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New Ork Codex @ 2014/01/03 19:34:30


Post by: happygolucky


An actual battle tank?

The BW is meant to be the Warboss prized possession, not something that gets usually churned out, and not a looted wagon, I would like a proper battle tank that is an Ork construct, please thanks


New Ork Codex @ 2014/01/03 22:56:54


Post by: Da krimson barun


I want a pretty good codex.I don't want tau.Or Eldar.I want a decent codex,that can win against triptide but doesn't auto win.I want no unit that is almost auto take to win like heldrakes.I want a decent and balanced codex.And our eternal overlord Phil Kelly to write it.


New Ork Codex @ 2014/01/04 18:03:58


Post by: happygolucky


Da krimson barun wrote:
I want a pretty good codex.I don't want tau.Or Eldar.I want a decent codex,that can win against triptide but doesn't auto win.I want no unit that is almost auto take to win like heldrakes.I want a decent and balanced codex.And our eternal overlord Phil Kelly to write it.


Careful on what you wish for... You may actually get it

(Yes that was a sly joke at CSM with Kelly writing it, making the Helldrake..)


New Ork Codex @ 2014/01/06 09:11:36


Post by: Jidmah


We don't really need the codex to be redefined like CSM was though. What we need is someone going back and getting all or entries up do date and toss in a new one or two, pretty much what Space Marines got. Considering how well Kelly did the first time around (most of our codex was usable in 5th), I doubt he will do a lot worse a second time.


New Ork Codex @ 2014/01/06 16:08:07


Post by: Looky Likey


What do we think the new kits will be? I'm expecting about five new kits based on previous releases with a couple being dual (or more) use.

I'm struggling to see any brand new (to the main Ork codex rather than FW) vehicles that they can add in other than a battle tank smaller than the FW Kill *** Tanks, some sort of flying transport?

I have a big bag of Ork bodies and arms that I can kit bash any new units so I am not so bother about those.

Obviously there are more than enough existing units or vehicles that could be redone (mega nobs would be my number one) but like a lot of long time ork players I have kit bashed or brought enough of these over the years.


New Ork Codex @ 2014/01/06 19:26:23


Post by: Anvildude


I remember some of the rumors going around were things like TellyPorta Nobs and such- they might do more with the Orks ability and willingness to Zzap all the things through the Warp without protection.


New Ork Codex @ 2014/01/07 08:44:42


Post by: Jidmah


When looking at what other codices got, we'll probably get some dedicated anti-air (maybe a new variant of big gunz) and something bulky, my guess would be a walker or monstrous creature, but a battle tank isn't out of question either.
If the rumors about the tyranid transport bug is true, I'd even revert my previous opinion and say that we might get squiggoths after all.

Personally I wouldn't hold my breath on tellyporta nobz, while I love the idea, that rumor lists six or seven new entries, which is definitely not going to happen.


New Ork Codex @ 2014/01/07 13:35:49


Post by: 3orangewhips


Is the inability to get assault troops into assault more of a general problem or an ork problem? OR is it a general problem that affects orks more?


New Ork Codex @ 2014/01/07 14:59:41


Post by: Jidmah


Last one. Orks rely on assault troops to do anything, and the game has changed to make assault troops to be a lot less efficient than shooting troops.

Nowadays, in order for a unit to be good at assault, a unit has to be very fast, hard to kill and have some way to ignore morale. Considering almost everything in our army consists of units that are neither fast, nor hard to kill, this game change hits orks the hardest. Dark Eldar and Blood Angels also suffer from this, but more because they are overcharged for their models and thus have become inefficient.

Most new armies ignore their assault options and just pick death stars or monstrous creatures for that part of their game, or ignore it altogether. The only viable assault unit right now that's not a death star is probably khorne dogs.


New Ork Codex @ 2014/01/07 15:11:56


Post by: Kosake


Is there any word out on the order in which the races will get their nex codices? Orks were last updated in the 4th edition afaik. Guards in 5th but I wouldn't put it past GW to update guards before orks. And release like 5 space marine supplements before even that...


New Ork Codex @ 2014/01/07 15:56:02


Post by: Agent_Tremolo


IG is next. Then it's Orks.

May-June 2014, or so it seems. Honestly, I can't wait!


New Ork Codex @ 2014/01/08 00:02:55


Post by: Banzaimash


More squiggly beasts!


New Ork Codex @ 2014/03/07 20:07:42


Post by: zammerak


I really like alot of the things FW has for orks. Maybe getting shiny new plastic kits for a mega dread, mekka dread, flakka gun and others would be cool. I read somewhere else 2d6 armor pen on vehicles with a PK. That would be sweet!


New Ork Codex @ 2014/03/07 20:43:25


Post by: Anpu42


 zammerak wrote:
I really like alot of the things FW has for orks. Maybe getting shiny new plastic kits for a mega dread, mekka dread, flakka gun and others would be cool. I read somewhere else 2d6 armor pen on vehicles with a PK. That would be sweet!

Like a Chain Fist, that would be good.


New Ork Codex @ 2014/03/08 02:31:49


Post by: zammerak


Exactly


New Ork Codex @ 2014/03/08 11:28:34


Post by: TedNugent


Meltaguns?


New Ork Codex @ 2014/03/08 12:44:29


Post by: zammerak


That would be great too, what I really want done with orks is leaving the codex as is and update the points to match the rest of the codexs and update the special rules to 6ed (7th?) Maybe add one or 2 new things and fix waaagh


New Ork Codex @ 2014/03/08 13:03:45


Post by: Johnnytorrance


My wish list

Charge after running possible.
Do something about the Challenge rule.
nice to have access to something with eternal warrior for a warboss

more orky randomness: ie
Lootas: when rolling D3 for how many shots, a roll of 6 give the squad +1 ballistic skill, a roll of 1 a model takes a savable hit, like a gets hot.

If a Nob in a 30 ork mob rolls a 6 to hit. roll a D3 for extra hits on the enemy. like a berserk!
but if the nob rolls a 1, roll a D3 for how how many friendly models get hit.

make war bikers a little cheaper

allow one squad of 30 orks to purchase Cybork bodies, not needing mad dok grotsnik.



New Ork Codex @ 2014/03/08 16:42:01


Post by: Wakshaani


So, I'm starting some tenative work on an Orky Fandex that, when finished, I'll toss up in the fan rules section for proper disection that'll lead to a second draft. LONG way from being done mind you, but here are some early concepts in my head.

Warlord is roughly akin to a Space Marine Chapter Master. You only get one per army, but they're big-n-bad. Comes with an extra rule that they may lead a Detachment but not an Allied force (see below for more on this.)

Warboss is akin to the missing Space Marine Lieutenant, weaker (and cheaper!) than a Warboss. Your basic get stuck in, rock 'ard Ork leader.

Mekboss replaces Big Mek in name only (so all HQ people will have 'Boss' or 'Lord' as a name for unity) and won't be as fighty as a Warboss but will be more shooty. WIll also have access to Mekboy only gear.

Painboss joins up as the final HQ option, being like a Mekboss but with different gear options just for him.

The Warlord will have access to a "Nobz Mob" bodyguard, while the bosses will have a different, but similar, bodyguard option.

I'm debating the addition of a "Weirdboss" psycher HQ option. We'll see how the rest develops, but it's a possibility.

From there, it's a lot of cleanup on the units, much of which is probably well known from years of discussion in the Ork ranks. I'm wanting to fiddle a bit with Clan rules, however, not unlike Chapter Tactics, that will give the Orks some more flavor. Goffs, for instance, get the blanket Feel No Pain 6+ rule on all Ork models, while Evil Sunz get Bailout (Save of 4+ against vehicles exploding nearby or when in a destroyed transport), and so on.

The biggest new rule will probably be "Tribal Allies".

The rough rule in my head for this is that INSTEAD of the normal Ally rule, Orks can take Tribal Allies. For every 500 points of the game, you may take one Tribal Ally, which is an Ork ally (1 HQ, 2 Troops, up to 1 each of the other three) as normal. This reflects a Warlord that's conquered smaller tribes and sewn them into one larger warband, encouraging more "fat" Ork armies. This'll also let people play with the Clan rules a bit more, as different Clan leaders will change the composition of the army somewhat. (Evil Sunz can take Trukkboys as troops, for instance) Thus, you can get themed "subgroups" in your overall force.

Lots of work to do on it yet, but it should be fun.


New Ork Codex @ 2014/03/08 17:39:28


Post by: MrFlutterPie


I am bummed because I bet Wazzdakka will be be removed from the next codex because he doesn't have a model :(

He was always my favorite going back to 2ed when he had a batlecannon attached to his bike. Plus every time you fired hit you had a D3 recoil effect