Man'O'War is a great game and probably in the top 5 that people want GW to re-release or at least, to put on the website for free. Anyone who has played it however soon realises that some of the fleets are a little "unequal" and some are just plain jokes. Here are some new ships/rules/ideas I've had kicking round in my random rules folder for a while now and I'd appreciate some comments/criticism.
First up, the Orc Fleet. Considered the biggest joke due to the ships and thier major flaws like drillakillas sinking themselves and bigchukkas having to stop to shoot. I've shamelessly ripped off the Nurgle boarding tower since I feel that it is a really Orcy weapon.
Man'O'War Orc Fleet
Man'O'War: Smasha Hulk 150pts
This is the hulk as is, in the orc fleet lists, armed with smasha hammers, ironclaws and bigchukka.
Man'O'War: Crusha Hulk 150pts
This is identicle ot the hulk as is in the or cfleet lists except that it replaces the smasha hammers with a forward facing boarding tower. It is still armed with ironclaws and a bigchukka.
Ship of the Line Squadron: 3 Battle Barges 150pts
These are new ships, each approximatly the size of a Wolfship and powered by Orc paddlewheelz. They are armed with a forward facing boarding tower and 2 forward facing SpearChukka batteries. You may include one squadron per hulk in your fleet.
Ship of the Line Squadron: 3 Grot Cuttas 75pts
These are new ships each approximatly equal to a wargally. They use the Hawkship turning template and are armed with 1 forward facing spearchukka. They are not counted for victory points or for fleet break point and are worth 0 battle honours.
DrillaKillas and Bigchukkas remain as they are in the Orc fleet lists.
These are treated as cannon except they have a reduced range of 3" less than normal.
When making a boarding action in the facing of the boarding tower (usually to the front) the enemy recieves no bonus for defensive cannonfire.
Orc Special Rules
Orcs like to fight. Roll a D6 for each Man'O'War and each SotL squadron at the beginning of each of your turns. On a 1, roll again on the animosity table.
1:The ship looses a crew token (only 1 token is lost in a squadron regardless of how many ships there are). Ships cannot loose thier last crew token in this way, if there is only 1 token left, treat it as a 2-5 result instead.
2-5:Squabble. The Ship cannot move or shoot this turn but will fight any ongoing boarding actions.
6:Waaagh: The ship must move towards the nearest enemy and board if possible. They move an extra D6".
The Warboss's flagship does not need to test for animosity nor does any ship with a black orc crew token.
Orc shamen may add +1 to thier dice roll to cast a spell for each orc ship within 12". However if they roll a 1, then in addition to the spell failing there is a chance they will explode. If the shamen is a champion they will explode if the bonus was +2 or greater, a Master shamen will explode if the bonus was +4 or greater and a Shamen Lord will explode if the bonus is +6 or greater. The shamen Lord still gets the additional +1 to cast for being a Wizard lord.
Black Orc crew tokens cost 25pts each. They grant an extra +1 bonus per token in a boarding action and make the ship immune to animosity until they are slain.
Right thats the basic stuff for my new ideas for the orc fleet. Comments are greatly welcomed. Full ship lists etc will be available when I get MS office working, I have just upgraded to vista...big mistake!
Comming Soon: Skaven, Chaos Dwarves and the Hordes of Chaos!