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Battlefleet Gothic => [BFG] Discussion => Topic started by: Plaxor on December 04, 2010, 09:38:57 AM

Title: Orks... Flawed Ships
Post by: Plaxor on December 04, 2010, 09:38:57 AM
So I know Orks are going to be a lot of work for our revision so I've started this topic to keep this separate from our IN/Chaos thread. Anyways I'm harvesting info from the Orks Gib us a Brick thread and the Ork kill-kroozer poll.

Now I don't want to do any major revisions to the ork special rules or anything of that sort... The reasons already put forth (as they are more likely to succeed at ramming already, column shifts are pointless etc.)
Note; we will be using info from the current updated FAQ, I.E. Onslaughts costing 35, Savages @30 turret upgrades etc.

My fleet revision standings are in the next post. You're welcome to provide ideas for this, comment etc, but I guess that the orks are getting done differently than IN/Chaos/SMs at least.

Other ideas I haven't put on paper:
Ork LC type.

Ones still pretty loose in the next list:
Lances on slamblasta
Teleport attacks from mega-armored bp
the savage gunship (everything)
How the soopa engines upgrade works on ramships
Sort-of firepower on KK

Other thought: I'm considering dropping the heavy guns on the prows of both the KK and TS to 4, if the KK gets within 15 it does absurd damage, and this seems better than less Guns firepower as orks desperately need the ranged firepower. This would mimic larger ships, which have the same number of heavy guns in every arc.
Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 04, 2010, 09:39:22 AM
Gorbags Revenge: Prow torpedoes increased to D6+4, Cost 305

Kroolboy: +2wbs to p/s guns. 255 cost

Deathdeala: No change

Slamblasta: Lances changed to str d3+2, Cost 285

Hammer: No stats change, just upgrades added (as listed)

May reduce the strength of P/S Guns to 2, and add soopa engines for no cost
May replace p/s heavy guns for 1 launch bay (total 2) for +10 points

Kill-Kroozer: Prow guns increased to D6+6, P/S guns increased to D6+2. Torps made into a 10 point upgrade. Cost reduced to 150, Turrets upgraded to 2

Upgrades:
May reduce P/S guns to str 2 and add soopa engines at no cost
May replace P/S heavy guns with D6 torpedoes for free.
Of course may replace prow heavy guns for d6+2 torpedoes for 10 points


Terror ship: Prow weapons at D6+4, sides at D6+1. turrets upgraded to 2, Base cost 175

Upgrades:
May reduce P/S guns to strength 2 and add soopa engines at no cost.
May upgrade prow heavy guns to Str D6+2 torpedoes for 10 points.


Onslaught: 30 points firepower D6+1

Upgrades:
may exchange 1 firepower for soopa engines at no cost
may upgrade turrets to two for 5 points

Savage: 30 points, has soopa engines

May upgrade its turrets to two for +5 points

Ravager: No Change

May swap 1 gun for soopa engines at no cost
May upgrade its turrets to three for 5 points

Comments: the gun swap may go up to two, but the ship overall is correctly costed and well represented among bfg players. It is a good ship


Brute Ramship: No change

May exchange 1 firepower for soopa engines at no cost (or possibly no exchange and just +5 points)
May upgrade its turrets to two for 5 points

Comments: this one is hard, and deserves more thought. I imagine anyone would give soopa engines to a ship designed to ram always, and I can’t see eliminating all its firepower for that.purpose.

Escorts: of course all the escorts in a squadron must have the same upgrades. All soopa engines or none, all turrets or none etc.

Hulk/Roks: No change.

Torpedo Bombers: use old cost upgrades (based on averages rather than max)


Warlord upgrades:

Maniak gunners: 10 points, may re-roll lance strength as well (in the case of the Slamblasta)

Looted Torpedoes: 10 points

Mad Meks: 10 points

Extra power fields: 20 points


Fleet lists:
2 new characters added:
Big Mek: Makes the ship replace one shield with D3, comes with a re-roll 40 points
Freeboota Kapitan: Adds +1 ld to the ship, comes with a re-roll 40points
Both characters are in the warboss category, so you may not include more than 1 character per 500 points. Each may take 'warboss upgrades' which with the big mek will make the shields go to d3+1, or d3+2 on bb/bc.

Characters must be on a capital ship. (Revision of rules neglect from GW).

Pirates: Now includes Kroolboy, and Roks, may include all three character options but must include 1 freeboota kapitan if over 750 points as it's leader. Other two are 0-1 each.

WAAGH: May include all three characters, however it must include a warboss at 750 points or greater. Both other characters are 0-1
Title: Re: Orks... Flawed Ships
Post by: RCgothic on December 04, 2010, 09:50:25 AM
I'd suggest Turret Strength D3 for cruisers and 2D3/D6 for battleships. 1 Turret isn't enough for AV4+ ships.
Title: Re: Orks... Flawed Ships
Post by: Admiral_d_Artagnan on December 04, 2010, 09:40:45 PM
As another option to the weapons, just add more non-variable stat. In 40k, Orks don't have variable attacks. They just have a lot of attacks. Just that their ballistic skill sucks.

My idea before was they have lotsa dakka but would be rolling at +1 to the lowest Armor value up to a max of 6.

There should also be more turrets but they normally hit at 5 instead of 4.
Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 05, 2010, 03:09:47 AM
So I'm rather surprised with the quick replies to my other thread and the Ork Kill-Krooza thread that this one isn't going yet. Hmmm...
Title: Re: Orks... Flawed Ships
Post by: RCgothic on December 05, 2010, 11:46:32 AM
To be completely honest, I don't often get to play against orks, so I'm not over-brimming with ideas how to fix them. I think BBs up to 14 hits would be an idea, there's not enough separation between them and cruisers.

I think the ships generally need to be upgunned as well. Forget to hit modifiers, column shifts or armour changes. They just need more guns.
Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 06, 2010, 01:06:25 AM
So I've been looking over the smotherman formula and thought that since heavy guns aren't put at a correct gameplay value I've been toying around with them being 1.5 points rather than 3.

If this is the case then a KK would cost: 134 points in its current state, 21 points less than what it costs. Now for that we can add 4wbs to the prow at 45cm for 12 points, and 1 to each side at 3 points, leaving us with 6 points left over. Now the question is do we reduce the cost of the ship by 5 points? Maybe. or increase the side guns by 1 again? likely. Now naturally in this format torpedoes would be a 10 point upgrade. (actually likely 10 points to swap heavy guns, free to swap regular guns). Of course there would be an additional upgrade to swap side heavy guns, or (guns?) with soopa engines. Likely at 5/0 points respectively. Probably an option to swap side guns/heavy guns with d6 torpedos as well.


of course using this logic and upping the stats similarly on the TS (+4wbs prow, +1 to each side) would make it cost 191 points and without free torpedoes. Six point discount here. Now we could make it only D6+4 on the front, and make the sides d6+1 instead of the KKs proposed D6+2. This would separate out the two vessels as their class types, and make the TS not feel like so much of a +30 point heavy gun swap for lbs.


This logic would place the savages at 31 points (about what they are now). The onslaughts current stats: 28.5 points, which plays into my previous escort math (see orks gib us a brick). This ship should have D6+1 or D6+2 firepower ultimately whatever is chosen for the sides of KKs. Or perhaps an additional points reduction of 5 points.

Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 06, 2010, 08:48:06 PM
More analysis; Gorbags revenge priced correctly (no surprise) at 310 to 307 (modified smotherman) Likely give an additional 2 torps to d6+4.

Kroolboy overcosted by 17 points (although this doesn't account for soopa engines, so maybe only 7 points?) Probably add 2 wbs to each side to resemble deathdeala, then drop by 10 points.

Deathdeala untercosted by 2.5 points (again doesn't account for soopa engines, so maybe this is a bonus? Maybe increase side wbs on kb to resemble deathdeala)

Slamblasta overcosted by 25 points (not too surprising, but lances are a premium...) Maybe increase lances to str4. Maybe reduce to range 30 (i've always wondered why orks figured out how to make a gothic's lances longer ranged.)

Hammer: undercosted by 10 points? (seems fine)
Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 07, 2010, 02:02:16 AM
Ok so what our list is looking like so far: (well mine…)

Kill Kroozer                                 155pts
Type/Hits   Speed   Turns   Shields   Armor       Turrets
Cruiser/10   20cm      45’     1        6+/5+/4+       1
 
Armament              Range/Speed   Firepower/Str   Fire Arc
Prow Gunz                    45cm            D6+6                F
Prow Heavy Gunz           15cm               6                  F
Port Gunz                     30cm            D6+2                L
Port Heavy Gunz            15cm               4                  L
Starboard Gunz             30cm            D6+2                R
Starboard Heavy Gunz    15cm               4                  R

Refits: Ork Kroozas represent some of the most varied types of vessels in the galaxy. The imperium has classified two general ideologies in ship building; one with more guns (or dakka) and one with ordinance. To represent this, a ship may replace the following weapons for these refits.

The Kill-Kroozer may replace its prow heavy guns for a torpedo salvo of str D6+2 for +10 points. It may also replace its port/starboard heavy guns for strength d6 torpedoes for +10 points. Additionally it may replace either its port/starboard heavy guns, or its port/starboard guns with soopa engines for no cost.

The ship additionally may upgrade its turrets to D3 for 10 points. If it takes torpedos then it may be upgraded with boarding torpedoes for 5 points.

Possible other options, replacing prow guns instead of heavy guns with torpedoes, but likely this would be of greater strength, or reduce the cost of the vessel by 5 points. Similarly the same upgrade style for the port/starboard guns for free. Making extra power fields not warlord linked, and have a more reasonable cost (15 or 20 points)

Analysis: For some reason this set up seems more deathy, when all that was added was 8wbs. However we do know the ship is underpowered at its current stats, and with it upgrades and torps being an upgrade, this could prove differently. Ork ships prove to be solo hunters, and don’t coordinate well, so this doesn’t seem so bad. Will need to playtest, but I wouldn’t be surprised if this was slightly OP. Also this allows for a multitude of different ship builds and unique playstyles that the orks are really demanding. With these you can make at least 4 different kinds of vessel, a lot more comparable to IN and chaos fleet list options.

Terror Ship
Type/Hits   Speed   Turns   Shields   Armor        Turrets
Cruiser/10   20cm      45’      1         6+/5+/4+   1
 
Armament               Range/Speed   Firepower/Str   Fire Arc
Prow Gunz                    45cm            D6+4               F
Prow Heavy Gunz           15cm               6                 F
Port Gunz                     30cm            D6+1               L
Port Launch Bays              -                  2                 L
Starboard Gunz              30cm           D6+1               R
Starboard Launch Bays      -                2                   R

The Terror ship may replace its prow heavy guns with d6+2 torpedoes at 10 points. Additionally it may replace its port/starboard guns with soopa engines for no cost. It may also upgrade its turrets to d3 for 10 points.

Again same possibilities as KK, with replacing guns for torps, but that would make a somewhat ridiculous ship…. But it certainly is an orky thing

Analysis: this set of stats seems about right, because for the cost of making torps an upgrade we added 4fp, and the ship was already determined as ‘about right’ anyways, but needed more firepower. It’s hard to justify this without making torpedos and upgrade, and allows for the cheaper version of the ship to have the disadvantage of heavy guns. Making torps not an obvious ‘must take’, which is what I want to go for with every upgrade. Making the player have to make a choice is what really shows balance.

Hammer class Battlekrooza

There are no stat changes here, but I’ve included a few upgrades:

May replace either p/s heavy guns, or p/s guns with soopa engines for no cost.

Possibly replace p/s heavy guns with d6+2 torps. Making a unique BC.


Thoughts?
Title: Re: Orks... Flawed Ships
Post by: Admiral_d_Artagnan on December 07, 2010, 02:30:58 AM
I think the current Terror ship is fine. Don't touch it anymore. It's the Kill Krooza which needs beefing up. I like the setup but not sure if players will agree to 155 for it.
Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 07, 2010, 02:37:40 AM
I think the Terror ship is fine. It's the Kill Krooza which needs beefing up.

Yeah.. the terror ship is fine. Although both ships could use some beefing up in firepower. So the way that I justified this was to make the unused version of the ship (without torps) have slightly more firepower, but making the torps then an upgrade to compensate. The ships really need some good reason not to take torps, and cheaper is usually a good reason. And this stuff is just sugestion anyways.

The terror ship came out to 174 points with modified smotherman with heavy guns, and 185 with torps. So it seemed to either mean that I could increase its firepower and increase the cost of the torp version, or decrease the cost of the heavy gun version (and that would make the ship absurdly broken). +4 firepower isn't much change, and at basically a 10 points up in cost (as still I imagine everyone would buy torps).

Don't worry... that is the max that I'm willing to change on the terror ship. Save for potentially the torp upgrade, but that seems ridiculous, and I'll save that for the suicidal kill-kroozers.

The Kill-Kroozer set up seems powerful for 155, but again that doesn't use torps, and basically it will only be using its prow arc. It really needs playtesting for it to work, and these stats were purely mathhammered. (as to go from 131 to ~155 meant +8fp, kind of a lot.)

How do you feel about the upgrades on the kill-kroozer?
Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 07, 2010, 06:45:58 AM
Which comes to mind as far as the kill kroozers potential mod: Missile.

Kill-Kroozer:   175pts
Prow Torps +10points
P/S Torps +10 Points
Soopa Engines

This ship would probably spend the game all ahead fulling until it got into the middle of the enemy ships, then it would launch torps in every direction. (hopefully supported by fighta-bombers).

Its an interesting 'new' cruiser identity. Any other thoughts?

The kill-kroozer kind of ended up in stats similar to a hammer. According to fluff hammers are based off imperial cruisers often with nova cannons. Kill-kroozers and terror ships are often made from imperial hulks. Hammers have just overgrown themselves a bit. Incorporating for 90 more points; better armor, more shields, an extra turret, torps/bombardment cannon, and a dorsal launch bay.

The armor is worth 22.5 points on a KK, the shield 10, the turret 5, bombardment cannon (in replacement of heavy guns) 18points, and the launch bay 34 (d6 launch bays in smotherman/2 +1 launch bay) Oh and +4 heavy guns, so 6 points. So the ship should be 96.5 points better, pretty much right on the money in this case, but as well the ship does have the option to swap out it's bombardment cannon for torps whenever it wants/needs to, which I guess would be the bonus for being a restricted vessel (as well as a 6.5 point reduction).

As I'm not getting much feedback I've been obsessively mathhammering this out, trying to make sure I'm not doing anything unfair. Likely I'll compare tyrants (at 180 points), Carnages, and heros to KKs in a cruiser clash later to make sure it makes sense. The kill-kroozer could likely go as low as d6+4 on the prow, and d6+1 on the sides, but this wouldn't fix much for the non-torp version. Likely it would need a 5 point deduction at that point. However at that value it would be too comparable to a strike cruiser.
Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 07, 2010, 08:32:16 AM
Game 1 batrep; Tyrants vs KK

The kill kroozers had ld across the spectrum 2 ld7 1ld6 1ld5, tyrants 2ld8 1ld7 1ld6. Orks went first and AAF first turn to get close, not within weapons range however.

The tyrants moved turned as much as possible and fired torps.

One KK (the furthest ahead) ran into the torps, and took 1 point of damage. Two others shot the torps in front of them with heavy guns and managed to kill them, the third was hit by the torps and took 1 point. They shot at the tyrants causing 1 point of damage overall.

The tyrants moved turned, and caused 3 hits on one of the previously damaged kill kroozers. The kill kroozers followed with a ship in a boarding action (causing 3 hits) and three others shooting at another ship, causing it to brace and 4 hits.

The tyrants continued to move then fire, killing the ship that already had hits, and severely damaging another. Orks followed by killing the 4 hit ship that was in heavy gun range, who failed a bfi.  Then the swirl started.

Anyways ultimately (when I decided to end the game) the orks had 3 ships with 5,3, and 4 hits remaining. The IN had 3 with 8, 3 and 6 hits remaining. According to vps awarded the IN won by 35 points. Ick. This set up of kill kroozers makes their initial strike somewhat absurd, but they still have previous underlying issues that prevent them from following up. This example seemed fine, but a more equivalent match (6 tyrants vs 7 kks) might have ended differently. Still the IN vessels should have won, as they had 100 extra points on their side, but still that is a slight disadvantage as there was more to give up.

Ork KKs+successful LO within range of heavy guns=death. 10wbs+6heavy guns means average 4 hits on cruiser (abeam), compared to the tyrants 2 in a similar scenario. Given it was easier to get internal damage on the KKs.

The KKs with their impressive forward batteries tempts the player to close and get close to the enemy, but unless they can cripple ships on their first or second shots, then they have to turn and fight with their side batteries (pretty much) which are still relatively weak, and have a hard time doing any reasonable damage. It really is a first-strike game with them. I don't see soopa engines being broken after this fight (for free), as this reduces side weaponry and increases this problem.
Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 08, 2010, 08:03:24 AM
Possible upgrade proposed; replace p/s heavy guns on hammer with str 1 launch bays for 10 points. This would help with the ork ordinance weakness, and allow for a more viable list without a lot of terror ships.

Also possible fleet list change: To make the ork pirate list and the WAAAGH list different:

Forcing a waagh player to take either a space hulk or a battleship/battlecruiser. Forcing a pirate player to take a squadron of escorts for every cruiser.

So basically it would mean that at smaller points values the ork player would have to use pirates, larger they would be able to go all cruiser, but they would have to have a big ship.

Possible character: Kaptain Badrukk; haven't decided on rules for him, but likely any successful h&r attacks will give 1 ship +1 leadership the next turn.

Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 08, 2010, 11:03:10 PM
So now I'm working on a lite krooza profile. After looking over the gouga's stats, as well as various conversions for lite kroozers I've come to this idea:

Smasha Lite Krooza  90 points
Type/Hits   Speed/Turns  Shields  Armor
Cruiser/6      25/45            1        6/4

Prow Gunz: D6+2@30cm
P/S Gunz: D6@30cm
P/S Heavy guns: 4
Prow Heavy guns: 4

May replace prow heavy guns for d6 torpedoes for 5 points
May replace p/s guns or heavy guns for soopa engines at no cost
May replace p/s heavy guns, and prow heavy guns with grabbas and drills for +10 points. These give the vessel +1 to it's boarding roll, as well as causing an automatic critical hit to any ship that comes into contact with its base (friend or foe!)

Possible inclusion of carrier version, replacing heavy guns with 1 launch bay at 10 points.
Possible increase in hits (and increase in firepower as well)
Possible decrease in speed
Title: Re: Orks... Flawed Ships
Post by: trynerror on December 09, 2010, 12:26:33 AM
Do you know the Light Gaugha Kroozer from the (no longer available) Armageddon3 campain page ?

This is the text of the page:

The Gouga is a relatively rare Ork vessel, but a single ship can cause immense damage against any opposing fleet. Though it is very weakly armed when compared to other Ork ships, its main armament comprises of two huge klaws and a boarding drill mounted in the prow. The klaws are used to snare an enemy ship as the boarding drill extends and bores deep into the target. The drill then splits open and hundreds of prepared Orks rush out into the heart of the enemy vessel to create immense devastation. This operation enables the Gouga to destroy ships much larger than itself and an Admiral is wise to target Gougas early in the battle, before it gets a chance to line up on a target and perform a ram.

ORK GOUGA LITE KROOZER    . . . . . . . . . . . . .    95 pts

TYPE/HITS    SPEED    TURNS    SHIELDS    ARMOR    TURRETS
Cruiser/6    20cm    45 degrees    1    6+ front/5+ sides/4+ rear    1

ARMAMENT    RANGE/SPEED    FIREPOWER/STR    FIRE ARC
Port Gunz    30cm    D6    Left
Starboard Gunz    30cm    D6    Right
Prow Heavy Gunz    15cm    4    Front

Notes: The Gouga has powerful gripping klaws mounted in its prow. These are used to grab an enemy ship before the boarding drill drives forward into the captured vessel, disgorging hundreds of Orks into the heart of the ship. When declaring a ram, the Gouga, if it successfully hits its target, may choose to grab the enemy ship and perform a devastating boarding action.

The Klaws will automatically cause one point of damage on the target ship, ignoring shields, as soon as the Gouga moves into contact. No weapons may be fired in the shooting phase as the Gouga performs this special attack.

In the end phase, the Gouga performs a boarding action with an additional +1 modifier as the attacking Orks will be in the most sensitive parts of the enemy ship. Note that during this manoeuvre, the Gouga does not cause normal ram damage.

The klaws count as prow armament for the purposes of critical hits.

-----------------------------------------------------------------------------------------------------

One thing they forgot about the boarding is, that the +1 only negates the "attacker on SO", so to really have a bonus the modifier should be +2

Forgot: the Ship never made it into any book for light kroozers were considered "unfluffy" for Orks. IIRC this design was one of Andy Chambers.
Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 09, 2010, 12:33:40 AM
Yeah, I kinda incorporated that into my light kroozer design. The klaws/drills need reworking, so I thought that them causing an automatic critical to any ship that touches is a better mechanic. As well the plus one to boarding mod/the fact that it need to AAF is weird. Changed it to just normal boarding, but that the owning player just gets a +1 to boarding modifiers.

I might make two classes, one as a revised gouga, and then another shooty one. Limiting the vessels by points values accordingly, as it is written into the fluff. (i.e. 1 per 500 points)

Thanks!
Title: Re: Orks... Flawed Ships
Post by: trynerror on December 09, 2010, 12:41:36 AM
I used this ship some times in a campaign some five years ago. Only one timeit made any difference in the game and all the other games it did not get a chance to AAF towards anything. The one time it was ignored until it grabed a Scythe and crippled it ...

Thats my ships:

http://www.tacticalwargames.net/archive/lib/comp/gothicomp09/gothicomp54.html (http://www.tacticalwargames.net/archive/lib/comp/gothicomp09/gothicomp54.html)
Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 09, 2010, 01:12:39 AM
Nice, but it does deserve revision, here is my take:


ORK GOUGA LITE KROOZER    . . . . . . . . . . . . .    95 pts

TYPE/HITS    SPEED    TURNS    SHIELDS          ARMOR                  TURRETS
Cruiser/6         20cm      45'         1         6+ front/5+ sides/4+ rear      1

ARMAMENT    RANGE/SPEED    FIREPOWER/STR    FIRE ARC
Port Gunz    30cm    D6    Left
Starboard Gunz    30cm    D6    Right
Prow Heavy Gunz    15cm    4    Front

Notes: After declaring a ram, if the gouga makes it to its target it can choose to stop and perform a boarding action as well as the effect of ramming.

If the ship comes into contact with a ship (friend or foe!) it will automatically do a single point of damage ignoring shields

The ship gets an additional +1 boarding modifier due to its drills and saws allowing orks easier access to vulnerable parts of the ship.

The klaws count as prow armament for the purposes of critical hits, and as such all the abilities of the klaws/drills will be lost if a prow damaged critical hit is suffered.


There, got rid of the needless wording, and simplified it (when doing a boarding action you can't shoot anyways). Made the ram work as well as boarding action, as you can do this anyways and there is no need for the complication.
Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 09, 2010, 01:58:57 AM
(http://photos2.meetupstatic.com/photos/event/2/1/b/a/600_19748634.jpeg)


This is an ork fleet I ran at our last monthly gothic meetup, note the Hammer conversion with BB bits. The jaw was extended with an additional KK jaw, then the engines were turned upside down and placed under/as a part of the tail fin. Nothing too epic, but it was made to be wysiwyg. Although depending on how this document turns out, I may convert my entire lot to have options.
Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 09, 2010, 09:43:42 AM
Here's the ship that I put into the orks gib us a brick page.

Basha Class Light Krooza: 90 pts
Cruiser/6 Turns:45 Shields:1 Turrets:1 SPD 25   armor 6/4
Prow Heavy Gunz: 6 front
Port/Starboard Heavy Gunz: 4L/R
Prow Gunz str: D6 30cm range
Soopa Engines

Its decent, and as much as I would like to wrap all light cruisers into one profile, I think people would try to shoot me for not having a seperate Gouga class. As well the name Gouga doesn't warrant itself well to a multitude of ship types. So in the end we will have two. The Basha (probably marauder class) as well as the gouga.

Consideration; after looking over KROOZA's conversions I may include the grabbers as an upgrade for the Kill-Kroozer. It would work exactly the same as for the Gouga, but instead replacing the prow guns and p/s heavy guns with the Klaws. However this would reduce the differences between the two ships.

There are several variants possible, even barring the fluff reasoning that all ork ships are of a small number of basic designs. As well as the lack of plausible variations amongst what we can reasonably ascertain with weapon loadouts and without doing anything strange or radical.

Basically in the case of light cruisers, this would mean an oversized savage, like the ship above,, an oversized ravager, and possibly a large onslaught. Of course there is the case for a smaller carrier as well.

As far as the cruisers/bcs go, well I've covered most possibilities with my upgrade system. Although a variant hammer with lances is justifiable. As well as a larger gouga type vessel.

These of course are just from harvesting examples already mentioned. There could be more interesting upgrades, such as a big mek instead of a warlord, who makes the ship have D3 shields instead of doubling the boarding value.(the shield value would be rolled at the beginning of every turn)

Hmm... maybe that's a good way to make the pirate fleet different, turning their warlords into freeboota kaptains, who give the ships +1 ld instead of doubling boarding value. Or give them both but limit warlords to 0-1. They'll be the most kunning orks alive! As well the warlord of course would be the fleet commander still, just because you are the smartest ork doesn't mean you're in charge!


The unfortunate thing is that currently Orks in BFG are very underrepresented. This is due a lot to the 40k players thinking that the list doesn't feel orky enough. (the HA will argue about how every ork aspect is represented in different ways). That the list itself is grossly underpowered (and most people want to feel like they have a solid chance of winning), and that they don't like the models (which I do, but this is the least of the three worries). These things have made the ork players in BFG come from a different background than those in 40k, like myself, who has never owned an ork 40k army (I actually only owned chaos, imperial guard, and a daemonhunters/witchunters army) to enjoy playing the list more.

Hopefully in this document I will be able to alleviate some of these concerns. The list will at least cover two.

I'm trying to add in some variability to the ships (of course was already represented by random firepower) to cover something that Ork players in general want. Nearly all ork sample lists have tons of options, and looking at The-Waagh's forums they had a rather complicated listing and got some ideas.
Title: Re: Orks... Flawed Ships
Post by: RCgothic on December 09, 2010, 10:17:47 AM
This is looking a lot less like a fix of the Ork's Flawed ships and more like a complete re-write, which I think is outside the bounds of a Warp-Rift Article.

Since Orks need so much love, would it be too much to ask to wait until the HAs have finished their Ork project before we make any decisions on this?
Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 09, 2010, 11:09:40 AM
Well, technically it is all covered  in flawed ships. As I wanted to fix everything in every list. From the fleet lists to the upgrades available on the ships.

Yes... the characters and maybe the CLs are going too far. However everything else was for a rebalance of all the ork ships against each other and mathematically. The soopa engines I added in for themeatics, and for the fact that it's represented elsewhere in the fleet.

Ugh, but yes it does feel like a complete rework. Technically I only changed the stats on 6/11 ships. The others just received upgrades. Considering that we changed 17/24 imperial ships, this doesn't seem so bad.

This thread has kind of become my own 'ork creativity/invention' thread. I'm trying my best to work in what people want, and keep things balanced. People I hope come by and comment at some point, but I doubt this section will come to a vote, and will be more loosely malleable.

The article wasn't my original goal for this. I actually was just curious what everyone thought, and was then going to type up a list so I could make changes for my local game group. I will type up the stats/converted listings into a nice pdf, editing it well and mimicing the BBB as much as possible. This will of course include all ships that we didn't change for convenience. I figure this will be an attached document to the article, which will not give numerical values, instead it will be a commentary/review and reasoning from us.

That will be the actual article, a few page discussion on how the changes worked, and our reasoning behind them, much like how I wrote here for each ork ship.
Title: Re: Orks... Flawed Ships
Post by: RCgothic on December 09, 2010, 01:51:55 PM
As in the message I sent you, I'm more than happy to help out with the article. I'm only suggesting a hold on the ork side of things because it doesn't seem like the community is engaging with this, and the HAs have a rework in progress.

It may be that 17/24 Imperial ships have changed, but the core hasn't - Emperor, Lunar, Gothic, Dominator, Sword and Cobra. In addition, a lot of the changes are minor - Firestorm -5pts, Falchion +1 Turret, Dictator -10pts, Tyrant -5pts, Mars -10pts.

With Orks, the entire core of the fleet needs to change. It seems the only ones you haven't touched are the Character BBs. The more revolutionary the change, the less likely the article us to be accepted, and even the Imperial/Chaos changes will stand or fall depending on whether the Ork section isn't accepted.

I would suggest keeping things extremely simple - add no new ships, use point adjustments where possible, and make a minimum of profile changes.

So what are the Orks main issues? This is what I think:

Hideous vulnerability to bombers.
Underpowered side guns makes it very tricky to line up shots beyond round 1.
Undergunned cruisers, particularly KK.
Moderate Overcosting all round.
Not enough distinction between BBs and Cruisers.
Lack of Variety in cruiser range.

I would suggest limiting the changes to these:

D3 turrets.

Flat gunnery FP buff to those that need it. (increasing the Port/SB heavy guns of the KK would help rebalance it vs the TS)

Price adjustment.

Then if the HAs do anything crazy it won't invalidate too much of what we've done.
Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 09, 2010, 05:56:34 PM
Hopefully we'll see their work done before we submit the article. Although a lot of their ideas seem weird and ridiculous. Putting lances on ork kroozers would change the fleet more than upping the firepower by a portion, and adding the option to move 4d6 on AAF And of course it would get aproved for warp rift, Horizon is the editor. That's all that is really asked.

Orks were determined as severely underpowered, and the basic solution here was to incorporate more firepower (as determined by the killkroozer vote thread), and then the +2 turret upgrade idea was changed into d3. Then torps were added as a side option, to give some new option, and points were played with to make the prow torps an upgrade, so that it is viable to not take heavy guns.

Otherwise everything else was mainly balanced to points, rather than revising completely. This was a change list not a complete rework.

Also the core of the ork fleet hasn't changed; Brutes, Ravagers, Terror ships (other than a minor adjustment), Hammers, and the Deathdeala. The idea I think in most fleets is to bring everything in line with the core. Naw, all this section really does is give orks a bit more firepower, and gives them the option to deal with thier speed problem, without changing the core feel of the fleet.

The article getting approved by the HA or GW, you might as well ask me to spit rainbows.

However it is plausible to have it be as approved by the BFG community somewhere around MMS (which just keeps getting weirder every time)

And other than some minor editing and tweaks, this selection is done and packaged for approval by others (if they actually want to read over it, no one seems particularly interested so far).

You're also right, I should stop with the new stuff, as this wasn't the original intended goal of 'Flawed ships', it was to fix what is all-ready out there, and that's it.
Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 10, 2010, 07:25:50 AM
New 'creative' thoughts;

Freeboota Kapitans and Big Meks are warlords just with the different abilities:

Something like:

An Ork fleet may take 1 character for every 500 points or part of each warlord, freeboota kapitans, and Big meks. they of course would have access to the upgrades. The way that powerfields would work with the Big Meks would make the ships shields D3+1. On ships with two shields the shields would go to D3+2. So basically the wording would say; the big mek's ship exchanges one of it's shields for d3 shields.

How I feel about random shields:
So the warlord is costed at 20 points for a re-roll, and the other 20 is for a mark of khorne equivalent. As a powerfield costs 25 points currently and D3 shields is almost as good as increasing the shields to two (whenever you roll a 1, people will start a shootin!), there is the possibility of course that it would go to three, however in this scenario other targets would be likely chosen instead.

Thoughts on Freeboota kaptains:
Orks have notoriously low leadership, and their fleet commanders do nothing to alleviate this, unlike other fleets. A chaos lord (ld+1), with a re-roll is 50 points, however ork re-rolls are cheaper and cost 20, so the value is at 45, but a five point discrepancy isn't a big deal. Although it could be argued that giving an ork vessel better leadership is a very vaunted idea, and that it could be more expensive as thus. This would improve the Orks ld to basic Imperial standards on one vessel, and that vessel could still roll a 1 and get 6, so I don't think it's an issue. Likely it would only get used on Gorbs revenge and TS squadrons anyway. The loss here is the typical way that orks deal with heavy armor, by boarding, making this less effective.
Title: Re: Orks... Flawed Ships
Post by: commander on December 10, 2010, 08:21:54 AM
Well, we no longer have an Ork-player; sold his fleet because too weak, not competitive enough.
So, no real knowledge about them. Will take a look at them within a couple of days.
Title: Re: Orks... Flawed Ships
Post by: lastspartacus on December 10, 2010, 11:25:06 AM
Can't wait to show you guys my WIP RS Ork fleet. :) 
Its closer to what I imagine Ork ships to look like.
Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 10, 2010, 11:21:51 PM
https://docs.google.com/leaf?id=0B1Nr32u9sF3EYWQxMjcxMmItMGU1MS00NzdlLTk1YTktZWQ2MmIwYjU2ZGUz&hl=en (https://docs.google.com/leaf?id=0B1Nr32u9sF3EYWQxMjcxMmItMGU1MS00NzdlLTk1YTktZWQ2MmIwYjU2ZGUz&hl=en)

I've been working on a write-up for the evidence for changes in the ork fleet, as well as the mathmatical reasons why choices were made and analysis behind them. It basically looks like a research paper, but it's a lot cleaner than things on this forum.
Title: Re: Orks... Flawed Ships
Post by: lastspartacus on December 11, 2010, 04:48:22 AM
I'm thinking...could we have an ork lite kroozer with 8 hits?
Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 11, 2010, 06:10:36 AM
It's possible, although doubtful, as this would too much like a line cruiser for other fleets.
Title: Re: Orks... Flawed Ships
Post by: lastspartacus on December 11, 2010, 07:32:44 AM
Well, just 1 shield.  Figure if normal kroozers are 10, a 'lite' kroozer would be 8.  Ork kroozers get their hits i assume from redundant systems and tons of crew, anyway.  So you could have a Dauntless sized 8 hit vessel, in theory.  Just something to think about.
Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 11, 2010, 07:42:38 AM
Yeah I know, I've been toying with a lite kroozer idea that I had a while back that was essentially a giant savage gunship. This would have 8 hits, and not be comparable to line cruisers due to it's low range.

Orks have so many hits due to having crammed more orks in the same space as a IN or Chaos cruiser. Also much of the ship is well... useless armor and junk that leads nowhere, so this can reasonably be blown off no problem.
Title: Re: Orks... Flawed Ships
Post by: Sigoroth on December 11, 2010, 07:53:36 AM
Fluff justification of extra hits on "normal" size Ork ships:

Crew rationale - There are a shit tonne of Orks on board. Casualties don't mean as much and so they get +2 hits worth of men.

Repair rationale - Orks have an easier time of repairing their tech than other races. So effectively +2 hits worth of repair.

One shot shield rationale - Orks have a lot of shields, it's just that they are crap and don't all work properly. They have +2 shields that get burnt out after absorbing a hit, so they don't regenerate.

All these combined make for a simple +2 hits for their weight.
Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 11, 2010, 07:55:45 AM
Sigoroth knows the argument, tell me sig, how do you feel about 8 hit light cruisers?
Title: Re: Orks... Flawed Ships
Post by: Sigoroth on December 11, 2010, 08:35:31 AM
Well if you're going to give Orks a CL then it should be 8 hits. I don't see the need for it myself. I don't see anything against it, nor for it. So if you really want it you can. I would not like to see this as an argument against a price decrease though.
Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 11, 2010, 09:33:40 AM
Fine... no more price decrease arguments...

CLs aren't something that is useful in Orks, and the only idea we have is the gouga, which has 6 (although it is made out of 2 savages right?).

The HAs plan on reintroducing the Gouga, so why not add in CLs? It could add more to the rather limited core ships available. As well it would make for more swarm mentality ork lists, like if you introduced a 115 point 'savage' cl like I proposed before then at 1500 point you could have something like this from my list:

4x Big savage
2x Terror ships (soopa engines torpedoes)
Kroolboy
2 warlords 1xpowerfield 1 extra re-roll.
7 savage gunships, soopa engines.
Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 11, 2010, 10:16:26 AM
@Sig,

I've made a poll with a few options for revision of the KK. A full points drop would simply put the vessel at 140 points. Note that this poll assumes that the strength of the prow heavy guns are 4 NOT 6!

Title: Re: Orks... Flawed Ships
Post by: Sigoroth on December 11, 2010, 10:43:47 AM
I don't think your poll covers it. I don't know why you've reduced the prow heavy gunz (maybe it's in the thread somewhere and I just missed it) and I don't think that the maximum price drop you've listed is enough. Gaining 1 WB in all 3 arcs probably is slightly better than losing the 2 heavy gunz, if only for utility's sake, but I don't think that only a 10 pt drop is warranted. If that's all it's going to drop by then a further boost in firepower is warranted methinks.
Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 11, 2010, 10:55:40 AM
The drop in heavy guns was after Admiral D Artagnan suggested that a kk with D6+6 firepower would do way too much damage at close range. This proved true in playtest (which I'm still busy publishing) So the heavy guns were dropped to 4, basically it's a trade off for longer range wbs. This resembles larger vessels, who all have identical heavy gun strength in every arc. Also it justifies the torp upgrade more.

The costs are determined by a modified smotherman, where the cost of heavy guns is only 1.5 rather than 3. This is true as 1.5 points is the cost of 1wb at 30cm. Presumably 1 wb at 15cm would cost less (about half). Heavy guns are not equal to 2 wbs, and are actually worth about 1.85 guns. Therefore the assumption is that 1.5 is a reasonable price for heavy guns, and makes a backbone for the KK to be built on.

The str 4 heavy guns mod was maintained for all options for consistencies sake. To keep the factors to a minimum.

The KK is overcosted by about 12 points according to this formula, therefore a drop by only 10 points is warranted, as well as an increase in weapons strength by 3 points (+1 prow wb), if the heavy guns are dropped to 4, then the side guns can be increased slightly as well. The stats could stay the same and go to 15 potentially, but the community wants increased firepower more than they want reductions.

There is also a desire to have more consistent weaponry, and this is done through adding non-variable stat. So the larger the non-variable stat is, the more reliable the ship is.
Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 11, 2010, 11:03:17 AM
Also your 15% reduction is a bit much to ask. 135 points for a KK? 155 for a terror ship? Too far IMO. The least I could see pushing the KK down to is 145 and at that point it starts to feel too radically different from cruisers.

All the research and math is in the document I have in my google docs link. The file isn't finished completely, but it does put the math behind all the values that I chose. https://docs.google.com/leaf?id=0B1Nr32u9sF3EYWQxMjcxMmItMGU1MS00NzdlLTk1YTktZWQ2MmIwYjU2ZGUz&hl=en (https://docs.google.com/leaf?id=0B1Nr32u9sF3EYWQxMjcxMmItMGU1MS00NzdlLTk1YTktZWQ2MmIwYjU2ZGUz&hl=en)
Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 11, 2010, 11:37:32 AM
Dammit sig! I did my addition wrong for the KK!

50 points for hits
10 points for shields
5 points for turret
4 points for speed
20 points for armor
15 points prow guns
9 points p/s guns
21 points heavy guns

133 points. Somehow I was at 143... Will correct.

However at 133 points you could add 4 wbs to the prow, as well as 2 to each side and still have it cost 150 points. I would have it cost 150 and cut off 2 heavy guns, as that is about the same total firepower for less points as a IN ship. However having firepower divided over three arcs is much worse than in two, as it will be very rare that you would be able to fire with all three. Also as I said before, 6+ armor closing < 5+ armor abeam.

The TS would cost 176, 9 points less than reality (apparently I got that one correct)
Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 11, 2010, 12:54:59 PM
just did an analysis comparing my KK stats (with torps) to a tyrant (at 180)

Long range firepower: 118% of tyrant
Short range firepower: 91.6% of tyrant
Torps firepower: 91%
Firepower needed to take down in 1 turn: 99% of tyrant (note this is the average of all sides, gw does math?)
Firepower needed to cause 1 internal hit: 43.7%
Ordinance survivability: 57% (this is the average of how each ship's survivability against both 6 bombers and 6 torps from all angles)

Total average: 83.4. Meaning the cost would be 159, not too far off from the 165 I proposed. however this math doesn't account for heavy guns, and those would have value. As well as the multiple arc effect (enemies will extremely rarely be in more than 2 arcs at a time, so the value of 1 arc is significantly less than the other two) Presumably they are about equal in value. So therefore my design deserves a 5 point decrease. to 150 points, or 17% less than IN ships.
Title: Re: Orks... Flawed Ships
Post by: RCgothic on December 11, 2010, 02:20:02 PM
OK, here's my idea for the KK and Terror Ship. If you accept that Heavy Guns should cost 1.5pts per point of 15cm strength, then the TS comes out at 176pts and the KK at 134pts.

The TS is overcosted by just 9pts, whilst the KK is overcosted by 21.

Firstly, give them both D3 Turrets instead of 1. If you accept that D3 is slightly worse than 2, then call that a 4pt upgrade, 5->9pts total on turrets.

That leaves the TS with 5pts left to spend. If you boost the broadside guns to D6+2, that's 186pts by Smotherman, which is near enough to 185.

The KK after those upgrades is on 11pts overcosted. How can the KK make up the difference without changing its profile from the TS? By making its broadside heavy gunz FP6. This still leaves it 5pts overcosted, so a price drop to 150pts.

The amended Profiles:

Terror Ship 185pts
Krooza/10
Shields 1
Speed 20
Turns 45
Armour 6+/5+/4+
Turrets D3

Port/SB Gunz 30cm D6+2 R or L
Port/SB LBs S4 Total
Prow Gunz 45cm D6+2
Prow Heavy Gunz 15cm FP6


Terror Ship 150pts
Krooza/10
Shields 1
Speed 20
Turns 45
Armour 6+/5+/4+
Turrets D3

Port/SB Gunz 30cm D6+2 R or L
Port/SB Heavy Gunz 15cm S6 R or L
Prow Gunz 45cm D6+2
Prow Heavy Gunz 15cm FP6

This fixes vulnerability to AC (to an extent - they'll still be weaker than Chaos/IN, but that's not necessarily a bad thing. They won't get raped like they do at present.). It also fixes the KK's overcosting, and allows better engagement to the broadsides, which makes the Orks less dependent on the moment of contact and more able to slug it out at close range.
Title: Re: Orks... Flawed Ships
Post by: Sigoroth on December 11, 2010, 03:31:18 PM
First, a general note about the Smotherman formula. It's rubbish. It doesn't even note a difference for different fire arcs. Consider that all the prow weaponry on the Ork ships could be LFR and the formula would spit out the same cost. This is ridiculous. It also does not note the weakness to ordnance with a 4+ rear armour combined with only a single turret. That's the smotherman formula out of the way, onwards.

just did an analysis comparing my KK stats (with torps) to a tyrant (at 180)

Long range firepower: 118% of tyrant
Short range firepower: 91.6% of tyrant
Torps firepower: 91%
Firepower needed to take down in 1 turn: 99% of tyrant (note this is the average of all sides, gw does math?)
Firepower needed to cause 1 internal hit: 43.7%
Ordinance survivability: 57% (this is the average of how each ship's survivability against both 6 bombers and 6 torps from all angles)

Total average: 88.2. Meaning the cost would be 159, not too far off from the 165 I proposed. however this math doesn't account for heavy guns, and those would have value. As well as the multiple arc effect (enemies will extremely rarely be in more than 2 arcs at a time, so the value of 1 arc is significantly less than the other two) Presumably they are about equal in value. So therefore my design deserves a 5 point decrease. to 150 points, or 17% less than IN ships.

Well, given the above numbers I calculate an average of 83.4%, not 88.2%, giving a base value of 150 pts before such considerations are taken into account. I am not sure how you're arriving at your long and short range values however. Still, we'll presume that they're right and work from there. You have given each of these categories an equal weight in determining your overall comparative value. I feel the last 2 categories are the most telling and should be weighted slightly higher. What about Ork leadership? This will surely reduce the price further?

The Orks would be in greater need to brace given their weakness to ordnance and incidental fire, and yet have less capability to do so. Given they are so weak to ordnance they have greater need to reload, and again, less ability to do so. A reduced cost combined with a modification to the chain of command problem would work for the RO tests (more AC though a smaller proportion reloaded without such devastation arising from early failures). Cheaper ships means more ships, more hits, more guns, so reduced BFI does not matter so much. Cheaper = more ships = horde = more guns = more dakka.

Also, a note about heavy gunz. They do double damage, get no range shift and interfere with other battery type weapons. OK, so 4 heavy gunz at a closing cap ship will give 3 dice which is equivalent of 6 normal WB dice right? To get 6 dice from WBs in the same circumstances you would require 7 WBs (closing cap ship close range). However, due to BM interference you're going to get a column shift on further fire, losing 1 normal WB dice (from a KKs firepower). So these 4 heavy gunz are only worth 5 normal WB dice, which can be achieved by 5 WBs. Now consider on top of this the actual utility of the weapon having such short range and we come down to an equivalent of, what, 3WB@30cm? (I rounded up because interference will not always occur since fire from previous ships will sometimes have placed a blast marker.) Therefore Heavy Gunz are worth less than their alternative, not more.

Now the above example was calculated from a single KK. Let's look at a squadron of 2. Two KK will have an average total of 13 WBs + 8 heavy gunz. If within 15cm of a closing cap ship this equates to 12 WB dice and 6 heavy gun dice (equivalent of 12 WB dice). However, BMs from one of these will interfere with the fire from the other. If the WBs fire first the HG drop from 6 dice to 4, a loss of 4WBe dice. If HG fire first then the WBs drop from 12 to 9, a loss of 3. So we fire HG first, giving a grand total of 21 WB dice equivalence. If this were pure WBs then this could be achieved with 23WBs. 23-13 (average WBs of 2 KK) leaves 10WBs. So the 8 HG = 10WB. Again this means 4 HG is worth 5WB when you're actually able to fire with them.

Notice I only compared to closing cap ships. The further right you go on the table the worse the HG perform. So I would rate them as roughly 0.75 the value of the same firepower at 30cm in WBs, not 1.5 times.

Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 11, 2010, 03:45:12 PM
heavy guns were rated as the same value. 1.5 points is the value charged for 30cm guns. And yes, the smotherman is very flawed, but it was something to give a basis.

Heavy guns are worth about 1.85 guns. (after comparing the entire chart).

Oh and the % thing was for the torp version of the Kill-KRoozer, which in my listing is a 10 point upgrade.
Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 11, 2010, 04:02:11 PM
There is a point when you get too much for too little however, and orks should maintain their weaknessess. They should just be reduced.

So with the d3 turret idea.

A wave of 6 bombers against a 4+ armor 1 turret ship will do 6.87 hits
Against a 4+ armor two turret ship they will do 4.16 hits
Against a 4+ armor three turret ship they will do 2.25 hits

Against a 5+ armor two turret ship they will do 2.78 hits.

2 turrets on a kroozer still maintains that the orks are worse at dealing with ordinance, but less so. Instead of increasing turrets to 2, there was an idea of making it d3, which is about the same thing. The d3 would be rolled every time a wave interacted with the vessel.

The ork weakness to bombers is a big deal, but it's really the large thing pushing our numbers down. So a standardization of d3 turrets is a good idea on kroozers.

However the weakness to direct fire is only presented if your enemy plans to ping your cruisers to death. where he only needs half the firepower to take the shields down and do a point of damage compared to an IN cruiser.
Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 12, 2010, 04:07:51 AM
Interestingly enough a kroozer with d3 turrets is slightly worse in the bomber scenario than 2 turrets. Taking 4.42 hits rather than 4.16. (this is average number of hits taken for each value.)

Anyway, basically now that we know kroozers will pretty much for sure be having d3 turrets. We can calculate the relative vulnerability to ordinance. D3 turrets would put the KK's ordinance resistance at 73% of the Tyrant. Recalculated average 87.3% or 156.6 Pretty decent reason to keep the KK at the current points cost, give it D3 turrets and the upped firepower.

RC, although your profiles are decent, they remove a bit of character from the Orks, with your ship it doesn't make the player want to close. Orks have a disadvantage in that they can't win the swirl around each other fights, and it is doubtful that even your profile would stand a chance at those. What I want to do here is not try to fix the ork weaknesses, simply lessen them, without modifying the profiles too drastically.

Orks do have long range on their prows, but they don't do long range engagements as they are forced to close with their opponent when utilizing the weaponry. Unlike chaos who can turn abeam and still maintain a decent range. This is a disadvantage to be noted.

So what is every weakness of orks, lets go over them;

Speed: The Orks are slow compared to most fleets, especially high armor ones. The orks character methods of defeating enemies are hindered by this (boarding and ramming), as well as their ability to use their special weapon.

Low Firepower: The heavy guns are rarely used as when a ship is that close, usually it means that it was close enough to board, and this is usually chosen instead. The guns firepower are low compared to other ships, although presumably this was to be considered as including the heavy guns. The ships can't compete with IN and Chaos vessels at any reasonable range, this is fluffy on an individual ship by ship basis, but as the ships are cheaper, the orks should have about the same firepower overall.

Weakness to Ordinance: They are twice as vulnerable as IN or chaos to ordinance. This is too much, and forces a certain ork paranoia.

Low shields: This one is only kind of an issue, as most scenarios people don't shoot at a ship to do just 1 or two hits. They usually want to cripple the ship. This does hurt in 1vs1 cruiser scenarios, as likely each cruiser will do no more than 2-3 points on each other. Only taking down the shields on a IN cruiser, but damaging an Ork Kroozer.


Anyways we have solutions: for speed, soopa engines were added as a trade off for firepower (usually what they're worth anyway), for low firepower we increase this. For weakness to ordinance we increase the turrets on the basic kroozers.
Title: Re: Orks... Flawed Ships
Post by: RCgothic on December 12, 2010, 09:29:54 AM
RC, although your profiles are decent, they remove a bit of character from the Orks, with your ship it doesn't make the player want to close. Orks have a disadvantage in that they can't win the swirl around each other fights, and it is doubtful that even your profile would stand a chance at those. What I want to do here is not try to fix the ork weaknesses, simply lessen them, without modifying the profiles too drastically.

I disagree - Orks are natural brawlers, and I can't imagine anywhere they'd be happier than in the middle of a swirling Melee firing out all sides! Whilst they would want to close and start shooting as quickly as possible (hence 45cm prow gunz), I can't see any reason they'd neglect their broadsides. On escorts, I would completely agree! But Kroozas aren't fast or manouevrable enough to act like Supa-Dauntlesses. Yes, I can see mostly-prow weaponry on escorts or even lite-kroozas, but not on the proper kroozas.

I also don't see how my profiles would discourage the Ork Player from closing - they have 45cm on the prow to encourage them to point that at the enemy, and the broadsides are shorter range on average than a Dominator or Avenger - the archetypical line-breaking ships.

What the profiles do do is:

Restore some of the AC Defence balance, D3 Av4+ Being 30% more vulnerable than T2 AV5+, compared to the nearly 90% more vulnerable it was before.
Gives the Orks some teeth back after the first pass - their stronger side broadsides give them something to do whilst they turn round.
Rebalances the KK vs the Terror Ship - the KK is now much stronger in a Melee situation.
Gives greater tactical options - there are now occasions when it makes more sense to shoot than to automatically ram and board.
Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 12, 2010, 07:53:30 PM
Rc, what you don't understand about heavy guns is that the Ork player will very rarely fire them. As well compared to a wb at the same range a single battery of heavy guns will hit 72.7% of the time (considering the lack of column shift), so with the guns being able to engage enemies at half the range X1/2, but doing twice the damage X2 you can assume that a heavy gun is worth about 3/4 the value of 30cm range.

Heavy guns on the side in particular are very rarely used, in that game I did against ncs I used them 3 times.

So I did a little calculation as to how much each weapon is worth at each range. If 30cm guns can engage enemies at 2/3 the range then 66%, but the extra 15cm range on 45cm guns isn't as valuable, as the weapon will do less damage at that range. So this actually comes out to be 74% (probably still a bit low, but close enough), and 60cm guns aren't affected by this column shift difference so a 45cm gun is worth about 75% of a 60cm gun.

This was mainly in preparation for my 'web' calculations, comparing the KK to an assortment of other races ships similarly how I did for the tyrant. The idea is to make a ship that costs 150-155.

The fact is that orks can't win a swirl of death fight, they shouldn't be able to either, but they shouldn't feel like it's an auto loss. With fixing the side weaponry to be reasonable on kroozers it will make an ork player not want to take escorts, which they don't do much of already.

Although I would like to keep the hulls the same, the thought I have is that there has to be something more than, oh you get a cheaper version easier to throw away to make the KK more desirable. Most people look at the KK/TS and think, well the TS is a KK with side weapons I'll actually use!

I did increase the side weaponry on the KK, as it needed it desperately, it's usually in the thick of the fight with nothing to fire. There was also the desire for more non-random stat.
Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 12, 2010, 09:22:36 PM
Comparing a KK to a murder class cruiser:

So to deal with the arc theory; there will be primary then secondary and tertiary arcs.

For orks this will be first prow, then 1 side and the other, for IN/chaos, 1side than the other, than prow. for direct fire weapons.

So firepower in the primary arc vs murder class cruiser: 117%
Secondary arc   62.3%
Tertiary arc 48% (complex amalgam converting all weapons to 60cm, and lances equal 3.5wbs after personal calculation.)
Speed factor: 80%
WBs needed to cause 1 internal: 75.3%
WBs needed to destroy outright: 124%
Survive vs ordinance: 73%

So a KK should be worth about 82.8% of a murder or 140 points... hmmm.... this is probably due to my conversion factor valuing shorter ranged wbs at slightly less than they are actually worth.

If you re-do it with total weaponry then the value for 'weapons' comes out to 81%, slightly higher than the 'arc' average of 76%, and if we combine all the survival factors into one, we have a value of 90%, averaging at 86% for the two combined, making it 146 points.

Clearly chaos wins at this game.
Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 12, 2010, 09:52:33 PM
So more thoughts on fleet lists:

Limitations suck, and I don't think anyone would agree to escort/BB requirement. So instead I have these revisions in mind:

The pirate fleet will have the Kroolboy incorporated, as it is the only BB known for being a pirate vessel. Besides, it makes a good 'large' kroozer. Hammers could be included as well.

Both fleets will have access to the special characters, but the pirate fleet must include 1 freeboota kapitan as it's leader if it's above the 750 minimum. All other characters will be 0-1, Waagh fleets must include 1 warboss as their leader above 750, but all other characters are 0-1.

Roks/hulks: Pirates may take roks. Does anyone think roks/hulks need revision? I think it's weird that orks can use roks in an attacking fleet as they are defenses and not warp-capable. However it does say that orks build them at a prodigious rate, and any system with orks in it would quickly have tons of roks.

Campaigns: It says that pirates can take a hulk for their pirate base, but it seems like they would have a big rok. I remember seeing in the FAQ that orks could take a Blackstone Fortress (de-activated of course), and just 'count as' a big rok pirate base, with the launch bays carrying appropriate ordinance.
Title: Re: Orks... Flawed Ships
Post by: Sigoroth on December 12, 2010, 10:10:58 PM
heavy guns were rated as the same value. 1.5 points is the value charged for 30cm guns. And yes, the smotherman is very flawed, but it was something to give a basis.

Heavy guns are worth about 1.85 guns. (after comparing the entire chart).

Oh and the % thing was for the torp version of the Kill-KRoozer, which in my listing is a 10 point upgrade.

Wait, are you talking 30cm HG?
Title: Re: Orks... Flawed Ships
Post by: horizon on December 12, 2010, 10:29:39 PM
I hope not.
Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 12, 2010, 10:33:42 PM
No, I was just equating a heavy guns value compared to 30 cm guns

Basically heavy guns can attack a target 1/2 the distance away as 30cm guns, but they do 2x the damage so this cancels out. However they will get 72.7% the dice to hit as standard guns at 15cm, so ultimately 1 heavy gun=.73 guns at 30cm.

Good god... 30cm heavy guns would be absurd.

I decided to put some math behind the value of heavy guns that wasn't a 'guess'

@RC, orks are very good in 'melee' if they can stay within 15cm of an enemy they will effectively have 11.34 guns, outgunning most IN ships. This is how GW saw the orks, that they can only outgun at close range, and to show this the special heavy guns were added.

The point is to not make them better in this scenario as they don't need it, they need to be better from a slightly longer range more. With 6 heavy guns on the side this would go up to 14.3 eq firepower at close range, enough that it's a slap to the face of any IN/Chaos ship, especially considering they cost about 20% less than them.

The orks also have two hit's that they do. The first, being the initial close range hit of the prow guns, and then the second (if a good player sets it up right) when the pass the vessels their next turn and are able to turn and fire with their side guns and heavy guns.
Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 12, 2010, 11:13:01 PM
Updated my first post to reflect recent thoughts. Would like some comments on the other ships/upgrades.

Warbosses/equivalents, should there be a biggest rule like in chaos? It makes about as much sense for orks as it does chaos.

As a note, I'm working with people on the-waagh as well, and they really pushed free d3 turrets.
Title: Re: Orks... Flawed Ships
Post by: Sigoroth on December 12, 2010, 11:23:59 PM
No, I was just equating a heavy guns value compared to 30 cm guns

Well at 15cm 1 HG is worth 1.25 WB. At 30cm range 1 HG is worth 0 WB. So if we say that 1 15 HG is worth 0.75 30cm WB then we're still rounding up. Heavy gunz are worth less than their weight of 30cm WBs.
Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 12, 2010, 11:40:42 PM
Well at 15cm 1 HG is worth 1.25 WB. At 30cm range 1 HG is worth 0 WB. So if we say that 1 15 HG is worth 0.75 30cm WB then we're still rounding up. Heavy gunz are worth less than their weight of 30cm WBs.

You're right, and they are calculated at 72.7. 1 Hg is actually worth about 1.45 guns at 15cm, but at 30 this is zero, so average 72.7. This might be a bit high, but it's close enough. According to your assumption a heavy gun is worth 2/3 of a 30cm gun.

Heavy guns aren't that bad. They're bad certainly, but I don't think that bad. Hence my idea of reducing the prow ones so they don't skew the numbers too bad, and increase the main firepower. HG are just supposed to show that Orks are extra good at shooting at close range.

I know you want cheaper kroozers, but Orks already have the cheapest ones. I can buy 5 kroozers for every 4 IN cruisers, and if the IN buys a battleship, then the Orks can get a battleship and 6 kroozers for that much.

The orks ideally shouldn't outnumber their opponents by more than 1/3 their fleet, and reducing costs too much would make quite skewed ships. Better to toughen them up a bit, increase their firepower, and maybe reduce by a few points.

With escorts at their reduced cost of 30 for savages and onslaughts, the In will be outnumbered by 20% in just escorts.

Now there is the larger ship idea that you put forth in your 'upper limits' thread, and I said I'd rather increase the hits on the BBs/BC by 2. How would everyone feel about this? Although it could be detrimental to keeping the costs low for ork vessels.

Title: Re: Orks... Flawed Ships
Post by: Sigoroth on December 13, 2010, 12:22:21 AM
Well at 15cm 1 HG is worth 1.25 WB. At 30cm range 1 HG is worth 0 WB. So if we say that 1 15 HG is worth 0.75 30cm WB then we're still rounding up. Heavy gunz are worth less than their weight of 30cm WBs.

You're right, and they are calculated at 72.7. 1 Hg is actually worth about 1.45 guns at 15cm, but at 30 this is zero, so average 72.7. This might be a bit high, but it's close enough. According to your assumption a heavy gun is worth 2/3 of a 30cm gun.

How do you come up with 1.45? Best case scenario, closing cap ship, no BM. The BM placed by HG causes a shift to the WBs, reducing fire. Replacing HG with WBs would not cause this shift. So what those 4 HG contribute could be equalled by replacing it with 5 WBs. This makes HG worth 1.25 times as much as equivalent WB strength at 15cm. The further right on the table you go (ie, less than ideal circumstances) the worse the comparison.

As for interference this should remain. Both for flavour, and so as to not violate a core mechanic of the game (non-simultaneity of different weapon systems/squadrons/markers). This simply leaves the cases where a BM has already been placed. Let's look at a closing cap ship, 15cm range. 4 HG = 2 dice = 4WB dice = 5WBe (5WB vs closing cap ship at close range with BM = 4d6). So we get roughly the same anyway (there are situations and combinations where this can fluctuate a little). It might perhaps be closer to say that 4HG = 5.5 WB, so 1 HG = 1.375 WB. So if we average this value with the 1.25 we get when there is no previous BM we get 1 HG = 1.3125 WB. Average this with its value at 30cm (ie, halve it) and we get its overall value against 1 30cm WB (0.65625). So saying 1 HG is worth 0.75 WBs at 30cm is already overstating its value. We should never consider it to be even worth its weight in WBs when calculating costs from a formula.

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I know you want cheaper kroozers, but Orks already have the cheapest ones. I can buy 5 kroozers for every 4 IN cruisers, and if the IN buys a battleship, then the Orks can get a battleship and 6 kroozers for that much.

The orks ideally shouldn't outnumber their opponents by more than 1/3 their fleet, and reducing costs too much would make quite skewed ships. Better to toughen them up a bit, increase their firepower, and maybe reduce by a few points.

I'm all for the Orks becoming more shooty. I just think this is easier achieved through more ships, since this fixes a lot of their other problems too. I'm not in favour of 1d3 turrets by the way. I think Ork ships should retain their current weaknesses.

I don't know why you feel that Orks shouldn't so heavily outnumber their opponents though. Orks have always had a horde mentality and feel. In 40k they usually double a quality type opponent (Eldar, Necron, SMs, etc) and have around 33-50% on some others. I don't see why they shouldn't remain that way here.

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With escorts at their reduced cost of 30 for savages and onslaughts, the In will be outnumbered by 20% in just escorts.

Now there is the larger ship idea that you put forth in your 'upper limits' thread, and I said I'd rather increase the hits on the BBs/BC by 2. How would everyone feel about this? Although it could be detrimental to keeping the costs low for ork vessels.

I don't see the models bearing out this increase. However, I think that all official Ork models (cap ships at least) are too small and ... well, odd looking. If I ever did make an Ork fleet it would be kit-bashed. So I don't mind this disparity.

As for cost, well that can be kept quite low if we focus more on heavy gunz rather than longer ranged weaponry. Basically we would then have a cheap fleet with mediocre to above average speed (inefficient but automatic AAF), easy to chip away at but with good hits, and short range guns. So the opponent really wants to stop them from getting in. They'd be much like Reavers from Firefly (in fact, those ships would look much better for the Orks).
Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 13, 2010, 12:48:22 AM

How do you come up with 1.45? Best case scenario, closing cap ship, no BM. The BM placed by HG causes a shift to the WBs, reducing fire. Replacing HG with WBs would not cause this shift. So what those 4 HG contribute could be equalled by replacing it with 5 WBs. This makes HG worth 1.25 times as much as equivalent WB strength at 15cm. The further right on the table you go (ie, less than ideal circumstances) the worse the comparison.

How I did it was I took a random number of dice to hit from the centerish of the firepower table. In this case it was three.
I took every possible aspect that a ship could be in at 15cm, so closing, abeam, moving away. Then we can find the firepower needed to get to 3 dice for each possible scenario. This includes the shift for BMs So two columns will be incorporated.

WBs:
Closing cap ship: 3fp, 4fp with bm
Moving away cap ship: 4fp, 5fp with bm
Abeam cap ship: 5fp, 8 with bm

Guns:
Closing: 4fp, 5fp
Moving away: 5fp, 8fp
Abeam: 8fp, 13fp

Now the averages are taken of all scenarios, giving the wbs about 4.83 firepower to get 3 dice average. For the heavy guns: 7.166 dividing them we get a percentage: 67.3%, slightly different than my assumption before, but I did it more complex.

So in this math, a heavy gun is worth 2/3 of a 30cm gun
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As for interference this should remain. Both for flavour, and so as to not violate a core mechanic of the game (non-simultaneity of different weapon systems/squadrons/markers). This simply leaves the cases where a BM has already been placed. Let's look at a closing cap ship, 15cm range. 4 HG = 2 dice = 4WB dice = 5WBe (5WB vs closing cap ship at close range with BM = 4d6). So we get roughly the same anyway (there are situations and combinations where this can fluctuate a little). It might perhaps be closer to say that 4HG = 5.5 WB, so 1 HG = 1.375 WB. So if we average this value with the 1.25 we get when there is no previous BM we get 1 HG = 1.3125 WB. Average this with its value at 30cm (ie, halve it) and we get its overall value against 1 30cm WB (0.65625). So saying 1 HG is worth 0.75 WBs at 30cm is already overstating its value. We should never consider it to be even worth its weight in WBs when calculating costs from a formula.

I agree, the interference should remain. It is for flavor. All assumptions are on the interference remaining. Your math here is about the same as mine, .65 vs .67, so we can assume 2/3?

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I'm all for the Orks becoming more shooty. I just think this is easier achieved through more ships, since this fixes a lot of their other problems too. I'm not in favour of 1d3 turrets by the way. I think Ork ships should retain their current weaknesses.

The D3 turrets leaves the ork weakness in tact, it just reduces the number of hits a kroozer takes from bombers. The numbers before indicated that the orks would take 6.87 hits from a wave of 6 bombers compared to the IN/Chaos value of 2.78, this is almost 2.5 times the number of hits! way too much for a weakness. By making the turrets d3 the number of hits they'll take from the same wave averages at 4.42, only 1.6 times the amount as IN/Chaos cruisers. This preserves the weakness, but keeps it from being absurd. Besides having a weakness so large like that skews the orks to losing drastically against LB heavy fleets, but would force balance to make them too strong against low launch bay fleets. This is for the sake of consistency against opponents, and to make the TS not in such high demand.

Also as a note, if one were to make a ship 2.5x as vulnerable to direct fire compared to a IN ship it would have armor 3! Way too far I say. Comparably making it 1.5x as vulnerable is the equivalent of having armor 4 compared to IN ships/direct fire.

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I don't know why you feel that Orks shouldn't so heavily outnumber their opponents though. Orks have always had a horde mentality and feel. In 40k they usually double a quality type opponent (Eldar, Necron, SMs, etc) and have around 33-50% on some others. I don't see why they shouldn't remain that way here.

True. However they already outnumber Necrons 2:1 on a straight class ratio, and the Eldar with proposed changes they could outnumber their escorts 2:1. Space marines are a bit different as they have CLs.

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I don't see the models bearing out this increase. However, I think that all official Ork models (cap ships at least) are too small and ... well, odd looking. If I ever did make an Ork fleet it would be kit-bashed. So I don't mind this disparity.

Yes, the orks are rather small for 10 hits. However their BBS are more than twice the size, and weigh more than an imperial BB in pewter. So it is justifiable.

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As for cost, well that can be kept quite low if we focus more on heavy gunz rather than longer ranged weaponry. Basically we would then have a cheap fleet with mediocre to above average speed (inefficient but automatic AAF), easy to chip away at but with good hits, and short range guns. So the opponent really wants to stop them from getting in. They'd be much like Reavers from Firefly (in fact, those ships would look much better for the Orks).

Lol, come on, you don't like the spacefish look? I think it's funny, and a somewhat clever idea for a spaceship. I however don't want to focus on heavy guns. They need long (well medium?) range weaponry to better compete with the armada races/eldar. So it's my thought to leave them pretty much alone and just do our firepower additions to ranged attacks.
Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 13, 2010, 06:26:57 AM
More advocation for D3 turrets instead of 1. I decided to do this as 6 is a non-standard value of launch bays.

For 4 bombers going into a KK they will do 4.3 hits. Compared to a chaos/in cruiser which will take 1.667 this means the KK will take 2.6x the hits.

With the D3 upgrade, they will instead take 2.68, which is worse than just 2 turrets (2.5).

So this means that the D3 turrets on a KK is 1.6x worse than a IN/Chaos ship. Still a significant weakness.

For 8 bombers, the IN/chaos ship will take 3.88 hits
The KK will take 9.375 hits, and probably be dead. hell, it is almost 50/50 that the IN ship will just be crippled. This value is 2.4x as bad (apparently the multiple gets less as the wave increases in size)

with the D3 turret upgrade they will instead take 6.43 hits. 1.65x worse than IN/Chaos ships.

With this upgrade the ships are still very weak to ordinance, but not to the point where an ork would be paranoid to take tons of lbs.

Also to the note of cheaper ships, with that you have more ships and therefore fewer ships that will be able to be on special orders, as you're likely to fail fairly soon.

Let's assume that you have 6 ships, and you roll 5, 6, 6, 7, 7, 8 for their ld you'd want to roll with your highest first so:
on ld 8 you'd have an 73% chance of passing, so on a 7 you'd have a 59% chance of passing, on ld 6 you'd have a 42% chance, on ld5 you'd have a  28% chance.

So from this you'd have a 41% chance of completing two orders, a 23% chance of 3, a 10% chance of passing 4, a 4% chance of 5 and a 1% chance of passing all six.

It's safe to say that most of your fleet will not be on orders. 

Interestingly enough orks have an average 50% chance of passing ld checks.
Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 13, 2010, 06:43:24 AM
Also for reasoning as to why prow HG should be reduced to str 4

so if 1hg=1.35wbs at the same range, (as proved previously) then a KK would have equivalent 17.6fp in it's prow arc at 15cm range. This is absurd for a kroozer, so reducing this to 4 makes the value only 14.9 a much more reasonable value. The idea is that orks are better than IN/Chaos at this range, but not to the point where they have 1.5x the effective weapons strength.

The old version had 13.6, which isn't much more than a IN/Chaos cruiser. Keeping this value similar while increasing the long range firepower was a semi-set thing. The orks shouldn't win out in 1 on 1 direct firefights, but they should do slightly better than them at close ranges, and slightly worse at medium ranges. Which they do as an IN ship has 12 eq wbs, and the ork has 9.5 on the prow.

Of course the sides for the modification would have 10.9wbs, about the same as a IN/chaos cruiser at close range. Still they would lose out at medium distances @ 5.5
Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 13, 2010, 08:04:14 AM
So I thought I would do this calculation as well, comparing torpedo bombers to regular bombers:

So against an average cruiser 4 bombers will do 1.66 hits. 8 torpedoes will do: 2.333 hrmmmm... 8 bombers will do 3.88 hits, whereas 16 torps will do 5.

Apparently they are 30% better against cruisers. Let's see against BB: 4 bombers will do .333 hits, 8 will do 1 hit. Whereas the torp bombers will do: 2 and 4.66 hits respectively. however a wave of 5 fighters and 3 bombers will do 3.5 attacks, a lot closer to our goal.

Torp bombers are quite a bit more effective against battleships, but against cruisers it's not that much win. I guess I never really understood the reason for them being so costly. Now I do.

Oh and FBs: (the new HA rule is weird, liked the 2007 faq. was clean)  So 4 against the cruiser: 1.333 attacks   8 will do: 3.111

Interesting. Incidentally I figured out that orky FBs are worse than regular bombers as per faq 2010, by about 30% This is the cost of being both. :(
Title: Re: Orks... Flawed Ships
Post by: Sigoroth on December 13, 2010, 01:25:01 PM
How I did it was I took a random number of dice to hit from the centerish of the firepower table. In this case it was three.
I took every possible aspect that a ship could be in at 15cm, so closing, abeam, moving away. Then we can find the firepower needed to get to 3 dice for each possible scenario. This includes the shift for BMs So two columns will be incorporated.

WBs:
Closing cap ship: 3fp, 4fp with bm
Moving away cap ship: 4fp, 5fp with bm
Abeam cap ship: 5fp, 8 with bm

Guns:
Closing: 4fp, 5fp
Moving away: 5fp, 8fp
Abeam: 8fp, 13fp

Now the averages are taken of all scenarios, giving the wbs about 4.83 firepower to get 3 dice average. For the heavy guns: 7.166 dividing them we get a percentage: 67.3%, slightly different than my assumption before, but I did it more complex.

So in this math, a heavy gun is worth 2/3 of a 30cm gun


Quote
I agree, the interference should remain. It is for flavor. All assumptions are on the interference remaining. Your math here is about the same as mine, .65 vs .67, so we can assume 2/3?

OK, this is, um, weird. So to get 3 dice at 15cm averaged across the 3 aspects and a BM for WBs requires 4.83 firepower and for Heavy Gunz it requires 7.17 firepower. OK, I'm with you so far. Then you said that dividing them gives a percentage. This is how you get 67.4%. Right. So 1 HG = 0.67WB using this method. But HG do double damage so they're twice as effective as this. I think the reason that the results turn out the same is because upon doing an average with their value at 30cm (0) then it becomes halved so this makes up for the fact you didn't double. There are some other factors to account for though.

When you are shooting with them (ie, within 15cm) and there is a BM placed already then the HG are worth 1.375 times the value of a WB (from my calculation) or 1.35 times the value of a WB (using your method). This is about right, since I used best case scenario to show upper value limit. When there is no BM however this gets dropped to, at optimal conditions, 1.25 times. So averaging puts us around the 1.3 mark. Taking 30cm range into account, and valuing each bracket equally (ie, an equal amount of time is spent firing in each range bracket) then we can take the average value. In this case, simply divide by 2 since the HG do nothing in that range bracket, giving roughly 2/3 value (0.65 give or take a couple of hundredths).

Unfortunately it is not quite that clean, since it's a comparative value based upon a WB. WBs also drop efficiency in the 15-30cm range bracket (though not by so much!) so simply dividing by 2 will not work, as the WB value that we're comparing to has gone down. Since that RCS for normal range compared to short range drops the value of a WB down to about 66%, the average value of the WB across both range brackets (assuming equal usage) becomes 83% of what 1 WB would be if it had the range shift all the way out to 30cm. Since we're comparing the HG total value at 30cm to a WB total value at 30cm it becomes prudent to standardise the WB value, ie, multiply it by whatever number is necessary to bring it back up to 1 in value. In this case it is 1.2. So to get the proportional value of the HG we also multiply our previous value of roughly 0.65 by 1.2 which gives us 0.78 WB value.

So, after all that, my guestimate of 0.75 value wasn't all that far off, and when you factor in that I think that more time is spent on both 30cm fire over 15cm fire and also no-BM rather than pre-existing BM I think the 0.75 is closer to the mark. The number of assumptions make it imprecise and, even though I figure they're on the safe side rounding up won't hurt. So, we can slap a 0.8 value on it for shits and giggles and call it a day.

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The D3 turrets leaves the ork weakness in tact, it just reduces the number of hits a kroozer takes from bombers. The numbers before indicated that the orks would take 6.87 hits from a wave of 6 bombers compared to the IN/Chaos value of 2.78, this is almost 2.5 times the number of hits! way too much for a weakness. By making the turrets d3 the number of hits they'll take from the same wave averages at 4.42, only 1.6 times the amount as IN/Chaos cruisers. This preserves the weakness, but keeps it from being absurd. Besides having a weakness so large like that skews the orks to losing drastically against LB heavy fleets, but would force balance to make them too strong against low launch bay fleets. This is for the sake of consistency against opponents, and to make the TS not in such high demand.

If you're going to increase the turrets just give them +1. Don't dick about with more rolls that produce bugger all difference to the average (which only appears due to a floor effect).

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True. However they already outnumber Necrons 2:1 on a straight class ratio, and the Eldar with proposed changes they could outnumber their escorts 2:1. Space marines are a bit different as they have CLs.

Well Necrons are more formidable in space than they are on the ground, so it's more like a termie deathwing army in this comparison, in which case 2:1 isn't really outnumbering by much. As for Eldar, well I don't believe that their escorts should cost so much short of the MMS revisions where they actually get some defence. Even so, I hardly think that pushing down the cost of a KK to 140 instead of 145 is going to make them outnumber the Eldar by much more.

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Yes, the orks are rather small for 10 hits. However their BBS are more than twice the size, and weigh more than an imperial BB in pewter. So it is justifiable.

Really? They weigh more than an IN BB? Well, they should get the extra hits then I suppose. Not that I'm against the idea in principle anyway.

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Lol, come on, you don't like the spacefish look? I think it's funny, and a somewhat clever idea for a spaceship. I however don't want to focus on heavy guns. They need long (well medium?) range weaponry to better compete with the armada races/eldar. So it's my thought to leave them pretty much alone and just do our firepower additions to ranged attacks.

Nope, not a fan of the space fish. Given their looks I'm surprised that they have the class names they do really. They should have class names like Barracuda or Guppy or something. As for competing, well I don't think they need to compete. Not in technology, range or mobility. There should just be a lot of them. So much so that they don't care about losing 2 ships on the way in and 3 more after the first pass while they're trying to turn around.
Title: Re: Orks... Flawed Ships
Post by: RCgothic on December 13, 2010, 05:25:21 PM

@RC, orks are very good in 'melee' if they can stay within 15cm of an enemy they will effectively have 11.34 guns, outgunning most IN ships. This is how GW saw the orks, that they can only outgun at close range, and to show this the special heavy guns were added.

The point is to not make them better in this scenario as they don't need it, they need to be better from a slightly longer range more. With 6 heavy guns on the side this would go up to 14.3 eq firepower at close range, enough that it's a slap to the face of any IN/Chaos ship, especially considering they cost about 20% less than them.

How is it a slap in the face to IN/Chaos? For a start, they have FP12 standard broadsides, and for seconds the area in which a ship is within 30cm is four times larger than the area in which it is within 15cm. They also have superiority in shields and attack craft.

Given that it's four times more difficult to line up a shot with heavy gunz, ork players should be rewarded for doing so!
Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 14, 2010, 12:20:24 AM
Area of 30cm 90' arc 706.5cm^2
Area of 15cm 90' arc 176.325cm ^2

Hrmm you're right. However neither of you have ork fleets, and area isn't as important as range. It's not that hard to line up one shot with a HG, however due to the limited area, it's hard to continue firing with them. You will probably be only firing heavy guns about 1/4 of the time.

Back up to 6 on prow then?
Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 14, 2010, 12:29:32 AM
@Sig

Fish names... I thought that was a tau thing? Well I guess cetaceans.

You're right, for the sake of our sanities and not-overcomplicated rules, we'll just up to two turrets.

And as far as costs go, I couldn't see making the KK anything under 145, 150 is decent for the most sub-par cruiser in existence. And the limits on beefing it up that I would be willing to do are up to 6HG on each side. at this point.

Lowest would be str 4 heavy guns, and d6+4 prow guns, d6+1 p/s. With the higher firepower though, the orks get more consistent rolls, and it makes one feel quite a bit less screwed when they roll a one, and actually feel lucky when they roll a six. Rather than oh, I rolled a 6, I'm still significantly worse than the IN ships.

As a note, with the Faq 2010 returning FBs to their previous state of well... crap, the TS is easier to touch.
Title: Re: Orks... Flawed Ships
Post by: Sigoroth on December 14, 2010, 07:44:48 AM
With TTS (true turret suppression) the only differences between Ork AC and normal would be reduced damage (1d3 attack runs) and declaring how many are counting as fighters before rolling turret attacks. No complex rules.

As for cost, with an extra turret and firepower I can see the KK coming up to 150 pts. My preference would still be that the profiles be left as they are and costs simply decreased.
Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 14, 2010, 08:49:50 AM
Sweet! Gah, now how do you feel about the torpedoes? 10 points or 5 points?

Terror ships, well with bombers that are worse than regular bombers, but faster, and worse than fighters because they are slower. So these probably about cancel out.

However the TS is worse to reload, but there are cheaper rerolls, free AAF, and +1 to boarding. So meh.

However, is a cruiser, with the survival stats worth 185?

Let's see, Comparing a TS with torps (at D6+4fp prow, D6+1fp sides, 2 turret) to a dictator at 210:


Firepower needed to take down in 1 turn: 99% of Dictator
Firepower needed to cause 1 internal hit: 43.7%
Survivability VS Ordinance: 55.5 (significantly less in the bomber category, at 36%)
Firepower Hull: 141% (including torps)

Total 85% or 178.5

I think that 5 points cheaper is justified. How does the world feel? Actually this even includes the torp upgrade. However a 175 point carrier base? However the fact is that everyone gives the ship torpedoes, and this version would be 185, the same as before, but with 1 extra turret and +4 total firepower.

The non-torp version sucks as you will never ever use the heavy guns on a carrier, and as well it is very worthwhile to have torpedoes on something constantly being reloaded. It is justified to do 175/185

Edit: screwed up before. Revised.
Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 17, 2010, 06:30:20 AM
So looking to finish up work on this soon. Any other comments welcome, but this will be done soon.
Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 20, 2010, 01:34:57 AM
So forgot one factor for heavy guns, terrain.

In 1/3 of the terrain set ups the heavy guns are much worse than regular wbs. In the Flare Region and Mercutial zone, where they would not get either of the double column shifts for range. In these two areas they are only 51% as effective as regular wbs. Making them closer to 61% as effective. So 2/3 is probably a reasonable value to give them.

Note that on savages heavy guns are almost 2x as effective as on cruisers. So for these they are close to being even with regular wbs.
Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 20, 2010, 11:29:05 PM
Someone brought up leadership as a factor. So let's look into that:


Ld5=27.7% Ld6=41.6% Ld7=58.3% Ld8=72% Ld9=83.3% Ld10=91.6%

Average Chance of Success Ork=49.8%
Average Chance of Success IN=64%
Average Chance of Success Eldar=76.6%

So an Orks leadership is 78% as good as IN and 50% as good as Eldar. Ultimately it means that if a group of Ork vessels have a ld 5,6,6,7,7,8 or average rolls, then if you wanted to roll a leadership test for every one it would look like this:

So each test includes number of re-rolls, in order to get past 2 rolls with any reasonable chance of success they need to expend re-rolls
First Test: 72% (1RR=92.6), Second Test: 42% (after 1st RR:54%, with 2 RR's=81%), Third Test=24.36% (1st=31.32%, Second 46.98%, Third 76%)

For IN/Chaos:
1st 83.3% (1RR=97%), Second=59.76% (1st RR=72%, Second=92%) Third=42.48 (1st=52%, 2nd=66%, 3rd=90%)

Basically you can see that the Orks are about 1 re-roll behind them to keep up.

Orks don't get that cheap of re-rolls, 5 points less than chaos. However with the tiered style of IN, they do seem cheap. As well orks don't have any way to boost their LD and make their re-rolls more valuable.

Anyways, just thoughts.
Title: Re: Orks... Flawed Ships
Post by: Valhallan on December 21, 2010, 02:38:29 AM
but they can swap crews so that you have good LD on the important ships. that works just fine imo.
Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 21, 2010, 02:45:39 AM
but they can swap crews so that you have good LD on the important ships. that works just fine imo.

I agree, I actually think it is perfectly fine the way that it is. It was just something I was curious about.

I really like the crew swap thing, but still people don't use BB's/BC's all the time, but that ability is so amazing, especially in the case of Gorbs.

I pretty much always use at least a hammer.
Title: Re: Orks... Flawed Ships
Post by: lastspartacus on December 21, 2010, 03:40:18 AM
On using Smotherman, I find there is a great points inconsistency in the escorts.  I wonder why that is?

Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 21, 2010, 04:00:24 AM
Smotherman is made using the way ships were. These obviously were bad.

a heavy gun shouldn't cost 3 points... It should cost at best 1 point, probably closer to .5 on capitals and 1 on escorts, as they are almost twice as good at using them. Although 45cm guns aren't worth 2x the amount of 30cm guns. Who in their right mind would think that 10Wbs@45=20@30?

The value of these are closer to 1 30cm gun=.75 45cm guns. Which is true for the complex between 12wbs@30 for ten less points than 10wbs at 45cm.


Anyways, here is the modified smotherman value of escorts;
Hull; 5pts
Hits: 5pts
Shields: 5pts
Turrets: 5pts

Onslaught:
+4 speed, 4.5 for d6 guns, 1.5 for 1 gun Total=30pts.

Ravager:
+4 speed, 3 for wbs, 10.5 for torps, 5 for extra turret= total 42.5, although 40 is justifiable as they can't combine salvoes, and are usually the last thing to reload out of the whole fleet.

Savage:
+5 speed, ~4 for heavy guns =29pts. Although this still didn't seem good enough to make this escort a great one, so the soopa engines were added, which aren't that valuable overall.

Brute:
+5 speed, +3 guns =28 points. (doesn't count extra ram capacity)


Overall: The best escorts are the ones that cost less than the smotherman's estimations. As escorts aren't always used, the goal of 'Flawed Ships' was to make all the escorts more valuable in every fleet. So we balanced them against the best escorts, making them much more viable if used.

Discrepancies, not that big.
Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 21, 2010, 07:15:43 AM
Continued thoughts on escorts:

It is shown that the best escorts are 3-5 points undercosted by smotherman, and these aren't even auto-include.

From the Ork study, these were both the brute and ravager, which both appeared in at least 50% of lists, whereas the savage was in 30% and the Onslaught at 7%

So the idea was to make all escorts more appealing, even without ABs killing them easily they still have comparative disadvantages to cruisers. They lose firepower with every hit, and are less armored overall. They have less firepower, but more focusable firepower.
Title: Re: Orks... Flawed Ships
Post by: RCgothic on December 21, 2010, 10:32:12 AM
The Ravager is downright fantastic for its points. It has an excellent 3.5 torps average, plus have the firepower of a Sword on top of that! I'd even go as far as to say the Ravager is undercosted.

The Savage and Onslaught are effectively identical to each other, but the Savage is faster (as it needs to be), and has greater firepower in exchange for shorter range.

Neither is even nearly worth the 40pts of the Ravager.

I'd say a price drop to 30pts for the Onslaught (It's slower that a sword, with fewer turrets, less manouevrable and less average firepower, but more damage potential)
35 for the Savage. It needs slightly less help than the Onslaught.
Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 21, 2010, 05:49:16 PM
The Ravager is downright fantastic for its points. It has an excellent 3.5 torps average, plus have the firepower of a Sword on top of that! I'd even go as far as to say the Ravager is undercosted.
Firepower of a sword? it has 2. It's not undercosted as it is less defensible, and maneuverable, it's a lot bigger of a deal for escorts than one would think. 

Quote
The Savage and Onslaught are effectively identical to each other, but the Savage is faster (as it needs to be), and has greater firepower in exchange for shorter range.

Neither is even nearly worth the 40pts of the Ravager.

Good god yes.
Quote
I'd say a price drop to 30pts for the Onslaught (It's slower that a sword, with fewer turrets, less manouevrable and less average firepower, but more damage potential)
35 for the Savage. It needs slightly less help than the Onslaught.

The Onslaught is still not good at 30 points by itself. It still has 45' turns, -5cm speed, 1 turret (making it more than twice as susecptible to ordinance) and .5 less firepower. A bit much for 5 points. So with an addition of 1 firepower at 30points it should be fine.

One thing forgotten is that these escorts can't turn like anyone elses can, and they can only fire forward. Another disadvantage is that they usually have to CTNH to keep fireing after the first pass, this decreases their firepower and usually isn't even enough to get enemies in their prow arc.

The Savage I could see at 35 points with Soopa Engines. However it is very, very difficult to use weapons that are 15cm range. Usually when I play with them they only fire once or twice. As well 1heavy gun=~2/3 regular gun, however the ship does get a boost in speed, so this is closer to equal as it is more likely to get in range.

But not that much more likely. This ship should cost just as much as a Onslaught just the way that it is.
Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 21, 2010, 06:06:50 PM
Sorry RC? You said Onslaught has more damage potential? The current FAQ 2010 has it as d6 firepower, which is 3.5, .5 less than the sword.  So were you thinking of my version which has d6+1?

But turning around is a really big deal for escorts, especially when you have F only weapons. Makes them very unappealing.

Like I said the Ravager is fine how it is, always was a perfect escort. Basically played like a shotgun that you never reloaded. I think in all my games I've maybe successfully reloaded a squadron of Ravagers like 4-5 times. They play perfectly by fluff, putting one of them in a squadron of Onslaughts and using it for extra damage at the last second.

And the fact is that we're trying to make escorts as appealing as possible. It was one of the goals of this project, as escorts are notoriously underpowered. Ravagers are the most taken escort ever in any fleet (so yes, they could be underpriced), and that is out of any.....

The Savage.... you have to play with them to really understand, after their first pass they are worse off than onslaughts, as by the time they turn they won't even be able to fire at half strength usually, as the enemy will be long gone.

Remember that it takes two turns before they can shoot anything at their opponents, which when compared to a cruiser, this is bad, as the cruiser could still fire something. Which is why most tacticas say don't take escorts.
Title: Re: Orks... Flawed Ships
Post by: Sigoroth on December 21, 2010, 06:36:04 PM
If you're firing with the range shift bonus for being within 15cm then you can't hit anything beyond 15cm.
Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 21, 2010, 06:38:26 PM
 
If you're firing with the range shift bonus for being within 15cm then you can't hit anything beyond 15cm.

True... Hmmm.... never really played with that....
Title: Re: Orks... Flawed Ships
Post by: RCgothic on December 21, 2010, 08:56:28 PM
The Ravager is downright fantastic for its points. It has an excellent 3.5 torps average, plus HALF the firepower of a Sword on top of that! I'd even go as far as to say the Ravager is undercosted.
Firepower of a sword? it has 2. It's not undercosted as it is less defensible, and maneuverable, it's a lot bigger of a deal for escorts than one would think. 

Sorry, Typo. Meant half.

Quote
The Savage and Onslaught are effectively identical to each other, but the Savage is faster (as it needs to be), and has greater firepower in exchange for shorter range.

Neither is even nearly worth the 40pts of the Ravager.

Good god yes.
Quote
I'd say a price drop to 30pts for the Onslaught (It's slower that a sword, with fewer turrets, less manouevrable and less average firepower, but more damage potential)
35 for the Savage. It needs slightly less help than the Onslaught.

The Onslaught is still not good at 30 points by itself. It still has 45' turns, -5cm speed, 1 turret (making it more than twice as susecptible to ordinance) and .5 less firepower. A bit much for 5 points. So with an addition of 1 firepower at 30points it should be fine.

One thing forgotten is that these escorts can't turn like anyone elses can, and they can only fire forward. Another disadvantage is that they usually have to CTNH to keep fireing after the first pass, this decreases their firepower and usually isn't even enough to get enemies in their prow arc.

Whilst I agree lack of 90' is a big deal, surely it's possible to fall in with the enemy fleet rather than power past it, in order to keep the prow weapons to bear?

The Savage I could see at 35 points with Soopa Engines. However it is very, very difficult to use weapons that are 15cm range. Usually when I play with them they only fire once or twice. As well 1heavy gun=~2/3 regular gun, however the ship does get a boost in speed, so this is closer to equal as it is more likely to get in range.

But not that much more likely. This ship should cost just as much as a Onslaught just the way that it is.

Sorry RC? You said Onslaught has more damage potential? The current FAQ 2010 has it as d6 firepower, which is 3.5, .5 less than the sword.  So were you thinking of my version which has d6+1?

I did say it had less average firepower, but it does too have more damage potential. Six Onslaughts have a potential firepower 36, compared to a Sword's 24. I'm not saying it happens often, but much like the NC the potential is there.

But turning around is a really big deal for escorts, especially when you have F only weapons. Makes them very unappealing.

Like I said the Ravager is fine how it is, always was a perfect escort. Basically played like a shotgun that you never reloaded. I think in all my games I've maybe successfully reloaded a squadron of Ravagers like 4-5 times. They play perfectly by fluff, putting one of them in a squadron of Onslaughts and using it for extra damage at the last second.

And the fact is that we're trying to make escorts as appealing as possible. It was one of the goals of this project, as escorts are notoriously underpowered. Ravagers are the most taken escort ever in any fleet (so yes, they could be underpriced), and that is out of any.....

The Savage.... you have to play with them to really understand, after their first pass they are worse off than onslaughts, as by the time they turn they won't even be able to fire at half strength usually, as the enemy will be long gone.

Remember that it takes two turns before they can shoot anything at their opponents, which when compared to a cruiser, this is bad, as the cruiser could still fire something. Which is why most tacticas say don't take escorts.
Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 21, 2010, 09:53:57 PM
3 onslaughts will have a firepower between 8 and 13 75% of the time. Although they could roll 18, it is very unlikely, and it is just as probable that they roll 3.

The fact is that multiple models in a squadron stabilize the randomness, and the vessel should be balanced as though it had 3.5fp for every D6. The percentage represented above becomes larger with more vessels, meaning they become much more consistent.

I know the 45' turns doesn't feel so bad, but it's that coupled with F only weaponry, and yes you can pull it off where you always have enemies in the prow, but it's tough.

Title: Re: Orks... Flawed Ships
Post by: lastspartacus on December 22, 2010, 01:03:27 AM
Not a ship, but I'm thinking strategy rating 3 for the orks of the cyclops cluster list, and 1 for the waaagh fleet.  They are as subtle as a brick in space.
Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 22, 2010, 06:34:12 AM
RC, I know the Savage seems really great.... but look at it in comparison to a sword;

A sword is half as likely to die to ordinance, Also has better armor on it's off sides, i.e. the sides that it doesn't want facing towards it's enemies (front and rear) compared to the savages off sides (side and rear). Whereas they are both equal on the prow.

Basically a savage is far more likely to die than a sword. Not only that but heavy guns, due to the lack of range column shift only equal about 1.35wbs at 15cm range. Putting the Savage at total 5.4? firepower eq. at 15 cm, and zero at ranges above 15. Not only that but it doesn't have LFR weaponry.

As one of the goals of this was to make every escort balanced on the two best (ravager, and sword)

In fact the only advantage a Savage has on a sword is that it has 1.4 wbs on it at close range....

XAdvantagesdisadvantages
Savage1.4fp at close rangeless turns, F only weapons, less than half resistance to ordinance, Ork LD, Worse armor on off sides, Less range/no weapons strength at similar ranges to Sword

Honestly it is absurd to make the vessel cost the same amount... also the -2AAF dice make it a lot harder to use it's short range weapons.

Heavy guns suck compared to regular wbs, I know double damage seems like a lot, but the HGs basically are getting a right column shift compared to normal wbs, which accounts for more than you think. Ultimately it was calculated 1HG=4/3Gun at ranges under 15cm due to the range shift and double damage.
Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 22, 2010, 07:33:49 AM
All right to get absolutely how valuable heavy guns are compared to regular wbs I will do the work that I didn't need to. Analyzing the whole FP table. This is a representation of how much firepower you would need to get each number of dice to roll.

Number of DiceClosingMoving AwayAbeamAverage
Guns Vs Cap (1)111
Guns Vs Escort (1)112
HGuns Vs Cap (1)112
HGuns Vs Escort (1)123
Guns Vs Cap (2)233
Guns Vs Escort (2)335
HGuns vs Cap (2)335
HGuns vs Escort (2)358
Guns vs Cap (3)345
Guns vs Escort (3)458
Hguns vs Cap (3)458
Hguns vs Escort (3)5813
Guns vs Cap (4)457
Guns vs Escort (4)5710
HGuns vs Cap (4)5710
HGuns vs Escort (4)71018
Guns vs Cap (5)579
Guns vs Escort (5)7913
Hguns vs Cap (5)7913
Hguns vs Escort (5)91323
Guns vs Cap (6)7811
Guns vs Escort (6)81116
HGuns vs Cap (6)81116
HGuns vs Escort (6)111628
Guns vs Cap (7)81013
Guns vs Escort (7)101319
Hguns vs Cap (7)101319
Hguns vs Escort (7)131933

Stopped there as it started to be beyond the scope of things.

Anyways if you total up the amount of firepower needed for Guns Vs. Heavy guns in the same circumstances, then this becomes 271guns=431 heavy guns.

Which amounts to a Gun needing .62 the amount of 'strength' to get the same number of dice. However Hguns do double damage so this is actually 1.24 standard WBs equivalents. For simplicities sake we rounded up to 4/3 at close range or 1.33, but decided that since they are only useful half as often (half range) then this puts them at 2/3 overall.

Now WBs, Hguns really any weapon is more useful on an escort slightly, as not only are they faster (they have farther threat range, and a better turn) but comparing 1 escort directly to another, especially if they are the same speed prevents this from becoming an issue.


Note that we originally did the table above with just 'firepower required to get to 3 dice' in which case the value was .67 instead of .62, the far right column dilutes stuff a little, but still the principle is the same, and no matter where you take it from it will give you consistently a value between .57 and .75.
Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 22, 2010, 08:21:45 AM
Also more thoughts on the Onslaught:

So if the FP remains at D6 for 30 points, then compared to the brute:

For the benefit of 1.5 firepower the Onslaught costs 5 more points. It loses 5cm speed, LFR weaponry (a big one), 90' turns, and the ramming capacity. Definitely not worth 1.5 firepower.

2.5 yes (d6+1), then the negatives are worth the 5 point hike.
Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 23, 2010, 04:40:42 AM
I think a reasonable compromise on the Savage gunship would be to do my original thought, which was to cost it at 30 points but to make soopa engines a +5 point upgrade on it. This would work with current HA ruling which place the vessel at 30 points (see FAQ). Essentially this would give the ship an upgrade option.

Also note; soopa engine upgrades on capitals can now only replace guns, not heavy guns, and they are less detrimental overall. They only will reduce the FP to str2, not entirely. So for a Kill-Kroozer it's side weapons would go from D6+2 to just 2. This resembles the BBs better (who lose 2 fp on each side, in this case each ship loses 3.5), and makes it a worthwhile upgrade.
Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 23, 2010, 07:47:21 AM
Final thoughts on Savage; think about it this way, if an escort was equipped with str 6 forward only wbs (we're rounding up from 5.33 for comparison's sake) that were 15cm, then how would it compare to other vessels?

Compared to an Iconoclast:

Iconoclast loses: worse primary armor (side). No automatic AAF, less firepower at close range
Iconoclast gains: +5cm, 90' turns, LFR weaponry, better leadership overall, 5 points cheaper, +2d6 on aaf, more firepower at a distance, thus making it more defensive.

That is a lot to lose. Note that Savages have to be within 15cm of their enemy to be effective, this means that they will likely be within 15 the next turn, and the opponent will get more dice against them with their wbs.

We already talked about Swords of course, but to reitterate:

Sword loses: Less firepower at close range, no automatic AAF, Standard boarding modifier (like this matters on escorts...)
Sword gains: +1 turret, better off side armor, 90' turns, Longer range (and thus more defensive), +2d6 on AAF, better leadership, LFR weaponry.

The gains that a Savage has is not worth them being equal in price.

Anyways, I won't rant about the Savage anymore. It is notorious for being a terrible option, and I might find old tacticas to point it out.

One thing that's difficult about Savages is that they are difficult to play by themselves, they really only work well with other escorts. It is rather interesting how the fluff on them is true (although written of course by how they were played). Usually Enemy ships will be able to shoot at them a turn or two before the savages can fire back, or they pass them and are able to kill them from the sides or behind.

Firing a weapon at an abeam cruiser within 15cm without a range shift is bad.... and the savages die... terribly.
Title: Re: Orks... Flawed Ships
Post by: lastspartacus on December 23, 2010, 12:09:57 PM
Savage is more of a 25 point ship than the Brute is.
Title: Re: Orks... Flawed Ships
Post by: lastspartacus on December 23, 2010, 08:03:02 PM
Havn't had this question answered yet.  What exactly is the kind of reroll a warlord provides?
Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 23, 2010, 09:58:19 PM
Havn't had this question answered yet.  What exactly is the kind of reroll a warlord provides?

Same as the re-rolls available to any other fleet commander. So any leadership check.
Title: Re: Orks... Flawed Ships
Post by: lastspartacus on December 23, 2010, 10:02:52 PM
So any ship in the fleet can use it.
Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 23, 2010, 10:18:35 PM
You know that's a decent question, as Chaos Lords can only use their re-rolls on their ship/squadron.

As it isn't mentioned as restricted that way, it is a fleet re-roll like any other. Although it would be a decent thing to get the HA to faq.
Title: Re: Orks... Flawed Ships
Post by: lastspartacus on December 24, 2010, 03:06:07 AM
I wish that were true, but because of the multiple warlords, I assumed it was just ship/squadron.
Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 24, 2010, 04:01:36 AM
Rok theory, So I've been holding back on any thoughts for the Roks, but I've been thinking about them lately as I've been building the 'Flawed Ships' Pdf.

Here is a size chart from wikipedia:

It shows the number of asteroids that have at least the mean diameter listed in our solar system.

100m300m500m1km3km5km10km30km50km100km200km300km500km900km
25,000,0004,000,0002,000,000750,000200,00090,00010,000110060020030531

Presumably orks would use Asteroids at least 5km in diameter to build Roks. Which is plenty of space for anything and they are readily available.


So from Warp Rift these 'upgrades' could be garnered:

Weird boy towers (basically short ranged lances)
Launch Bays
Fire ship rules
Soopa engines

Now Soopa engines and Launch bays are easy. Launch bays would be Str 2 and replace heavy guns for +20? points. Soopa engines would reduce the strength of the guns to D6+2 but allow it full AAF rules.

Fire ship rules are pretty easy too, it would sacrifice all weaponry (maybe keep heavy guns) for the fire critical option.

The weirdboy towers I never really liked, as the idea of psykers manipulating huge ships in any significant way just seemed out of reach.

Anyways lets look at the points value of roks, smotherman doesn't go into how defences are calculated, but we can do some math to figure out how valuable the hull of a Rok Is.

For a capital ship with 5+ armor the average amount of FP needed to statisically do 1 hit is 7.41. For a rok this is 3.75 (a shit-ton less) Not only that nearly 1/6 hits will cause a critical and do an extra hit. However these could do more damage to the Cap ship, So 19/36 results on a standard critical will do at least 1 point of damage. Roks will take points from H&R, but this is a trade off as Cap ships could take multiple on some of the results. (this counts fire as one).

Ultimately this means that about 50% of criticals will cause extra damage on a capital ship, so to balance only 1/12 of the shots will do more damage than normal. Effectively this means that  the FP will be reduced to 3.55, divided by 7.41. So about 50% the survivability of an equivalent cruiser.

Meaning that a Rok looks like a 4 hit capital rather than an 8 hit one. Reasonable, as the cost is 80 points.

So Ultimately, the Roks are more like escorts than anything else.


Upgrades (Proposed):
May reduce strength of the Guns Battery to D6+2 and add soopa engines at no cost.
May Replace the ships heavy guns with 2 launch bays for +20 points.
Title: Re: Orks... Flawed Ships
Post by: lastspartacus on December 24, 2010, 04:29:41 AM
http://s215.photobucket.com/albums/cc319/lastspartacus/RS%20Orks/

Ork fleet I acquired and converted in celebration of the RS Ork rules.  Unpainted and kitbashed from painted, nonpainted ships, and plasticard.
So its a bit bright with the white plasticard reflecting, but you get the idea of the 'armor plates'

1 assault kroozer, 1 hammer class, 3 kill kroozers, 2 terror ships.
Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 24, 2010, 04:34:58 AM
Nice, I really like the conversions. Lots of work.
Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 24, 2010, 08:43:26 AM
Just made an Ork fleet PDF, you can see the link in my signature in the Document 'ork fleets'.

Also I decided to go with this as the Rok's modifications:

May exchange heavy guns for Str 2 launch bays for +20 points.
May reduce the strength of the Guns to D6+2 and add soopa engines at no cost

Also if they are taken as planetary defenses they may be taken as Splody Roks
Basically they have the fireship rules and cost 40 points instead of 80. And they sacrifice all weapons to do this.
Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 25, 2010, 11:43:44 AM
So Nate just posted his Ork pdf and there are a few ideas that can be garnered from it: Klaws, and the Lite Kroozer has to be revised now... ugh.. Oh, Warlord upgrades for escort squadrons.

Anyways, in my document it details out one of the warlords as fleet commander, (or freeboota kapitan in the case of pirates), so these would  be 'fleet re-rolls' just like on a warmaster, and the subsequent characters' re-rolls would only be ship/squadron like chaos lords.
Title: Re: Orks... Flawed Ships
Post by: lastspartacus on December 25, 2010, 09:39:54 PM
So does that confirm that current and normal ork rerolls are ship/squadron only?
Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 25, 2010, 09:52:16 PM
So does that confirm that current and normal ork rerolls are ship/squadron only?

In Nate's document each warlord gets to use it for his 'squadrons' which are all the ships purchased under one warlord. Basically each warlord gets 500 points of the fleet to use his re-rolls on.
Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 30, 2010, 02:12:37 AM
Was thinking about the Battleships, as I was considering turning the Kroolboy completely into a non-character ship.

Here is what the battleships would look like as one 'class'

Ork battleship (starts with Krooboy stats, but with D6+6wbs on each side) 255 points;

May exchange prow heavy guns with D3+2 lances @45cm for +30 points
May exchange prow heavy guns with str6 bombardment cannon@30cm for +20 points
May reduce the strength of its port and starboard guns by -2 and add soopa engines at no cost
May exchange prow heavy guns with Str D6+4 torpedoes for +10 points
May reduce the strength of its port and starboard guns by -4 and add 2 launch bays per side for +40 points


After those, there are the 'add ins':

May replace port and starboard heavy guns with D6+2 torpedoes at +15 points
May upgrade its hits to 14 at +30 points
May upgrade prow drills/ram spike at +10 points, (1 free damage when it contacts a ship friendly or enemy)
May replace p/s heavy guns with 'Grabba Klaws' at +15 points (Tyranid massive claws)

I probably won't do this but it is an interesting thought.
Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 30, 2010, 10:23:08 AM
Another thing for Ork Fleet lists:

Pirate fleets have strategy rating 3, but Waagh! fleets have strategy rating 2 as they are larger and slightly more predictable.

Also Orks can take the two new upgrades Drills/Spikes which cause 1 damage to any ship they ram or board (in replacement of guns) and claws which are the same as tyranid massive claws (in replacement of some port/starboard weapons).

The CL, I think that it should have this profile: (90 points)

Hits/Type    Speed/Turns   Shields    Turrets  Armor
6/cruiser      20/45                1           2      6+ prow/4+ sides & rear

D6 Prow Guns
4 Prow Heavy Guns
2 P/S guns
2 P/S heavy guns

May replace p/s guns with soopa engines at no cost
May replace p/s heavy guns with claws at (?)
May replace prow guns with drills at (?)
May replace Prow heavy guns with d6 torpedoes at +10 points
May replace P/S heavy guns with launch bays at +10 points

May upgrade its hits to 8 for +20 points.
May upgrade its speed to 25 at +10 points.
Title: Re: Orks... Flawed Ships
Post by: lastspartacus on December 30, 2010, 12:01:01 PM
The lite kroozer is meh, I don't see the purpose for it in the fleet, at all.  Its not even strong on the front arc.

I think the warlord concept of controlling multiple squadrons and ships needs to go, too confusing. Either make it one ship/squadron like a chaos lord, or make them all proper fleet rerolls.

And I agree the Waaagh! fleet list needs a lower SR than the more crafty cyclops cluster orks, their modus operandi is completely different.
I say SR1, because if any fleet would have that, itd be Waaagh! orks ;)

Title: Re: Orks... Flawed Ships
Post by: Plaxor on December 30, 2010, 12:38:03 PM
The lite kroozer is meh, I don't see the purpose for it in the fleet, at all.  Its not even strong on the front arc.

True, but it is something legal, and stats should be made for it that are balanced.

Quote
I think the warlord concept of controlling multiple squadrons and ships needs to go, too confusing. Either make it one ship/squadron like a chaos lord, or make them all proper fleet rerolls.

This fleet list/revision doesn't use that system. It uses the system from armada. However in this version it names a specific fleet commander and the others are essentially chaos lords. For pirates the fleet commander must be a Freeboota Kapitan and for Waagh! the fleet commander must be a warlord.
Quote
And I agree the Waaagh! fleet list needs a lower SR than the more crafty cyclops cluster orks, their modus operandi is completely different.
I say SR1, because if any fleet would have that, itd be Waaagh! orks ;)

Yep. However SR1 is a bit low to go, the Orks still are random/unpredictable even at Waagh! levels. So 2 is fine, just so long as its less than the pirate list.
Title: Re: Orks... Flawed Ships
Post by: lastspartacus on December 30, 2010, 09:12:24 PM
for Waaagh! Orks I thought it was always 'Enter system, proceed straight towards planet, usually with huge clunky asteroid fleet.