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House Goliath Orge/Heavy option

 Post subject: House Goliath Orge/Heavy option
PostPosted: Wed Feb 08, 2012 11:00 pm 
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So, here is a heavy option for House Goliath we authored for use in our campaign. Our reason to come up with such an option was to A)compensate for the rather lame Muscle skill for Goliaths, B)figured it would be cool to have a heavy that focused on H2H, rather than shooting and C)Goliaths love huge muscly peeps!
Also, we thought (from a fluff POV) that the reason why goliaths are so huge, is that they began to breed with ogres! Duh.

After play testing a few options this is what we arrived at.

Starting stats 120pts XP-60+d6
M-5 Ws-3 Bs-3 S-4 T-5 W-2 I-3 A-1 Ld-7
Max stats
M-5 Ws-7 Bs-5 S-6 T-6 W-5 I-6 A-4 Ld-10

Special Rules:
Large size- +1 to hit
Psychology- Causes Fear, Stupid
Innate "strong man"
Counts as heavy for gang maximum
Cannot become leader
No heavy or special weapons
Cannot enter tunnels or vents
Ogryn Ripper Gun available
Skill advances-Comabt, Ferocity, Muscle

Maybe this is something other Goliath players may want to adopt. Let me know what you think and thanks!

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PostPosted: Thu Feb 09, 2012 5:40 am 
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Your actual creation aside, have you looked at the Community Edition with its balancing of the House gangs and skills to make Goliath make a lot more sense?

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PostPosted: Thu Feb 09, 2012 9:57 am 
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Yeah, we have checked out the NCE rules but, by in large, we decided that there were too many rules changes in general that we did not really gel with. So we thought our minor change would bring about balance,and it has.
But who knows, we may try out the NCE next campaign.

BTW, your site is awesome and we are so grateful for such a valuable tool!

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PostPosted: Thu Feb 09, 2012 10:57 am 
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Thanks! Glad you're finding it handy. Feel free to post any suggestions or problems on our forums. I should be able to start working on it again come March :) damn work.

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PostPosted: Thu Feb 09, 2012 11:18 am 
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My first thoughts are that he is a bit too powerful even for his cost. Moving at 10" per turn, T5 and W2, even with the +1 to hit is going to be pretty overwhelming. T5 means that all S3 weapons wound on a 6. Just my thoughts.


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PostPosted: Thu Feb 09, 2012 12:50 pm 
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To be honest he just gets and stays pinned most of the time. Think of him more like a tank character in RPGs. To absorb fire and take the major hits. Even at the beginning of our campaign, he has been taken out quite easily only to resemble that of the lone heavy that sees no action at all. Points spent but not used. Also because you knew it was coming, you equipped your gang accordingly. So, we came to this conclusion after majorly play testing the hell out of it. You should have seen the abomination he originally was! Anyhoo!

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PostPosted: Fri Feb 10, 2012 12:29 am 
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tbh until he gets an advance and manages to pick up a skill to help him avoid pinning or get unpinned I can just see them spending the enter game pinned and wasted.

btw like most people you mention that you thought Goliaths needed a helping hand because of their poor skills choice, may I point you in the direction of my skills review :) http://easternfringe.com/forum/viewtopic.php?t=7282&highlight= (shameless plug)

Addressing the balances across all the skill groups, improved Muscle & Ferocity, weakened Techno. And adds Leader, Heavy & Veteran tables.

Might be some things you can steal.

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PostPosted: Thu Feb 23, 2012 11:15 am 
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Sounds alot like the Scavvy Scaly, which fills the role of both a heavy and close combat bruiser. I'll be trying out this gang soon so I look forward to seeing how it works.
Struggling to find a model though. Any ideas where I can get a giant humanoid lizard with a shotgun?!


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PostPosted: Thu Feb 23, 2012 11:18 am 
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GW makes Ogre models for 40k that work perfect for this sort of thing.

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