Specialist Arms Forum

Battlefleet Gothic => [BFG] Discussion => Topic started by: afterimagedan on March 30, 2013, 06:59:49 AM

Title: BFG:R Orks
Post by: afterimagedan on March 30, 2013, 06:59:49 AM
So far, I have implemented the earliest BFGR changes into the Ork document which is the combined original Ork stuff and 2010 Ork stuff.  Anyone interested in helping out with Orks? Any changes to that document we need?
Title: Re: BFG:R Orks
Post by: horizon on March 30, 2013, 07:04:55 AM
The most important thing to the 2010 stuff is to change the wording. The rules themselves play pretty well.
Title: Re: BFG:R Orks
Post by: afterimagedan on March 30, 2013, 07:08:10 AM
Hmm, could you help me find the working that needs to change? I should be able to change that pretty quickly. It's also bothered me that the 2010 document has it as Zukov instead of Zhukov, hehe. I feel like Zhukov is not receiving the proper credit!
Title: Re: BFG:R Orks
Post by: Khar on March 30, 2013, 11:53:30 AM
Cruiser cap needs to be increased or removed. I'm putting Orks to some playtesting now, but this one thing is for sure. With current cap, they are forced to be escort heavy even in not very high points games.
Title: Re: BFG:R Orks
Post by: AndrewChristlieb on March 30, 2013, 12:10:14 PM
2010 orks are obscenely powerful. I played these pretty extensivly last year and the escort rules push them so far beyond any of the core lists its crazy. Ravagers that not only can reliably re-load but they can also re-roll thier torpedoe strength and groups of savages with 20 lances is just bad, all around bad. Their cruisers need serious help, no amount of extra turrets make up for 4+ armor (well ok +5 would), They have the worst weapons load with everything being fixed forward or right and left and theyre all pretty understrength. The biggest problem tho is their inability to be able to cover their very juicy rears and their absolutly horrid leadership.
Title: Re: BFG:R Orks
Post by: horizon on March 30, 2013, 01:24:03 PM
Weird, the rulebook orks only worked when you went for a Terror kroozer only fleet.

In the tests I had I did not found them overpowered (I played against them).

The cruiser restriction is to harsh, I agree.
Title: Re: BFG:R Orks
Post by: AndrewChristlieb on March 30, 2013, 07:22:30 PM
Im sorry Kill kroozers are under gunned. Terrors just suffer from low leadership.
Title: Re: BFG:R Orks
Post by: horizon on March 30, 2013, 09:30:22 PM
Terrors: Not when they are in masses and Orks have acces to lots of cheap re-rolls.
Title: Re: BFG:R Orks
Post by: AndrewChristlieb on March 30, 2013, 10:51:27 PM
Try them in a campaign :(. Their poor leadership and weak armor/ shields/ turrets coupled with their relatively high cost and they very quickly show their flaws.
Title: Re: BFG:R Orks
Post by: horizon on March 31, 2013, 06:13:26 AM
So it is a campaign problem then?

Under Deadshane' s command (see warseer) Orks won or ranked really high at Adepticon for a few years.
Title: Re: BFG:R Orks
Post by: AndrewChristlieb on March 31, 2013, 07:34:51 PM
In on off type games it is pretty easy to offset their poor leadership through sheer numbers (take 6 terrors and your bound to get a couple with good leadership then just squadron them appropriately). You also dont have to worry about them being crippled or destroyed which is where the problem with them in a campaign comes from. Ork ships have worse armor, shields, turrets, and weapons than comparable ships which makes it all to easy to keep them from advancing in campaign games. Given that your almost always going to be playing smaller raids you dont have the numbers you really need to offset the leadership so your less likely to have decent fighter coverage. Playing with the 2010 rules I found myself relying more on the escort squadrons but like i said earlier with the clan upgrades theyre just crazy overpowered compared to non 2010 fleets. The Terror is pretty over prived compared to the standard carriers for IN/Chaos.
Title: Re: BFG:R Orks
Post by: Khar on March 31, 2013, 09:45:12 PM
So.. what could we do with them to make them work? Reduce the prices? Get rid of 4+ rear? Remove Ld penalty?
Title: Re: BFG:R Orks
Post by: AndrewChristlieb on April 01, 2013, 02:52:55 AM
I wouldnt change the armor since thats an Ork mainstay. Dropping the price too much will make them too strong in one off games. I do think the leadership should be tweaked to something like 1/2= ld6, 3/4/5= ld 7, 6=ld 8 maybe? At any rate they shouldnt get ld 9 but ld 5 is way too harsh. The current ability to take 2 extra turrets is good and I think they should have the option to take an extra shield, without having to take a warlord to get it, for a decent price! 25pts is too much when the standard seems to be 15.
Title: Re: BFG:R Orks
Post by: Khar on April 01, 2013, 12:33:18 PM
I've been thinking about it as well - upgrades might be separate from characters and availible for every ship. That gives ork player a choice: He might have cheap vessels or expensive ones with tons of upgrades. Seems proper orky.
Might work sort of like old Tyranid upgrade list but in no way that broken.
Characters would still give their own bonuses and re-rolls, but upgrades would simply be an option for every ship. Capital ship, at least.
Title: Re: BFG:R Orks
Post by: Khar on April 11, 2013, 12:40:40 AM
So, I've played BFG:R Orks today, with a bit ofadded modification [mostly taken from 2010 ork klanz list, plus that every cruiser can buy one upgrade from 2010 ork klanz. current bfg:r file seems to miss few of them.]
Against Tau. Seeing that Orks struggle against massed ordnance, throwing them against swarms of Tau bombers seemed like a good idea to test them.

Orks lost horribly, of course (in the name of science!), but I have few conclusions.

First of all: despite suffering against ordnance, ships with turret upgrade [from 2010 ork klanz list] are able to hold off bombers for a while. This is a good sign.

Ones without the upgrade just fall apart, though. Allowing every cruiser to take one upgrade was a good tep forward, but I think we should consider allowing them to take more. Otherwise, +2 turrets [or d3 turrets as an economic variant, I'm not sure if I like it, though... sometimes its 10 points doing nothing] seems like an obvious choice against any fleet able to take reasonable amounts of attack craft.

If a player decides to overload on upgrades, he gets very expensive ship, so i don't think taking multiple of those would be that broken.

With +1 ld for numbers, and +1 free escort for low Ld [from ork klanz] escorts are generally solid. They might not require further modifications.

Swapping Ld between ships, coupled with squadron rules and numerous re-rolls make their low Ld a bit less of a problem, though I agree with idea of  1/2= ld6, 3/4/5= ld 7, 6=ld 8 ld table. No amount of re-rolls can make ship with ld5 work, and even 6 tends to be problematic.

Additionally, as i mentioned before, cruiser cap needs to go. in about 1500 pts up, you start to run out of cruisers slots. Assuming you don't take any lite cruisers - if you do, you hit the cap even faster.


One more thing, a bit more.. radical. I'm starting to think orks need a bit more concentrated firepower... With their short ranges and mostly gunnery table weapons, they don't really benefit from having multiple targets from different fire arcs - amount of dice you throw at them is too low to count on any result, in most cases.

I'd consider making some of ork ships' port/starboard weapons l/f + r/f. Needs further testing, though.
Title: Re: BFG:R Orks
Post by: AndrewChristlieb on April 11, 2013, 05:08:01 AM
Kill kroozers definantly need something to make them more attractive compared to the Terror. Generally I agree with your views here.
Title: Re: BFG:R Orks
Post by: Brethren on April 11, 2013, 12:43:52 PM
I'd consider making some of ork ships' port/starboard weapons l/f + r/f. Needs further testing, though.
Interesting idea. I just thought they would need a stronger broadside firepower... but that could do it as well.
The heavy guns should still be locked to one arc, though.
Title: Re: BFG:R Orks
Post by: Khar on April 28, 2013, 12:39:19 PM
while building some Ork ships, I've been thinking. And it was, in fact, somewhat productive.

First of all - Orks need rebuilding. Not just tweaks, like imperial fleet, but more like Tyranid level of changes. Now they simply don't work in many cases.

So, first thing I thought about - some randomness needs to go. I'd remove all the random firepower from Gun batteries. Every single d6 should be changed to 4, to give them respectable firepower. So d6+6 becomes 10, d6+2 becomes 6, and so on. However, to ensure they're not used as reliable mid-range firepower, I'd add rule like this:

'Ork weapons, while efficient, lack sophisticated targetting devices or, in many cases, any targetting at all. When firing over 30cm range they always use Ordnance column' - So Ork has to come close to be truly effective but doesn't risk that single '1' when determining his firepower makes ship useless for a turn.

Second thing: Torpedoes. I'd do the same thing here - every d6 becomes 4.
To balance this: 'Ork torpedos tend to be short on fuel, while their targetting sensors (consisting mostly of panicked Grot crew) are prone to failure. At the end of Ordnance Phase, reduce strength of any Ork torpedo salvo on table by d3. Additionally, squadroned Orks ships can't combine their salvos.'

Reasoning? Again - to force them to work at short ranges while adding some reliability. Savage with 4 torpedos guaranteed might sound scary, but not more scary than imperial Viper with 3 not breaking down in time with ability to combine salvos.

Third thing: How to make Orks more resilient to bomber attcaks while not making them more resistant to other ordnance? I'd do it like this:
'Ramshackle: Each Ork vessel is unique. No two share the same design and their systems seem, even to a trained eye, placed at random. While this doesn't change much when blasting such vessel to pieces, it makes precise application of firepower nigh impossible - what's left is to pray that some shots will hit something important. Ork vessels count as having 2 more turrets (up to maximum of 6) while determining number of bomber attacks against them.'

Simple. Bombers still hit on 4+, Turrets still kill only a few, but they deal less attacks than they should due to simply not nowing what to destroy in their run. Same rule might make hit&run attacks against them harder, or lance fire, for the same reason, but I'm not sure they need it.

Next thing: Remember Ram Prow upgrade from 2010 Ork Klanz? Every Ork capital ship should have this automatically. Orks should ram, and players need to find that option attractive ;)

Also, Orks should Board. +1 boarding value from Revised is weak, +1 to boarding roll would be more like it.

That's it for now, I return to testing. ;)
Title: Re: BFG:R Orks
Post by: afterimagedan on April 28, 2013, 03:54:10 PM
I like a lot of your ideas Khar, but I would have a hard time getting rid of randomness into their weapons altogether, though I do support Some of it. Also, on the torpedo idea, maybe it could be just like the tau torpedo rule where you roll a die for each torp and on a 6 a torp goes away. It would keep some consistency. Also, the shooting over 45cm rule will necessitate a point decrease on vessels with 45cm batteries, probably a small one.

Khat, you say some randomness needs to go, but what randomness other than the regular game randomness would you keep? I favor decreasing some of these random weapons because of the dice rolling involved. Personally, I would just make ordnance random and make guns a set value.
Title: Re: BFG:R Orks
Post by: Khar on April 28, 2013, 04:38:08 PM
I'd leave random launch bays, for sure. Random torpedos... maybe. In some cases, at least. But d6 shouldn't decide on strength of anything. d3+2, or d3+3... that I can live with. Even if you roll 1, you do something.

As for gunz with 45 range - yep, some point adjustments are necessary. Lots of them, actually. ;)

Torps - Tau method would make them burn out slower. We'd have to see how that works out.
Title: Re: BFG:R Orks
Post by: Mallich on April 28, 2013, 05:18:50 PM
Randomness doesn't just come from the "D6" strength of the basic gunz. The "1 impact does 2 points of damage" for the heavy gunz creates a broader probability distribution in vanilla BFG than if there were twice the number of dice being rolled with each hit doing 1 damage.
Title: Re: BFG:R Orks
Post by: afterimagedan on April 28, 2013, 06:46:31 PM
I'm fine with the heavy guns how they are because you can at least know the weapon strength.
Title: Re: BFG:R Orks
Post by: AndrewChristlieb on April 28, 2013, 07:44:37 PM
Ok so for the base cruiser I think something like this would work well.

Ork Kill Kroozer . . . . . . . . . . . .  160 pts

Type/Hits  Speed  Turns  Shields    Armor    Turrets
Cruiser/10  20cm   45*      1       6+/5+/4+    d3

Armament   Range/Speed   Firepower/Str   Fire Arc
PortH.Gunz*      30cm                  4            Left
Port Gunz          30cm                  4            Left
StarH.Gunz*      30cm                  4            Right
Star Gunz          30cm                  4            Right
ProwH.Gunz*     30cm                  6            Front
Prow Gunz         45cm                  6            Front

Notes: An Ork Kill Kroozer may be equiped with a prow power ram for +5 pts and may replace its prow heavy gunz battery with a torpedo launcha (Ork torpedoes and Ork boarding torpedoes*, Strength 6) at no extra points cost. Ork Kill Kroozers may upgrade their shields from one to two for +15 pts and upgrade their turret rating to d3+1 for +5 pts.

*Ork torpedoes and Ork boarding torpedoes function the same as their standard counterparts, but due to their poor construction have a tendancy to detonate prematurely. For each salvo of Ork torpedoes or boarding torpedoes roll a d6 for each salvo after they have moved and made any attacks - on a roll of 6 the torpedoes detonate and are replaced with a blast marker.

*Ork Heavy Gunz roll to hit like ordinary weapons batteries but do not count gunnery modifiers for range. If fired over 15cm Ork Heavy Gunz will only hit on a d6 roll of 6. Each hit scored by heavy gunz causes double damage, ie, two hits instead of one.

Title: Re: BFG:R Orks
Post by: Markconz on April 28, 2013, 10:54:25 PM
While some of these ideas have merit, I dislike the idea of discarding the random guns and torpedoes. Orks are not supposed to be reliable, and this is a great part of the character of an ork fleet IMHO.  I also like the fact that the opponent is uncertain about the threat an ork ship poses until it opens fire.

D3 turrets is a nice idea to give ork kroozers a bit more resilience (and randomness).
Title: Re: BFG:R Orks
Post by: Bessemer on April 28, 2013, 11:24:02 PM
We should definitely keep random Ordnance for Orks!

I do like the above rule for torpedoes, but to add some extra Orkiness (that even a word?) how about making them an extra 5-10 speed to represent the atypical massive rockets Orks  usually put on stuff?
Title: Re: BFG:R Orks
Post by: AndrewChristlieb on April 29, 2013, 02:26:50 AM
+10cm speed on the torpedoes with the destroyed after moving on a 6+ would make them exactly like short burn torpedoes which would be fine by me.

Random Attack craft is still a solid choice but the randon gunz is the one of the worst parts of the fleet, if the gunz remain random their minimum firepower needs to be seriously boosted, anything less than 3 is worthless. The modified gunz stats from Plaxor's work would be a place to start.
Title: Re: BFG:R Orks
Post by: Nex on April 30, 2013, 08:22:13 AM
Well there are other ways to make Orks random/unreliable over the random shot number.

Just throwing ideas out you could have either a straight roll or leadership test when shooting to see if there's an accident or the gun crew are too busy fighting themselves. Or perhaps some kind of mishap/random event table that can give slight bonuses or penalties, a mek boy decided to throw a strange barrel he found into the engine and it gives the ship a speed boost, the grots on a gun deck go on strike over bad pay so the guns fire at half strength that time...

I do agree that to really get an Ork fleet that FEELS Orky they kinda need rebuilt from the ground up, currently they feel a bit like a slightly less organised Imperial fleet in terms of basic design. I would rather see something more along the lines of the Tyranid model, with a basic hull and then a list of weapons, hull upgrades and perhaps even downgrades to choose from.
Title: Re: BFG:R Orks
Post by: afterimagedan on May 01, 2013, 07:08:14 PM
Ok, hopefully the SG line being cancelled isn't scaring everyone away!

Changes so far:
Torpedoes -> Short Burn Torpedoes
Gunz now not random
Torpedoes -> half random (D3+3 sort of thing)
Launch Bays -> random still.
Turrets -> Random
Heavy Gunz -> stay the same
Title: Re: BFG:R Orks
Post by: AndrewChristlieb on May 01, 2013, 07:13:20 PM
Well the one change I would make to that list is to make the heavy gunz 30cm as I stated earlier:

*Ork Heavy Gunz roll to hit like ordinary weapons batteries but do not count gunnery modifiers for range. If fired over 15cm Ork Heavy Gunz will only hit on a d6 roll of 6. Each hit scored by heavy gunz causes double damage, ie, two hits instead of one.
Title: Re: BFG:R Orks
Post by: afterimagedan on May 01, 2013, 07:18:19 PM
Changes so far:
Torpedoes -> Short Burn Torpedoes
Gunz now not random
Torpedoes -> half random (D3+3 sort of thing)
Launch Bays -> random still.
Turrets -> Random
Heavy Gunz -> "Ork Heavy Gunz roll to hit like ordinary weapons batteries but do not count gunnery modifiers for range. If fired over 15cm Ork Heavy Gunz will only hit on a d6 roll of 6. Each hit scored by heavy gunz causes double damage, ie, two hits instead of one."
Title: Re: BFG:R Orks
Post by: Nex on May 02, 2013, 08:01:13 AM
I must admit I'm not well versed enough in the balance of the Ork ships to really comment on specific things like slight weapons changes so if you'd rather keep the thread to those I can take my posts elsewhere.

Till I'm told to do that though, other potential ideas for "randomness" or rather "Ork character showing through in the rules".

They already have the All Ahead Full rule, how about a Lock On rule too. Something like When an Ork ship gets within 15cm (?) or an enemy you must attempt Lock On unless you pass a Ld test to try and do something else.

This would represent nearly every Ork on board rushing to the gun decks wanting to cause the biggest explosion, or just opening a window and firing their pistol out into space because they have been told the enemy is "close", even though close is thousands of miles in space.

Hmm just had another thought kinda related but also related to the whole "random number of shots" thing as some people like them and some people dislike them.

Would Lock On also making your guns fire the maximum number of shots be overpowered? (if so then maximum -1 or -2 or whatever till it's balanced)
Then have them be random for less focused fire.
Title: Re: BFG:R Orks
Post by: Khar on May 03, 2013, 11:17:56 PM
So, another test battle with Orks. Again, ordnance-heavy Tau as an opponent. [next tests will be against IN and SM, but at that moment, bomber hordes test orky defenses  best.]

I used proposed changes, as in:

Torpedoes -> Short Burn Torpedoes
Gunz now not random
Torpedoes -> half random (D3+3 sort of thing)
Launch Bays -> random still.
Turrets -> Random
Heavy Gunz -> "Ork Heavy Gunz roll to hit like ordinary weapons batteries but do not count gunnery modifiers for range. If fired over 15cm Ork Heavy Gunz will only hit on a d6 roll of 6. Each hit scored by heavy gunz causes double damage, ie, two hits instead of one.

Also, Kills had AndrewChristlieb's profile. Terrors I've done similarilly. Ravagers had d3+2 torpedos. [d3+3 looked too strong, and, in a hindsight, would be. These guys were crazy powerful as it is.] I didn't use any other class this time.

Conclusions:

I won. With Orks. Against Tau. We're on to something here. :D

non-random batteries aren't too reliable or powerful in any way. I've done minimal damage with battery fire during the course of battle.

heavy guns with 30 range - these things were good. Hitting on 6 isn't that much of a hindrance. On lock-on, they could be deadly. Haven't had a single chance to use lock-on during this battle.

So yeah, batteries look fine now. Not too strong and at least I knew what to expect when firing them. Positive on this one.

Holyhell, torpedo escorts. With 40 range and guaranteed reasonable strength they were a scary sight. I'm not even sure if 40cm speed should stay. More on it after next battles.

Next thing - turrets. +1 turret upgrade still seems mandatory. We might as well make them d3+1 costing 5 points more. No reason not to take it.

Also... random turrets don't really work. It varies, with a single roll, from 'oh god, oh god, ship's dead' 2 turrets, to 'I can shrug off 8 strong bomber waves without bracing' 4 turrets. Really, that's how that looked to me. Depending on that one solitary roll, ships were either falling into pieces or coming out with just minimal damage.

Other thing - I've bought  ram upgrade on every cruiser. I still think they should be mandatory to encourage ramming. And it was ramming and boarding that did the real damage. Just as orks should ;)


Ok, so, what would i change... Turrets. They need greater strength, but on the other hand, not be completely deadly to small bomber waves. What would you guys think about making ork Kroozers 3 (or even 4) turrets standard, but hitting on 5+? Wall of fuire thing - they shoot so many shots bomber pilots need to dodge a lot and can't fire properly [less bomber attacks] but weak when it comes to hitting anything.

Also, I'd remove any turret number upgrades and just give them more turrets for higher cost. Orks need all the turrets they can gat, and there's no point in not taking them.
Title: Re: BFG:R Orks
Post by: afterimagedan on May 03, 2013, 11:29:18 PM
Wait, Khar, they didn't All Is Lost you?!  ::)  ;D
Title: Re: BFG:R Orks
Post by: Khar on May 03, 2013, 11:37:02 PM
Well, there was one particularily deadly warp drive explosion involved... ;)
Title: Re: BFG:R Orks
Post by: horizon on May 04, 2013, 05:05:11 AM
I asked my Ork opponent for input.
Title: Re: BFG:R Orks
Post by: mottomo on May 05, 2013, 12:35:00 PM
I played Tau on that battle. My notices are quite similar to Khar's but one thing - I'm not so sure about effectivity of Orc's batteries because they were most times used during brace or all ahead. Due to this it's harder to say clearly how they work now. I hope it will clarify after more tests. In general in comparison to old-rules orcs that was crushing.
Title: Re: BFG:R Orks
Post by: Duskland on May 14, 2013, 11:38:36 PM
I've only played orks in battlefleet gothic a couple of times, but I feel that getting rid of their random firepower would be a mistake.  I think that their randomness really makes them different from all of the other races and sets them apart.  Otherwise they are just another imperial fleet clone (painted with go fasta stripes).

Maybe you could simply mess with the probabilities.  Instead of rolling a d6 for instance you could roll 2d3 or 2d6 divided by two (rounded up).  Either of those options would give a probability curve, where the average stays about the same, but the outliers become a rarer event.

I also see no problem with having random turrets, as again it feels very orky.  I can just see the ork boss yelling at his crew and asking why all of the guns are on the wrong side.

I'd like to see more instinctual special orders as orks seem like one race that would be easy to encourage to do what they want to do already.

I really like the different torpedos and heavy gun mods that were proposed.  They seem to add to the differences for the orks without being too unbalancing.
Title: Re: BFG:R Orks
Post by: afterimagedan on May 14, 2013, 11:42:54 PM
So, should we vote on these changes?

Torpedoes -> Short Burn Torpedoes
Gunz now not random
Torpedoes -> half random (D3+3 sort of thing)
Launch Bays -> random still.
Turrets -> Random
Heavy Gunz -> "Ork Heavy Gunz roll to hit like ordinary weapons batteries but do not count gunnery modifiers for range. If fired over 15cm Ork Heavy Gunz will only hit on a d6 roll of 6. Each hit scored by heavy gunz causes double damage, ie, two hits instead of one.

Also, anyone interested in an Ork committee? Khar? Andrew? (in know you just finished with the Tyranid committee and are on the Bakka committee........  :P )
Title: Re: BFG:R Orks
Post by: Markconz on May 15, 2013, 01:19:20 AM
I'd like to see the list tweaked the absolute minimum necessary to make it a bit more resilient vs enemy fleets which are bad matchups, but I dislike the "reliability" that is being built into it with many of these changes.  Unreliability should remain one of the defining characteristics of orks (as others have commented).

Torpedoes: No to change. It's a big tube with rocket fuel in one end and bang in other. Unreliability is already represented by the roll. I'd leave torpedoes as they are. Even if it runs out of fuel it's still going to keep going just as fast in the same direction because it is in space.  It's not like a Tau Torpedoes that needs fuel or energy to steer and do sophisticated targeting (and it shouldn't go as fast either). Rule is not broken, don't mess with it.

Gunz: Mostly no to change, I'd rather leave these as they are too, or add +1 or something to firepower if considered undergunned at present. 

Launch Bays:  Yes keep random.

Turrets: Yes to change. Need to weaken the bomber slaughter.

Heavy Gunz: Seems like a possibility, but what is the proposed range on these now then?? Is it 30cm? (Edit) just read Khars post above, seems like it is 30cm.


I've got a game vs Chaos on Sunday so will try some of these changes out.
Title: Re: BFG:R Orks
Post by: afterimagedan on May 15, 2013, 03:18:59 AM
Markconz, one of the problems with keeping it unreliable is the amount of dice rolling that you have to do. While I think the Ork ships should still retain some unreliability, rolling an extra die every single time you fire your weapon batteries gets tedious.
Title: Re: BFG:R Orks
Post by: Khar on May 15, 2013, 12:17:42 PM
So, had another battle with Orks, this time against SM to test them against differently playing fleet.

1: Heavy Gunz firing with range 30, hitting only at 6 are deadly against 6+ armour vessel. I'd change it to extra negative shift if firing over 15.

2: Random turrets keep being irritating. I'm still suggesting giving Ork cruisers 3 turrets hitting on 5+.

3: Random launch bays are fine, as long as we count ordnance limit in comparison to maximum value.

4: Short burn torpedos are crazy powerful and need to go. Speed 30 was fine. Half-random is reliable enough to be used and sometimes gives crazy amounts of dakka.

5: Shock prows as standard! They make player WANT to ram and it's so very orky! :D

6: Non-random Gunz are fine. Still far from reliable weapon, especialy considering how rarely Orks manage to Lock-on.

7: I have and idea when it comes to randomness: Let's keep Ork cruisers at 1 shield. And give them 10-15 point upgrade to d3 shields. Rolling 1 doesn't cripple their effectivenes [even though upgrade does nothing that turn], rolling 3 grants extra toughness. More orky than standard +1 shield.

8: Escort rules from 2010 are very helpful - option form +1 ld or free ship makes them either reliable or at least numerous (sometimes even both!] ;)

Also, one conclusion of tactical nature - 2d6 all ahead full is actually an advantage in one case: it makes it easier to calculate where exactly you will stop when attempting to do ram-boarding. There's not a single more orky thing in game than ram-boarding :D
Title: Re: BFG:R Orks
Post by: Mallich on May 15, 2013, 12:24:45 PM
I've only played orks in battlefleet gothic a couple of times, but I feel that getting rid of their random firepower would be a mistake [...]

Maybe you could simply mess with the probabilities.  Instead of rolling a d6 for instance you could roll 2d3 or 2d6 divided by two (rounded up).  Either of those options would give a probability curve, where the average stays about the same, but the outliers become a rarer event.
Randomness doesn't just come from the "D6" strength of the basic gunz. The "1 impact does 2 points of damage" for the heavy gunz creates a broader probability distribution in vanilla BFG than if there were twice the number of dice being rolled with each hit doing 1 damage.
That was my suggestion earlier on. Ordinary random-strength 30cm/45cm gunz could have their firepower set to a fixed low number, but each hit would do 2 points of damage. It does introduce a few new problems (gunnery chart).
Title: Re: BFG:R Orks
Post by: afterimagedan on May 15, 2013, 05:31:43 PM
There is always a level of randomness in a game with dice, however, having the guns with random firepower makes the probabilities so much less predictable and takes more time.
Title: Re: BFG:R Orks
Post by: Khar on May 15, 2013, 08:16:33 PM
Ok, guys, Ork rules are as of now dragged across several documents, making it hard to make one coherent whole, so it needs to be changed.

When we agree upon what exactly we even want from this fleet, I'll just make a brand new Ork document, because modifying exisiting ones is, at this point, likely more work. First, though, we have to decide which elements of original Orks, Armada ships, Ork Clanz and current BFG:R list we want to keep, and what needs doing from scratch.

So, how many fleet lists for Orks? Pirates, Waagh and Klanz? Is Ork pirate list even needed if Waagh allows to perfectly recreate it in addition to giving new options?

Klan Upgrades, not currently in BFG:R Document -in or out?

I say yes, why not, they need some reworking, though. They vary in power a bit too much for my liking... They'd also need some modifications if we decided to modify ork ship rules. Which we will.

Zukov's Klaw - In or out?

I'd say in, because why not. Always one more ship to chose from.


Gubbinz from Ork Klanz list - in or out?

I'd say in, with point costs and actual rules reworked, no longer fully tied to the characters. I'd say - you can always buy one, characters generate additional upgrade slots as of Klanz rules.
So each ship/escort squadron can buy one upgrade from the list, character on board allows you to buy as many additional upgrades as he has re-rolls. Gubbinz themselves need to be talked about in detail later.

Klanz escort rules:

yes from me. Free escort if you roll ld5, and +1 ld for lardge squadron both seem properly Orky.

List of rule changes I'd suggest:

Torpedoes -> Short Burn Torpedoes normal torpedos.
Gunz now not random
Torpedoes -> half random (D3+3 sort of thing)
Launch Bays -> random still. Ordnance limit counted based on highest value. d3+1 counts as 4 as far as limits go, and so on.
Turrets -> Random Not random, they hit on 5+. 4 base on Battleships, 3 base on Kroozers [including lite kroozers], 2 on escorts.
Heavy Gunz -> Heavy guns do not get the left column shift on the gunnery
table to close range but inflict 2 damage per hit. When at range over 15 cm, they get additional right shift on the gunnery table.

Title: Re: BFG:R Orks
Post by: AndrewChristlieb on May 16, 2013, 05:33:11 AM
Unfortunately Orks have been rather unbalanced since BFG came out. I don't know if a complete ground up is required on it, but I do agree that a somewhat cleaner slate may be required. I think we have a really good mix of views going on here and would like to see us be able to create a well balanced list.

I like your train of thought Khar. I think we need to get a clear direction going with this. I believe in order to simplify things we should work towards creating at most two lists, the standard Pirate list and an expanded Waagh list.

Now with that in mind and working a bit from the new material we were presented with in 2010 I would recommend something along the lines of the Pirate list being focused more towards one klan while the Waagh list would be more towards a mixing of different klans. Both would have to have their own benefits and I would say the Pirate list should probably be tailored just a bit to fit better with the restrictions that sort of fleet is required to work within for a campaign.

So what do you guys think?
Title: Re: BFG:R Orks
Post by: afterimagedan on May 16, 2013, 06:08:07 AM
Khar and Andrew, you guys seem to be the best authorities here on Orks. I trust you guys.
Title: Re: BFG:R Orks
Post by: Markconz on May 17, 2013, 12:04:58 AM
Torpedoes -> Short Burn Torpedoes normal torpedos.

Good.

Gunz now not random

So D6 becomes 4? Can randomness be preserved on any of these? E.g. maybe an extra strength random factor is added to prow guns on kroozers/battleships? This would give ork ships bit of a boost and also keep some unreliability.

Torpedoes -> half random (D3+3 sort of thing)

If you have to roll a dice anyway, why not just keep it exactly how it is and so keep the unreliability?

Turrets -> Random Not random, they hit on 5+. 4 base on Battleships, 3 base on Kroozers [including lite kroozers], 2 on escorts.

What about ravagers which have two turrets compared to one on the other escorts and kroozers at present? Shouldn't they get three or four now then?

Heavy Gunz -> Heavy guns do not get the left column shift on the gunnery
table to close range but inflict 2 damage per hit. When at range over 15 cm, they get additional right shift on the gunnery table.

Heavy guns have always been difficult to use, so shouldn't they be nastier if you actually get close enough to use them - and thus have the left column shift?
Title: Re: BFG:R Orks
Post by: Khar on May 17, 2013, 02:18:52 AM
@ Gunz randomness - I think SOME degree of randomness wouldn't hurt anyone, but it should be on levels varying between strong and vary strong. With no option for weak. Alternatively - gunz stop being random after you lock-on.

OR [this came to me right at this moment, so it's completely untested and not even thought through] what if gunz [and big gunz too?] would become random [-1d6 strength, for example] when ship is on special orders [other than lock on]? Instead of halving them? That would make Orks dangerously unpredictable for the enemy. In the 'it's braced, but I can't count on it being useless' sort of way. This is Orky, this is random, and is, in most cases, not a disadvantage making planning impossible. It makes life of an opponent harder though, because Ork randomness suddenly makes HIS plans harder to execute. You have your chance to call this bad idea now, because in process of writing it I've managed to convince myself it's brilliant! :D


@half random torpedos - difference between d3+3 and d6 is crucial - you can be ure you'll get something out of this ship. When you reload ordnance [especially on the cruiser] only to roll 1 on the salvo strength, you basically wasted your order, and possibly a turn. d3+3 makes torpedoes always viable, with some randomness still involved.

@turrets. True, I forgoth Ravagers have 1 turret more. 3 for them, then. I'm not sure if fleet should still have access to an additional turret upgrade, though. Needs testing if potential 4 turrets hitting on 5+ isn't too strong on a cruiser. Though today, 3 turret cruisers were able to not immediately fall apart against Tau. It didn't seem too strong.

@heavy gunz: So: range 30, left shift for close range as normal, right shift if over 15?
Title: Re: BFG:R Orks
Post by: Markconz on May 17, 2013, 03:55:39 AM
@ Gunz randomness - I think SOME degree of randomness wouldn't hurt anyone, but it should be on levels varying between strong and vary strong. With no option for weak. Alternatively - gunz stop being random after you lock-on.

OR [this came to me right at this moment, so it's completely untested and not even thought through] what if gunz [and big gunz too?] would become random [-1d6 strength, for example] when ship is on special orders [other than lock on]? Instead of halving them? That would make Orks dangerously unpredictable for the enemy. In the 'it's braced, but I can't count on it being useless' sort of way. This is Orky, this is random, and is, in most cases, not a disadvantage making planning impossible. It makes life of an opponent harder though, because Ork randomness suddenly makes HIS plans harder to execute. You have your chance to call this bad idea now, because in process of writing it I've managed to convince myself it's brilliant! :D

Yes has some merit, but the implementation needs some pondering. I don't think you should be able to get more firepower on special orders than on no orders. 

You could in effect replace each D6 (or 4FP for heavy guns) with D3+1, and note that you always count max on normal orders or lock on, otherwise you have to roll.  However then you've got the other firepower that  would not be halved (e.g. +2 on cruiser prow, +4 L/R and +6 Prow on Battleship, which is quite a lot on the battleship in particular). Still could perhaps playtest this as it is a nice effect - orks always find time for shooting no matter what else they are supposed to be doing... hence their poor leadership.


@half random torpedos - difference between d3+3 and d6 is crucial - you can be ure you'll get something out of this ship. When you reload ordnance [especially on the cruiser] only to roll 1 on the salvo strength, you basically wasted your order, and possibly a turn. d3+3 makes torpedoes always viable, with some randomness still involved.

Buuut... still I wonder that surely the whole point of playing orks that you can't be sure, that you can't rely on them?! Yes you might roll a bunch of 1's, but another time you might shoot 36 torpedoes with your ravagers and it will be the most glorious occasion to be remembered for ever and ever...  Orks are about spectacular failures and outrageous successes.... dangerously unpredictable is the character. Taking that away from them, and you might as well play a boring Imperial fleet.

In good game systems like Epic and BFG, races are defined as much by what they cannot do as by what they can, and by their flaws as well as their strengths. This was a point Jervis and others repeatedly made and why their games are so characterful. I'm worried that the orks will lose too much character if this reliability is added.  Keep the krazy!! If people want a reliable fleet there are plenty of others to choose from after all.


@turrets. True, I forgoth Ravagers have 1 turret more. 3 for them, then. I'm not sure if fleet should still have access to an additional turret upgrade, though. Needs testing if potential 4 turrets hitting on 5+ isn't too strong on a cruiser. Though today, 3 turret cruisers were able to not immediately fall apart against Tau. It didn't seem too strong.

Ok will trial them at 3 turrets. I'm not sure why they got 2 and all the others 1 in the original rules(?).

@heavy gunz: So: range 30, left shift for close range as normal, right shift if over 15?

Will try this. I'm a little concerned that 30cm guns might still be a bit overpowered though to be honest...
Title: Re: BFG:R Orks
Post by: AndrewChristlieb on May 17, 2013, 04:23:06 AM
How about having Gunz as random still, but slightly boosted as in Plaxor's BFG-R version and add in that when on lock on they count as full power? Something like d6+6 prow and d6+4 on the port/starboard of the Kill Kroozer. That would boost their reliability under orders and retain the randomness. 12 locked on weapons at 45cm is nothing to sneeze at either.
Title: Re: BFG:R Orks
Post by: afterimagedan on May 17, 2013, 05:26:06 AM
Markconz, does it not bother you that you have just about double the time rolling dice than other fleets? Every fleets has unpredictability in dice rolling. The game is built around that. Orks with all this randomness is just time wasting. The concept of big guns make for unpredictable built into the first die roll. If it hits, of hits hard. If not, nothing. That's the kind of unpredictability I think is fitting for Orks in this sort of game where we are representing hundreds of men firing a torpedo coming from up the command chain or tons of people with just one die roll. Why not try to find a way to keep the random feel while reducing the dice rolling? I think it can be done.
Title: Re: BFG:R Orks
Post by: Markconz on May 17, 2013, 06:21:05 AM
Markconz, does it not bother you that you have just about double the time rolling dice than other fleets? Every fleets has unpredictability in dice rolling. The game is built around that. Orks with all this randomness is just time wasting. The concept of big guns make for unpredictable built into the first die roll. If it hits, of hits hard. If not, nothing. That's the kind of unpredictability I think is fitting for Orks in this sort of game where we are representing hundreds of men firing a torpedo coming from up the command chain or tons of people with just one die roll. Why not try to find a way to keep the random feel while reducing the dice rolling? I think it can be done.

Yes the time factor is definitely a worthwhile reason for ditching it I think (in addition to the big gunz inherent unpredictability). Hence why I AM ok with markedly reducing it. As I suggested, maybe severely restrict it to just being an extra bonus to guns on front of capital ships (because orks should be charging the enemy if their being orky and they'd surely put most guns there). I.e replace all D6 gun values on all ork ships with 4, but then also add a +D6 roll to prow guns of kroozers and battleships, as they are generally regarded as under-gunned (Terrors not needed probably?). That's a bit of randomness and excitement preserved, rolling for firepower is cut down an enormous amount, and kroozers get a needed boost.

Separate to this though, is that if you are going to roll anyway for the torpedoes (and I think that is more acceptable for ordinance as it is far more limited than guns) then why not just keep them as they are - which also helps make up for the other loss of randomness?
Title: Re: BFG:R Orks
Post by: afterimagedan on May 17, 2013, 05:09:57 PM
I think that's a great balance and compromise. No random weapon batteries except front weapon batteries on capital ships. Sounds good.

As far as torpedoes, I'm not sure which roll you are referring to. You roll once to reload and that's it. Its another roll to determine how many are fired for Orks. Either way, rolling for random ordnance isn't so bad because it's nothing like every weapon battery having to be rolled.
Title: Re: BFG:R Orks
Post by: Nex on May 17, 2013, 10:12:55 PM
Thinking a little about a "gubbinz" list so you can make all your ships a little bit different if you want, perhaps that could also be a way to cover the randomness.

A "more dakka" upgrade representing a Kaptain having some extra guns bolted onto his ship in a rather haphazard fashion giving +d6 to a specific battery, or all batteries I guess, depending on the cost of the upgrade.


Other potential gubbinz could be things like "speshul fuel" that lets you reroll all ahead full dice but might wreck your engine, "tuff shieldz" an extra shield?, "extra protekty bits" increase armour or force a reroll to a point of damage that kind of thing but reduced gun strength as the plates cover gun ports ...

As Khar said details of gubbinz would probably be best discussed later, but I just felt it had potential to be used to solve the random vs not random issue a little.
Title: BFG:R Orks
Post by: Armiger84 on May 17, 2013, 10:36:36 PM
I'll admit, I kinda like the idea of Ork cruisers and escorts being "build your own" in the style of Tyrands and support that suggestion.  You could easily cap things to 0-1 sets of Port/Stbd Launch Bays, 0-1 sets of prow torpedoes, etc. to keep things balanced if need be.

Granted, between Gunz, Heavy Gunz, Torpedoes, and Hangars you can only make so many combos, but it might be worth it to add Improved Thrusters as an upgrade option, or maybe tighter turning (90*) too (either one as a 0-1 either/or though).  Thinking of an all Heavy Gunz version of the Avenger CG.  Modular cruisers/escorts would easily cover everything but Brute Ramships.

I feel like Orks need a light cruiser option as well...

I also like the idea of doing Tau-style L/F, R/F batteries, but I realize that could make for some truly overpowered salvos without a total design overhaul, so for now my vote is for build-your-own.
Title: Re: BFG:R Orks
Post by: Nex on May 17, 2013, 10:56:34 PM
The build your own style is one I really want too but I'm sure there are a lot of Ork players out there who for the most part like the current rules and would only like to see small tweaks.

In my head I think I would like to see a solid BFG:R Orks list which we could then base some kind of Loota or Scrap fleet off which would contain the "build your own" ship.

The real problem with the "build your own" deal is that some people who are more focused on winning than character might just pick all the best options, fully balancing things that would probably take a while, meanwhile a variant list with a "try not to be an arse or noone will play you" clause has a bit more wiggle room.
Title: BFG:R Orks
Post by: Armiger84 on May 17, 2013, 11:18:38 PM
You've got a good point, Nex, and to be honest I was thinking mostly from the goofy-but-brutal approach I have for Orks without thought for possible abuse.

Also... Now that I've actually looked at the draft rules (I -really- should do that before chiming in -_-), most if my concerns in terms of mixing things up are already addressed, aside from maybe adding more variant options to the light cruiser hull.

I will say that I approve of the suggestion to standardize battery strength for Gunz and cut down on the torpedo randomness a little.  Also, should the Space Hulk's lance battery change to Zzap Gunz?  At first I thought that might be more fluffy, but now I realize that'll harm the hulk's maneuvering pretty seriously.
Title: Re: BFG:R Orks
Post by: Markconz on May 18, 2013, 04:50:27 AM
The build your own style is one I really want too but I'm sure there are a lot of Ork players out there who for the most part like the current rules and would only like to see small tweaks.
...

The real problem with the "build your own" deal is that some people who are more focused on winning than character might just pick all the best options, fully balancing things that would probably take a while...

Yes I think for now finishing the basic list for BFG-R with a few minimal tweaks  should be the focus -  then later a "build your own" can be something to play around with and give some extensive testing.
Title: Re: BFG:R Orks
Post by: Markconz on May 18, 2013, 05:21:23 AM
I think that's a great balance and compromise. No random weapon batteries except front weapon batteries on capital ships. Sounds good.

As far as torpedoes, I'm not sure which roll you are referring to. You roll once to reload and that's it. Its another roll to determine how many are fired for Orks. Either way, rolling for random ordnance isn't so bad because it's nothing like every weapon battery having to be rolled.

Cool. For torpedoes I was referring to the proposed D3+'X'  (rather than current D6+'X') roll for numbers of torpedoes. I just think that keeping the D6 rolls is probably  fine as it doesn't take any more time to roll than D3 randomisation and it keeps more of the orks original high unpredictability. This also fits with what I think is a very wise revision principle the Epic community had - that to balance forces and get buy in from the broader player community, changes should be as minimal as possible to the original rules.

Anyway tomorrows game I will try:

Gunz batteries: replace all the D6 rolls with 4 FP. Add +D6 to prow gun batteries of all Kroozers and Battleships.
Heavy Gunz: 30cm range, but extra right column shift if range over 15cm.
Torpedoes: no change.
Launch Bays: no change.
Turrets: Hit on 5+. 4 per Battleship. 3 per Cruiser. 3 per Ravager. 2 per Onslaught, Savage, Brute.
Title: Re: BFG:R Orks
Post by: Markconz on May 19, 2013, 07:52:55 AM
Ok so played a randomly generated Surprise Attack with orks on defensive.

Lists
1 Deathdeala, Warlord
2 Kill Kroozers, mega nobz
2 Terror Ships
5 Ravagers
5 Rams
5 Rams

Vs Chaos with
1 Desolator, Warlord
2 Devastation
2 Carnage
2 Murder

Chaos did some heavy damage early on but I dragged it back, until it came down to a final boarding action between the two battleships at the end.  First round of the boarding was a draw, second round I won on a 6 to 1 die roll. Everything else except 4 ramships was dead... barring a cruiser disengaged on each side... So pretty much a bloody stalemate barring the last die roll off. The chaos could have perhaps kept their distance earlier on being mostly an abeam fleet, but on the other hand they were trying to do damage to ships on standby and out of position so closed quickly, and then got caught by some orks 30cm range fire and ordinance, as the orks came to alert status perhaps more quickly than expected given I hadn't bothered to buy rerolls.

I thought the changes worked well, didn't make a great deal of difference in this game bar an extra dice here and there from heavy guns actually being able to fire, doing two damage once in the game at >15cm. The Chaos player was maybe a bit more hesistant to launch bombers given the turret changes, but he didn't think they made that much difference .  Converting almost all the guns D6 to 4  sped things up nicely, and the extra D6 on the kill kroozers and battleship prow guns seemed appropriate.
Title: Re: BFG:R Orks
Post by: AndrewChristlieb on May 19, 2013, 09:18:23 AM
What did you end up playing the prow weapons on the Kroozers at? Im assuming D6+2 (base) becomes 6 and then +D6 for 6+D6 Weapons batteries and 6 Heavy Weapons? Port and Starboard are then 4 Weapons batteries and 4 Heavy weapons?
Title: Re: BFG:R Orks
Post by: Markconz on May 19, 2013, 09:39:07 AM
What did you end up playing the prow weapons on the Kroozers at? Im assuming D6+2 (base) becomes 6 and then +D6 for 6+D6 Weapons batteries and 6 Heavy Weapons? Port and Starboard are then 4 Weapons batteries and 4 Heavy weapons?

Yes that's right. 6+D6 on prow of Kill Kroozers, plus 4 on the sides.
And Deathdeala was 10+D6 on prow, and 8 on the sides.
Title: Re: BFG:R Orks
Post by: Khar on May 19, 2013, 08:41:31 PM
Ha. We're on to something here, I think.

But, given that side gunz are currently d6+2, shouldn't they become 6, not 4? Same with front - it's d6+6 now, shouldn't it be 10+d6 if we added 4?

[Also, I'm working on full suggested profiles of some ships, will post in here soon]
Title: Re: BFG:R Orks
Post by: Markconz on May 19, 2013, 10:14:56 PM
Ha. We're on to something here, I think.

But, given that side gunz are currently d6+2, shouldn't they become 6, not 4? Same with front - it's d6+6 now, shouldn't it be 10+d6 if we added 4?

[Also, I'm working on full suggested profiles of some ships, will post in here soon]

Ah I was going off the original rules (rather than BFG-R stats) for the kill kroozer, which are admittedly underpowered.
Title: Re: BFG:R Orks
Post by: afterimagedan on May 22, 2013, 03:11:59 AM
So, play-testing seems to have been going well. Where are we at with the list of revisions so far?
Title: Re: BFG:R Orks
Post by: Markconz on May 22, 2013, 04:17:01 AM
Well I would favour leaning towards minimalist changes to BFG-R for now i.e.

Gunz batteries: replace all the D6 rolls with 4 FP. Add +D6 to prow gun batteries of all Kroozers and Battleships. Probably use the BFG-R suggestions of extra firepower on the kill kroozer as Khar mentions above.

Heavy Gunz: 30cm range, but extra right column shift if range over 15cm.

Torpedoes: no change.

Launch Bays: no change.

Turrets: Hit on 5+. 4 per Battleship. 3 per Cruiser. 3 per Ravager. 2 per Onslaught, Savage, Brute.


At a later date, the "build your own" idea would be nice to experiment with, but I'm worried that it would require too much playtesting to avoid balance issues, if the desire is to get BFG-R finished any time soon.
Title: Re: BFG:R Orks
Post by: AndrewChristlieb on May 22, 2013, 04:32:30 AM
Ya I think this is sounding pretty reasonable for weapons.

So the other biggies are fleet layout, leadership, refits, etc :D.
Title: Re: BFG:R Orks
Post by: afterimagedan on May 22, 2013, 04:33:08 AM
Agreed. Sounds look a good approach. Is the current Work document I have under my signature's link close? I basically took the original ork stuff, combined it, and changed stuff to match the original BFG:R voting. Any changes to the lists? Upgrades' point costs?
Title: Re: BFG:R Orks
Post by: Markconz on May 22, 2013, 04:58:00 AM
Oops I actually mean't those changes on top of the original ork list rather than the BFG-R list, as things like purchasing extra turrets on ships not perhaps necessary with those changes(?). I will have a more detailed look at the BFG-R list (esp the Battleships relative power) when I get a chance, but nothing stands out immediately on another quick flick through it.

Also I'm think keeping heavy guns at no left column shift for close range (in addition to extra right column shift at long range), is probably better at this stage despite my earlier suggestion in this thread. It's better to err on the side of conservativism and be underpowered with any changes rather than risking overpowering things when revising lists.  I guess i would like to playtest it more before committing to changing it...
Title: Re: BFG:R Orks
Post by: afterimagedan on May 22, 2013, 03:51:56 PM
Here are the list of changes we started out with in the original BFG:R days of olde.

http://www.forum.specialist-arms.com/index.php?topic=4903.msg37400#msg37400

Those are the changes I'm talking about.
Title: Re: BFG:R Orks
Post by: AndrewChristlieb on May 22, 2013, 04:00:56 PM
Ork Changes
Gorbags Revenge: Prow torpedoes increased to D6+4, Cost 305
Kroolboy: +2wbs to p/s guns. 255 cost
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:
May swap 1 gun for soopa engines at no cost
May upgrade its turrets to three for 5 points

Brute Ramship:
May exchange 1 firepower for soopa engines at no cost
May upgrade its turrets to two for 5 points

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

Torpedo Bombers/Minelayers: 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.

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


These are the original BFG-R changes, less the strike through.
Title: Re: BFG:R Orks
Post by: Khar on May 22, 2013, 10:28:47 PM
Brace yourselves for impact people, Huge post incoming. This is a current result of my tests and thinking. That's how I'd see the ork fleet [some elements I still don't know what to do with, more on that later...]

I'm afraid we'll have to build new Ork pdf from scratch. Current BFG:R file is probably close, but it will still need rewriting of rules on scale that will probably force several changes in page layout. I wouldn't touch any pdf's until we know what we want to put in there. ;)

But first, here's my take on Ork vessels, + some upgrade ideas.

First of all, Designer's Notes. Sort of ;). I've been wondering what role should Ork fleet have. How to, you could say, preserve its Orkishness while retaining usefulness. One thing is randomness. Randomness is Orky. It, however, can sometimes cripple the fleet without enemy's help. So it needs to be toned down. What else is Orky? Close combat is Orky. So In this version of rules, I try to make the fleet close combat oriented. At the present, Nids do it well, with combination of their insane boarding modifiers and claws and tentacles allowing them to attack ships in base contact. That's nice, but not entirely Orky. Not enough brute force in it.

What's similar to close combat and showing more Orkiness? Ramming. So Orks, I thought, should be a ram-boarding fleet with gun support. With a dash of randomness added. Their 10 hit cruisers already offer some advantage because of higher boarding value. Additionally, +1 modifier. That's good. 6+ armour and 10 hits also help with ramming. This, together with various upgrades made availible for them make them suitably Orky even when randomness is reduced.

CHARACTERS:
+40 pts, every one of them. You may buy 1 for every 500 pts. They have one re-roll base, may buy one more for +20, two more for +40.
Warboss: double boarding value.
Kaptain: +1 Ld
Big Mek: +1 shield, re-roll repairing criticals because Mek should help in actual repairs, I think...

UNIVERSAL RULES:

All Ahead Full: Ork ships automatically pass Ld test required to go on All Ahead Full order. Ork ships may only move 2D6 on All Ahead Full special orders. Note that vessels equipped with Soopa Engines ignore this rule and will travel the full 4d6 on All Ahead Full special orders as normal.

Boarding: Ork ships add +1 to their boarding value.

Turrets: Ork Turrets hit only on roll of 5+. Note that when shooting at ordnance that is only hit on a roll of 6, Ork Turrets need 6 to hit.

Ramming: Ork vessels noted to have Rams inflict one automatic point of damage when ramming, before normal damage rolls are made. How come Imperials have bonuses to ramming while Orks don't ;)

Klaws: Klaws are unaffected by special orders of any kind but cannot be used by capital ships if they are crippled.  Any time the ship  equipped with Klaws moves in base contact with any one enemy ship during the movement phase, it may immediately stop its movement. If it does, it must attempt to board it this turn.I didn't want to make it copy-paste of Tyranid claws as it was in Clanz list. I felt that upgrade helping in coordination of ramming and boarding would be more useful than one more way to deal damage.

Ork Escorts: Get a free escort ship if they roll ld 5 or 6. Get +1 ld when in squadron of 6 or more. Squadron size 3-10

Gunz: If firepower is random, it's rolled each time gun is fired.

Heavy Gunz: Heavy guns do not get the left column shift on the gunnery table to close range but inflict 2 damage per hit. They suffer from an extra right column shift when firing over 15 cm. I too think that left shift for close range would be an overkill.

Launchas: The strength of a salvo from a torpedolauncha is generated randomly each time it is fired. Ork ships in squadrons may never combine their torpedoes into larger salvoes.

Zzap Gunz: Lances. After shooting, place blast marker touching back of your base.

Launch Bays: Equipped with Fighta bommas and Assault boats, If random, count attack craft limit for highest value. Orks like close combat - a-boats as standard seem to reflect it quite well.

CHARACTER UPGRADES: Unlike upgrades listed near ship entry, these can only be taken by ships carrying characters. Every re-roll a character has allows you to buy one of these (each upgrade can be bought only once per ship):

-Extra Turrets: ship increases its turret value by +2, up to maximum of 6. +20 pts. if you REALLY need to have extremely ordnance-resistant ship. It takes a character upgrade slot, though.

-Mega armoured boarding parties: +1 to boarding actions and hit&run results,  -1 to enemy hit&run result. +15 pts.

-Extra power field: +1 shield, can be combined with Kustom Force Fields, +20 pts.

-Mad Meks: repairs criticals on 4+, +20 pts.

-More Dakka: ship may re-roll strength one weapon per turn. +10 pts simpler than separate upgrades for gunz, lances and torps...

-Grot riggers: +1 Ld when attempting to reload ordnance. +15 pts used to be called looted torpedos in BFG:R. But as it also seemed to work on launch bays...

KLAN UPGRADES:
Any capital ship may take one of those:

Goffs: +1 to boarding, +1Ld to ramming attempts. +20 pts
Evil Sunz: +5 cm speed +20
Bad Moonz: +1 Ld when reloading ordnance. +15pts They're rich. They can afford all the fancy stuff like fuel and torpedos ;)
Deathskulls: may buy one more character upgrade than usual. That means ships with no character on board can still buy 1. +15
Blood Axes: Random Imperial refit. +20
Snakebites: Only Roks, Hulks and Escorts. +1 Ld when bracing for impact. [free]

Any escort squadron may take one of those:

Goffs: +1 to boarding, +1Ld to ramming attempts. +20 pts
Evil Sunz: +5 cm speed +20
Bad Moonz: +1 Ld when reloading ordnance. +15
Deathskulls: not sure.
Blood Axes: Up to half of squadron may be imperial escorts. They still have Ork Ld. [free]
Snakebites: Only Roks, Hulks and Escorts. +1 Ld when bracing for impact. [free]

Kill Kroozer:
165 pts
TYPE/HITSSPEEDTURNSSHIELDSARMOURTURRETS
Cruiser/10204516+/5+/4+3
ARMAMENTRANGE/SPEEDFIREPOWER/STRFIRE ARC
Port Heavy Gunz304Left
Port Gunz306Left
Starboard Heavy Gunz304Right
Starboard Gunz306Right
Prow Heavy Gunz306Front
Prow Gunz456+d6 i guess this one can be kept random, as even 7 is still solid.Front

Ork Kill Kroozer is equipped with Ram. As standard. Makes people want to ram if they already paid for bonus.

An Ork Kill kroozer may replace its prow heavy gunz battery with a torpedo launcha
(speed 30cm, Strength D6+2) for +10 points. If this option is taken, the kroozer may carry
boarding torpedoes (speed 20cm, Strength D6+2) for +5 points. It may also
replace its port and starboart heavy gunz for D6 torpedoes for no cost.


Alternatively, it may replace its port and starboard heavy gunz batteries with str2 Zzap Gunz with range 30 for +20 pts.

It may also replace its prow heavy gunz with str2 range 30 Zzap Gunz for +5 pts. Above upgrades allow you to turn Kroozer into torpedo or lance-boat. Separating lance upgrade from characters would make people actually take it from time to time, as now it tends to beovershadowed by clearly superior options.

Ork Kill Kroozer may be equipped with Soopa Boostas for +25 pts. the ship gains +5cm speed, and it rolls 4D6cm when on All Ahead Full special orders. i think, and correct me if I'm wrong, that this version is in most cases more desirable than sacrificing firepower to get it.

Ork Kroozer may be equipped with Kustom Force Field for +15 pts. It replaces its shields value with d3, rolled at the beginning of its every turn, before orders are declared. More Orky than +1 shield. Yeah, from time to time upgrade does nothing, but it doesn't render ship useless.

Ork Kill Kroozer may be equipped with Klaws for +10 points. For fans of boarding actions.

Terror Ship:
185 pts
TYPE/HITSSPEEDTURNSSHIELDSARMOURTURRETS
Cruiser/10204516+/5+/4+3
ARMAMENTRANGE/SPEEDFIREPOWER/STRFIRE ARC
Port Launch Bay-2-
Port Gunz305Left
Starboard Launch Bay-2-
Starboard Gunz305Right
Prow Heavy Gunz306Front
Prow Gunz454+d6Front

Ork Terror Ship is equipped with Ram.


An Ork Terror Ship may replace its prow heavy gunz battery with a torpedo launcha
(speed 30cm, Strength D6+2) for +10 points. If this option is taken, the kroozer may carry
boarding torpedoes (speed 20cm, Strength D6+2) for +5 points.

It may also replace its prow heavy gunz with str2 range 30 Zzap Gunz for +5 pts.

Ork Terror Ship may be equipped with Soopa Boostas for +25 pts.

It may be equipped with Kustom Force Field for +15 pts. It replaces its shields value with d3, rolled at the beginning of its every turn, before orders are declared.

Ork Kill Kroozer may be equipped with Klaws for +10 points.

Onslaught Attack Ship:
30 pts
TYPE/HITSSPEEDTURNSSHIELDSARMOURTURRETS
Escort/1204516+/4+2
ARMAMENTRANGE/SPEEDFIREPOWER/STRFIRE ARC
Gunz30d6+1L/F/R

May exchange 1 firepower for Soopa Boostas for +5 pts. given that they also increase speed in this version, a slight point increase.

I've given it L/F/R guns to redefine its role a bit. With Savage having 30cm rang, it seemed like a superior option in most respects when fightinc capital ships, so L/F/R guns are supposed to help Onslaught fight more nimble targets, namely enemy escorts. As escorts are in general fragile, random firepower seemed ok - large squadron still rolls a lot of dice, and even low result is potentially lethal.

Savage Gunship:
35 pts
TYPE/HITSSPEEDTURNSSHIELDSARMOURTURRETS
Escort/1254516+/4+2
ARMAMENTRANGE/SPEEDFIREPOWER/STRFIRE ARC
Heavy Gunz304Front

Savage Gunship has Soopa Boostas. Speed bonus is already taken into account.

No real changes here, just a point adjustment due to extra speed and range.

Ravager Attack Ship:
40 pts
TYPE/HITSSPEEDTURNSSHIELDSARMOURTURRETS
Escort/1254516+/4+3
ARMAMENTRANGE/SPEEDFIREPOWER/STRFIRE ARC
Gunz302Front
Launchas30d6Front

May exchange 1 firepower for Soopa Boostas for +5 pts.

Except for turrets, no change. If you want random torpedos, its solid ship.

Brute Ram Ship:
25 pts
TYPE/HITSSPEEDTURNSSHIELDSARMOURTURRETS
Escort/1254516+/4+3
ARMAMENTRANGE/SPEEDFIREPOWER/STRFIRE ARC
Prow Gunz302L/F/R

rolls 4d6 for ramming damage.
May exchange 1 firepower for Soopa Boostas for +5 pts.
May buy Ram for +10 pts.

Added ram option. It seems fitting ;)

Grunt Assault Ship:
40 pts
TYPE/HITSSPEEDTURNSSHIELDSARMOURTURRETS
Escort/2254516+/4+3
ARMAMENTRANGE/SPEEDFIREPOWER/STRFIRE ARC
Prow Gunz302L/F/R

Boarding value 4, Cannot Come to New Heading.
May exchange 1 firepower for Soopa Boostas for +5 pts. didn't have this option, i think it could use it...
May buy Klaws for +10 pts.

Added klaws option, second hit [it's a large ship, after all and option for Boostas.

Rok:
80 pts
TYPE/HITSSPEEDTURNSSHIELDSARMOURTURRETS
Defense/810Special15+2
ARMAMENTRANGE/SPEEDFIREPOWER/STRFIRE ARC
Gunz45d6+6all around
Heavy Gunz304all around
Torpedos30d6all around

Upgraded Heavy Gunz range and turrets value. Apart from that, I think it seemed solid.

SHIPS I'M NOT SURE WHAT TO DO WITH AND WHY:

Battleships: They as of now, have just 2 more hits than a Kroozer. Weapons and other stats seem ok, but I think they should be tougher somehow...

Hammer: Kroozer with battleship's weapons. Another reason I think battleships need rethinking - it's not really that more fragile than them, while being cheaper.

Zukov's Klaw: Still need to read into its rules in detail.

Basha Lite Kroozer: 6 hits, while normal kroozer has 10. And it moves like normal kroozer. It either needs more mobility or more toughness.

Hulks: I'm not touching these. They seem to work on their own...

FLEET STRUCTURE:

I'd leave Klanz fleet as it is, apart from adding Kaptains and Meks as character options. I'd throw out WAAGH list - Klanz should take its place when it comes to representing hure Ork forces.

Pirate list: Remove cruiser cap. Can only buy as many different Klan upgrades it has characters. Or even limit to just one Klan? A bit too restrictive, I think.
Title: Re: BFG:R Orks
Post by: Markconz on May 23, 2013, 02:24:27 AM
Interesting, nothing stands out as being an immediately obvious problem to me. While there are many neat little tricks to add if you want, the cost will start to add up fast and hopefully the reduced numbers of ork ships will be an appropriate balancing factor.  However there is also no substitute for real playtesting and I haven't done enough of that to comment fairly I think.
Title: Re: BFG:R Orks
Post by: afterimagedan on May 23, 2013, 03:36:39 AM
I have more to read of it, but so far, only the auto hit on boarding brothers me and I don't see why they should get that stock. Other than that, that's a great post!
Title: Re: BFG:R Orks
Post by: Markconz on May 23, 2013, 04:00:33 AM
I have more to read of it, but so far, only the auto hit on boarding brothers me and I don't see why they should get that stock. Other than that, that's a great post!

What auto hit on boarding? Do you mean the auto hit on ramming?
Title: Re: BFG:R Orks
Post by: afterimagedan on May 23, 2013, 05:31:31 AM
Sorry, I meant auto hit on ramming. And never-mind, why not just give Orks the same Prow Ram upgrade as Imperial ships?
Title: Re: BFG:R Orks
Post by: Khar on May 23, 2013, 10:09:08 AM
well, it came to life this way:
We know that ship fitted with ramming device inflict 1 point of damage extra - imperial power ram does that.

I can't imagine Ork cruiser NOT built with ramming in mind.

So I just gave them power rams built in. But If it's a problem, we can always make it 5 point upgrade while making them 5 points cheaper.
Title: Re: BFG:R Orks
Post by: AndrewChristlieb on May 23, 2013, 01:34:23 PM
CHARACTERS:
+40 pts, every one of them. You may buy 1 for every 500 pts. They have one re-roll base, may buy one more for +20, two more for +40.
Warboss: double boarding value.
Kaptain: +1 Ld
Big Mek: +1 shield, re-roll repairing criticals because Mek should help in actual repairs, I think...

These seem fitting.

UNIVERSAL RULES:

All Ahead Full: Ork ships automatically pass Ld test required to go on All Ahead Full order. Ork ships may only move 2D6 on All Ahead Full special orders. Note that vessels equipped with Soopa Engines ignore this rule and will travel the full 4d6 on All Ahead Full special orders as normal.

Anything but +2d6. Its absolutely pointless to go AAF even when its an automatic order. Even +4d3 would be more acceptable but +3d6 should be the minimum AAF for any ship (even transports can do that ::) )

Boarding: Ork ships add +1 to their boarding value.

So they get a +1 to the die roll and +1 to their boarding value?

Turrets: Ork Turrets hit only on roll of 5+. Note that when shooting at ordnance that is only hit on a roll of 6, Ork Turrets need 6 to hit.

Ramming: Ork vessels noted to have Rams inflict one automatic point of damage when ramming, before normal damage rolls are made. How come Imperials have bonuses to ramming while Orks don't ;)

Klaws: Klaws are unaffected by special orders of any kind but cannot be used by capital ships if they are crippled.  Any time the ship  equipped with Klaws moves in base contact with any one enemy ship during the movement phase, it may immediately stop its movement. If it does, it must attempt to board it this turn.I didn't want to make it copy-paste of Tyranid claws as it was in Clanz list. I felt that upgrade helping in coordination of ramming and boarding would be more useful than one more way to deal damage.

The Tyranid version allows for the grab to fail too.

Ork Escorts: Get a free escort ship if they roll ld 5 or 6. Get +1 ld when in squadron of 6 or more. Squadron size 3-10

Gunz: If firepower is random, it's rolled each time gun is fired.

Heavy Gunz: Heavy guns do not get the left column shift on the gunnery table to close range but inflict 2 damage per hit. They suffer from an extra right column shift when firing over 15 cm. I too think that left shift for close range would be an overkill.[/color]

Heavy guns inflict 2 damage per hit. They suffer from a right column shift when firing. There much more concise. within 15cm they get a right and a left column shift, canceling each other, and 16-30cm they get a left shift.

Launchas: The strength of a salvo from a torpedolauncha is generated randomly each time it is fired. Ork ships in squadrons may never combine their torpedoes into larger salvoes.

Zzap Gunz: Lances. After shooting, place blast marker touching back of your base.

Launch Bays: Equipped with Fighta bommas and Assault boats, If random, count attack craft limit for highest value. Orks like close combat - a-boats as standard seem to reflect it quite well.

CHARACTER UPGRADES: Unlike upgrades listed near ship entry, these can only be taken by ships carrying characters. Every re-roll a character has allows you to buy one of these (each upgrade can be bought only once per ship):

-Extra Turrets: ship increases its turret value by +2, up to maximum of 6. +20 pts. if you REALLY need to have extremely ordnance-resistant ship. It takes a character upgrade slot, though.

-Mega armoured boarding parties: +1 to boarding actions and hit&run results,  -1 to enemy hit&run result. +15 pts.

-Extra power field: +1 shield, can be combined with Kustom Force Fields, +20 pts.

So Kustom plus this would be d3+1? and adding a mek would be d3+2?

-Mad Meks: repairs criticals on 4+, +20 pts.

-More Dakka: ship may re-roll strength one weapon per turn. +10 pts simpler than separate upgrades for gunz, lances and torps...

-Grot riggers: +1 Ld when attempting to reload ordnance. +15 pts used to be called looted torpedos in BFG:R. But as it also seemed to work on launch bays...

KLAN UPGRADES:
Any capital ship may take one of those:

Goffs: +1 to boarding, +1Ld to ramming attempts. +20 pts
Evil Sunz: +5 cm speed +20
Bad Moonz: +1 Ld when reloading ordnance. +15pts They're rich. They can afford all the fancy stuff like fuel and torpedos ;)

More Dakka would probably be more fitting here.

Deathskulls: may buy one more character upgrade than usual. That means ships with no character on board can still buy 1. +15

Shouldn't this be free, or 'for the cost listed'?

Blood Axes: Random Imperial refit. +20
Snakebites: Only Roks, Hulks and Escorts. +1 Ld when bracing for impact. [free]

Any escort squadron may take one of those:

Goffs: +1 to boarding, +1Ld to ramming attempts. +20 pts
Evil Sunz: +5 cm speed +20
Bad Moonz: +1 Ld when reloading ordnance. +15

More Dakka again

Deathskulls: not sure.

May take one additional escort re-fit for its listed cost?

Blood Axes: Up to half of squadron may be imperial escorts. They still have Ork Ld. [free]
Snakebites: Only Roks, Hulks and Escorts. +1 Ld when bracing for impact. [free]

Kill Kroozer:
165 pts
TYPE/HITSSPEEDTURNSSHIELDSARMOURTURRETS
Cruiser/10204516+/5+/4+3
ARMAMENTRANGE/SPEEDFIREPOWER/STRFIRE ARC
Port Heavy Gunz304Left
Port Gunz306Left
Starboard Heavy Gunz304Right
Starboard Gunz306Right
Prow Heavy Gunz306Front
Prow Gunz456+d6 i guess this one can be kept random, as even 7 is still solid.Front

Ork Kill Kroozer is equipped with Ram. As standard. Makes people want to ram if they already paid for bonus.

An Ork Kill kroozer may replace its prow heavy gunz battery with a torpedo launcha
(speed 30cm, Strength D6+2) for +10 points. If this option is taken, the kroozer may carry
boarding torpedoes (speed 20cm, Strength D6+2) for +5 points. It may also
replace its port and starboart heavy gunz for D6 torpedoes for no cost.


Alternatively, it may replace its port and starboard heavy gunz batteries with str2 Zzap Gunz with range 30 for +20 pts.

It may also replace its prow heavy gunz with str2 range 30 Zzap Gunz for +5 pts. Above upgrades allow you to turn Kroozer into torpedo or lance-boat. Separating lance upgrade from characters would make people actually take it from time to time, as now it tends to beovershadowed by clearly superior options.

Ork Kill Kroozer may be equipped with Soopa Boostas for +25 pts. the ship gains +5cm speed, and it rolls 4D6cm when on All Ahead Full special orders. i think, and correct me if I'm wrong, that this version is in most cases more desirable than sacrificing firepower to get it.

Ork Kroozer may be equipped with Kustom Force Field for +15 pts. It replaces its shields value with d3, rolled at the beginning of its every turn, before orders are declared. More Orky than +1 shield. Yeah, from time to time upgrade does nothing, but it doesn't render ship useless.

Ork Kill Kroozer may be equipped with Klaws for +10 points. For fans of boarding actions.

Terror Ship:
185 pts
TYPE/HITSSPEEDTURNSSHIELDSARMOURTURRETS
Cruiser/10204516+/5+/4+3
ARMAMENTRANGE/SPEEDFIREPOWER/STRFIRE ARC
Port Launch Bay-2-
Port Gunz305Left
Starboard Launch Bay-2-
Starboard Gunz305Right
Prow Heavy Gunz306Front
Prow Gunz454+d6Front

Ork Terror Ship is equipped with Ram.


An Ork Terror Ship may replace its prow heavy gunz battery with a torpedo launcha
(speed 30cm, Strength D6+2) for +10 points. If this option is taken, the kroozer may carry
boarding torpedoes (speed 20cm, Strength D6+2) for +5 points.

It may also replace its prow heavy gunz with str2 range 30 Zzap Gunz for +5 pts.

Ork Terror Ship may be equipped with Soopa Boostas for +25 pts.

It may be equipped with Kustom Force Field for +15 pts. It replaces its shields value with d3, rolled at the beginning of its every turn, before orders are declared.

Ork Kill Kroozer may be equipped with Klaws for +10 points.

Onslaught Attack Ship:
30 pts
TYPE/HITSSPEEDTURNSSHIELDSARMOURTURRETS
Escort/1204516+/4+2
ARMAMENTRANGE/SPEEDFIREPOWER/STRFIRE ARC
Gunz30d6+1L/F/R

May exchange 1 firepower for Soopa Boostas for +5 pts. given that they also increase speed in this version, a slight point increase.

I've given it L/F/R guns to redefine its role a bit. With Savage having 30cm rang, it seemed like a superior option in most respects when fightinc capital ships, so L/F/R guns are supposed to help Onslaught fight more nimble targets, namely enemy escorts. As escorts are in general fragile, random firepower seemed ok - large squadron still rolls a lot of dice, and even low result is potentially lethal.

Savage Gunship:
35 pts
TYPE/HITSSPEEDTURNSSHIELDSARMOURTURRETS
Escort/1254516+/4+2
ARMAMENTRANGE/SPEEDFIREPOWER/STRFIRE ARC
Heavy Gunz304Front

Savage Gunship has Soopa Boostas. Speed bonus is already taken into account.

No real changes here, just a point adjustment due to extra speed and range.

Ravager Attack Ship:
40 pts
TYPE/HITSSPEEDTURNSSHIELDSARMOURTURRETS
Escort/1254516+/4+3
ARMAMENTRANGE/SPEEDFIREPOWER/STRFIRE ARC
Gunz302Front
Launchas30d6Front

May exchange 1 firepower for Soopa Boostas for +5 pts.

Except for turrets, no change. If you want random torpedos, its solid ship.

Brute Ram Ship:
25 pts
TYPE/HITSSPEEDTURNSSHIELDSARMOURTURRETS
Escort/1254516+/4+3
ARMAMENTRANGE/SPEEDFIREPOWER/STRFIRE ARC
Prow Gunz302L/F/R

rolls 4d6 for ramming damage.
May exchange 1 firepower for Soopa Boostas for +5 pts.
May buy Ram for +10 pts.

Added ram option. It seems fitting ;)

Grunt Assault Ship:
40 pts
TYPE/HITSSPEEDTURNSSHIELDSARMOURTURRETS
Escort/2254516+/4+3
ARMAMENTRANGE/SPEEDFIREPOWER/STRFIRE ARC
Prow Gunz302L/F/R

Boarding value 4, Cannot Come to New Heading.
May exchange 1 firepower for Soopa Boostas for +5 pts. didn't have this option, i think it could use it...
May buy Klaws for +10 pts.

Added klaws option, second hit [it's a large ship, after all and option for Boostas.

Rok:
80 pts
TYPE/HITSSPEEDTURNSSHIELDSARMOURTURRETS
Defense/810Special15+2
ARMAMENTRANGE/SPEEDFIREPOWER/STRFIRE ARC
Gunz45d6+6all around
Heavy Gunz304all around
Torpedos30d6all around

Upgraded Heavy Gunz range and turrets value. Apart from that, I think it seemed solid.


I would consider just adding the Soopa boostas as a purchasable upgrade to all of them without removing anything.

SHIPS I'M NOT SURE WHAT TO DO WITH AND WHY:

Battleships: They as of now, have just 2 more hits than a Kroozer. Weapons and other stats seem ok, but I think they should be tougher somehow...

These are about the only good ships Orks have. They actually have sufficient gunz to hit something ::).

Hammer: Kroozer with battleship's weapons. Another reason I think battleships need rethinking - it's not really that more fragile than them, while being cheaper.

Zukov's Klaw: Still need to read into its rules in detail.

Basha Lite Kroozer: 6 hits, while normal kroozer has 10. And it moves like normal kroozer. It either needs more mobility or more toughness.

Its a poor point filler, this really shouldn't exist :/.

Hulks: I'm not touching these. They seem to work on their own...

FLEET STRUCTURE:

I'd leave Klanz fleet as it is, apart from adding Kaptains and Meks as character options. I'd throw out WAAGH list - Klanz should take its place when it comes to representing hure Ork forces.

Pirate list: Remove cruiser cap. Can only buy as many different Klan upgrades it has characters. Or even limit to just one Klan? A bit too restrictive, I think.

This may need some work, the fleet structure in the klans list is horrible at best.
Title: Re: BFG:R Orks
Post by: Mallich on May 23, 2013, 05:35:48 PM
Heavy Gunz: Heavy guns do not get the left column shift on the gunnery table to close range but inflict 2 damage per hit. They suffer from an extra right column shift when firing over 15 cm. I too think that left shift for close range would be an overkill.
Heavy guns inflict 2 damage per hit. They suffer from a right column shift when firing. There much more concise. within 15cm they get a right and a left column shift, canceling each other, and 16-30cm they get a left shift.
Careful. There might actually be a difference between those 2 wordings if BFG:R has the same rules RE: firing sunward.
Quote
Any firing conducted towards the sunward table edge doubles the column shifts for long and short range. At long range (over 30cm) the powerful photosphere blinds long range sensors, so take two column shifts right on the Gunnery table instead of one. At short range (15cm or under) targets are "silhouetted" instead, so make two column shifts left.
If you're using the "no range modifier at close range, right shift when firing over 15cm" wording then when fighting sunward the heavy guns receives no range modifier at <15cm.
If you're using "same as normal guns but with 1 right column-shift" wording then when fighting sunward you'll get a total of 1 left column-shift at <15cm.

/Rules lawyering.
Title: Re: BFG:R Orks
Post by: Khar on May 23, 2013, 06:10:31 PM
Quote
Anything but +2d6. Its absolutely pointless to go AAF even when its an automatic order. Even +4d3 would be more acceptable but +3d6 should be the minimum AAF for any ship (even transports can do that  )

3d6, then. I'll make Boostas cheaper 5 pts for cruisers as they add less that way.

Quote
So they get a +1 to the die roll and +1 to their boarding value?

my bad, I ment +1 to roll only.

Quote
The Tyranid version allows for the grab to fail too.

Requires Ld test, maybe? simple 4+ seems too random to rely on it, and in case of Ld you can always use a re-roll. It may use the same modifiers as ramming, too.

Quote
So Kustom plus this would be d3+1? and adding a mek would be d3+2?

So i figured, because it a] takes up character choice, b]character upgrade slot, c] kroozer with all these is almost in battleship price range, before applying any additional upgrades. I'll test it a bit more, though.

Quote
More Dakka would probably be more fitting here.

I tried to avoid making these identical to standard upgrades without being cumulative. But it might be a better idea...

Quote
Shouldn't this be free, or 'for the cost listed'?

Actually, I thought that letting the ship to buy extra character upgrade, even without any character at all, might be worth something extra. Maybe a bit less than 15, though.

Quote
May take one additional escort re-fit for its listed cost?
might work.
Quote
I would consider just adding the Soopa boostas as a purchasable upgrade to all of them without removing anything.

True that, good idea. Escpecially with 3d6 base AAF.

Quote
These are about the only good ships Orks have. They actually have sufficient gunz to hit something .
Let's leave them as they are, then, with slight tweaks such as adjusting turret values and big gun range. Might work well enough.

Quote
Its a poor point filler, this really shouldn't exist :/.

I too have a burning urge just to drop this thing altogether, but maybe we'll figure something out... Just giving it 90 turn would make it usable, but it's more than anything else in the fleet... We could've blame it on combination of cruiser drives and smaller mass...

Quote
This may need some work, the fleet structure in the klans list is horrible at best.

I'll try to write down something more useful.
Title: Re: BFG:R Orks
Post by: AndrewChristlieb on May 24, 2013, 02:40:52 AM
Quote
The Tyranid version allows for the grab to fail too.

Requires Ld test, maybe? simple 4+ seems too random to rely on it, and in case of Ld you can always use a re-roll. It may use the same modifiers as ramming, too.

I would think that Traktor beams would fit this ideal better, with klaws remaining the same.

Quote
Its a poor point filler, this really shouldn't exist :/.

I too have a burning urge just to drop this thing altogether, but maybe we'll figure something out... Just giving it 90 turn would make it usable, but it's more than anything else in the fleet... We could've blame it on combination of cruiser drives and smaller mass...

Well that does go counter to the existing fluff too. Why not make them 8 hits?
Title: Re: BFG:R Orks
Post by: afterimagedan on June 03, 2013, 08:55:51 PM
No more Orks?!?!
Title: Re: BFG:R Orks
Post by: Khar on June 03, 2013, 09:13:02 PM
Easy, I'm just compiling full list for further discussion right now ;)
I've been a little busy lately, hence the delay.
Title: Re: BFG:R Orks
Post by: afterimagedan on June 03, 2013, 09:39:25 PM
No prob! I would hate to see the typical xenos neglect.
Title: Re: BFG:R Orks
Post by: afterimagedan on June 07, 2013, 02:28:40 AM
Any luck Khar?!
Title: Re: BFG:R Orks
Post by: Khar on June 08, 2013, 01:31:27 AM
Pff. I would never let any Xeno fleet be neglected ;)

Entire fleet list is, at this point, too long to post. So instead of dividing it between few uberlong posts I'll just list the changes made from my previous version:

MEK: re-roll repairing criticals. If you rolled more 6's than needed to repair all current criticals, repair 1 lost hit (only 1, regardless of how many extra 6's were rolled). Reason: extra shield together with other upgrades got kinda crazy on Battleships. This version seems, well more meky.

AAF: 3d6 base. Not sure about it, though.

Boarding: +1 boarding roll base. Not value. It was a mistake.

KLAN UPGRADES:
Any capital ship may take one of those:

Goffs: +1 to boarding, +1Ld to ramming attempts. +20 pts
Evil Sunz: +5 cm speed +20
Bad Moonz: May re-roll firepower of one weapon per turn. Cumulative with More Dakka [can't re-roll same weapon twice] +15pts As per suggestion
Deathskulls: may buy one more character upgrade than usual. That means ships with no character on board can still buy 1. +15
Blood Axes: Random Imperial refit. +20
Snakebites: Only Roks, Hulks and Escorts. +1 Ld when bracing for impact. [free]

Any escort squadron may take one of those:

Goffs: +1 to boarding, +1Ld to ramming attempts. +20 pts
Evil Sunz: +5 cm speed +20
Bad Moonz:  May re-roll firepower of one weapon per turn. Escorts with no random weapon increase their firepower by 1. +15pts As per suggestion
Deathskulls: Nothing works, damnit! +1 turret? Random ork refit from Armada? 5+ side armour? Hey, i kinda like the last one.
Blood Axes: Up to half of squadron may be imperial escorts. They still have Ork Ld. [free]
Snakebites: Only Roks, Hulks and Escorts. +1 Ld when bracing for impact. [free]

Deathskull escorts are bit problematic.

Klaws are back to their Klanz-Nid-Copy version.
New Klaws are now called Traktor Fields.
Everything that could take Klaws before now can take both, 10 pts each.

BATTLESHIPS:

Gorbag's Revenge:
315 pts
TYPE/HITSSPEEDTURNSSHIELDSARMOURTURRETS
Battleship/12204526+/5+4
ARMAMENTRANGE/SPEEDFIREPOWER/STRFIRE ARC
Prow Gunz45d6+6Front
Prow Torpedos30d6+4Front
Dorsal Launch Bay-d3+1-
Port Gunz306Left
Starboard Gunz306Right
Port Heavy Gunz306Left
Starboard Heavy Gunz306Right
Port Launch Bay-2-
Starboard Launch Bay-2-

 Gorbag’s Revenge may be equipped with boarding torpedoes for +5pts (speed 20cm strength
D6+4) and/or torpedo bommerzs for +30pts. Due to its poorly distributed mass, Gorbag’s Revenge may not use Come to New Heading special orders.
When Leadership values are generated for the Ork fleet, Gorbag’s Revenge can opt to swap Leadershipratings with a Kill kroozer or Terror ship to represent the warlord dragooning the best crew in the fleet aboard his vessel.
May be equipped with Kustom Force Field for +20 pts, changing its shield value to d3+1
Gorbag's Revenge is equipped with Ram
It may be equipped with Traktor Field for +10 pts
It may be equipped with Klaws for +10 pts
Should I give it access to Klaws and Traktor field as well? On one hand, as kroozers have it, so should Battleships. On the othere, these are unique vessels and could have more of fixed statline... Not sure. Opinions?

Slamblasta:
295 pts
TYPE/HITSSPEEDTURNSSHIELDSARMOURTURRETS
Battleship/12204526+/5+4
ARMAMENTRANGE/SPEEDFIREPOWER/STRFIRE ARC
Prow Gunz45d6+6Front
Prow Lances45d3+2Front
Dorsal Launch Bay-d3+1-
Port Gunz3010Left
Starboard Gunz3010Right
Port Heavy Gunz306Left
Starboard Heavy Gunz306Right

Slamblasta may be equipped with torpedo bommerzs for +30pts. Due to its poorly distributed mass,
Slamblasta may not use Come to New Heading special orders.
When Leadership values are generated for the Ork fleet, Slamblasta can opt to swap Leadership ratings with a
Kill kroozer or Terror ship to represent the warlord dragooning the best crew in the fleet aboard his vessel.


May be equipped with Kustom Force Field for +20 pts, changing its shield value to d3+1
Slamblasta is equipped with Ram
It may be equipped with Traktor Field for +10 pts
It may be equipped with Klaws for +10 pts


Dethdeala:
290 pts
TYPE/HITSSPEEDTURNSSHIELDSARMOURTURRETS
Battleship/12254526+/5+4
ARMAMENTRANGE/SPEEDFIREPOWER/STRFIRE ARC
Prow Gunz45d6+6Front
Prow Bombardment Cannon306Front
Dorsal Launch Bay-d3+1-
Port Gunz308Left
Starboard Gunz308Right
Port Heavy Gunz306Left
Starboard Heavy Gunz306Right

Dethdeala may be equipped with torpedo bommerzs for +30pts. Due to its poorly distributed mass
Dethdeala may not use Come to New Heading special orders.
When Leadership values are generated for the Ork fleet, Dethdeala can opt to swap Leadership ratings with a
Kill kroozer or Terror ship to represent the warlord dragooning the best crew in the fleet aboard his vessel.

Dethdeala has Soopa Boostas. Speed bonus is already taken into account.

May be equipped with Kustom Force Field for +20 pts, changing its shield value to d3+1
Dethdeala is equipped with Ram
It may be equipped with Traktor Field for +10 pts
It may be equipped with Klaws for +10 pts


Kroolboy:
265 pts
TYPE/HITSSPEEDTURNSSHIELDSARMOURTURRETS
Battleship/12254526+/5+4
ARMAMENTRANGE/SPEEDFIREPOWER/STRFIRE ARC
Prow Gunz45d6+6Front
Prow Heavy Gunz306Front
Dorsal Launch Bay-d3+1-
Port Gunz308Left
Starboard Gunz308Right
Port Heavy Gunz306Left
Starboard Heavy Gunz306Right

Kroolboy may be equipped with torpedo bommerzs for +30pts. Due to its poorly distributed mass
Kroolboy may not use Come to New Heading special orders.
When Leadership values are generated for the Ork fleet, Kroolboy can opt to swap Leadership ratings with a Kill
kroozer or Terror ship to represent the Warlord dragooning the best crew in the fleet aboard his vessel.

Kroolboy has Soopa Boostas. Speed bonus is already taken into account.

May be equipped with Kustom Force Field for +20 pts, changing its shield value to d3+1
Kroolboy is equipped with Ram
It may be equipped with Traktor Field for +10 pts
It may be equipped with Klaws for +10 pts

KROOZERS:

Hammer: More or less as-is. r30 on heavy gunz ,+1 turret, Ram,  may buy Kustom Field [d3+1] and new Soopa Boostas, costs 250.

Basha:

hits changed to 8. Turrets changed to 3. May buy Boostas, Kustom Field [d3] Heavy gunz have r30, prow gunz have power d6+2. Prow heavy gunz may be replaced with d6 torps. P/S gunz now s4. Has ram.
May buy Klaws or traktors. Costs 115 pts.


ESCORTS:
Soopa Boosta upgrade no longer reduces firepower.
Grunt has both Klaw and Traktor options.
Title: Re: BFG:R Orks
Post by: afterimagedan on June 11, 2013, 05:04:13 AM
Nice work Khar! Anyone want to chime in on this?
Title: Re: BFG:R Orks
Post by: Markconz on June 11, 2013, 10:45:37 AM
Yes nice work thanks Khar, but don't think I've got enough experience to comment without playtesting a lot more.
Title: Re: BFG:R Orks
Post by: afterimagedan on June 12, 2013, 04:31:36 AM
I like this a lot Khar. A few things:
-Did you intend to make Gorbag's Revenge with D6+4 torps instead of D6+2?
-I think the battleships should be able to get klaws and traktor fields.
-I assume the ships have increased turrets because they are now hitting on 5+ now?
-Slamblasta gets another D3 lances and no point boost?
-Kroolboy seems like it should be much closer priced to the Dethdeala, shouldn't it?
-Why increase all the battleships to 25cm movement when the Hammer is still at 20cm? I think I see what's happening because there are "Soopa Enginz" and "Soopa Boostas" but they are different. It might be good to keep them separated so that battleships don't become 25cm. 25cm battleships with 4D6 AAF will be faster than their escorts.
-I am still not sure what to do with the AAF stuff for Orks. If I had my way, I would return them to 4D6 AAF again (considering Orks are crazy obsessed with speed) and give them +2Ld to AAF orders. Passing automatically doesn't seem realistic, even considering Orks love speed, and also 2D6 for AAF, being less than regular fleets, seems pretty weak. 4D6 AAF and +2Ld to AAF tests fixes both of those problems. AAF as fast as everyone else, but you still have the possibility of failing the test.
-Deathskullz: I think the looted upgrade option that already exists in the clanz list is sweet and should be kept for capital ships and the 5+ to the armor on the sides of escorts is also great. I would make it like that.
Title: Re: BFG:R Orks
Post by: Markconz on June 12, 2013, 08:34:39 AM
Agreed 20cm movement should probably stay. I also  think the existing AAF orders for orks is fine (Automatic 2d6 or 4d6 with soopa boostas). I'm not sure on this it is just my impression at this stage.  For interest - in epic orks get bonus to order test if trying to do double movement or assault, but 3x movement (marching) is at a penalty.

Slamblasta might need those extra lances just to be a competitive choice compared to the other BB I think.

How many points would the extra side armour Deffskull upgrade be?
Title: Re: BFG:R Orks
Post by: AndrewChristlieb on June 12, 2013, 03:16:39 PM
Pff. I would never let any Xeno fleet be neglected ;)

Entire fleet list is, at this point, too long to post. So instead of dividing it between few uberlong posts I'll just list the changes made from my previous version:

MEK: re-roll repairing criticals. If you rolled more 6's than needed to repair all current criticals, repair 1 lost hit (only 1, regardless of how many extra 6's were rolled). Reason: extra shield together with other upgrades got kinda crazy on Battleships. This version seems, well more meky.

Change it to something like: Attempts to repair critical damage on the MEK's ship receive an additional D6. If the ship has no critical hits against it you may attempt to repair 1 point of damage in the same way as critical hits. You may never repair more than one damage per turn and the ship may never exceed its maximum hit points.

If you do the re-roll repair dice that would be fine but with the damage repair rule you have that makes it way too easy to repair damage, especially on the battleships.

AAF: 3d6 base. Not sure about it, though.

Orks should be encouraged to go AAF, I find its rarely worth going AAF tho +2D6 just isn't enough on average to function well.

Boarding: +1 boarding roll base. Not value. It was a mistake.

KLAN UPGRADES:
Any capital ship may take one of those:

Goffs: +1 to boarding, +1Ld to ramming attempts. +20 pts
Evil Sunz: +5 cm speed +20

That's not a lot for 20 points.

Bad Moonz: May re-roll firepower of one weapon per turn. Cumulative with More Dakka [can't re-roll same weapon twice] +15pts As per suggestion

This sounds ok.

Deathskulls: may buy one more character upgrade than usual. That means ships with no character on board can still buy 1. +15

So Im paying to be able to pay for an upgrade, feels like tax time :/.

Blood Axes: Random Imperial refit. +20
Snakebites: Only Roks, Hulks and Escorts. +1 Ld when bracing for impact. [free]

Any escort squadron may take one of those:

Goffs: +1 to boarding, +1Ld to ramming attempts. +20 pts
Evil Sunz: +5 cm speed +20
Bad Moonz:  May re-roll firepower of one weapon per turn. Escorts with no random weapon increase their firepower by 1. +15pts As per suggestion
Deathskulls: Nothing works, damnit! +1 turret? Random ork refit from Armada? 5+ side armour? Hey, i kinda like the last one.

How about Increase all armor facings +1 to a maximum of 6+? Its just a slight boost but it would also work for capitol ships and then I don't feel like Im getting my yearly fleecing.

Blood Axes: Up to half of squadron may be imperial escorts. They still have Ork Ld. [free]
Snakebites: Only Roks, Hulks and Escorts. +1 Ld when bracing for impact. [free]

Deathskull escorts are bit problematic.

Klaws are back to their Klanz-Nid-Copy version.
New Klaws are now called Traktor Fields.
Everything that could take Klaws before now can take both, 10 pts each.

Id call them something like Heavy Traktor beams or something, keeping standard traktor fields the same as that's a free upgrade fix for people that got shipped large bases instead of small.

More to come.
Title: Re: BFG:R Orks
Post by: afterimagedan on June 12, 2013, 07:03:11 PM
Pff. I would never let any Xeno fleet be neglected ;)

Entire fleet list is, at this point, too long to post. So instead of dividing it between few uberlong posts I'll just list the changes made from my previous version:

MEK: re-roll repairing criticals. If you rolled more 6's than needed to repair all current criticals, repair 1 lost hit (only 1, regardless of how many extra 6's were rolled). Reason: extra shield together with other upgrades got kinda crazy on Battleships. This version seems, well more meky.

Change it to something like: Attempts to repair critical damage on the MEK's ship receive an additional D6. If the ship has no critical hits against it you may attempt to repair 1 point of damage in the same way as critical hits. You may never repair more than one damage per turn and the ship may never exceed its maximum hit points.

If you do the re-roll repair dice that would be fine but with the damage repair rule you have that makes it way too easy to repair damage, especially on the battleships.

Agreed.
AAF: 3d6 base. Not sure about it, though.

Orks should be encouraged to go AAF, I find its rarely worth going AAF tho +2D6 just isn't enough on average to function well.

I agree. 2D6 with no Ld test is still not all that great considering the 1/2 firepower. I am still in favor of making it 4D6 like everyone else and +2Ld for AAF tests.

Boarding: +1 boarding roll base. Not value. It was a mistake.

KLAN UPGRADES:
Any capital ship may take one of those:

Goffs: +1 to boarding, +1Ld to ramming attempts. +20 pts
Evil Sunz: +5 cm speed +20

That's not a lot for 20 points.
I believe it is +10pts for Tyranids. Why not just make it that?

Bad Moonz: May re-roll firepower of one weapon per turn. Cumulative with More Dakka [can't re-roll same weapon twice] +15pts As per suggestion

This sounds ok.

Deathskulls: may buy one more character upgrade than usual. That means ships with no character on board can still buy 1. +15

So Im paying to be able to pay for an upgrade, feels like tax time :/.

Blood Axes: Random Imperial refit. +20
Snakebites: Only Roks, Hulks and Escorts. +1 Ld when bracing for impact. [free]

Any escort squadron may take one of those:

Goffs: +1 to boarding, +1Ld to ramming attempts. +20 pts
Evil Sunz: +5 cm speed +20
Bad Moonz:  May re-roll firepower of one weapon per turn. Escorts with no random weapon increase their firepower by 1. +15pts As per suggestion
Deathskulls: Nothing works, damnit! +1 turret? Random ork refit from Armada? 5+ side armour? Hey, i kinda like the last one.

How about Increase all armor facings +1 to a maximum of 6+? Its just a slight boost but it would also work for capitol ships and then I don't feel like Im getting my yearly fleecing.
I think that would work well actually. I would make for a more tanky Ork fleet. I love it.

Blood Axes: Up to half of squadron may be imperial escorts. They still have Ork Ld. [free]
Snakebites: Only Roks, Hulks and Escorts. +1 Ld when bracing for impact. [free]

Deathskull escorts are bit problematic.

Klaws are back to their Klanz-Nid-Copy version.
New Klaws are now called Traktor Fields.
Everything that could take Klaws before now can take both, 10 pts each.

Id call them something like Heavy Traktor beams or something, keeping standard traktor fields the same as that's a free upgrade fix for people that got shipped large bases instead of small.
True.
More to come.
Title: Re: BFG:R Orks
Post by: afterimagedan on June 15, 2013, 08:11:48 PM
Khar, what do you think about the comments mad eby me and Andrew? It seems like there is some great consensus going on at this point.
Title: Re: BFG:R Orks
Post by: jaggedtoothgrin on June 16, 2013, 07:58:43 AM
Hey guys
I'm new here, and don't know what i'm talking about mechanics-wise but:

In Epic, Orks come with a semi-random number of power fields, but they dont reappear. could that be incorporated into the Orkfleet rules? It's never clarified one way or the other, but I much prefer to roll the random power fields the first time they come under fire, so none of us know how effective the orks would be until they start getting hit. maybe allow meks to repair shields like criticals?

would that sort of thing be overpowered in BFG, giving them a fairly high number of shields early on, but being unable to rely on them at all late-game?
Title: BFG:R Orks
Post by: Armiger84 on June 16, 2013, 04:22:45 PM
The problem with the way BFG works is that one shield comes down every time you take a hit or pass through a blast marker, dust cloud, asteroid field...

Any time you aren't in contact with a blast marker (these occur from shields soaking incoming damage) or celestial phenomena that would strip a shield from your ship, your ship is instead at full shield strength.  Time in BFG is also even more abstracted than in Epic.

Ideally, at the start of every opposing player's firing phase, your ship starts with full shields, and the first round of incoming fire overloads that before you start taking hits.  Every time a shield goes down, you place a blast marker in base contact with the fired-upon ship.  Firing through a blast marker reduces the firing ship's weapons battery effectiveness, moving through a blast marker slows down your ship by 5cm of its max movement, and only a limited number of blast markers are removed from the board each turn.

The challenge would be balancing too many vs. too few one-shot shields.  At maximum weapons range, it takes serious firepower to roll more than a few dice and have a chance at scoring hits/removing shields.  Overloading an Ork ship on shields might actually encourage more Orky behavior in their opponents than the Ork player as people's best chance at getting a dozen shields down quickly (for example) would be to close to minimum range and take & deliver a pounding.

Too many shields, and you spend all game trying to kill one cruiser.  Too few shields and the Ork ships spend the whole game naked, or everyone only takes Meks and none of the other commanders.

It's not a bad idea but it would be hard to balance.  Depending upon how many ablative shields you'd give a ship, they'd either only matter for a turn or two (after which it would be a sitting duck), or they'd effectively render each cruiser invulnerable for the entire game (subject to being the one ship the opposing player decides to focus-fire and destroy).  I don't know where that sweet spot range of shields would lie though.

Perhaps a handful of ablative shields on top of basic void shields might work.  It would, again, only matter for a turn, but it would be a turn in which you could close more quickly to get in range.  When you'd really need them, though (close-ranged broadsides), they'd probably be gone already.
Title: Re: BFG:R Orks
Post by: Gothmog Lord of Balrogs on June 16, 2013, 04:50:52 PM
It also seems just too big a mechanic for this few of people to properly play test and introduce, and too big a shift away from the original rules.
Title: Re: BFG:R Orks
Post by: Khar on June 18, 2013, 07:25:55 PM
Some great suggestions here guys. I'll update deathskulls, capitals too. What pricetag would you suggest? 20 per squadron/ capital?

Also, as this takes away option for character upgrade without actual character, I think we should add Nob as a secondary comander option. Costing 20 pts, granting one re-roll and no further special rules. 0-4 would be fine, i think.

This gives a bit more Ld reliability to non-character ships and unlocks a single character upgrade.

Anyways, I'm updating full list right now, I'll post it here soon.

We should also think about fleet list itself, as it's not really touched yet.

As for ablative shields - Kustom Fields upgrade is meant to represent Orky forcefield tech. Ablative shields in BFG wouldn't differ from hits in any meaningful way, and Orks already have lots of those.

As for Gorbag's revenge boarding torpedos - curretly it has option to exhange d6+4 torpedos for d6+2 boarding torpedos. I was under impression that it's usually a 1:1 exchange...

I'll also drop speed of battleships with soopa engines back to 20.  You're right, 4d6 AAF is enough for them.
Title: Re: BFG:R Orks
Post by: afterimagedan on June 19, 2013, 03:57:44 AM
Sounds good. I'm excited to see what you come up with.
Title: Re: BFG:R Orks
Post by: Khar on July 07, 2013, 01:21:53 AM
Arright, back to orkses.

I'm attaching current list, changes since the last version in green. There's an off chance I forgot to hightlight some, so just in case read it carefully ;)

List doesn't containg hulk, because it's nearly the same as in current BFG:R document. Heavy gunz are range 30, no further changes.

We still need actual fleet list, though ;)

But we're almost done here, people. Let's finish this thing.
Title: Re: BFG:R Orks
Post by: jaggedtoothgrin on July 07, 2013, 02:19:33 AM
Hey
I like what I'm seeing I have a few, possibly stupid questions:

Firstly, where do I find the Core rules for BFG:R ? I've found several different versions of lists and such, and can take it that this is the most recent one, but knowing what has changed from the printed copy of the rules would be a big help too. Perhaps there needs to be a "Welcome to BFG, here's where to find things" thread stickied to help relative newcomers like myself

Now, in regards to the Ork List as posted:

Didn't there used to be an option to trade guns on the bruteship for better engines? I've been modelling mine without guns based on the expectation that I would be trading them in for some Go-Faster-Juice. would a "Trade Guns for Ram and Soopa Engines" be a viable trade off for the Brute and maybe the Grunt?

Secondly, can we please add one other 'special' escort to the fleet. It seems to me, that the two most orky of all ships in the game, are the Brute, and the Fireship. I think that orks would happily fill up wrecks or whatever else they could land their greasy mitts on with explosives, and hurl them at the enemy.
I realise that the fireship rules may need some tweaking to function in an ork list (specifically in regards to access to the All Ahead Full order) but I think thats the sort of thing an Ork should have.

Clarifications:

Soopa Boostas. they should really be listed up the top under the "universal rules" (also note that under the All Ahead Full section, they are referred to as Soopa Engines) to make it clear what they do.

Would the Deathdeala and Kroolboy really only be speed 15 without the boostas?

What are the rules for Torpedo Bommas?

What will happen to the "must all take the same upgrade" rule for mixed escort formations? for example if i take 2 Onslaughts and a Savage in a squadron, do i have to upgrade the Onslaughts to all have Soopa Boostas? If i buy a Brutes+Grunts squadron, does that mean i cannot buy Rams for the Brutes, or Claws/Tractor beams for the Grunts? or is it a "all Onslaughts in the formation must have the same upgrade" thing?

If I squadron a set of cruisers together, and give them the Blood Axe clan upgrade, do they all get the same random result, or is it rolled seperately (conflicting precedents regarding "all upgrades the same" and also "all random results are rolled seperately, as seen in things like guns and torpedos")

Is the Kustom Field rolled each turn, or once? (also, is it rolled at the beginning of the turn, or my preference, when it first comes under attack or has its shields effected by some other influence)

if I have a squadron of 6 escorts (+1ld) and I roll a 6 for my ld, do I get the free escort before it rolls up to 7, or not?
If I have a squadron of 10 escorts, and I roll a 5 or 6 for my ld, do I still get the free escort (taking me above the max of 10)
Title: Re: BFG:R Orks
Post by: horizon on July 07, 2013, 04:53:49 AM
Firstly, where do I find the Core rules for BFG:R ? I've found several different versions of lists and such, and can take it that this is the most recent one, but knowing what has changed from the printed copy of the rules would be a big help too. Perhaps there needs to be a "Welcome to BFG, here's where to find things" thread stickied to help relative newcomers like myself
Hey,
Well, this thread might help somewhat:
http://www.forum.specialist-arms.com/index.php?topic=5203.0

On BFG:Revised core rules:
In the initial run by Plaxor there has been an altered ruleset, now with this run with AfterImageDan running the show it is only fleets & Ships. The rules being used are the official ones including FAQ2010 so to say.
Title: Re: BFG:R Orks
Post by: blekinge on July 07, 2013, 04:17:07 PM
Some quick questions:

The ork LD table is not mentioned.

All Ahead Full:
Quote
Note that vessels equipped with Soopa Engines
ignore this rule and will travel the full 4d6 on All Ahead Full special orders as normal.
So, what is "this rule"? The 3D6 move rule, the auto pass ld rule, or both?

How does grot riggers (+1 LD to reload) interact with squadrons? Does all the ships in the squadron need to have it for it to work? Can you get multiple +1 LD, if several ships have the upgrade in the squadron?

There is nothing in the rules about multiple characters in a squadron, unlike the chaos fleet?

Big Meks and Mad meks? So, you can now repair damage on 4+? It will not be broken, one hit a turn is not much, but the interaction needs to be made clear.

Quote
Zzap Gunz: Lances. After shooting, place blast marker touching back of your base
Do you mean "a blastmarker"?
Do you mean "the back of your base"
If a ship have multiple Zzap gun batteries, can it get multiple blast markers?

Quote
Launch Bays: Equipped with Fighta bommas and Assault boats, If random, count attack craft limit for
highest value.
I think this should be
Launch Bays: Equipped with Fighta bommas and Assault boats, If random, count highest value  for attack craft limit.

Quote
More Dakka: ship may re-roll strength one weapon per turn. +10 pts
So the ship may reroll weapons with strength 1 each turn? Or the ship may reroll the strength of one weapon each turn.
Can it be used to reroll random torpedoes or launchas? If not, make this clear.



Is the Slamblasta meant to have lances, not zzap guns?

Kustom force fields. They are rolled every turn. Is this player turn or game turn?
Title: Re: BFG:R Orks
Post by: Islacrusez on July 07, 2013, 10:16:58 PM

So I was just passing through, reading bits and pieces, and had some thoughts... Not necessarily good ones, but I thought I'd share them anyway. At the very least they might make you all chuckle!


Weapons batteries: Orks are pretty good at chucking lead downrange... Not necessarily at the target, but downrange - Fast-firing weapons hit all ships in their firing arc (different rules for the heavier stuff). The drop-off due to range is extreme, but at short range (<12) it can prove devastating. While this could be combined with a random weapon strength, it would just be far too much rolling.

Non-torp ordnance: At the end of, or part-way through, an ordnance move a 6 on a roll of d6 (per point of ordnance) will turn that ordnance into a torpedo marker which moves either 15 on the same turn and is destroyed regardless of whether it hits anything, or 30 on the following and is removed. Because sometimes Ork ships just fall out of the sky. Trying to shoot down something that's already a blazing wreck is more difficult than usual...

Boarding actions, outbound: Ork boarding parties just make a mess of things, but rarely irreparable damage - a successful boarding action results in critical damage only. (ignore and reroll 11 and 12)

Boarding actions, inbound: On successful boarding action, aggressor rolls d6; on 6 it repairs critical damage, if none available it repairs 1 point of damage. If ship has no damage whatsoever, action fails. Because hitting things is how ork components are fixed, not destroyed.
Title: Re: BFG:R Orks
Post by: Khar on July 13, 2013, 01:11:11 AM
Ook, got time to respond now:

Some really good points here, people. Now, the detailed look:

1. Brutes and Grunts replacing guns with boostas - Well, I did basically this a few versions ago and was told to change it to just buying boostas while leaving the gunz. Can't satisfy everyone, it seems. :D

2. Fireship. Well, this is a good idea. I'll try to orkify it and we'll see what people say. I certainly wouldn't mind orky Fireship in the fleet list.

3 Soopa Boostas: Yeah, I need to correct the name in few places and describe it in universal rules. It will be way clearer that way.

4. Deathdeala speed: Technically, yes. There's no option to use it without them, though. It was just to make a single soopa boosta upgrade, while in earlier versions on some ships it gave +5 cm speed + AAF, while on the others just AAF. It might be a little redundant on ships that are required to take it, but I thought it's a bit clearer now. There's no differance between 15+Boostas and 20.

5. Torpedo bommas are perfectly standard torpedo bombers in every respect. I think this doeas need clarification, though.

6. Mixed escort squadrons.. hm. That's a good point, haven't thought about this before. I'd say it should work like this - every ship that can buy said upgrade, must do it. No problem for ships that are unable to take it.

7: Blood axe squadron... I think that blood axe upgrade itself counts as 'same upgrade', so they roll separately. Sape upgrade, different results.

8: kustom field: when it first comes under attack or has its shields effected by some other influence seems like a great option. Makes it impossible for an enemy to specifically choose weakest shielded vessel as a target.

9: escorts are maxed at 10, i think, but you will get your free escort before adjusting ld to 7.

10: 'this rule' well, forgive badly written rules, it's still a rough draft ;). I meant - roll 4d6, still passes Ld automatically.

11: grot riggers: Does not stack in squadrons but affects whole squadron IF you roll for ld of the ship that has an upgrade. If it for instance suffers from bridge smashed or blastmarker, making it no longer highest ld in squadron, when you roll for other ships ld, upgrade doesn't work.

12: multiple characters in squadron: In playtests we allowed them. They seemd all right. I'm open on oppinions though.

13: Yep, you repair damage on 4+. Still just one HP per turn.

14: yep, blastmarkers, yep, the back of your base. Rough draft, remember? :D If you have multiple, still generates only one marker, after all the shooting by this ship is done.

15: Launch bays: You're right of course. Should be ammended.

16:More dakka:  yeah, was mend to be strength OF one random weapon. Single weapon, single d6. In case of lacking random weapons, it's useless. Can be used for launchas and launch bays.

17: Slamblasta. Zzap guns, of course. My bad.

18: Kustom field:  I like the 'when it first comes under attack or has its shields effected by some other influence' version. Opinions, though?


19: More drastic changes: I'd stay clear from them right now. Maybe tes them later, when the rest is done.


So, guys, any more feedback on this?
Title: Re: BFG:R Orks
Post by: blekinge on July 14, 2013, 10:02:45 PM
Tried to run the orks through the Smotherman formula, to see if it still works.

I had to change something to get better results. Here are the changes I used.

Heavy guns (30cm)   2
Armour 6/5/4           10
Armour 6/5           20
Zapp guns (30cm)   8
Zapp guns (45cm)   10
Bombartment Cannon   6

D6 'something' costs as 3.
D3 'something' costs as 2.


The Kill cruiser then became
Ork Kill Kroozer =  162 (priced 165 in the doc)
      
Hits   10   50
Shields   1   10
Speed   20cm   4
Turning   45   0
Armour   6/5/4   10
Turrets   3   15

Prow Guns   D6+6   27
Prow heavy guns   6   12
Side guns   12   18
Side heavy guns   8   16

Quite a good fit.



Then the Terror Ship. I always use this with Torpedoes, so I used the +10pts option to change Prow heavy guns to torpedoes.

Ork Terror ship      196.5 (Priced 195 in the doc)
      
Hits   10   50
Shields   1   10
Speed   20cm   4
Turning   45   0
Armour   6/5/4   10
Turrets   3   15

Prow Guns   D6+4   21
Prow torpedoes   D6+2   17.5
Side guns   10   15
launch bays   4   54



Then I tested to two cheepest battleships to further fit the calculations


Kroolboy      261.5 (Priced 265 in the doc)
      
Hits   12   60
Shields   2   20
Speed   20cm   4
Turning   45   0
Armour   6/5   20
Turrets   4   20
Weapons      
Prow Guns   D6+6   27
launch bays   D3+1   40.5
Prow heavy guns   6   12
Side guns   16   24
Side heavy guns   12   24
Soopa boosta      10

Here the soopa boosta was priced as 10, as the formula says '+1D6 on AAF = 10 points'


Dethdeala      285.5 (Priced 285)
      
Hits   12   60
Shields   2   20
Speed   20   4
Turning   45   0
Armour   6/5   20
Turrets   4   20
Weapons      
Prow Guns          D6+6   27
launch bays           D3+1   40.5
Bombartment cannon   6   36
Side guns           16   24
Side heavy guns           12   24
Soopa boosta              10

I changed the bombartment cannon price from 7 to 6 for the Dethdeala to get a better fit.


Then the two other battleships

Slamblasta      295.5 (Priced 295)
      
Hits   12   60
Shields   2   20
Speed   20cm   4
Turning   45   0
Armour   6/5   20
Turrets   4   20

Prow Guns          D6+6   27
launch bays           D3+1   40.5
Prow zzap guns           D3+3   50
Side guns           20   30
Side heavy guns           12   24

In the Smotherman formula, Zzap guns are priced exactly as lances. I gave them a 1 pts discount (11 to 10 pts per strenth at 45cm) to get a better fit at to pay for the blast marker annoyance. Perhaps a -5 discount for taking zzap guns, no matter how may would be better?



Gorbads revenge      312 (Priced 315)
      
Hits   12   60
Shields   2   20
Speed   20   4
Turning   45   0
Armour   6/5   20
Turrets   4   20
Prow Guns          D6+6   27
launch bays           D3+1   40.5
Prow torpedoes           D6+4   24.5
Side guns           12   18
Side heavy guns           12   24
Side launch bays   4   54


So, for all these ships we have some quite good fits. This leads me to believe that the ships are somewhat balanced, in that you get about the same bang for the point, no matter what ship you buy. But then we come to the odd men out. The grand and light cruisers


Hammer battlecruiser      236 (Priced 250)
      
Hits   10   50
Shields   2   20
Speed   20   4
Turning   45   0
Armour   6/5   20
Turrets   3   15

Prow Guns          D6+6   27
launch bays           D3+1   40.5
Prow torpedoes           D6+2   17.5
Side guns           12   18
Side heavy guns           12   24

According to the formula, this should should cost 14 points less than it does. I then tried to give it 12 hits and 4 turrets, like the battleships above. This would increase the price by 15 pts.
As it stands, I find that the difference of 15 points between the Hammer and the Kroolboy are hard to justify. For these 15 points, you get:
Soopa boosta
+2 hits
+1 turret
+2 Guns per side
6 Prow heavy guns instead of D6+2 Torpedoes





Basha lite Kroozer      114 (Priced 115)
      
Hits   8   40
Shields   1   10
Speed   20c   4
Turning   45   0
Armour   6/5/4   10
Turrets   3   15

Prow Guns   D6+2   15
Prow heavy guns   4   8
Side guns   8   12

This one is also a good fit.


So, the only oddly priced cruiser is the Hammer cruiser. Do we have playtests to indicate that the price of 250 is valid?
Title: Re: BFG:R Orks
Post by: Khar on July 14, 2013, 10:26:33 PM
I'm not usually a fan of Smothermans' so I'm genuinely surprised how good it all seems to fit... :D

As for the Hammer - You might have a point here, it might need a bit more price drop when compared to Kroolboy. But there's one thing Hammer has that Kroolboy hasn't - it's not a unique vessel. Yes, you might take Kroolboy, but if you need another comparable ship... you need one of the other battleships or a hammer. It's the only Ork really heavy ship you can take multiples of.

But as this advantage comes in to play in large scale battles only, I think that giving Hammer 10 pt price drop might be in order. Boostas themselves might warrant it.

As for Zzap gun discount - I'm not convinced. They might be a bit overpriced now, but it fits the assumption that Orks should have limited lances.
Title: Re: BFG:R Orks
Post by: afterimagedan on July 14, 2013, 10:36:15 PM
We shouldnt overprice something to discourage using it. That's the same crap that was used on the strike cruiser lances. It's better to give it the appropriate cost but put a cap on them some other way if you want to discourage it.
Title: Re: BFG:R Orks
Post by: blekinge on July 14, 2013, 10:43:05 PM
Thanks Khar

I am not a fan of the smotherman formula for making new vessels, but I am a fan of using it to check a change to a vessel. Especially as we are redesigning an entire race, it is nice to have a common guideline about price for stuff. The formula should never be the end of the pricing, it should be used to check if a pricing seems about right.

I forgot that the Hammer can use Torpedoes or bombardment cannon. I priced as if it only had torpedoes. If it was priced as only having the bombardment cannon, it would be 254.5. The ability to switch between these two weapons in the same battle might be very good.
However,  the torpedoes seems to be weak compared to the  the bombardment cannon when the enemy is within 30cm. In the formula, D6+2 torpedoes is priced as 17.5 and S6 Bombardment cannon as 36. Add in that the torpedoes does not work, if the ship is not reloaded, and that they are random. From the tactica from Deadshane, he says he only used the random launchbays of the battleships to add to the fleet AC limit. As such, reloading does not happen on the battleship. The Hammer cruiser might find itself in the same situation.

Perhaps, and just perhaps, one should look at a stronger torpedo salvo, something like D6+4 instead of D6+2, as can be found on the Gorbads Revenge. D6+2 is cruiser strength. D6+4 is battleship strengh. I think that the grand cruiser should have battleship weapons on a cruiser hull.

Tomorrow I will try to use the formula on the escorts.
Title: Re: BFG:R Orks
Post by: blekinge on July 15, 2013, 10:19:46 AM
Okay, now for the escorts

For those "TL;DR" types, here are the condensed questions I raise
1. Have we agreed to upgrade the ravager speed to 25cm? At the moment, it seems to be sharing the statline with the ramship.
2. Should a grunt assault ship (2 hits) which have lost one hit still have a boarding value of 4?
3. When did we upgrade the ramship to 3 turrets?



Same pricing as before, with these exceptions
Armour 6/4/4 is priced at 0 points. This was not nessesary before, as no capital ship is armoured this way. The armour pricing is thus
Arrmour 6/4/4   0
Armour 6/5/4   10
Armour 6/5/5   20

Escort shields are priced at 5 per shield. This is standard smotherman, but different from the '10 per shield' for capitals.


Onslaught      30 (Priced at 30)
      
Hits   1   5
Shields   1   5
Speed   20   4
Turning   45   0
Armour   6/4/4   0
Turrets   2   10
Weapons      
Prow Guns   D6+1   6

Okay, this escort is a perfect fit. Off to a good start.


Savage      37 (Priced at 35)
      
Hits   1   5
Shields   1   5
Speed   25   5
Turning   45   0
Armour   6/4/4   0
Turrets   2   10
Weapons      
Heavy Guns   4   8
Soopa boosta      4

I estimated the price of the soopa boosta to 4 points (as the +5cm speed was already paid for and the other escorts can get the upgrade for +5 pts).



Ravager      43.5 (Priced at 40)
      
Hits   1   5
Shields   1   5
Speed   25   5
Turning   45   0
Armour   6/4/4   0
Turrets   3   15
Weapons      
Prow Guns   2   3
Torpedoes   D6   10.5

Like the savage, it formula produced a number a little bit to high. I feel that the turrents might be overpriced for escorts in the formula.
Have we agreed to upgrade the ravager speed to 25cm? At the moment, it is sharing the statline with the ramship.


Grunt assault      40 (Priced at 40)
      
Hits   2   10
Shields   1   5
Speed   25   5
Turning   45   0
Armour   6/4/4   0
Turrets   3   15
Weapons      
Prow Guns   2   3
Boarding   2   2

I guestimated the additional boarding strength as 1pts per additional point. As the Grunt is already at 2 hits, it needs +2pts for +2 boarding value. Btw, the way the rules are written now, a "crippled" Grunt will still have a boarding value of 4.



And then for the bad fits

Brute Ram      33 (Priced at 25)
      
Hits   1   5
Shields   1   5
Speed   25   5
Turning   45   0
Armour   6/4/4   0
Turrets   3   15
Weapons      
Prow Guns   2   3
Ramming?      

The formula wants the brute ram to cost 8 points more, and that is even without adding it's special 4D6 ram attack. The issue here is that a ram hull without weapons is 30 points. By far the largest contribution comes from the 3 turrets. Which reminds me, when did we upgrade the ramship to 3 turrets?




Rok      102.5 (priced at 80)
      
Hits   8   40
Shields   1   5
Speed   10   2
Turning      0
Armour   5   0
Turrets   2   10
Weapons      
Prow Guns 45cm   D6+6   27
Prow Heavy Guns   4   8
Torpedoes   3   10.5


This is the worst fit I have seen so far. I think this partly comes from the "defenses" nature of the Rok. The smotherman formula is not optimised for defenses, so the Rok is priced as a very slow ship instead.
Title: Re: BFG:R Orks
Post by: blekinge on July 15, 2013, 10:32:05 AM
Quote
When Leadership values are generated for the Ork fleet, Battleship X can opt to swap Leadership ratings with a Kill kroozer or Terror ship to represent the warlord dragooning the best crew in the fleet aboard his vessel.

This rule seems intuitive at first, but it has some unforseen consequences.

1. You can use it to reduce the LD of the battleship. If I have a squadron of 4 kill kroozers and a single battleship, it would much rather have the high LD in the squadron than on the battleship. If the battleship generated the high LD, i would probably dragoon the qualified crew onto a kill kroozer and get a worse LD on the battleship.

2. In spite of the wording "represent the warlord dragooning", this rule have nothing to do with warlords or characters. The warlord could very well be placed on the target ship, not the battleship.

Suggestion:
1. Make this rule a sideeffect of having character on board. A character can dragoon the crew of another ship.
2. Change to rule to show that you cannot dragoon a crew with lower ld than what you already have.
Title: Re: BFG:R Orks
Post by: blekinge on July 15, 2013, 10:59:06 AM
Clan upgrades plus ship upgrades

I tried to think about ways to combine the clan and ship upgrades for fun and profit. The first result is the light-speed ramship.

Ramship 25pts
Soopa boosta 5 pts (+5cm)
Evil suns 20ps per squadron (+5cm)

So, we now have 90 (or 45?) degree turn, 35cm ship that goes on AAF without command checks. That's a fast ram.


Then there is the goff mega nobs assault ship

Take Battleship with soopa boosta
Add warlord 40 pts
Add mega armour 15 pts
Make Goff 20 pts
Add custom tractor 10 pts

So, this is a battleship with speed 20cm, free AAF(4D6), boarding value 24, boarding modifier of +3, +1 LD to ram, guaranteed ram-boarding, and with a power ram.
If the ship seems to slow, use a hammer CG with soopa boostas (speed 25cm), but this reduces the boarding value to 20.


Da BattleBarger
Take Deathdeala 285 pts
Make deathskull 20 pts
Take kapitan 40 pts
Take mega armour 15 pts

So, this will give you an armour 6/6/5 ship. It will use the normal LD table (-1+1 ld). It will have +2 boarding and +1 hit-n-run. And it will have a prow mounted bombardment cannon. This is as close to a marine battle barge you can make with orks.


The bad moon torpedo boys

A squadron of ravager attack ships
Bad moons 15 pts

So, each launch D6 (with reroll) torpedoes. This is the kind of salvoes that legends are made of.


And a few questions while I'm at it.

The brute have been downgraded to 45 turns. Is this intentional?

Quote
0-5 Nob : +20 pts, comes with one re-roll, can’t buy more. No additional rules. Unlocks one character
re-roll as normal.
What does "unlock one character re-roll as normal" mean? It is meant to be "one character upgrade"?

Title: Re: BFG:R Orks
Post by: afterimagedan on August 02, 2013, 08:23:17 PM
Alright, there is so much info on here I don't even know where to begin... How should we go about this?
Title: Re: BFG:R Orks
Post by: jaggedtoothgrin on August 03, 2013, 01:12:32 AM
start at the beginning and work your way down?
Title: Re: BFG:R Orks
Post by: Khar on August 06, 2013, 09:58:17 PM
Just noting: I'm back and ready to finish this. Sorry for the absence, will upload updated version [hopefully final] tomorrow.
Title: Re: BFG:R Orks
Post by: Gun_wun on August 09, 2013, 05:56:15 AM
Right on Khar, thank you!
Title: Re: BFG:R Orks
Post by: afterimagedan on August 09, 2013, 04:36:05 PM
Sounds great!
Title: Re: BFG:R Orks
Post by: blekinge on August 15, 2013, 04:03:27 PM
Hi Khar and Afterimagedan

It seems the ork project have been abandoned. If Khar cannot find the time to work on it any more, I would like to help out. It should be easy to update his pdf with the changes and questions I have posted since then. I will not post any updates without hearing from Khar, as the ork fleet list is really his baby, and I do not want to steal it. The thing is, however, that still not having a ruleset for orks for BFG:R, a core book race, does detract from the project overall. As always in 40k, the imperium is where things are happening. We have imperial Navy, Space Marines, Inquisition, Mechanicus done already. Battlefleet Bakka is seeing a lot more activity than orks now.

Title: Re: BFG:R Orks
Post by: horizon on August 15, 2013, 04:17:49 PM
6 august isn't that long ago. Plus Khar is participating in GothiComp so he will check in at times I guess.

I, myself, are also guilty of lacking in progress on Rogue Traders (together with Andrew) but holiday season and gothicomp are kind of distractions. ;)
Title: Re: BFG:R Orks
Post by: AndrewChristlieb on August 15, 2013, 11:05:17 PM
Aye, summers the busy season for most.
Title: Re: BFG:R Orks
Post by: Jofficer13 on August 30, 2013, 09:29:51 PM
Hello, I have been interested in the various phases of this project, going back to Chronicles. I am posting you now to inquire as to whether you are a) still working on the project, and b) still accepting help from people who want to bring back a discontinued game.

Yours hopefully,
Jofficer13
Title: Re: BFG:R Orks
Post by: AndrewChristlieb on August 31, 2013, 04:51:54 AM
So far as I know yes were still chugging along and any help is welcome! Im not sure where Khar is with this at the moment but hopefully we can see his ideas soon :).
Title: Re: BFG:R Orks
Post by: Jofficer13 on August 31, 2013, 05:38:21 AM
Awesome, give me something to do and I'll do it :)
Title: Re: BFG:R Orks
Post by: Khar on September 07, 2013, 04:19:57 PM
Why hello there, fellows. Terribly sorry for the long absence, turns out this dreaded Real Life can strike at any time ;)

I attach modified Ork document taking into account (i think) every suggestion we had in the meantime.
Apart from the fleet list itself, only one matter seems to be problematic in the test -  Bad Moon upgrade for escorts. How do we proceed?

Of notable things:
a] Grunt and Brute have 90 turn now. It was a typo in the first place.
b] Hammer got cheaper.
c] lots of minor fixes and clarifications.

Also, I promise not to disappear anymore, things have been successfully sorted out now ;)
Title: Re: BFG:R Orks
Post by: jaggedtoothgrin on September 08, 2013, 02:45:19 AM
Well, you left off the fireship suggestion
and i still think that the option to trade in guns for boostas/rams would be nice (is it too complicated to have both trade and purchase options?)

I agree that the badmoon option seems to be particularly potent for escorts (or more accurately, the ravager)
maybe it should be 25 or 30 points? it does encourage large groups (which, given they cannot blob up their torps isnt such a benefit otherwise)
Title: Re: BFG:R Orks
Post by: Khar on September 08, 2013, 03:21:30 PM
Ah, yes, fireship - I forgot to mention in the comments. It's not there because I wasn't sure what to do with it. If we use standard fire ship rules, than holyhell, this thing would need some restrictions because coupled with auto AAF, with cost around imperial fireship, you could firld a swarm of those to just devastate enemy fleet for next to no cost... So I'm open when it comes to ideas how to put this thing on. I was thinking of something that explodes when ramming, but that would be basically Brute.

As for the trade/purchase - I couldn't really work out how nor to make it mutually exclusive. BFG has no upgrades cheaper than 5 pts, and I'm just not sure if those 2 gunz are worth that much. If you guys think they are, then Grunt and Brute just need additinal option: Can remove its gunz for -5 pts. That way you can either use those points for Boostas, for Ram discount or to just have cheaper ship. But I'm concerned it would be a no brainer option, as these ships rarely have a chance to contribute with their firepower.

Badmoons:
Ravagers are hard to use in large squadrons as they tend to block each others' fire lanes, so when someone manages to use them properly, he deserves to be rewarded ;). Onslaughts however become very reliable source of firepower. It's not gamebreaking power, they're still not on level of, say, Aconites, but still, powerful. I think 30 pts for upgrade is a must.
Title: Re: BFG:R Orks
Post by: jaggedtoothgrin on September 09, 2013, 06:07:31 AM
brainstorming fireship ideas:

firstly, I'd also probably keep them at 45 degree turns rather than 90, I'd think hard about if i was going to allow them access to soopa boosters. i mean, you are adding points to a throwaway formation, but its still a good boost
after that, a points hike should do it. Also, since they'd be escorts, they'd follow the requirements of being in squadrons of 3 or more, which given coherency rules, means they'd all explode at once.
might even need to deny them access to the clan upgrades (or, more accurately, the evil suns upgrade, as the others are all fairly unuseful) but i reckon its worth leaving them access to begin testing atleast

other ideas:
make them explode, not whenever the player wants, but only at the end of the move (easier to avoid, or miss target) or maybe whenever killed (makes them quite dangerous to each other and the rest of the orky fleet)
bring in a special rule that makes them test for AAF, but at a suitably orky bonus (again, from an epic perspective, orks have poor leadership, but get a bonus to it for suitably orky actions, in BFG, that translates to automatic AAF, but maybe just +2 LD for AAF and LOT orders would be more appropriate)


maybe the clans should have a "clan animosity" thing? seems like the bad moon upgrade is pretty obviously good for ravagers and onslaughts, and probably terrorships and a couple of the battleships, but the evil suns is pretty keen for brutes and grunts, while goffs are great for killkroozas
maybe if you make it so that taking the best upgrades for various classes makes it more expensive or less reliable? if you made it so that each additional clan represented beyond the first costs more money, you'd see people taking more "bad moon" fleets and more "evil suns" fleets, and less "bad moon and evil suns escorts with goff cruisers" fleets? this would result in optimised fleets being less common, while encouraging themed (but less well rounded) fleets? would this represent enough of a balancing measure?
Title: Re: BFG:R Orks
Post by: Jofficer13 on September 09, 2013, 07:14:16 AM
Little bit off of current topic, but who is finalizing the PDF version of the different books?

If that job isn't taken I could put my hand to it, I would just need the current versions and the revisions you smart people decide on and I could whip up some nice looking books.

Just looking to help.
Title: Re: BFG:R Orks
Post by: AndrewChristlieb on September 10, 2013, 04:36:02 AM
I think Dan is still collecting everything but Im sure he wouldnt mind the help. Havent heard from him in a minute either but hes probably busy with life.

How about just letting them take standard fireships from the defenses? They cant go AAF so that would be nipped and theyre plenty cheap and powerful.
Title: Re: BFG:R Orks
Post by: horizon on September 10, 2013, 06:23:14 AM
Dan is really really busy and asked if I could help out on organizing voting/closing the remaining things:

Tyranids (finalize vote)
Orks
Rogue Traders (Andrew & me are in the process of putting it into a word document)
Transports + Defences

And according Dan Inquisition has been finalized by one big vote last time around.
Title: Re: BFG:R Orks
Post by: Khar on September 10, 2013, 02:41:17 PM
Arright.

A matter of fireship: Regardless of how exactly it should work, I think, after consideration, it should be in planetary defences section. Or ASC 2.0. Giving these to standard fleet could easily break the game. Also, less ships we create from scratch, more people will accept BFG:R ;).

So, apart from that, Orks are nearly done. First thing - Bad Moon upgrade for escorts goes up to 30 pts.

Second thing, fleet list:

First of all, due to some clans being superior for escorts, I'd give them following restriction: To take a clan upgrade anywhere, you need a capital ship with a character with said clan upgrade. So, to take Evil Sunz ramship squadron, you need at least an Evil Sunz Basha with Nob in the same fleet. That solves a problem of 'capitals from one clan, escorts from the other' lists.

So, that's my take on the fleet list:

CHARACTERS:
Primary:
Your fleet must have at least one of the characters from this list. You're allowed 1 per every 500 pts (or part of) of your fleet.
Kaptain, 40 pts.
Warboss, 40 pts.
Big Mek, 40 pts.
Every character comes with 1 re-roll as standard. He may buy additional 1 re-roll for +20 pts, or 2 for 40 pts.
Re-rolls are usable for character's own ship or any ship or squadron from the same Klan within 15 cm. Ships with no Klan may only use re-rolls from other ships with no Klan.
Sceondary:
0-5 Nobz, 20 pts.
Comes with 1 re-roll.
Due to the nature of character upgrades, every character is assigned to a ship in stage of list building.

Battleships:
Your fleet may contain 1 battleship per 2 cruisers in your fleet.
0-1 Deathdeala
0-1 Slamblasta
0-1 Kroolboy
0-1 Gorbag's Revenge

Battlecruisers:
Your fleet may contain 1 battlecruiser per 2 cruisers in your fleet
Hammer

Cruisers:
Your fleet may contain any number of cruisers
Kill
Terror
Basha

Escorts:
Your fleet may contain any number of escorts, taken in squadrons of 3-10
Onslaught
Ravager
Savage
Brute
Grunt

Defences:
Your fleet may contain any number of Roks. You may include 1 Space Hulk for every 1500 pts of your fleet.
Rok
Space Hulk

And that's it. Simple as that, no orced restrictions of original Klan list, no cruiser cap or people wanting to play capital heavy.

Opinions?
Title: Re: BFG:R Orks
Post by: blekinge on September 10, 2013, 08:45:08 PM
Welcome back, Khar

It is very nice to hear about Ork updates again. Thanks for the new document, and thanks for accepting my suggestions.

About the Hammer price, I am not sure, as this will probably require some playtest. Still, it is one number, in a long list of numbers. Getting the clan rules right makes or breaks the list, the hammer price is not important.

The document seems close to finished. A few quick notes
The kustom force field rules in the beginning is repeated differently in each of the ship entries. I believe you just need to not repeat the rules for each of the ships.
The wording "or has its shields effected by some other influence" will probably need a FAQ. Does starting the turn in base contact with a blast marker qualify, even if I move away from it? Moving through blast markers?

Quote
Launch Bays: Equipped with Fighta bommas and Assault boats, If random, count highest value for
attack craft.
I thing that sentence needs to the end in the word "limit".

The Brute ramship still have 3 turrets. Is this intentional?



First of all, due to some clans being superior for escorts, I'd give them following restriction: To take a clan upgrade anywhere, you need a capital ship with a character with said clan upgrade. So, to take Evil Sunz ramship squadron, you need at least an Evil Sunz Basha with Nob in the same fleet. That solves a problem of 'capitals from one clan, escorts from the other' lists.
Okay, fair enough. That makes sense. A clan needs a leader, so to get a clan in your list, you need a character somewhere.

Due to the nature of character upgrades, every character is assigned to a ship in stage of list building.
Why is this nessesary? I do not see why this should be so.
It does reduce flexibility a lot.
As far as I recall, other fleets can roll for LD before assigning characters. If this is true, this rule is a serious nerf to the Kaptin character and some of the character upgrades.
Example.
I have 4 terros ships. I want to ensure that at least one of them have serious LD for reloading ordnance. I could take a  a Kaptin with grot riggers, but I would have to assign him to a ship, before rolling for LD. This might reduce his effective LD significantly, compared to the same character in any other fleet, where I could assign him to the ship that rolled highest.

Every character comes with 1 re-roll as standard. He may buy additional 1 re-roll for +20 pts, or 2 for 40 pts.
Re-rolls are usable for character's own ship or any ship or squadron from the same Klan within 15 cm. Ships with no Klan may only use re-rolls from other ships with no Klan.
Ouch  :'(. That really hurts, like, deep inside.
All the other fleets have FLEET rerolls. Orks now have "my ship and some the other ships in kissing distance" rerolls. But they cost the same. Ork LD is not so overpowered that they need this nerf.
You cannot even use your reroll on your squadron (if your ship is not the leader of the squadron) if they are not of the same clan.
The reroll range limit is something I would accept as a general rules change for all races in BFG:R.

Perhaps a rule about making squadrons of ships from different clans, instead?

You could change this to
Re-rolls are usable for character's own ship or any ship or squadron from the same Klan.
Ships with no Klan may only use re-rolls from other ships with no Klan.

This way, it is a more complex way of saying "Your entire fleet can be of a clan. This will cost 20pts x (nr of capitol ships and escort squadrons)". And of course, the beginners will not realize this, so they might try to play several clans. Then we veterans can help them adjust their list and feel superior.

Sarcasm aside, I would not be opposed to the idea that your entire fleet could be of a specific clan, or you could play clanless. Perhaps we could say that you pay for clan upgrades if you want to mix, or you can mark the entire fleet with the same clan for free.
Title: Re: BFG:R Orks
Post by: Khar on September 11, 2013, 01:15:03 AM
Always nice to hear your thoughts.

Hammer: At first, i thought that it being a non-unique vessel gives it enough incentive to be taken, even though Kroolboy was clearly better. However, I don't think  Hammer should be considered only after you already took Kroolboy - it should be a cheaper, slightly worse alternative. With current price drop it's still much more expensive than standard cruisers, but cheap enough to be viable alternative for battleships.

Kustom fields: Yep, my bad. Version from the beginning is how it should be, i just forgot to cut it from ship descriptions. FAQ  mighyt be needed, true, but it's quite simple - first time you would use 'shields' mechanic in any way. If something that happens references shields in any way in its rules, you roll for their value, nevermind if actual value is needed in that particular case or not. It's the simplest way to avoid any arguments.

Launch bays: Yup, limit is mising. Will be remedied ;)

Brute: Must've missed it, should have 2.

Also, I think I forgot that all escorts may buy extra turret for +5 pts. That gives us potentially 4 turret ravagers and grunts, but as these turrets still hit only on 5+, it doesn't seem broken enough to take away the upgrade option. Opinions, though?

Character upgrades: Well... I assumed that character upgrades are bought for the certain ship, but, coming to think of it, having the linked only to a character gives the fleet a bit more flexibility while not really breaking anything. You're right, characters, together with their upgrades, should be assigned as the battle starts. Any objections on this?

Re-rolls: In original Klan list, Orks had no access to the fleet re-rolls. Character re-rolls could've been used only for particular characters' ships. Having it affect only Klan vessels makes it still a bit more flexible. Youre'right, range will go away, though. Re-rolls may be used for any vessels from the same Klan.
Also, i think that ships from one Klan should squadron only with ships from the same Klan (or Klanless). Actually, Klanless ships could get to use and give re-rolls from/to anybody... There's no other incentive aside from cost to take Klanless ships.

That way, when playing single Klan, in practice you have access to lots and lots of fleet re-rolls, while when taking multi Klan list you get to pick and choose your bonuses, but re-rolls are more limited, as are your squadroning options. I just can't see Orks from different Klans tolerating each other enough to form one squadron ;).

Summing up, Klan interaction rules:
- Re-rolls may be used for any ships from the same Klan (or Klanless).

- Klanless re-rolls may be used by anybody.

-You can only squadron ships from a single Klan (Klanless can squadron with anyone).

- You need a character on a Klan ship to take any other ships from that Klan.

- Other than that, you're free to choose your fleet as you please ;)

What do you think of that?
Title: Re: BFG:R Orks
Post by: jaggedtoothgrin on September 11, 2013, 01:46:40 AM
that resolves basically all the complaints i was going to make about the rerolls and such.

I like the idea of a range for rerolls. it seems like a neat idea, but it also seems like a massive nerf to the fleet. maybe allow the 15cm bubble for non-klan rerolls? (as a general rule, a squadron of goff brutes are unlikely to be interested in what a badmoon kapitan is going to say, but if he and his big ship are really close nearby, they might decide to go along with it for now)

I also quite like the idea of the old animosity rules from fantasy and to a lesser extent, 40k, in particular, the part where nobs turn on their squadrons to get them to "get in line"
I like the image of the nobz vessel shooting one of its escorts to "motivate" the others.
perhaps say that orks can attempt to reroll their reroll, but the character automatically deals 1DC to the formation that failed?

As to fireships, my theory is that as defences, they are an awkward combination of "too good" and "too bad"
which is to say, they're not over or undercosted, so much as they're so cheap that taking them seems like a no-brainer. Any fleet that could take them, but especially orks, or any other fleet that needs ordinance/escort defence, would be mad not to take a bunch at that price (most likely to leave in the back field to clear escorts/ordinance that is threatening moreso than their intended "rush the enemy and blow up" role, though obviously that would be at the forefront of the players mind, to take any chance they get at it)
If they were better (access to real leadership, auto AAF and potential upgrades) but also priced with that into consideration, it would no longer be such an "will take them anytime i can get them" decision, and more of a tactical one, because they are still suicide troops, and using them is still giving your enemy VP, but now its a sizable enough portion of your VP and points, that you arent quite as willing to throw them at every little thing, and they mightnt fit your fleet plan, so might not get taken.
as it stands, any fleet i built with access to the ships would buy atleast 5 of them immediately, build the rest of my fleet, and fill any excess points at the end with them. if they were twice as expensive, and bought in formations, I'd be much less likely to use them all the time. 6 free floating explosions is much more useful than 3 more maneuverable, but restricted by formation explosions

they'd need playtesting, for sure, but I think they're a good idea.

also, what is the point of a basha? given that its not faster than the other cruisers, and seems to point for point be less shooty and definitely less able to rush over and board things, I dont really understand what purpose they serve, except perhaps a slightly cheaper entry point for battleships
every time i look at them, my brain says "just take a real cruiser instead" or "look at all those fireships you could be buying" XD
Title: Re: BFG:R Orks
Post by: Khar on September 11, 2013, 09:08:25 AM
Fireships: I'll make some tests in next games maybe... until then, no opinion in particular ;)

Re-rolls: Giving universal re-rolls in short range lessens incentive to ever take non klan ships. I'm not sure, but for simplicity's sake I think we should just forbid using re-rolls between klans.

Animosity: We just saved orks from being nigh unplayable due to the randomness. Giving them any additional wacky rules might push them back in that direction. However, we might consider it in some simple form. Like you say, or maybe, Orks may attempt to re-roll a re-roll but by doing so inflict hit&run against themselves.

Basha:
Yeah, that ship was always problematic... As of now, I see two uses: First - give it a clan you need on your escorts but not on capitals, put a nob on it, you now have access to escorts from your desired Klan. use basha itself to attract fire, ram when possible and board smaller or crippled vessels if it manages to catch any.
Second: Give it Klaws and if you feel generous, boostas. use as cheap Tyranid claw-cruiser - basically a huge missile meant to distract the fleet and shut down enemy's valuable ship.
Works best when you want Evil Sunz or Goff escorts - now you may have both uses at once ;)

Yeah, it's not much, but it's still two uses more than it had in previous incarnation :D
Title: Re: BFG:R Orks
Post by: Khar on September 18, 2013, 04:44:15 PM
So, guys, Orks. Should we call them good enough and put together final document now?
Title: Re: BFG:R Orks
Post by: blekinge on September 18, 2013, 07:48:11 PM
I think we can call them good enough. Make a pdf with all the changes posted since the last one (orks_2.pdf), just so we can review the combined ruleset.

There are a number of interesting rules we could try afterwards.
- Animosity could work.
- Something like 40k, where the boss beats on a boy to get a LD reroll
- Grot bombs in the form of torpedoes that can turn
and so on.

The Bad Moon Escort thing, was that resolved?
Title: Re: BFG:R Orks
Post by: AndrewChristlieb on September 18, 2013, 10:35:31 PM
Actually something like Abbadon's re-roll rule would be cool for Orks.
Title: Re: BFG:R Orks
Post by: Khar on September 19, 2013, 02:13:20 PM
"Ork vessel with a character on board that fails a re-roll may attempt to use another re-roll, but by doing so automatically inflicts one hit&run attack against itself"? Simpler that Chaos version, but I think it has to be - with lots of re-rolls and multiple characters we'd get Ork fleeet shooting at itself for half a battle ;)
Title: Re: BFG:R Orks
Post by: blekinge on September 19, 2013, 10:23:49 PM
Or we could keep the no reroll of a reroll. But perhaps as a nob ability. Rather than a local reroll he could give infinite local rerolls for hit&runs.  Or perhaps as the built in character reroll. So each character comes with this ability but no reroll. They can then buy two normal rerolls.
Title: Re: BFG:R Orks
Post by: AndrewChristlieb on September 20, 2013, 01:50:29 AM
"Ork vessel with a character on board that fails a re-roll may attempt to use another re-roll, but by doing so automatically inflicts one hit&run attack against itself"? Simpler that Chaos version, but I think it has to be - with lots of re-rolls and multiple characters we'd get Ork fleeet shooting at itself for half a battle ;)

Well... It would be fluffy for them to shoot each other more than anyone else...
Title: Re: BFG:R Orks
Post by: Gun_wun on October 06, 2013, 08:54:00 PM
Any word on finishing up DA Boyz?  I don't mean to be a pest and I Know I haven't been a contributor;  I'm just waiting, watching and gots me grots crossed for some good loot.
Title: Re: BFG:R Orks
Post by: Bessemer on October 08, 2013, 08:55:46 PM
Had chance have a quick look at the proposed changes, and a couple of thing caught my eye.

Turrets
Do they hit on 5+ against ALL ordnance that attacks that turn, or do normal rule apply (i.e. only vs one type per turn)? If the latter, that's a little harsh, even with extra turrets all round. The former does seem Orky though, lacking accuracy and co-ordination for sheer volume of cover!

Zzap guns
Str D3+2(Front mounted)/D3+1(side mounted) for cruisers/D3 for escorts?
Slamblaster aside, strengths as presented seem underwhelming to me, given the extra cost. If Zzap Gun spam is a concern how about a limit on the number ZG armed ships, rather than a surcharge. A ratio of 2 non ZG armed vessel/1 ZG armed vessel of each type? I.e. 2 cruisers to one with ZG, 8 escorts (any class) to allow a 4 with ZG's

Bad Moon escort upgrade
+20?

I know it's a little late in the game for input, and I'm not sure on what's been decided behind the scenes, but please take these as an outside observation. If any of these points have been worked on, please disregard as approriate :)
Title: Re: BFG:R Orks
Post by: Malika on October 08, 2013, 10:28:19 PM
What about looted ships?
Title: Re: BFG:R Orks
Post by: Khar on October 18, 2013, 10:24:41 PM
I'm a bad person and I don't know how deadlines work ;)
Sorry for that.

However, next version attached. This time hopefully final. New things in green, optional things to consider in red (including simplified 'shooting each other' rule and looted ships.)
Title: Re: BFG:R Orks
Post by: Gun_wun on October 19, 2013, 04:27:20 PM
Right on Kar, we've been waiting for this.  Thank you for yer time and work!
Title: Re: BFG:R Orks
Post by: Armiger84 on October 20, 2013, 02:45:07 PM
Awesome, thanks Khar!  This just replaced the morning newspaper : )
Title: Re: BFG:R Orks
Post by: Khar on October 21, 2013, 02:04:21 PM
Thanks guys. A few words of explanation regarding newest changes:

I increased lance power of all cruisers to make the option more attractive, it's random, though, so if you're unlucky, you get exact same strength as original, weaker version ;) But that's orks for you. However, I didn't give d3 lances to the Savage. Combined with potential re-roll from the Klan upgrade, the prospect of up to 30 lance shots coming out of escort squadron is horryfying. And it can instantly destroy braced battleship. Nothing should be able to do that. So in case of Savage, i just dropped lance cost 5 points. It's still solid escort now.

I also gave turrets ability to fire at every ordnance all the time as Bessemer suggested. Seemed fair, they only hit on 5+ anyway. Orky. Also, escorts got their +1 turret upgrade back, not sure why they lost it in the first place...

Rest of the changes is just things we agreed to earlier.
Title: Re: BFG:R Orks
Post by: afterimagedan on December 22, 2013, 03:53:45 PM
Hey Khar,if you can get a comprehensive list done, I'll get the document made!
Title: Re: BFG:R Orks
Post by: Khar on December 22, 2013, 04:42:08 PM
On it. Should be ready in a few hours.
Title: Re: BFG:R Orks
Post by: afterimagedan on December 22, 2013, 07:43:21 PM
NICE. Thanks for all the work you are putting in, Khar. You're the man.
Title: Re: BFG:R Orks
Post by: Khar on December 24, 2013, 12:37:25 AM
quick update - limited computer access is delaying me a bit. Still, i'll post the list soon.
Title: Re: BFG:R Orks
Post by: Markconz on December 26, 2013, 06:13:17 AM
Hi just looking at the version 3 list, hopefully the final pdf will also include the fighta bomba rules?
Title: Re: BFG:R Orks
Post by: Gun_wun on January 26, 2014, 06:14:41 PM
Hey Khar, any word on the Ork document?  Da boyz are waiting and getting a little restless and therefore harder to control!
Title: Re: BFG:R Orks
Post by: blekinge on February 09, 2014, 08:32:10 PM
Hi

Just bumping the thread. It would be nice to get the finished Ork document soon. Khar, thanks for your work. If you feel you cannot complete the project, just post what you have, and I will try to make a final document.
Title: Re: BFG:R Orks
Post by: Khar on February 10, 2014, 12:17:15 AM
Aaaand, hello again. My computer problems turned out to be a bit more serious business than I anticipated, leaving me with limited possibilities of continuing my work, or even warning about further delays... HOWEVER! All is settled now, and I am, in fact, presenting nearly finished Ork document.

Previous Ork document was bashed together from several different pdfs in truly orky fashion, so after few tries in modyfying it, I just remade it from scratch. Yeah, graphics may look a little less fancy, but at least it's readable now. [some flavour texts  were saved as image data and I didn't yet have time to retype them...]

As for now, It's fully usable, only thing missing are some fluff and pictures, so, in general, we're more or less set.

Attached - Nearly finished Ork pdf with full rules. I'd say it's still open to suggestions, but seeing as it was mostly built upon your suggestions in the first place, I hope we can just finalize the thing and call it a day. :D

Was a pleasure working with you all.

-still terrible with deadlines, Khar ;)
Title: Re: BFG:R Orks
Post by: jaggedtoothgrin on February 10, 2014, 02:10:16 AM
Ok, all looks pretty good to me, very schmick:

Firstly, KillKroozas, Terrorships, and Bashas all have specific rules on their Kustom Force Fields that says they're rolled at the beginning of turn, instead of the normal rule of "when they first need to know how many fields they have"
Is that intentional? I assume it's a vestigial holdover from previous editions

Secondly, the Basha's special notes are all in bold as well as italics

Thirdly, it doesnt say that the rerolls purchased are not "smack them to make them behave" rerolls, but regular ones that can be used by other ships in the fleet

Fourthly, can looted ships take characters and character upgrades?

Fifthly, the Bad Moon klan rule for escorts should probably include the "cannot reroll the same weapon with more dakka" bit from the capital ship version of the rules

Sixthly, Looted ships, should they lose their nova cannon entirely, or should it be downgraded to a bombardment cannon?

Finally: Hard Limits. why are Nobs a 0-5 in total? should that be 0-5 per 500 or 1000 points? It seems stange that at the 3000 point fleet size, I can have more warbosses in my fleet than nobz. Everything else is good and scales with number of cruisers and/or points, but it seems a strange set. especially since Nobz are not terribly good, doubly so now that the "hit other ships within 15cm to make them behave" option is no longer there. Should the "hit other ships" rule be there? the looted ships rule got adopted properly.


some questions:

Nobz in a escort squadron. Assuming, and this is in no way a hypothetical idea, that I was building a squadron of 6 Bad Moon Ravagers, one gets a nob, that nob would take grot riggers.
Now, so long as the nob is alive, i get the +1LD to reload the ordinance for the entire formation. no other character upgrade effects the entire squadron. Not a complaint, just a comment.

However, If I fail my leadership, I perform a hit and run attack against myself. Do I have to allocate that to the ship with the Nob, or can I execute another escort in the squadron? It seems pretty rough to pay 20 points for a reroll that also has a 5 in 6 change of destroying a 60 point ship (75 with riggers) regardless of success. (does result in an interesting "take some brutes so I can execute those instead of ravagers" strategy, but makes using rerolls on escorts basically a "never happening" thing. certainly its hard to justify buying a nob for the reroll, which means you're paying 20 for the privledge of buying a character upgrade)


If I get a free ship, it follow the "have to take same upgrades" rule, and thus, would come with the same upgrades as the ship I purchased of that type, right?
Title: Re: BFG:R Orks
Post by: blekinge on February 10, 2014, 01:48:30 PM
Hi

Thanks Khar. First, concrats on finally finishing the thing. It is good enough to be used for now. Many of the issues JaggedTooth raises should probably be detailed. The Nob on Escort really needs a note saying that one escort of the squadron takes the hit.


I have a few nitpickings.
The deathdealer have armour 6+front/. I expect you meant 6+front/5+
All the battleships and battlecruiserss lists their launch capacity as Fighta-Bommerz: 25cm D3+1. The D3+1 belongs in the next column.
The Terror ship table have weird placement of text. Speed, Shields and Turrets should be centered.

The Ravager was increased to 25cm move. Did we agree to that? It seems fair, but now the Onslaught is the only slow escort, as the brute ram ship have 25 cm natively, and the savage gunship have soopa boosters as standard.

The Space hulk increased from 600 to 610. I do not care, but what was changed to make it more expensive?
Space hulk extra turrets use the funny expression
Extra turrets allow Space Hulk’s Turrets to hit on 4+, instead of 4+.

Normal Warbosses (the only character in the official rules) start out with one reroll. There is no such mention in your document. But Characters get the "bosspole" rule
Ship carrying an Ork character may attempt to re-roll any failed Ld test. By doing so, it automatically inflicts one  hit&run attack against itself.

Is this the intent. I quite like it, as having 9 rerolls in a fleet was somewhat excessive before.
Title: Re: BFG:R Orks
Post by: Khar on February 10, 2014, 02:17:13 PM
Yay, thanks for the feedback, now some answers -

KFF rules are an oversight, those from the beginning of the document are the current ones. I'll fix that in final version.

Basha - missed that, will fix.

Re-rols - must've missed pasting this bit. Will be fixed.

Looted ships - I'd say, why not. Given that it only allows cruisers, there's not much potential for broken combos.

Hard limits - Haven't thought of that. Other fleets' secondary characters seem to be mostly limited that way, but they usually also have more limited primary characters. I think changing it to 1/250 seem reasonable. Two nobs for every big character.

And the matter of Nobs and re-rolls - Hitting other ships should be there, It seems i have missed it. I tested it a bit in the meantime and it's not overly strong - the risk involved usually made me think twice before re-rolling.

As for the Bad Moon Ravagers - yup, Riggers affect entire squadron. Also, the chance of explosion is a bit smaler, If I recall correctly, FAQ 2010 made hit&run against escorts succeed only on 4+.
Also, to clarify, there's one more upgrade that affects more than one escort - boarding parties. Only one boarding roll is made when multiple ships participate, so +1 bonus is global here. Good for Grunts actually. I tested it, they took down a cruiser in one go.

As for targetting another escort in squadron, I think we'll have to allow it. While destroying another ship flying close is very fitting for Orks, Nob spontaneously exploding his own ship might be a bit much. True that it may create institution of sacrificial brute [I'd take grunt, though. It can take two hits ;)], but it's still losing a ship to a re-roll. (return of hit&running other ships in 15cm kinda solves it, though.) Opinions on this?


AAAnd reply for blekinge, who responded while I was typing this ;)

I'll fix all the editing problems you mentioned, thanks for pointing them out.

Space hulk got standard Heavy Gunz range upgrade to 30, like the entire fleet.

Yup, base re-roll is gone, replaced by boss-poling.

As for Onslaught, if i recall correctly, it was to balance getting L/F/R gun. You can still pay to make it speed 25 if you want, though. [Or even 30 if it's Evil Sun.]
Title: Re: BFG:R Orks
Post by: blekinge on February 10, 2014, 02:31:19 PM
Hi Khar

As for the Onslaught, I did not consider the speed a real problem. I just like to double check the stats as they can be very prone to copy/paste errors. When you feel the time is right, I could go through the document and make list of changes from the official document. This could probably be a good addendum to show old time players who are familiar with the official rules.

As for "Bosspoling" another ship, this should probably only be an option for escort squadrons, or at least when the character is on an escort.
15cm limit, or just "in formation" could work, but the nob cannot teleport 60cm across space to bash an out-of-formation ship. One could also go with randomised ship in squadron. So the nob could end up bashing himself, but probably wont. "A randomly selected ship in formation with the character's ship suffers a Hit&Run."

I really love the first statement in the doc
Quote
Orks ships are often ill-kempt, unreliable rust buckets kept in operation only by the constant efforts of mekboyz and their gretchin slaves. Ork vessels use all the normal rules for fleers except where stated here.
Aside from the "fleers" spelling, this is a subtle way to stick it to the other fleets. I always read it as
Quote
Orks ships are often ill-kempt, unreliable rust buckets kept in operation only by the constant efforts of mekboyz and their gretchin slaves. As such, they are not to different from the ships of the Imperium and Ork vessels use all the normal rules for fleets except where stated here.



Title: Re: BFG:R Orks
Post by: blekinge on February 10, 2014, 04:31:22 PM
Hi

Slow day at work, so I decided to go through the orks for spelling errors....

This is not to disrespect your work. This is only to make the document even better.

I noticed a not-quite-a-spelling error. Orks now get +1 to boarding value. We used to get +1 to boarding. Is this to compensate for the Goff clan and the mega armoured nobs? Or just an oversight and should be boarding roll or just boarding?


Quote
Brace for Impact works normally
against attacks by Klaws.Each
Missing space before Each

Quote
ORK CHARACTERS
Orks have a variery of
Should be variety

Quote
BigMek
Space between Big and Mek

Klan upgrade table
Quote
Evil Sunz: +5 cm speed +10
should be +10 pts.
Same with about half the entries on that table



Bombers....
Is spelled as Bommas, Bommaz, bommers, Bommerz and even Bommerzs
Search/replace to one spelling

The terror ship entry:
Search for " thc ", it is found at least once and is a common OCR error.
 resllpply  -> resupply

Ravager entry:
"Ravagers mount a vast number of torpedo racks and when they suca:ed "
-> Succeed

Brute entry:
"manoeuvring" and "manoeuvre"
Should be manouevring and manouevre

Fleet list section
FleetCommander. Missing space.

The Kaptain is also spelled as Kapitan in places
Title: Re: BFG:R Orks
Post by: Khar on February 10, 2014, 08:45:49 PM
Ok, so, as for now it looks like that:

Characters can either bosspole their own ship, or ship in 15 cm. If it's from different Klan, hit&run is with +1 modifier.
In case of bosspoling escort ships, I'd do it like that: hit&run hits random ship in squadron within 15 cm of the character himself. If character is on the ship belonging to a squadron, he too can be randomly whacked. It will help with taking sacrificial Brutes, and make Nob in escort squadron a viable option to give them more or less reliable leadership.

Large Bad Moon Ravager squadron +Nob with riggers grows to be a powerful [though expensive] option.
Same for Goff Grunts with mega boarding parties.

Orks still have +1 to boarding, I was sure I already corrected this ;)

Thanks for finding all this errors, it's hard to find all this when you put the text together yourself, especially with this amount of copypasting. I really appreciate it.
Title: Re: BFG:R Orks
Post by: blekinge on February 11, 2014, 10:23:20 AM
Characters can either bosspole their own ship, or ship in 15 cm. If it's from different Klan, hit&run is with +1 modifier.
In case of bosspoling escort ships, I'd do it like that: hit&run hits random ship in squadron within 15 cm of the character himself. If character is on the ship belonging to a squadron, he too can be randomly whacked. It will help with taking sacrificial Brutes, and make Nob in escort squadron a viable option to give them more or less reliable leadership.
I would like this to be "their own ship or a ship that is part of the same squadron and within 15cm". I do not think, but haven't checked, that different clans cannot be part of the same squadron, so the cross-clan hit&run bonus seems redundant.

I tried to make some fleets using the Ork list. I have not playtested it yet, but this will probably be done within two weeks, or even sooner if I can find the time this weekend. My conclusion so far is that that Nobs are really powerful (this is not a bad thing per se). Where the old ork fleet usually took 3 Warbosses (or any characters), I would probably just take one now and lots of Nobs. A Nob with Grot Riggers is mandatory if you play with Terror Ships. If you have a few, probably one of them will roll high-ish LD. The Nob will take that ship, improve the LD (only for reloading) and give them an "free" reroll.
I will have to try it, but fleet rerolls seems a lot less important now. Ork LD is bad, but clever use of Nobs and squadroning will help a lot with that.


Large Bad Moon Ravager squadron +Nob with riggers grows to be a powerful [though expensive] option.
Same for Goff Grunts with mega boarding parties.
The Goff Grunts do not really need the Mega Armour boarding parties. Being Goff means +1 boarding and +1 LD to ram. The Mega Armour would only work on the Nob's ship, not on every ship in the squadron.
Still, Goffs make good crew on Ramships and Grunt troopships.
Ramships with rams (not really cheap) would make 1D6 LD checks to ram a cruiser, and cause a minimum of one hit per ship, along with 4D6 attacks per ship. That's a crippled cruiser right there.


Orks still have +1 to boarding, I was sure I already corrected this ;)
You did in the old document, but the error crept back into the new prettier document. :)
Title: Re: BFG:R Orks
Post by: blekinge on May 12, 2014, 08:28:14 PM
Hi

Checking in again.

Have anyone had a chance to playtest the new orks? I have not, but I am working on getting my two usual gaming buddies (back) into Gothic. I thing I am close to success, so hopefully I will have real data soon.

Title: Re: BFG:R Orks
Post by: Gun_wun on August 03, 2014, 05:33:21 AM
I haven’t contributed to this project so I really shouldn’t be asking, but how is it going?  Ok, Da Truf Den…….  We’z go-in TA-DA Fight Tomorrow, SEE.  Me Bozy could use It.  Gotz a Bunch of GOFFs We’z gonna Board dem Wiff anyhow… Be-in Blood Axe n ALL dey Neva gonna see it comminnnnnn Anyway.  Aavan more ship fer da teef makes da Plan even BIGGA! 
Title: Re: BFG:R Orks
Post by: Blindhorizon on August 06, 2014, 01:36:31 AM
I recently played a game of BFG and one of the opponents of the ork's was saying that all those brutes having two turrets seems a little overpowered. Having had 3 brutes take out 6 of my torpedoes at one time did kind of suck. But i was wondering, has anyone considered instead of giving them an additional turret, you could add more dakka to their current turrets allowing their turrets to hit on a 3+ for all ordinance, and a 5+ on eldar ordinance?

Just a thought, i am new to the game, sorry if i stepped on any toes.

Blind-
Title: Re: BFG:R Orks
Post by: Blindhorizon on August 07, 2014, 06:54:45 AM
I looked through all the other fleet lists and noticed it was not uncommon to have the ability to upgrade turrets on other ships, so scratch my last. Orks look pretty cool!

Blind-
Title: Re: BFG:R Orks
Post by: Blindhorizon on August 07, 2014, 07:39:33 AM
With the ork terror ship it says "Terror ships may reduce their port and starboard guns to Strength 2 to add Soopa Engines at no cost. But i can't seem to find what soopa engines do, any help with this?

Thanks,
Blind-
Title: Re: BFG:R Orks
Post by: Blindhorizon on August 09, 2014, 06:17:50 AM
Bump

Anyone know about this soopa engines?

Thanks,
Blind-
Title: Re: BFG:R Orks
Post by: Khar on August 09, 2014, 04:37:45 PM
I'm alive! ;)

First, a comment on turrets - sadly, 'less but better' won't work. Whole goal of giving orks many bad turrets was to make them slightly better against bomber runs (that they were terrible against) while not impacting their torpedo resistance much.

Actually, when we take Ramships flying in close formation (giving one additional turret to each other), 1 base turret hitting on 4+ is effectively better than 2 hitting on 5 - they lend each other only 1 turret anyway.

As for soopa engines - is supposed to be soopa boostas, same as many other ships. I thought I corrected it already...

I have the finished updated version lying around somewhere (typos mostly, nothing major), i'll try to upload it here soon.

Glad people are actually using those ;)
Title: Re: BFG:R Orks
Post by: afterimagedan on August 14, 2014, 03:29:47 AM
Hey Khar, when you find it, could you want it my way so it can be added to the other BFG:R files?
Title: Re: BFG:R Orks
Post by: Blindhorizon on August 14, 2014, 05:29:42 AM
So ork turrets hit on a 4+ correct?
Title: Re: BFG:R Orks
Post by: Daemon_Primarch_Lorgar on August 26, 2014, 05:15:20 PM
@Blindhorizon: If I'm not mistaken, Ork turrets hit on a 5+. So they have more turrets (thus making them better against bomber runs as the bombers get a greater negative modifier vs more turets) but their turrets are worse then other armies (only hitting on 5+ instead of 4+) thus balancing out their effectiveness against torpedoes :).

@Khar: In my gaming group we're all using your latest pdf upload for our ork fleets, so your work is very appreciated! I actually started collecting my ork fleet after I read through the pdf and have made my 1500pts fleet list with the latest updates in mind. I really enjoy the new rules! Although I don't feel experienced enough to suggest any changes. We're all new players in our group, but my orks haven't lost a battle yet (though the games have been close!) so the balance seams to be fairly good! A Big Mek repairing HP:s is extremely nasty!
Title: Re: BFG:R Orks
Post by: Duskland on August 30, 2014, 04:44:10 PM
I ran a game at Gencon using your Ork list vs. the BFGR Tyranids.  It was an interesting matchup because both sides wanted in close.  Only one of the five players had ever played BFG before, so there was a lot of rules teaching to start with, but the players seemed to get a handle on things fairly quickly.  The one strange thing was that none of the ork players ever tried to reload ordinance.  Combined with poor raming results the orks were devoured fairly quickly.  Tyranid claws are much nastier then I thought they'd be.
Title: Re: BFG:R Orks
Post by: Gun_wun on September 06, 2014, 06:50:44 PM
Is there a final write up done on BFG:R Orks?  ME boyz is a get in restless an a chomp in at da bits.  Good stuff  thanks fer yer work!