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Wolf Man
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 Posted: Mon Feb 22nd, 2010 04:45 pm

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Do we have a list of what the main objectives 'do' ?

The Stompa factory.  Does it spit out Stompas and Dreads?

The Pulsa Rokkit.  I seem to remember it fires on turn... 3 or 4?  and does.... something in outer space?  :P

The Temple.  What's up wit dat?

The other stuff.  same question.

Thanks. ;)


EDIT BY Derling: Hey all, I am posting a doc file containing the compiled objective rules mentioned in this post for convenience.

Attachment: OrkSpeshulRules.doc (Downloaded 4 times)

Last edited on Wed Feb 24th, 2010 09:58 pm by



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 Posted: Mon Feb 22nd, 2010 05:19 pm

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yeah, these rules should be out an about by now so both sides can plan around them.



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 Posted: Mon Feb 22nd, 2010 05:55 pm

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agreed



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 Posted: Mon Feb 22nd, 2010 06:29 pm

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Just to clarify and hopefully blunt any agitated reaction that might come...

I totally understand that we are all super busy with our own lives in addition to the added pressures of getting things done for this game.  Dale and Joe... you guys are doing an awesome job, as is everyone else.

I just would like to be privey to what the objectives actually do.  That's all.  No fluffy wording or anything just a simple list would help a ton.

Thanks again.



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 Posted: Mon Feb 22nd, 2010 07:56 pm

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Thanks man!:)

In answer to your questions............  I am wondering also.:?  I know that the stompa factory will be working just like the one in the apoc book, EXACTLY like that.  So if you have that book, then the rules are right there.;)  I simply can't remember anything else right now.

We'll let you know.;)



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 Posted: Wed Feb 24th, 2010 03:33 am

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Part of the reason that all these are not out by now is the fact that The Imperial side will outnumber the Ork side from anywhere from 5000 pts to 10,000 pts. Now this combined with the fact that the Imperials get to deploy and take first turn means that this point disparity could be detrimental to the game as a whole.

I was waiting to see what the total Ork point total was going to be (not known until Fri afternoon) and then perhaps (or perhaps not) throw in some regeneration or force-field shit. Every Ork player has been frantically constructing and painting since the Orks are a totally new army for many of us and certainly haven't been a serious army for others of us (myself) for many an edition. There has been a massive amount of work done by every Ork player so besides you all finding an Ork to hug we still don't have an exact total point count because projects are still being pressed into service for Da FrOnt. So this is what we have for now, for sure. This may be the extent of special rules but depending on no shows or other emergencies there may be more or less even if the Imperial side has no shows.

Thanks to all of you. We are actually a pretty cool game group.... I am amazed as all of you   :D

Stompa Factory (page 178 in GW APOC)

The Produktion Line

The kan factory is an industrial marvel created by the Masta Mekz of Warlord Zazzdakka. The Faktory will have 7 chips on it that all start green. For every turn that the majority of the chips remain green the orks will get to roll on the prOduKtiOn liNe chart at the start of the ork turn.

1 The kan facktory clanks and whirls but produces nothing except stink

2-3 The Kan facktory produces D6 killa kans

4-5 The KAn factoRY produces D3 Ork Dreadnoughts.

6..The kan facktoRY is preparing a FRESH STOMPA 4 DA WAAAAGH....Every second time this result is rolled the factory produces a STOMMPAA.

 

Gork n Mork Temple / Mork and Gork Temple

A kult of zealotz and warshiper Orks and Orcs and Orkz have all gathered around this great shrine to Mork and Gork and Gork and Mork praying to the almighty godz.

Starting on Turn 2 the Ork player will tally the complete number of praying Orks within 36" of the alter. This can be units from several Ork armies as long as none of those units are in violation of the 6 foot rule as far as their own armies are concerned. Any of these "praying units" cannot move, shoot, run, assault. They are hitting themselves in the heads with boards and are generally howling at the moon throwing poop. If a praying unit is assaulted they can choose to either fight back as normal or "PRAY EVEN AaRDER" in which case they don't fight back but their total number left alive can be used in the Pray Total.

The Orks will accumlate the following benefits provided they exceed the following number.

1-20 NEED MORE BOYS!!! The orks prayers are faltering. Better go git more boyz.

21-71 MORK (or GORK) SAVE US The orks are enveloped in a powered field which shieldz the worshippers from attackz. All ork units in da worship area git a 4 plus cover save even if in da open.

71-120 LETZ AVE AT EM LADZ!! The potent yells from the temple stir up the most primal yearnins of the orks all over the camp (YIKES :shock:). The Zealot of the temple can pick any single ork army on the table including his own and assign that army a bonus WAAAGH. This is an auto WAAAGH and it is just as if ORKamUNgus (ghazkull) himself had called it.

120 plus STOMP!!!!  From the heavenz comes Da MIghTy fOoT oF gORk (or perhaps MOrk) diS CrUsheS oRK eneMy b 4 DEM.... THIS ATTACK CAN BE PLACED ANYWHERE WITHIN LINE OF SITE OF THE TEMPLE AND USES THE FOLLOWING PROFILE.

Stomp 10 ap 1 unlimited range Apoc Barrage Template (3)

Additionally, As orks are obliterated by enemy fire or bombs stray orks will join the praying mobz since the screaming and yelling looks like good fun. ANY PRAYING ORK MOB THAT TAKES CASULTIES CAN REGENERATE 1 D 6 ORKS AT THE END OF THE ORK TURN NOT TO EXCEED THE ORIGINAL NUMBER.

 


 

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 Posted: Wed Feb 24th, 2010 04:09 am

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DA OUTA SPACE PULSA ROKKIT

The Orkz have constructed a gigantic OUTA SPACE PULSA ROKKIT that shootz off into Outa Space. The outa space pulsa rokkit is capable of leaving the atmosphere and poses a threat to all Imperial Capitol Outer Space Ships in this entire sector. The Imperial Forces must make every effort to capture or damage this outer space going ordnance to avoid it's launching into the heart of the Imperial Fleet, crippling it with dreaded gravtatic Pulsa space fields.

The pulsa rokkit has been readied to launch and is on final countdown as the Imperial Forces approach. The Pulsa Rokkit Launch Pad Facility will contain 4 - 6 chips that will all start green.

At the start of Ork Turn 3 (and every following turn) a single D 6 will be rolled and a roll of 5 + the PULSA ROKKIT LAUNCHES INTO OUTA SPACE AND PRESUMABLY FUCKS UP A TON OF SPACE SHIT. ANY CHIPS THAT REMAIN ON THE FACILITY GREEN OR BLUE ARE REMOVED AND COUNTED AS PERMANENT GREEN CHIPS FOR THE ORK SIDE.

IF THIS EVENT DOES NOT OCCUR IN TURN 3 ON TURN 4 THE ORKS WILL NEED TO ROLL A 4 + TO ACHIEVE A SUCCESSFUL LAUNCH BUT THE NUMBER NEEDED WILL NEVER GO BELOW A 4 + FOR THE REMAINDER OF THE GAME

Modifiers:

There are Ork models within 3" of the launch button and are not contested by any Imperial Forces + 1 to the roll.

There are Imperial models within 3" of the launch button and are not contested by Ork Forces - 2

The Facility itself has an arm value of 14 . For any Glance or Penetrating hit inflicted on the facility itself in the Imperials Previous turn - 1.

note any D Hit on the facility itself is also treated as a glance or pen hit as far as the modifiers to launch are concerned however as with any other piece of terrain for this game; Every 2 D Hits received an objective chip is removed permanently.

 

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 Posted: Wed Feb 24th, 2010 12:06 pm

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joe wrote: The Imperial side will outnumber the Ork side from anywhere from 5000 pts to 10,000 pts. Now this combined with the fact that the Imperials get to deploy and take first turn means that this point disparity could be detrimental to the game as a whole.


Eh.  Don't listen to Mark.

haha.  :P

Seriously though, do we know for sure that the Imperials will outnumber the Orks?  I've heard that Travis is OUT.  That's gotta be at least a few thousand points gone from the Imp. side.  And it seems that one or two of the other Imperial players might be a 50% show/no-show.



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 Posted: Wed Feb 24th, 2010 12:37 pm

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joe wrote: 21-71 MORK (or GORK) SAVE US The orks are enveloped in a powered field which shieldz the worshippers from attackz. All ork units in da worship area git a 4 plus cover save even if in da open.


That's a bit much.  The worship area is 36 inches from the Altar, right?  So a single mob of 30 praying boyz, hiding out under cover and out of sight somewhere within 36 inches of the temple, can create a 6 FOOT DIAMETER force field of 4+ cover saves that only effects Orks???

I'm cool with everything else, and trying to keep an open mind about all of it, but if that is the desired effect, then it should be the highest thing on the list of temple effects (in the 120+ Orks range).

36 inches seems like a HUGE worship area.  Heck, 24 inches from the temple would still seem large.

According to the map, even at a 24 inch "worshipping range", Orks within the Stompa Factory could pray to the temple.  At 36 inches, Orks within the city could "pray" across the open plains toward the temple.  That doesn't seem right, does it?  The temple stuff should be localized at the temple.

Everything else, the other temple effects, the factory, the pulsa rokkit - and even its modifiers, seem very well thought out.  Kudos on those items.  :cool:



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 Posted: Wed Feb 24th, 2010 01:34 pm

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Well, the temple footprint on the map is for the entire piece of terrain including barriers and other obsticals, the same can be said of the factory and the town, so there will be some adjustments based upon if the actual piece is the same size as the footprint.  I can't speak for the temple or the town, but the factory is the same size as the template for it, so I can see where your coming from. 

However, if the orks over there choose to pray from the factory, they will be pretty much stuck doing that for the rest of the turn.  Which may become a bigger hazard than actually going out and stomping on you blokes.:cool: 

We'll just have to see if that's a good move during gameplay.  I don't know, yous guys are gonna be comin at us pretty hard.  We, of course, will be awaiting you charge with warm hearts, and have our buckets ready.;):D:P



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 Posted: Wed Feb 24th, 2010 01:35 pm

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Wolf Man wrote: joe wrote: The Imperial side will outnumber the Ork side from anywhere from 5000 pts to 10,000 pts. Now this combined with the fact that the Imperials get to deploy and take first turn means that this point disparity could be detrimental to the game as a whole.


Eh.  Don't listen to Mark.

haha.  :P

Seriously though, do we know for sure that the Imperials will outnumber the Orks? 

ha ha.

Seriously though, my orks are gonna fuck you up something fierce!  Waaaagh!



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 Posted: Wed Feb 24th, 2010 01:37 pm

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SNORT!!!!!!!!!!!:cool:



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 Posted: Wed Feb 24th, 2010 01:43 pm

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It will be a 36 inch radius from the center point of the terrain piece which will suck up a fair amount of that distance itself. One needs to keep in mind that this provides a "cover save" and there is no shortage of weapons in Apoc that ignore cover in the weapon profile.

I will revisit this and if on game day the number of points is significantly closer then it is at this moment the first rule I will cut will be changing the radius from 36 to 24. For now it stands. 

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 Posted: Wed Feb 24th, 2010 01:45 pm

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Wolf Man wrote: joe wrote: The Imperial side will outnumber the Ork side from anywhere from 5000 pts to 10,000 pts. Now this combined with the fact that the Imperials get to deploy and take first turn means that this point disparity could be detrimental to the game as a whole.


Eh.  Don't listen to Mark.

haha.  :P


just as an aside, I'm going to fall about 1-2k short of the hoped for expectations for my army.  I'm hoping to push it closer to 1k...but I have a serious case of hating green paint right now.



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 Posted: Wed Feb 24th, 2010 01:58 pm

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ethmongul wrote: I can't speak for the temple or the town, but the factory is the same size as the template for it, so I can see where your coming from. 

However, if the orks over there choose to pray from the factory, they will be pretty much stuck doing that for the rest of the turn.  Which may become a bigger hazard than actually going out and stomping on you blokes.:cool: 

You have GOT to be kidding.


You need 21 Orks to do nothing for a turn in order to grant a six foot diameter force field conferring 4+ cover saves to only Orks.

Do that.... OR, take those same 21 Orks and add them to the hundreds of others that will already be running into the fight and DON'T grant any of them that tasty 4+ save.

Hmmmmm.... gee...... let's see, let's see.... gosh..... what a tough call.....

Do Ork vehicles, dreads, stompas benefit from that 4+ save?  Because if so, then that is pure insanity.  The dreads walking out of the factory will be stepping into a force field of 4+ saves.  And the Stompas that are sure to be meandering around there...... pure insanity.

But oh... yeah.... tough call to make with those 21 orks....

:P:P:P;););)

 



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 Posted: Wed Feb 24th, 2010 01:58 pm

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@Derling: Green is mean for sure.

You're almost over the finish line. Suck it up, my friend, one more big push and some citadel washes and a quick drybrush of boltgun metal you're there!



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 Posted: Wed Feb 24th, 2010 02:13 pm

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Wolf Man wrote:
You have GOT to be kidding.




 

We know without any hint of doubt from the big games of the past that this kind of second guessing of special rules doesn't make any sense.

I't always something that gets some people all ready to declare the Big Game broken, but the truth is that the Big Game is by definition broken.

Even though we always do run into some crazy shit that completely skews the outcome of the battle (the massive wall on Luna that we couldn't breach, Dacio's orks racing turtles the 5' toward the battle at 6" a turn, the Redeemers sarcophogus buried behing 20,000 points of Imperial convoy, Jeppie 'forgetting' the rules for his titans and decimating Dale's army, etc.) the loophole in the rules that prevents one side from getting victory is never what is foreseen and argued about before the game.

I know this firsthand because I have been on the rule making side of things a couple times. . . but it is impossible to anticipate what will break this game, but rest assured it is already broken.

Trust the designer, he (they) might not be 100% positive but they will end up taking the heat for their decisions, and they are trying to do the best job they can to make a ridiculous battle fun and as even as possible.



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 Posted: Wed Feb 24th, 2010 02:19 pm

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Isn't pretty much everything going to have a 4+ cover save when you start to factor in vehicles that partially obscure squads, vehicles that obscure vehicles, buildings that obscure vehicles, buildings that obscure squads...

I do agree with the Major that you are trying your best to plan everything out though.



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 Posted: Wed Feb 24th, 2010 02:35 pm

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Derling wrote: but I have a serious case of hating green paint right now.


I hear that loud and clear.  If I ever have to see another pot of Shadow Grey or Space Wolves Grey paint after this Big Game it will be too soon.

 

...and my apologies if the tone of my previous post seems a bit 'dick-ish', but the more I think about that temple force-field rule, the more totally obscene it becomes.


I would almost rather see a single effect that escalates according to number of orks chanting and throwing poop.  Like 21-50 Orks = Str.6 AP4 Apoc. Barrage (2) .... 51-80 Orks = Str.7 AP3 Apoc Barrage (3) ....  81-110 Orks = Str.8  AP2  Apoc Barrage (4).

or something along those lines.

I actually do like the different effects.... but man, as concerned as I'm sure you Orks are about being outnumbered by 5k to 10k in points, I hope you realise that we Imperials are just as concerned about you guys getting all the available cover and having to spend most of our time moving through the open just to engage you.  And creating gigantic force fields of 4+ cover for yourselves..... well it wouldn't be so bad if it wasn't so totally enormous.

 


*edit*

and yes, I also agree with the good Major about respecting the organizer's efforts.  I know what it's like as well, having been part of this process myself many times.

But I can't help but wonder what some of the Ork players might say if I came up with a rule that said if I nominate one squad - one - to do nothing for a turn that my entire army (six foot rule - same diameter) gets a 4+ cover save.

 Respect the organizer's efforts... YES.  But that doesn't mean that the first draft of everything worked on has to be the final draft.

 

Last edited on Wed Feb 24th, 2010 02:47 pm by Wolf Man



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 Posted: Wed Feb 24th, 2010 03:22 pm

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Wolf Man wrote: ...and my apologies if the tone of my previous post seems a bit 'dick-ish', but the more I think about that temple force-field rule, the more totally obscene it becomes.




Well then stop thinking about it...;)

I've had similar notions on being outnumbered, and then letting you watch us deploy, deploy yourselves, and then automatically take first turn.  If I let my mind go bonkers the game quickly devolves into an impossible fight we cannot possibly win.

However, in a game of this size, there are just too many variables to get too hog headed about anything outside of global scale situations. (for example, were we to have allowed all player to use other peeps wargear, players could buy damocles rhinos for a paltry 60 ptfee, get their free ORBITAL barrage, AND probably even more dangerously, allow their fellow deepstriking players rerolls on all of their teleports, allowing them much riskier and beneficial deployments.  That was most probably game breaking should it have happened.

given the raw extent of this game board, a bubble of even this size is a fraction of the battlefield.

From my gatherings, the Imperials are putting WAY more thought into the game and  strategy (though Ethmongul may try to convince you differently), and might have found more biting ways of exploiting instances like these to their advantage. Given what I know, I don't think this is  nearly as big a deal as you think it is.:)


EDIT, I should point out that I DO NOT really have a presupposition of how this game will go.  those fear I have for the orks are waylayed by Big Game craziness, Ork Craziness, and other uncertanties that you're best not to think too much on.

Last edited on Wed Feb 24th, 2010 03:28 pm by Derling



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