So, I had this idea to write a series of tactical analysis
articles about a dead game I've hardly played, and am not likely to
play for the foreseeable future. Why? Well, its something to do. I'm
building some Ork Ships, so why not use the creative energy that's
there?
Well, I've put this off for long enough. I still can't play this
game, but as I've researched and written more on the topic of Ork
fleets, I've kept coming back to the 2010 Compendium Clans List. It
just adds a lot and was apparently tournament legal. Given that Ork
ships have a “mixed” reputation, this has a certain appeal. What
follows are my thoughts on the rules, such as they are.
Big Picture Stuff
Fleet composition is rather involved by BFG standards, based around a
revamped Warlord system. Players take 2 Squadrons per reroll, one of
which is always Tiddlers AKA Escorts. A Warlord and his ships are
basically fleets in their own right, meaning these rerolls can't be
shared around. This is a little unwieldy, but is compensated for by
the fact a Warlord is free, and grants a one shot +2 bonus to
boarding actions. A Warlord still does not offer a higher leadership
value, but you can swap crews and get numerous inexpensive rerolls
under this system, which is nice. Fortunately, while you are
mandated to field Escorts, these have received a few buffs. These get
+1 leadership if in high numbers, and you can get freebie scrubs if
their leadership was terrible. Escorts also gain access, like your
Kroozers, to a dramatically expanded selection of upgrades, affecting
largely all aspects of ship performance. This does however tie into
the Warlord thing, so you can't apply these freely. Finally, there's
the titular Clans, and a few new ships, two of which I've already
talked about. The overall approach is not to expand the number of
ship classes, but to maximise the functions of what's that exist
already. There is also a slight trade-off in Boarding Value in
exchange for this greater utility,as you aren't gonna be rocking the
20 any more, but between the Goffs and other newness, its not really
a compromise.
Gubbins
A direct expansion of the original Warlord upgrades, these are given
a single price for individual capital ships and whole squadrons of
escorts. In practice, Gubbins end up being applied to your 3 or 4
most important/only capital ships in much the same way as other Ork
Fleets. You'd probably only see these applied to escorts if A:
you've purposefully placed a Warlord there or B) its actually a Clan
thing, more on that in a mo. You'll also find not all ships benefit
equally from some gubbins, like in circumstances where Heavy Gunz get
replaced. Basically, if the ship was pretty good in the first place,
think for a moment, but if its unpopular, the only way is up. I'm not gonna list all of them, but my picks for most interesting
and/or useful are as follows.
Assault Karrier: a freebie sidegrade for when you want to spam
assault boats and boarding torpedoes. Does cut into your air cover
however.
Extra Turrets: a reasonably pricey solution to a Kroozer's bomber
issues, but also applicable to escorts. While the bonus is reduced, a
Grunt or Ravager would have 3 turrets this way, which is hysterical.
Maniak Turrets also exist as a cheapo version.
Looted Lances: Orks have always struggled with 6+ armour, and these
present a solution. And a reason to try Savage Gunships again as
those get a strength 2 Lance at 15cm. However, as these replace all of a ships Heavy Gunz with a flat bonus, probably the best fit is the Kill Kroozer.
Klaws: thanks, Tyranids. These are looking a lotta fun.
Ram Prow: makes a ship more likely to ram, and does a minimum of 1
damage if it connects. Good synergy with Goffs.
Shock-Attack Lance: another freebie sidegrade, with a few quirky
limits on this use, but yes. This is a space use version of
the infamous Shock-Attack Gun. This doesn't do actual damage, but it
does inflict nasty leadership penalties. Pick a target with its
Shields down, take moment to explain it to your foes, and enjoy.
The New Ships
This
list features the Grunt and the Lite Kroozer, two ships which I'm
sure have a prior history, but I first encountered them here. I have
also talked about both previously at some length, so I'm not gonna do
so again in much detail here. Both benefit greatly from Gubbins like
Klaws, although I'd be inclined to say the Lite is the weaker of the
two. It's more a slot filler, while the Grunt brings something new to
the table. It also presents the “ZUKOV'S
KLAW ORK ASSAULT KROOZER", a heavily customised Terror Ship.
Unless I'm misreading it, this is slightly undercosted, and serves as
an example how to maximise boarding actions.
The Clans
Here we go, the main event. This system overlaps with the new
ship upgrades, as two/three of them are those upgrades with an actual
new coat of paint, and I'm not overly keen. You can have a clan bonus
without interfering with your gubbins, which is nice, but the costs
are usually the same, and it forces the ship into a particular
play-style. The usefulness of the individual Clan gets very
subjective very quickly. Goffs are impressive right out of the gate,
as boarding better is good, as is easier rams. It is however outmoded
by Holofields, but you can't have everything. Evil Sunz merely go
faster, but it's cheaper than the Gubbins version, which it stacks
with. Bad Moons is Maniac Gunners via another door, so a bit meh, but
powerful on the right ships. Deathskullz is similarly looted stuff in
greater abundance, but you end up paying more for torpedoes for SOME
REASON. Snakebites get a free leadership bonus to Brace, but only
use Roks or Hulks, so not much application there. Finally, Blood Axes
get humie escorts and refits, rather than stealth. Freebooters
don't exist.
OK. Can you tell why I'm lukewarm on these? There's no reason to take
certain ships for certain clans, because you are paying for a bonus
you can't use. This puts me in mind of the original Ork codex, where
you were expected to mix & match Clans according to their
speciality, where more modern spins on the concept don't cost points
and tend to be less rigid in applications. While this, and the
painting requirements, is rather frustrating to me, its not all bad.
In fact this is the simplest way to to improve your escorts en-mass,
while your Warlords sit on the big ships. The cost of a Clan is
roughly one gunship, so you may end up trading one model for a
significant performance boost, only to get a bonus ship anyway due to
poor leadership. I don't normally advise picking a clan purely on
performance, but if that's how the list actually works, so be it.
Conclusion
Well, there's good and bad here, but this is probably worth a try.
For all its apparent complexity, the Clans list is mainly an
equipment based expansion with quality of life improvements. Discuss
it with your foe, but I don't think people will mind.