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Made in dk
Hollerin' Herda with Squighound Pack



Denmark

This formation is actually intended for a campaign I have plans on running sometime in the future(likely some time in the far future :/ )
This formations theme is radioactive greenskins, with lots of soulblaze counters. Its part of IA8 the dread mob armylist. They have been hastily changed to the 7th ed orks rules.

Deranged ork looters have been scaveging a destroyed imperial nuclear powerplant for gubbinz. The crazed meks have devised dirty stikkbombs and dedd killy weapons from the radioactive waste. While the greenskins lifes likely have been cut short by several years due to radioactive poisoning, they usually gets themselves killed in combat long before that

Da glow boyz skwad
Formation
1 big mek*
2 meks
1 burnaboy mob
2 spanna boyz mobz*
2 gretchen scavenger mobz**
1 Lifta wagon
1 Morkanaut*** ignore
Restriction: Spanna boyz and burna boyz must upgrade 1 member to a mek (burnas may upgrade more as usual). Grot scavenger mobz must be led by a mek in addition to the runtherds. All meks must choose a weapon from the meks weapons or a killsaw.
Benefit: Green glow fer every un, glow stikks, dat tingly feeling, its gonna blow!, outshinez every´un

Green glow fer every un: When an enemy unit is in B2B contact with a unit from this formation in the assault phase they get a soul blaze counter.

Glow stikks: All stikkbombs in the formation has the poisoned(4+) ignore gets hot as addtional rules.

Dat tingly feeling: all weapons and grenades with the gets hot special rule gains soulblaze USR.

Its gonna blow!: When a vehicle explodes its always max distance, with the poisoned(4+) and soul blaze rule. Should a vehicle suffer the wrecked result, roll a die, on 4+ it explodes instead. Should a unit come in contact with the wreck they gain a soul blaze counter.

Outshinez every´un: such is the the radiation emission from their illgotten gains and their bodies that all units from this formation looses any nightfighting stealth bonus they may get, as they are easily visibly to the naked eye and on every sensory equipment. On the plus side they gain some extra wealth as their teef begins to fall out.

*all ork models from the dreadmob list loose waagh and gain ere we go and stikkbombs. They may upgrade a spanna boy for 10 points to a mek, he functions as a mek from the burna/loota mobs entry, with the same options. Shoota boyz costs +1 point per model. Dedicated vehicles uses the prices from codex orks.
**scavengers follows the rules from codex orks, except they cost 45 at start and 4 pts per grot, they still have firebombs.
***can be exchanged for a kustom meka dread, in that case the meka dread buys weapons and other upgrades at codex ork prices. ignore

cyan are addition to the original formation proposal.

This message was edited 6 times. Last update was at 2014/08/04 20:23:42


 
   
Made in us
Grovelin' Grot Rigger






Los Angeles, CA

The fluff is great! The rules seem a little OP to me, but it's hard to say since formations give buffs that don't cost anything. Actually the formation -is- the cost since they are usually from what I can tell either non-optimal (Grukks crew) or very OTT single minded spam (five battle wagons). Since you are designing your own to fit exactly what you want, I'm not sure that a "formation" is really appropriate. I suppose if you were going to use it for a campaign and stick with it every battle without tweaking it, that's a commitment (and possible handicap) that would balance some special rules.

In any case I'd suggest toning down the poison and soul blaze, or give each unit a point cost bump. (Grots that always wound on a 4+ sound pretty awesome.)
   
Made in dk
Hollerin' Herda with Squighound Pack



Denmark

Yeah the OP part was what worried me.
Fluff justification for the meks and burnas are ofcourse that, when looting large vehicles/buildings meks usually oversees the burnas cutting away spare parts for mek gubbinz and metal plates for armour and whatnot.
The lifta droppa might seem a bit off, but that vehicle was actually the inspiration behind the formation. It has a misfire table where you can get: aargh it glowin! giving each model within xx distance a S2 hit and makes them glow slightly green. Also I think its considered a non optimal choice now*

The grot scavenger mob was actually kinda intended as the formation"tax" as they arent very good and normal grots camp objectives for less points.
The morkanaut... well yeah I guess that one isnt really fitting in here. I took it for 2 reasons. 1 it has 2 gets hot weapons and that fitted the theme very much. and 2, the ork player this is intended for (not me though) has it and loves it.
So yeah I admit the formation was kinda made with an eye towards what models were available.

The grots arent wounding on 4+ though, only their stikkbombs has that rule, and they can only throw one of them. in close combat they would still revert to their girlish strength of 2. ( whoops unless they can use their grenades against monstrous creatures... hmmm gotta go check the book)

So maybe increase the restrictions a bit, in a non-optimised way. and get rid of the morkanaut as he will likely take that anyway. And maybe delete the poison(4+) on grenades.

I will change the original post, thanks BadMoonMek


*ehh the lifta wagon posted on FWs dreadmob armylist is the newest version of it right?

This message was edited 1 time. Last update was at 2014/08/04 18:53:30


 
   
Made in us
Grovelin' Grot Rigger






Los Angeles, CA

Ah, the clarification make it much better. The changes make it look pretty well balanced. On a second read-through, I have the following thoughts/observations:
- You could build this list using a normal CAD
-- assuming reasonable unit types assigned to the IA8 units, e.g. a Lifta Wagon is a Heavy
-- often a formation lets you do something you can't do with a normal CAD
- Beneficial special rules:
-- Green Glow: all good
-- Dat Tingly Feeling: all good
-- Glow stikks: good with a drawback
- Penalty special rules:
-- Its gonna Blow: probably will kill more Orks than enemy
-- Outshinez: plain old penalty

I would hazard that "It's Gonna Blow" will kill more Orks than the Glow Stikks will kill enemies. On my first reading of the list I thought everything had Poison, but given that its just the Glow Stikks I rescind my OP objections. If anything, now I think it might be penalizing the Orks. But it's hard to figure out the value of the Soul Blaze rule... I'd say give it a shot and have fun!
   
 
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