+ inload: Legions Imperial Ork Formations +

+ More on the mini-Waaagh: Formations +

+ This inload is part of a series on rules for Orks in Legions Imperialis. You can read the first here:[+noosphericinloadlink embedded+] +

Woss betta than a mob of orks? A whole shedload of orks!

+ With the infantry Detachments in place, I wanted to start hashing out the the Formations – the notes below are musings, and I'd very much like your input. +

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+ General concepts +

  • In comparison with Legions Astartes and Solar Auxilia, Ork Formations should be relatively large and unwieldy.
  • The point above should not be taken to the point that playing as Orks becomes frustrating.
  • Using the 2nd ed Epic: Space Marine (SM2) cards for inspiration is a good place to start, but don't get wedded to the specifics.
  • Formation special rules should highlight the Orky character, but not force the player into one-dimensional stereotypes for each clan.
  • The player should have the option of old-school clan theme or a more all-purpose greenskin tribe.
  • Future-proofing for other factions should be considered (i.e. don't make them too Imperial-focussed).
  • Every decision should serve the fun of the game for all players.

+ A starting point +

Let's start by looking at the Space Marine Company Cards (the equivalent of the Compulsory Detachments of a Formation in LI). Translating this into LI terms, these Company Cards for a Space Marine Battle Company and a Space Marine Tactical Company represents the Compulsory Detachments of the Legio Demi-Company fairly closely. 

   

You've got an HQ Detachment (a single stand) and three Core/Support Detachments in each, plus Transport. Each of those Detachments is six stands strong, rather than the four we have in LI – but of course we can expand those with Upgrades in LI.

The takeaway is that the Space Marine Company cards are pretty similar to LI Formations, so I think working things out in those terms is a fairly good place to start. (For later reference, an Imperial Guard Tactical Company card was 30 infantry stands and 1 HQ stands).

Turning now to orks, the Deathskull Clan are the nearest thing to a 'basic' ork clan, as they're very middle of the road in terms of their composition, and their special rules revolve around being able to use Support Cards – an SM2 mechanic similar to LI's Optional Detachments – rather than altering the composition.

Ignoring the transports, both Space Marines and Orks have nineteen infantry stands. In my initial draft, Ork mobs start at Detachment size 6 (rather than the Marines' 4) and Nobz at Detachment size 2, so the card above would equate to two Nobz Detachments and two Ork Boyz Detachments, plus a single Boyz expansion (+3 stands).

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+ First draft +

That sounds about right to me... but having two HQ and two Core seems odd. We could adapt the Detachments as they stand in the list. Nobz could become HQ Detachments of 4-strong; while Boyz become 5-strong Core Detachments. That would then neatly be four Compulsory Detachments: 1 HQ and 3 Core. That's neater, making Nobz into a proper HQ, and also means that Nobz don't need to take a Morale check early on. 

You'd end up with a slightly larger minimum-sized Formation than the Space Marine equivalent – 19 infantry stands for the Orks vs 13 for the Marines, but that doesn't seem particularly problematic. If anything, that leans into the general concepts listed above well.

+ Problems +

The first problem with Option 1 is that the Warboss/Warlord now doesn't fit in very neatly – although that's easily fixed by having an Optional HQ Detachment. 

The second problem is that odd numbers of Ork stands doesn't seem to work very well for transports. Battlewagons are currently Transport (3), so you'd end up with five... Is that a problem? Well, sort of.

Changing Nobz to HQ of 4 stands and Boyz to Core of 5 stands works for Deathskulls, but rolling it out to the other Clans might cause some issues. Let's see...


      

Bad Moons are nice and simple; no different to Deathskulls; and likewise Snakebites are the same, except with additional Boarboyz, which can be resolved by adding a Core Detachment for them in the clan appropriate Formation.

Goffs likewise are much the same, except having twice the amount of Nobz – neat, we can simply have two Compulsory Detachments of four Nobz in this clan Formation.

... but then we run into snags:


 

Evil Suns pose some problems. The Boyz work surprisingly well – essentially having a Transport Detachment of 5 Battlewagons added as another Compulsory, but the Nobz are a problem if the Detachment size goes up to 4.

The Blood Axes are still more awkward, as they used Rhinos (Transport 2) rather than proppa Battlewagons. This is a thorny problem – while very fitting in the previous edition, these days I'd rather Rhinos were an option, rather than compulsory. For the moment, I'll shelve this (but happy to hear any ideas!) 

+ Solution +

Coming back to the matter in hand, I think the best move is to change the default Detachment sizes for Nobz from 2 to 3, and make them an Compulsory HQ Choice. This will resolve the Evil Sunz problem, and also neatly fits into the translation from SM2 to LI: just as the Tactical Company at the start of the discussion (remember that?) translates to a Core Detachment with an Upgrade, the same would be true for Nobz in the other Clans.

The various Clans then all work, with the outliers being resolved without recourse to special rules: Evil Suns fit into their Battlewagon; and Goffs can simply have two Compulsory HQ Detachments.

A nice side effect is that it also makes Nobz more resilient to Morale tests – currently a single stand will force a check, but at 3-strong, you'll need to wipe out more than half, and it's only one stand that will be affected. 

On the boyz, we have options:

  • Option 1:  Change the default Detachment size for Boyz from 6 to 5 and have 3 Compulsory Core Detachments in each Clan Formation. Works for everyone but Blood Axes, and has a nice round feel to it – you can imagine orks counting on their fingers! It does potentially cause some problems with transport sizes.
  • Option 2: Change the default Detachment size from 6 to 4 and have 3 Compulsory Core Detachments in each Clan Formation. Works for everyone (even Blood Axes), but again causes some awkwardness with the Transport (3) nature of the Battlewagon. Also means that there's a lot to track in terms of Morale, and feels 'Bitty'.
  • Option 3: Leave the Detachment size at 6 and have just 2 Compulsory Core Detachments in each Clan Formation. (Assume the 'spare' boyz are upgrades, as for the Space Marines above.)

I'm leaning towards option 3 for simplicity, but keen to hear your ideas.

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+ TL;DR – Ork clan detachments first draft for feedback +


The following are rough drafts based on the Company Cards from Epic: Space Marine 2nd edition. 

Bad Moons

  • Compulsory Detachments
    • One HQ – e.g. One Nobz Detachments (3 Models)
    • Two Core – e.g. Two Boyz Detachments (6 Models each)
  • Optional Detachments
    • Two HQ
    • Three Core
    • [TBD]
  • For this clan, Compulsory Detachments must be Nobz (HQ) and Bad Moons Boyz (Core)

Exclusive: None?

More access to: Weirdboy tower? Weirdboyz? Gretchin?


Deathskulls

  • Compulsory Detachments
    • One HQ – e.g. One Nobz Detachments (3 Models)
    • Two Core – e.g. Two Boyz Detachments (6 Models each)
  • Optional Detachments
    • Two HQ
    • Three Core
    • [TBD]
  • For this clan, Compulsory Detachments must be Nobz (HQ) and Deathskulls Boyz (Core)

N.B. Optional Detachments should include option for one other Clan-specific Detachment. Consider phrasing.

Exclusive: None?

More access to: Lootas?


Snakebites

  • Compulsory Detachments
    • One HQ – One Nobz Detachments (3 Models)
    • Two Core – Two Boyz Detachments (6 Models each)
    • One Vanguard – Snortas Mob Detachment (3 Models)
  • Optional Detachments
    • Two HQ
    • Two Core
    • [TBD]
  • For this clan, Compulsory Detachments must be Nobz (HQ) Snakebites Boyz (Core) and Snortas (Vanguard)

N.B. Exclusive: Squiggoths

More access to Snortas/Squighog; Gretchin?


Goffs

  • Compulsory Detachments
    • Two HQ – e.g. Two Nobz Detachments (3 Models each)
    • Three Core – e.g. Two Boyz Detachments (6 Models each)
  • Optional Detachments
    • Two HQ
    • Two Core
    • [TBD]
  • For this clan, Compulsory Detachments must be Nobz (HQ) and Goff Boyz (Core)

N.B. Goffs have to have more Nobz, and have the option to max out at more overall than other Clans.

Exclusive: Lungburstas? Or simply easier access?

More access to Stormboyz? Skarboyz?


Blood Axes

  • Compulsory Detachments
    • One HQ – One Nobz Detachments (3 Models)
    • Two Core – Two Boyz Detachments (6 Models each)
  • Optional Detachments
    • Two HQ
    • Two Core
    • [Looted vehicles?]
    • [TBD]
  • For this clan, Compulsory Detachments must be Nobz (HQ) and Blood Axe Boyz (Core)

(Brainstorm Transport/looted vehicles.)

Exclusive: Rhinos/ Chimeras? Imperial stuff. 

More access to Kommandos? Stormboyz? Perh. Looted wagons become generally available, but Blood Axes can have them as default?


Evil Suns

  • Compulsory Detachments
    • One HQ – e.g. One Nobz Detachments (3 Models)
    • Three Core – e.g. Two Boyz Detachments (6 Models each)
  • Optional Detachments
    • Two HQ
    • Two Core
    • Four Transport
    • [TBD]
  • For this clan, Compulsory Detachments must be Nobz (HQ) and Evil Suns Boyz (Core)

N.B. Dedicated Transport compulsory (check wording for Rhinos and rephrase here). Ensure sufficient Optional Transport Detachments to transport the number of infantry possible. 

Exclusive: Bowelburna? Gobsmasha? Spleenrippa? Or simply easier access?

More access to: Meks, Speed Freeks.

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