a maybe as I know that free upgrades would be HUGE , but maybe in addition something like free eav'y armor for all passengers. I do not think this would be too bad with all the current high strength and low ap weapons out there.

What ways do you think Blitz Brigade can be better used, ether as is, or with your own proposed rules. Are my suggestions too much.

 
   
Made in nl
Longtime Dakkanaut






No just add the old Deff rolla rules and they will rock


Automatically Appended Next Post:
Upgrades for free is the worst mechanic of 40k

This message was edited 1 time. Last update was at 2016/01/10 12:42:32


Inactive, user. New profile might pop up in a while 
   
Made in us
Tough-as-Nails Ork Boy





San Diego

 oldzoggy wrote:
No just add the old Deff rolla rules and they will rock


Automatically Appended Next Post:
Upgrades for free is the worst mechanic of 40k


The battle wagons for the, most part, do not have the survivability to get to use these expense upgrades, in against most competitive armies.
As a formation the has the fewest special rules when compared to all formations, just one, there seems to be no incentive to put all those points into transports that are probable the weakest large sized tank.

 
   
Made in us
Krazed Killa Kan






Blitz Brigade is my favorite tactic for my Orks and so far has done really well for me. Drop pods with lots of meltas are a concern so against a drop melta heavy list I will often just start my guys outside the transports and force the enemy to choose between blowing up empty battlewagons or shooting AV weapons into boyz/gitz/bustas/etc. Scout on a transport is crazy powerful with its 12" movement give you a lot of potential to cover ground and shift position away from potential threats. The issue with Blitz Brigade if anything is just how bad ALL non super heavy vehicles are in 7th. For an AV14 transport you can assault out of. The battlewagon isn't all that bad but its just that more and more weapons as of late tend to just ignore AV or have ways to volume of fire down a vehicle's HP in a cost effective manner. Fix vehicle durability and then Blitz Brigade will start to see more play.

Blitz Brigade was actually a fairly good counter to Tau given that most of their shooting isn't all that great at cutting through AV14. Their AV14 vehicle killers are deep striking crisis suits or fairly short range stealth suits / ghostkeels which you can maneuver away with scout. Riptides are decent at cracking AV14 but its generally 1 hit with only a moderate chance to pen. All that changes with the Stormsurge which is just a pants on head stupid unit and hard counters Orks so hard its not even funny.

This message was edited 1 time. Last update was at 2016/01/10 18:38:23


"Hold my shoota, I'm goin in"
Armies (7th edition points)
7000+ Points Death Skullz
4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise" 
   
Made in us
Longtime Dakkanaut







Give Battlewagons in the formation Power Of the Machine Spirit. Gives them the ability to move 12 and fire their Kill cannons (at separate targets even)
   
Made in ca
Gargantuan Gargant






I think Blitz Brigade is one of our better formations we have right now, the core issue seems to lie more with the price hike battlewagons received more than the formation itself. If battlewagons had remained the same 90 points they were previously I think it would be more palatable to take in lower point games. Another potential solution would be to make the formation variable rather than forcing you to take a stock 5 battlewagons. Maybe make the formation require 3-5 battlewagons? Makes it more flexible.

If we wanted actually add rules onto the formation, I also dislike getting upgrades for free, I would prefer them gaining a built in 4+ cover save to reflect the dust storm or fuel clouds that the brigade throws up in their desperation to get into combat with the foe on the first turn. They get a 3+ cover if they flat out.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

I find it too expensive, as i do with pretty much every formation orks got. I wish it was 3-5 wagons so it could be more flexible.

BW need a price cut as a whole. Still cant believe they got nerfed in the current dex, they werent even all that amazing last dex but they werent useless.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Been Around the Block




 Vineheart01 wrote:
I find it too expensive, as i do with pretty much every formation orks got. I wish it was 3-5 wagons so it could be more flexible.

BW need a price cut as a whole. Still cant believe they got nerfed in the current dex, they werent even all that amazing last dex but they werent useless.


I am exceedingly bitter about the treatment the ork codex got this edition. It beggars belief that GW decided to change from a "Tone it down" mindset to a "BIGGER IS BETTER" mindset after publishing a couple of codices, including the ones that needed the biggest buffs/updates (Blood Angels, Dark Eldar, Grey Knights (To a lesser extent) Space wolves and Orks)

Because of this nonsensical style of codex release orks got formations YAY but they are predominantly garbage. IN our main codex we got nothing. HoW if you roll 10 or more? really? a 3/11 chance of getting a couple of free S3 hits on the charge? that is our big formation buff?

The Ghaz Supplement was better, some of the formations seemed cool and the relics and what not added flavor to an otherwise mediocre/terrible codex release. Unfortunately if you look closer at the formations, ALL OF THEM, they are rather poor as well. Green Tide caused a bit of concern at the beginning, fielding 100-300 boys seems scary but simple tactics quickly make you realize that the green tide was garbage. Assault the green tide from 2 different units (different sides of the map) and you have effectively neutered the green tide for at least a couple turns depending on how tough a unit you sent in. A really tough unit can theoretically take the green tide the whole rest of the game to finish. (Boys are only S3 remember).

Waaagh Council: Expensive as hell and probably one of the worst deathstars in the game. With the exception of Ghaz on the single turn he calls for a waaagh, none of these guys have a invul save and will just die to AP weapons.

BullyBoyz: This is a point of contention I have with a lot of other ork players. I dislike our Meganobz, because without an invulnerable save they are fairly squishy. By squishy I mean anything thats AP1-2 can go right through them, and most AP1-2 weapons are S8 which doubles them out thereby taking 2W instead of just 1. So Bullyboyz you are spending 360 points min for Meganobz that can't get into a CC fight with any unit that has a PowerFist because it will defeat there armor and usually double them out. Plus you have to buy transports for these units because they are to slow to footslog so really its 90pts more for 3 trukkz. Not a fan (I Know a lot of people are yelling at me now but thats my opinion sorry)

Da Vulcha Squad: Deepstriking expensive boyz that have to start in reserve meaning the enemy gets an entire turn of shooting at them (Clumped together) before they can even do anything. The only benefits they get from the formation is shred on HoW attacks......useless

and on to Blitz Brigade: 110points a model, have to take 5, your dropping 550 points into this before you add on needed things like rams and maybe some weapons. Fully upgrade them the way I usually do, 4 Big Shootas and a Kill Kannon and your looking at 55pts more a vehicle so 825pts for vehicles that are AV 14/12/10 and the units inside CAN NOT assault on turn 1 because they scouted and the special formation rule says infantry CAN NOT assault on turn 1 from this vehicle, thereby defeating the entire purpose of this formation. Even if you don't upgrade the wagonz at all your still dropping 550points into transports...thats half your army in a 1k game or 1/3rd your army in a 1500 game.


Automatically Appended Next Post:
So in conclusion, the only way I can see to make the Blitz Brigade usable is to take away the rule saying that infantry units inside can't assault on turn 1. That alone would make them that much better.

But with the current arms race it might make even more sense to give them a further ability such as the vehicle gains a 4+ cover save for the 1st turn.

I am 2 Battlewagonz shy of the blitz brigade but I have fielded proxies and it never goes well against good opponents. newer players and such don't expect it but thats about it.

This message was edited 1 time. Last update was at 2016/01/21 13:54:11


 
   
 
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