Closed Venture143 closed 3 years ago
updated Ork Hordez to include TIOW base classes for most units (minus the busted stormboyz). Also added new groups comprising these additions and added a looted 82nd DKOK Chimera as a "Ard Trukk". In local testing the faction is able to spawn units from all of the branches (Infantry, Motorized, Mechanized, Spec Ops, and Armored), and ALIVE can read the template and spawn these units as well
Units that are descended from the melee base class will work correctly with melee weapons. IF THEY ARE NOT descended from the melee base class they will not work correctly and will hold their weapons like a pistol, and generally be useless. ALIVE DOESN'T OVERWRITE MELEE AI and those units will move into CQB and wack dudes
After testing in OP, the new units are working correctly. The newest revision should also work fine when it goes to be played.
During op, the amount of explosives was raised from the new orks. Prime suspects are the relative range of combat, the amount of Krak and frag grenades (3 a piece), the grenade launcher armed Ork Dakka unit, and the combat environment (multilevel CQB combat, in tight enviroments). Black clad renegades (of the new template, armed with 2 Krak and frag grenades) where also used to cut down on explosives. This apparently didn't help, so I suspect the environment and combat range where the biggest culprit to the issue of excessive explosives during the OP
Include all base units from TIOW in Ork Hordes