Author Topic: War Boss MOOR DAKKA's Boyz and Udder Fings....  (Read 3524 times)

Green Squad Leader

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War Boss MOOR DAKKA's Boyz and Udder Fings....
« on: January 15, 2017, 10:39:35 pm »
Here's my updated fleet.  Oddly I wasn't sure how I'm supposed to factor in how I have multiple commanders with campaign renown bonuses, for now I'm treating each of them as having their own renown that is totaled to get my faction's renown.

Total Fleet Renown:
15
Big Boss: Warboss MORR-DAKKA............Ld:.....Re-Rolls:.....Kustom Upgrades:
Renown: 12........................................N/A...........2...........Soopa Tellyporta, Extra Power Field
Clan: Goff
Assigned to: Da'Krusha
Cost:   30 pts
               
Boss: Bigmek Wizbang Fixa'Killa.............Ld:.....Re-Rolls:.....Kustom Upgrades:
Renown: 3..........................................N/A...........1..............Mad Meks
Clan: Bad Moons
Assigned to: Da'Freema
Cost:   30 pts
                 
Nobz: Slackjaw.......................................Kustom Upgrades:
Assigned to: Da'Karrier......................................Grot Riggas                     
Cost:   35

Nobz: Feezgut.............................................Kustom Upgrades:
Assigned to: Da'Karrier......................................Grot Riggas                     
Cost: 35
               
Name: Da'Krusha
Type: Hammer Class Battle Kroozer
Options:  Kustom Force Field +20 pts                   
Current Health (10/10).....Ld: 5
Crew Skills: None
Refits: None
Cost:   255             
                                 
Name: Da'Freema
Type: Kill Kroozer
Options:  Port and Starboard Zzapp Gunz (+20 pts), Kustom Force Field +15 pts                   
Current Health (10/10).....Ld: 5
Crew Skills: None
Refits: None                           
Cost:  200
     
Name: Da'Smasha
Type: Kill Kroozer
Options:  Kustom Force Field +15 pts                   
Current Health (10/10).....Ld: 6
Crew Skills: None
Refits: Weirdboy Tower (+10%)
Cost:   198
                               
Name: Da'Karrier
Type: Terror Ship
Options:  Prow Torpedoes +10 pts , Kustom Force Field +15 pts                   
Current Health (10/10).....Ld: 5
Crew Skills: None
Refits:
Cost:  210

Name: Lil'Freema
Type: Basha Lite Kroozer
Options:  Prow Zzap Gunz  +15 pts , Kustom Force Field +15 pts                   
Current Health (8/8).....Ld: 5
Crew Skills: None
Refits:
Cost:   140
                                         
Name:    Sok'em
Type:   Basha Lite Kroozer
Options:  Kustom Force Field +15 pts                   
Current Health (8/8).....Ld: 5
Crew Skills: None
Refits:
Cost:   125
                                 
Name: Da Shooty 'gitz
Type: Onslaught Attack Ships
Options:  None           
Current Health (5/5 ships).....Ld: 6
Crew Skills: None
Refits:   
Cost:  125                     
                                                         
Name: Da 'Ull Splittas
Type: Ravager Attack Ships
Options:  None       
Current Health (5/5 ships).....Ld: 5
Crew Skills: None
Refits:     
Cost:   175
                           
Name: Da 'Rammas
Type: Brute Ram Ships
Options:  None       
Current Health (8/8 ships).....Ld: 5
Crew Skills: None
Refits:
Cost:   160

Name: Da 'Sluggas
Type: Savage Gunships
Options:  Soopa Boostas
Current Health (2/5 ships).....Ld: 5
Crew Skills: None
Refits: 
Cost:  150
                       
Name: Da 'Sluggas
Type: Savage Gunships
Options:  Soopa Boostas, Prow Zzapp Gunz
Current Health (5/5 ships).....Ld: 6
Crew Skills: None
Refits:         
Cost:   150                   

Total cost: 2018 points (extra 18 points are from a refit, the rest of the list represents my original core list.

Changelog:
All capital ships now have Kustom Force Fields (shields are now a 1D3, rolled when first hit each turn.)
+1 Onslaugh Attack Ship
+2 Ravager Attack Ships
+3 Brute Ramships
+3 Savage Gunships

I've also adjusted the leadership values of my ships to reflect the fact that everything has died so far save the Bashas and Da'Smasha.



******************ORIGINAL POST:*********************
So I need people's feedback to build my list.  The issue is that in the rules compendium there are 3-4 rules sources for Orks.  There is the original fleet list in the core BFG rulebook, the expanded list in BFG Armada, the Ork Clanz rules from into the warp, and a few other things from into the warp as well.  Given that we are using rules which are 7 years out of date that's what I have to work with list building wise.

For the campaign there are 2 fleet lists I can pull from.  There is the original Ork Pirate Fleet list from the core rules, with its whopping 6 ships to choose from...

Its not a viable faction or much fun to use.

Alternatively I can run the Ork WAAAAGH!!! fleet list from BFG Armada, that has NEARLY the full array of Ork vessels as options.  The Ork Clanz article has a LOT of extra crap which is rather poorly written and not really very functional but it did add our one Lite Krooser option.

I'd prefer to just use the current Ork rules from the BFG:XR community.  That way I have one list to pull from with all of the rules from all sources in a single document and without the old balance issues.  Note this means I can't make the mega torpedo doomsday cheese list (10d6+20 torpedoes per salvo in 10 seperate stands with rerolls and leadership bonuses to reload. Its only about 350 points.).  The original rules allow me to.

So aside from that request I also need to know whether I have 2000 points as a full player or if I am stuck with the 1500 that NPC pirate factions get.  I say NPC as the original campaign rules system specifies that I cannot win, claim territory, or fight larger games...

If anyone lives in New England, USA we could play in person.
« Last Edit: March 31, 2017, 05:49:43 pm by Green Squad Leader »

Ruckdog

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Re: War Boss MOOR DAKKA's Boyz and Udder Fings....
« Reply #1 on: January 15, 2017, 11:36:06 pm »
Well, a couple of things:

Quote
So aside from that request I also need to know whether I have 2000 points as a full player or if I am stuck with the 1500 that NPC pirate factions get.

If you are more interested in running a more fully-fledged Waaugh in the campaign, I'm ok with it as the organizer.

Quote
I say NPC as the original campaign rules system specifies that I cannot win, claim territory, or fight larger games...

Not quite...it is true that you can't permanently hold territory, however it is still possible for you to win the campaign (by having higher renown) and you can play games in the 750-1500 point range (the book referes to these as major raids). Still, as I said above if you would rather participate as a full faction with 2000 points to start then I'm ok with it ;).

I haven't had a chance to go over the BFG:XR Ork document in detail, but on my initial look at it I didn't see anything that made it seem incompatible with the version of the core rules we are using. So, permission granted to use the BFG:XR Ork document for the campaign  8)

Green Squad Leader

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Re: War Boss MOOR DAKKA's Boyz and Udder Fings....
« Reply #2 on: January 16, 2017, 12:06:09 am »
***EDITED***  I've decided to play as a WAAAAGH!!!! Fleet, WAAAGH MORR-DAKKA to be precise.  Here is my 2000 point list.

Here's what I'm using rules wise for reference.  https://www.dropbox.com/s/c8rawxannf5z0yg/BFGXR%20-%20Orks.pdf?dl=0

Big Boss:    Warboss MORR-DAKKA           Ld:    Re-Rolls:    Kustom Upgrades:             Cost:   60   Total Cost   2000
Assigned to:   Da'Krusha                          -   1           Extra Power Field, Goff Clan      
               
Boss:   Bigmek Wizbang Fixa'Killa   Ld:    Re-Rolls:    Kustom Upgrades:             Cost:   60      
Assigned to:   Da'Freema                   -   1           Mad Meks, Bad Moons Clan
                  
Nobz:           Slackjaw                          Ld:    Re-Rolls:    Kustom Upgrades:             Cost:   35      
Assigned to:   Da'Karrier                         -   -          Grot Riggas                     

Nobz:           Feezgut                           Ld:    Re-Rolls:    Kustom Upgrades:             Cost:   35      
Assigned to:   Da'Ull Splittas                   -   -          Grot Riggas      
                                 
Type:   Hammer Class Battle Kroozer        Name:    Da'Krusha      Ld: 6      Cost:   255      
Options:   Goff Clan (+20 pts)                              
                                 
                                 
Type:   Kill Kroozer                                Name:    Da'Freema      Ld: 7      Cost:   195      
Options:   Port and Starboard Zzap Gunz (+20 pts)                              
             Bad Moonz Clan (+30 pts)                              
                                 
                                 
Type:   Kill Kroozer                                   Name:    Da’Smasha      Ld: 6      Cost:   185      
Options:   Goff Clan (+20 pts)                              
                                 
                                 
Type:   Terror Ship                                    Name:    Da’Karrier        LD: 7      Cost:   215      
Options:   Prow Torpedoes (+10 pts)                              
            Goff Clan (+20 pts)                              
                                 
                                 
Type:   Basha Lite Kroozer                        Name:    Lil'Freema        Ld: 5      Cost:   155      
Options:   Prow Zzap Gunz                              
            Bad Moonz Clan (+30 pts)                              
                                 
                                 
Type:   Basha Lite Kroozer                        Name:    Sok'em              LD: 5      Cost:   130      
Options:   Goff Clan (+20 pts)                              
                                 
                                 
Type:   Onslaught Attack Ships   (x4)       Name:    Da Shooty 'gitz   Ld: 7      Cost:   120      
Options:                                 
                                                         
Type:   Ravager Attack Ships (x3)             Name:    Da 'Ull Splittas      LD: 5      Cost:   135      
Options:   Bad Moonz Clan (+15)                              
                                 
Type:   Brute Ramships (x5)                     Name:    Da'Rammas      Ld: 5      Cost:   145      
Options:   Goff Clan (+20 pts)                              
                                 
Type:   Savage Gunships (x4)                  Name:    Da’Sluggas      LD: 5      Cost:   140      
Options:                                 
                                 
Type:   Savage Gunships (x3)                  Name:    Da'Bazurkaz      Ld: 8      Cost:   135      
Options:   Prow Zzap Gunz                              
                                 
                                 
                                 
« Last Edit: January 16, 2017, 12:44:03 am by Green Squad Leader »

Green Squad Leader

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Re: War Boss MOOR DAKKA's Boyz and Udder Fings....
« Reply #3 on: January 16, 2017, 12:09:40 am »
I'll happily use the Waaagh list and have a revealed base system.

One question I have is that my ships each have access to Ork refits in their listed cost, during the campaign can I spend a refit appeal to purchase one of those upgrades?  Things like Kustom Force Field and the like.  That's the overall guidance with the list, they just incorporated them into the core list with points values for players who aren't running a campaign.

Ruckdog

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Re: War Boss MOOR DAKKA's Boyz and Udder Fings....
« Reply #4 on: January 16, 2017, 01:14:45 am »
Since they are identified as upgrades, I think you should select them when you buy the ships and not use them for the appeals rolls. The problem here is that upgrades to ships made during campaigns cause the cost of the ship to go up by 10%...that may be more or less than what some of these upgrades you list do. BTW, if you are going to select a base and play in the open, feel free to boost your list to 2000 points!

Green Squad Leader

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Re: War Boss MOOR DAKKA's Boyz and Udder Fings....
« Reply #5 on: January 16, 2017, 02:39:11 am »
Call me crazy here but I'll take the Kittery Reach.

As for the upgrades vs refits I'd be happy to have them work as refits and increase my cost by 10% or the listed cost, whichever is greater.  I just didn't want to make a ship at the start with a Kustom Force Field.  Going forwards I may.

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Re: War Boss MOOR DAKKA's Boyz and Udder Fings....
« Reply #6 on: January 16, 2017, 09:41:21 am »
Call me crazy here but I'll take the Kittery Reach.


Ok! Technically, we are supposed to dice off and do that in initiative order, but I know that Seahawk and myself already have our home systems staked out from the last campaign. I think no one else will want to take this one from you ;).

Quote
As for the upgrades vs refits I'd be happy to have them work as refits and increase my cost by 10% or the listed cost, whichever is greater.  I just didn't want to make a ship at the start with a Kustom Force Field.  Going forwards I may.

Sounds reasonable, let's go with that. My only real concern was that the points costs for refits/upgrades were kept relatively balanced among all the players, and your solution does that.

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Re: War Boss MOOR DAKKA's Boyz and Udder Fings....
« Reply #7 on: February 19, 2017, 06:01:47 pm »
After the first battle I lost all my rammas and onslaughts, I bought back one ramma.

Da'Karrier is now Leadership 8 and the Da'Smasha now has "Extra Switches, buttons, and lots of flashing lights", also known as Overloading the Shield Generators (6+ ignore a hit on its shields.)

Green Squad Leader

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Re: War Boss MOOR DAKKA's Boyz and Udder Fings....
« Reply #8 on: February 21, 2017, 05:41:54 pm »
The BFG:XR rules for orks are currently being updated, the changes have been posted but the documents haven't been updated themselves quite yet.  Here are the changes, these are actually HUGE changes so I'll need to revise my fleet list a bit.  They work SO MUCH better though, we're finally outgrowing the 2002-2004 shit rules.


+++++++++++++

Zzapps:
> Strength increased by +1 for all ships.
> Savages may replace their heavy gunz with zzapp gunz for no extra cost.
> Change power fluctuation rules to: If a score of '1' is rolled (on the actual D6, not the D3 result) when determining the strength of a ship's zzapp gunz, place a blast marker in contact with that ship's rear arc. This may only occur once per turn, and does not apply to zzapp gunz with fixed strength values.

Escorts:
> Cost of escorts reduced by 5pts.

Mob Rule:
> Free escorts do not count for victory points.
> Change squadron size bonus to: While an Ork escort squadron has at least five remaining vessels, it may attempt a command check even if one has already been failed this turn.

Clanz:
> Clan upgrades are purchased on a per-commander basis. To buy any clan affiliations for your fleet, you must first pay +30pts for clan support, which unlocks the options for individual commanders. (Thus, the first clan upgrade you buy has an additional cost, to offset its wider applicability).
> A commander's clan affiliation (or lack thereof) applies to every ship under his authority, determined as follows:
A commander always has authority over his own ship and those of his squadron.
The Boss with the biggest ship (Space Hulk > Battleship > Cruiser > Rok > Escort) has authority over all other ships in the fleet, except those under the authority of a different commander.
> A ship can only ever have one clan affiliation, and a squadron may never have multiple commanders with different clan affiliations. Note that a ship's clan does not change during the course of a game, regardless of any commander's status. Finally, a commander's re-rolls may not be used for ships or squadrons with a different clan affiliation (commanders and vessels without a clan are exempt from this restriction).
> The bonuses are as follows (and cost +20pts each, except Snakebites):
Goffs: +1Ld to ramming attempts. When initiating boarding, the enemy ship does not add its turret strength to its boarding value.
Evil Suns: +5cm to speed and minimum turn distance when not touching blast markers.
Bad Moons: Unchanged (May re-roll one random firepower/str weapon; combines with More Dakka).
Deathskulls: May add +1 or -1 to Critical Damage rolls received. A Deathskulls commander may buy looted torps for his ship for +10pts instead of +20pts.
Blood Axes: +1Ld (Ork vessels only, not looted ships) until it fails its first Ld test.
Snakebites: +1 Assault point when scoring during Planetary Assault. This clan affiliation may be given to any ship or squadron without a commander, for no extra cost. This overrides any other clan affiliation the ship would have.

+++++++++++++

Green Squad Leader

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Re: War Boss MOOR DAKKA's Boyz and Udder Fings....
« Reply #9 on: February 22, 2017, 12:16:58 am »
After my battle with LT Dan and my raid with Ruckdog my Renown is 11 now.  I lost both scenarios, curiously I actually held the field in the game with LT Dan but he managed to disengage with all his capitals robbing me of points.

Literally all my capital ships have been destroyed except for Da'Smasha, which is currently at 9 hit points, and my two Basha Lite Kroosers.  Same goes for all my escorts, 100 percent losses lol.

I've had 3 rolls for Refits so far, I failed the first 2 and succeeded with the third, all on Da'Smasha.  It now has a Weirdboy Tower, which counts as a Lance with Range 15cm Str 1 FRONT/LEFT/RIGHT.  Nifty, the Ork Refit tables are hilarious.  My favorite one is "Grot Targeters: The Mekboyz have installed display screens which show enemy ships as Grots.  As all Orks practice from a very early age how to hit Grots, all of the firing but Guns and Heavy Guns now benefit from a left column shift on the Gunnery Table."

I'll redo my fleet list with the rules update, the points reductions seriously help.

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Re: War Boss MOOR DAKKA's Boyz and Udder Fings....
« Reply #10 on: March 01, 2017, 01:07:40 am »
Alright, so as I said the Ork rules are currently undergoing a fair number of changes, over at the BFG:XR forums, I've adjusted my fleet list to bring it in line with the new changes as quite a few points costs have been changed.  Just to put things into perspective here, with the changes to the faction rules my previous 2000 point list is worth exactly 1690 points!  I gained 310 points!!!!

The main changes which effect the fleet list is that the Clanz upgrades have been fully reworked and that Ork escorts have received an across the board 5 point cost reduction.  Also Basha Lite Kroozers actually have 8 hit points, that isn't a recent change but one I hadn't noticed until now.

Instead of the old concept where clan alignment was purchased by ship (Often costing almost 200 points for the fleet as a whole) you now purchase a clan alignment once for your Bosses.  Each Clan costs 20 points for a boss, snakebites are free (and useless....).  When playing a game you may pay 30 points to call on "clan support" (working term), which makes all ships/squadrons in your fleet which don't have their own clan alignment (ie: another boss) count as having the same clan alignment as that of the Boss with the biggest ship.  Bosses of other clans confer their clan bonus onto their own ship/squadron, essentially they are mercenaries.

As this reduces the cost of aligning your fleet with a clan by a VERY substantial degree the clan abilities themselves have been reworked to be more balanced.  Here's a full list of the changes.

Zzapps:
> Strength increased by +1 for all ships.
> Savages may replace their heavy gunz with zzapp gunz for no extra cost.
> Change power fluctuation rules to: If a score of '1' is rolled (on the actual D6, not the D3 result) when determining the strength of a ship's zzapp gunz, place a blast marker in contact with that ship's rear arc. This may only occur once per turn, and does not apply to zzapp gunz with fixed strength values.

Escorts:
> Cost of escorts reduced by 5pts.

Mob Rule:
> Free escorts do not count for victory points.
> Change squadron size bonus to: When attempting to go on special orders, an Ork escort squadron may substitute the number of ships in the squadron for its leadership value (Max 8 ).  If it does it may attempt to use special orders even if a special order check has already been failed this turn.

Clanz:

> Clan upgrades are purchased on a per-commander basis. To buy any clan affiliations for your fleet, you must first pay +30pts for clan support, which unlocks the options for individual commanders. (Thus, the first clan upgrade you buy has an additional cost, to offset its wider applicability).
> A commander's clan affiliation (or lack thereof) applies to every ship under his authority, determined as follows:
A commander always has authority over his own ship and those of his squadron.
The Boss with the biggest ship (Space Hulk > Battleship > Cruiser > Rok > Escort) has authority over all other ships in the fleet, except those under the authority of a different commander.
> A ship can only ever have one clan affiliation, and a squadron may never have multiple commanders with different clan affiliations. Note that a ship's clan does not change during the course of a game, regardless of any commander's status. Finally, a commander's re-rolls may not be used for ships or squadrons with a different clan affiliation (commanders and vessels without a clan are exempt from this restriction).
> The bonuses are as follows (and cost +20pts each, except Snakebites):
Goffs: +1Ld to ramming attempts. When initiating boarding, the enemy ship does not add its turret strength to its boarding value. (I'm using this one mostly)
Evil Suns: +5cm to speed and minimum turn distance when not touching blast markers.
Bad Moons: Unchanged (May re-roll one random firepower/str weapon; combines with More Dakka).
Deathskulls: May add +1 or -1 to Critical Damage rolls received. A Deathskulls commander may buy looted torps for his ship for +10pts instead of +20pts.
Blood Axes: +1Ld (Ork vessels only, not looted ships) until it fails its first Ld test.
Snakebites: +1 Assault point when scoring during Planetary Assault. This clan affiliation may be given to any ship or squadron without a commander, for no extra cost. This overrides any other clan affiliation the ship would have.

+++++++++++++

SOOOOOOooooooo...
Here's my updated fleet.  Oddly I wasn't sure how I'm supposed to factor in how I have multiple commanders with campaign renown bonuses, for now I'm treating each of them as having their own renown that is totaled to get my faction's renown.


Big Boss:    Warboss MORR-DAKKA           Ld:    Re-Rolls:    Kustom Upgrades:    Cost:   30
Assigned to:   Da'Krusha                          -   1           Extra Power Field, Goff Clan     
               
Boss:   Bigmek Wizbang Fixa'Killa   Ld:    Re-Rolls:    Kustom Upgrades:             Cost:   30
Assigned to:   Da'Freema                   -   1           Mad Meks, Bad Moons Clan
                 
Nobz:           Slackjaw                          Ld:    Re-Rolls:    Kustom Upgrades:       Cost:   35     
Assigned to:   Da'Karrier                         -   -          Grot Riggas                     

Nobz:           Feezgut                           Ld:    Re-Rolls:    Kustom Upgrades:       Cost:   35     
Assigned to:   Da'Ull Splittas                   -   -          Grot Riggas     
                                 
Type:   Hammer Class Battle Kroozer        Name:    Da'Krusha      Ld: 5      Cost:   255     
Options:   Kustom Force Field +20 pts                   
                                 
                                 
Type:   Kill Kroozer                                Name:    Da'Freema      Ld: 5      Cost:   200
Options:   Port and Starboard Zzap Gunz (+20 pts)                             
               Kustom Force Field +15 pts                           
                                 
                                 
Type:   Kill Kroozer                                   Name:    Da’Smasha      Ld: 6      Cost:   198     
Options:   Kustom Force Field +15 pts                               
               Weirdboy Tower (+10%)
                                 
Type:   Terror Ship                                    Name:    Da’Karrier        LD: 7      Cost:   210     
Options:   Prow Torpedoes (+10 pts)                             
               Kustom Force Field +15 pts                               
                                 
                                 
Type:   Basha Lite Kroozer                        Name:    Lil'Freema        Ld: 5      Cost:   140     
Options:   Prow Zzap Gunz  +15 pts                           
               Kustom Force Field +15 pts                               
                                 
                                 
Type:   Basha Lite Kroozer                        Name:    Sok'em              LD: 5      Cost:   125     
Options:   Kustom Force Field +15 pts                               
                                 
                                 
Type:   Onslaught Attack Ships   (x5)       Name:    Da Shooty 'gitz   Ld: 5      Cost:   125     
Options:                                 
                                                         
Type:   Ravager Attack Ships (x5)             Name:    Da 'Ull Splittas      LD: 5      Cost:   175     
Options:                             
                                 
Type:   Brute Ramships (x8)                     Name:    Da'Rammas      Ld: 5      Cost:   160     
Options:                                 
                                 
Type:   Savage Gunships (x5)                  Name:    Da’Sluggas      LD: 5      Cost:   150     
Options:   Soopa Boostas
                                 
Type:   Savage Gunships (x5)                  Name:    Da'Bahzurkaz      Ld: 5      Cost:   150     
Options:   Soopa Boostas
               Prow Zzap Gunz                             

Total cost: 2018 points (extra 18 points are from a refit, the rest of the list represents my original core list.

Changelog:
All capital ships now have Kustom Force Fields (shields are now a 1D3, rolled when first hit each turn.)
+1 Onslaugh Attack Ship
+2 Ravager Attack Ships
+3 Brute Ramships
+3 Savage Gunships

I've also adjusted the leadership values of my ships to reflect the fact that everything has died so far save the Bashas and Da'Smasha.
« Last Edit: March 01, 2017, 01:16:57 am by Green Squad Leader »

Ruckdog

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Re: War Boss MOOR DAKKA's Boyz and Udder Fings....
« Reply #11 on: March 01, 2017, 06:51:00 am »
Wow, that's...significant! I didn't expect to see such a big difference in the new version; I was expecting a 5 points here, 5 points there kind of tweak. Well, I'll consider this an interesting experiment, and a good lesson on the challenges of including blended rules in an campaign like this.