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Jun 11 2012, 03:43 PM
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#1
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Mushling Group: Grotz Posts: 37 Joined: 11-June 12 Member No.: 13,142 |
This is a trial baloon but I'm sure I'm not the only one who would like to play more Gorkamorka but is suffering from a chronic shortage of players who want to play this specialist game. But is anybody interested in meeting up for a Gorkamorka tourment at Warhammer World, Nottingham? As a regular 40K tournament player and someone who has gone up to Warhammer World just to play on their excellent show boards it would be fairly easy to reserve 3 or 4 tables and I'm pretty confident the Warhammer World Staff would be helpful enough to set up our reserved tables with some Gorkamorka appropriate terrain. All we would need is a laptop with a portable printer and an Excel monkey to design a league table.
Depending on numbers, (and I'm realistically expecting 4-6 players) we could use the Throne of Skulls Format for matching up players so as the the tournament progresses players end up playing the mob closest to their rating. The winner after the end of the day or weekend would be the mob with the highest mob rating. What does everybody think? |
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Jun 11 2012, 04:01 PM
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#2
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Tankbusta Boy Group: Boyz Posts: 420 Joined: 4-November 09 From: Edinburgh, UK Member No.: 10,900 |
I personally don't like playing specialist games as tournament things (the narrative and conversion components of them are what matter to me). That said if you'd like me to post about this on tUGS I am more than happy to
Depending when it is it might be fun to make my way down and play with you guys, depending if I can get some of the others in the tUGS crew to come with me, of course. -------------------- |
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Jun 11 2012, 04:39 PM
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#3
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Mushling Group: Grotz Posts: 37 Joined: 11-June 12 Member No.: 13,142 |
The reason why I mentioned a tournament structure is to make things run smoothly on the day. As its a specialist game with new orks being recruited, dying and gaining experience it would create a narrative of its own.
Please put it on your blog to spread the word. |
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Jun 11 2012, 04:56 PM
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#4
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Tankbusta Boy Group: Boyz Posts: 420 Joined: 4-November 09 From: Edinburgh, UK Member No.: 10,900 |
Once you've got a few more details then I'll put something together for the news section of the site.
The reason why I mentioned a tournament structure is to make things run smoothly on the day. I know, I was just voicing my personal opinion on tournaments. They're not really my sort of thing but I know lots of other people like them.As its a specialist game with new orks being recruited, dying and gaining experience it would create a narrative of its own. To some extent, yes, but I prefer a slower pace where I get plenty of down time to chat with my fellow players and really bring the characters to life. Also I don't relish the prospect of having to plan for all the different weapon combos I might need!It probably wouldn't be too bad if I brought my Outlaw biker mob though. They're already magnetised. -------------------- |
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Jun 13 2012, 05:26 PM
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#5
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Mushling Group: Grotz Posts: 37 Joined: 11-June 12 Member No.: 13,142 |
Proposed tournament:
27th-28th October 2012 at Warhammer World Sat 27th 10.00 to 18.00 Sun 28th 10.00 to 18.00 Requires a minimum of 4 people to commit for the tournment day to take place (I am the 1st). Don't have to attend both days. If for instance 6 want to go on Saturday but only 4 on Sunday then we will do both days, but if 4 want to do Saturday and only 2 Sunday then we will only do Saturday. All models and vehicles to be painted Every player creates a new mob as per rules for starting up new mobs from either Da Uver Book or Digganob Standard rules for gaining experience buying new stuff apply after each battle. In terms of who fights who, players will be matched up with those of nearest equivalent mob rating, however, if a player wants to challenge another player to a match and the other player agrees thats fine too. Players to adhere to the spirit of WYSIWYG, you don't have to superglue stickbombs on your men for instance but a truck cannot be a bike etc. If a player has a captured model and declines to exchange/ransom him then the other player can attempt a rescue. If the other player does not want to play a rescue mission then the captured model is automatically liberated. It is assumed either the captured model escaped or that nobody was home when the mob tried to bust them out of the enemies fort. There will be a maximum time limit to the games agreed in advance. In any game that goes over that limit we assume the sun has set on Angelis and night fighting rules apply. Also at the start of each players turn the player must roll a D6 for one of their models on foot who is furthest away from any other models. On a roll of 1 he dispears into the clutches of the night stalkers and is never seen again. As in this patch of Angelis that the mobs are fighting over you never want to be caught out after dark any player may voluntarily bottle out at the start of their turn even if they would not ordinarily be able to do so. This is not written in stone so any suggestions welcome. |
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Jun 17 2012, 04:37 PM
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#6
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Speckled Bloodshade Fungus Group: Grotz Posts: 19 Joined: 8-April 09 Member No.: 10,091 |
I might be interested in something like this. (It would be a good kick in the but to finish my dustrat mob)
One big complication for me is that I might be tied up in work or the military (its hard to tell for me this early) |
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Jun 18 2012, 02:26 PM
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#7
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Mushling Group: Grotz Posts: 37 Joined: 11-June 12 Member No.: 13,142 |
Thats great, as soon as we get a few more interested in parties I will shake the dust of my ork mob and possibly repaint it. When do you think you will know whether you can make it or not?
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Jun 18 2012, 07:19 PM
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#8
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Speckled Bloodshade Fungus Group: Grotz Posts: 19 Joined: 8-April 09 Member No.: 10,091 |
Well the problem is actually the military part. Since Sweden just changed the military system, and the bureaucracy is just as slow as in the rest of the world. So atm I even have a hard time knowing even when I will know when I will be out in the field...
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Jun 20 2012, 08:39 AM
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#9
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Mushling Group: Grotz Posts: 37 Joined: 11-June 12 Member No.: 13,142 |
No problem, just let us know when you know.
Anybody else want to join us for a weekend of Gorkamorka at Warhammer World register your interest here. |
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Jun 27 2012, 05:38 PM
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#10
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Puffball Fungus Group: Grotz Posts: 5 Joined: 27-June 12 Member No.: 13,167 |
I'm interested, and I'm sure my cousin would be also.
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Jun 27 2012, 05:38 PM
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#11
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Puffball Fungus Group: Grotz Posts: 5 Joined: 27-June 12 Member No.: 13,167 |
I'm interested, and I'm sure my cousin would be also.
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Jun 27 2012, 05:38 PM
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#12
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Puffball Fungus Group: Grotz Posts: 5 Joined: 27-June 12 Member No.: 13,167 |
I'm interested, and I'm sure my cousin would be also. We live in Devon
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Jun 29 2012, 05:33 PM
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#13
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Speckled Bloodshade Fungus Group: Grotz Posts: 21 Joined: 29-June 12 Member No.: 13,174 |
I could be interested! It's been years since I went to Warhammer World, and I'm just about to finish a GorkaMorka campaign after finishing at University, so I'm keen.
Anyone else who's been there, how does accommodation work around WW? Mine would be a Morker Mob. |
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Jun 29 2012, 05:39 PM
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#14
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Tankbusta Boy Group: Boyz Posts: 420 Joined: 4-November 09 From: Edinburgh, UK Member No.: 10,900 |
If I come down is everyone okay with me fielding an Outlaw MC mob?
I might change my mind and field something more traditional mind you, but I like to keep my options open where possible. -------------------- |
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Jun 29 2012, 05:45 PM
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#15
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Speckled Bloodshade Fungus Group: Grotz Posts: 21 Joined: 29-June 12 Member No.: 13,174 |
I don't know what that is I'm afraid. I've been a very sheltered Specialist Gamer for the past few years due to having some friends who were up for any type of gaming. Now that I'm moving away, however, I'm going to have to work hard to get my games.
What is an Outlaw MCs mob? |
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Jun 29 2012, 06:01 PM
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#16
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Tankbusta Boy Group: Boyz Posts: 420 Joined: 4-November 09 From: Edinburgh, UK Member No.: 10,900 |
Outlaw MCs are a mob list based on Neal Plews' Freebooter rules (from Citadel Journal 30 and Gubbinz). I did some work on them to create a variant that would make primarily bike-based mobs easier to field along with a big chunk of help from a few others too. Outlaw MC rules.
Cyk0 mentioned his Dust Rat mob also, I'm guessing they're new to many too. Here's their rules. There's a few others in tUGS' download section along with other stuff too - linky. -------------------- |
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Jun 29 2012, 06:30 PM
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#17
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Speckled Bloodshade Fungus Group: Grotz Posts: 21 Joined: 29-June 12 Member No.: 13,174 |
Outlaw MCs are a mob list based on Neal Plews' Freebooter rules (from Citadel Journal 30 and Gubbinz). I did some work on them to create a variant that would make primarily bike-based mobs easier to field along with a big chunk of help from a few others too. Outlaw MC rules. Cyk0 mentioned his Dust Rat mob also, I'm guessing they're new to many too. Here's their rules. There's a few others in tUGS' download section along with other stuff too - linky. Haha, I love the Beardy Outlaw skill. This looks like a really fun and well fleshed-out set of rules. I'd be happy to have this in a campaign. However I do think and have always thought that bikers should either be able to make hit and run attacks, or to be able to get a skill where they can do that. Eg: making an attack as they pass an enemy. Perhaps only one attack dice can be rolled on each side and if the biker loses the combat he automatically suffers two failed thrust test rolls. A bit off topic just now though! |
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Jun 29 2012, 06:45 PM
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#18
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Tankbusta Boy Group: Boyz Posts: 420 Joined: 4-November 09 From: Edinburgh, UK Member No.: 10,900 |
Haha, I love the Beardy Outlaw skill. I'm glad you like 'em! My current Outlaw MC can be seen here. I might do a separate charter of them if we decide on a specific campaign setting for this tournament.This looks like a really fun and well fleshed-out set of rules. I'd be happy to have this in a campaign. In general it's nice to find out which rule sets we're going to be playing with. I like the rules but these things usually result in someone wanting to change the core mechanics in some way (the one that usually springs to mind is vehicle capacities, ugh). It'd be nice to see a spread of different mob types. Mattzm from tUGS normally fields Muties and it'd be awesome if he came along. Then there's Skippy who usually plays humans of some variety (Diggas first, currently Dust Rats). Depiff has Freebooters although I don't think even he knows which faction he'll be fielding next. Then of course there's standard Ork mobs, Rebel Grots, and Feral Orks. I'd hope in the tournament we'd get at least some of those represented rather than trukks vs. trukks. However I do think and have always thought that bikers should either be able to make hit and run attacks, or to be able to get a skill where they can do that. Eg: making an attack as they pass an enemy. Perhaps only one attack dice can be rolled on each side and if the biker loses the combat he automatically suffers two failed thrust test rolls. I may one day do a third iteration of the rules so feel free to throw in your two cents in the Outlaw MC topic here.A bit off topic just now though! -------------------- |
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Jun 29 2012, 08:00 PM
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#19
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![]() Ban Stikk Target Group: Grot Rebelz Posts: 3,618 Joined: 4-August 05 From: Durham City, UK Member No.: 1,598 |
I might be able to dust off my Rebels for this, but it would depend on when it was and whether or not I was driving down by then or not. The vast majority of my travel savings go into attending the Waaagh Meet every year, so put me down for a "maybe".
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Jul 10 2012, 12:13 PM
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#20
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Puffball Fungus Group: Grotz Posts: 14 Joined: 30-September 10 From: Shropshire, UK Member No.: 11,874 |
I'm also interested. I might have to leave early or have some sort of elaborate excuse for work the next day. "My train got cancelled. Stuck in Nottingham after a...conference... a ... uh ... on green thinking?".
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