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![[Post New]](/s/i/i.gif) 2013/08/03 11:06:56
Subject: One ork rule
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Screamin' Stormboy
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If there was one ork rule or concept that you want brought into 6th ed what would it be? Personally it would be orks having 6+ fnp.
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![[Post New]](/s/i/i.gif) 2013/08/03 12:28:31
Subject: One ork rule
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Big Mek in Kustom Dragster with Soopa-Gun
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I want Mob Up to be a thing again.
They did it for the Green Tide apoc formation, make it normal (only a choice to do it)!!!
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2013/08/03 14:53:35
Subject: One ork rule
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Ultramarine Master with Gauntlets of Macragge
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Giving every model a 6+ fnp would slow down the game a lot, but I can see the fluff precedence for it, even though T4 should honestly cover that.
I think Ork boyz mobs could get more characters - oddboyz, spannerboyz, what have you - to eat challenges. Nobz tend to get killed before they can swing in challenges, and as the chief damage dealer of a boyz mob, they're not getting to really do their work on the squad you're assaulting.
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Check out my Youtube channel!
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![[Post New]](/s/i/i.gif) 2013/08/03 15:27:12
Subject: One ork rule
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Lone Wolf Sentinel Pilot
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Old school Furious Charge, where you get both +1S and +1I when you assault. Either that or just an increase to I3 for all Orks (statline changes can happen, witness Eldar Guardians going to BS4).
Right now Orks are swinging at the same time as Tau (known for mostly scorning CC) and Necrons (slow and clumsy in CC), and for an army that makes close-up fighting a way of life that just doesn't feel like it fits with either fluff or rules.
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Driven away from WH40K by rules bloat and the expense of keeping up, now interested in smaller model count games and anything with nifty mechanics. |
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![[Post New]](/s/i/i.gif) 2013/08/03 15:35:25
Subject: One ork rule
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Sneaky Lictor
Wherever they tell me
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Is it bad that my brain immediately went "One ork to find them..."
Anyways, I would want their WAAAGH to make their charge 6+D6" instead of fleet and +1 I for the turn.
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Tyranids 10000 points
Orks 3500 points
Raven Guard 3000 points
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![[Post New]](/s/i/i.gif) 2013/08/03 16:45:42
Subject: One ork rule
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Insect-Infested Nurgle Chaos Lord
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I thought that too
For me it would be giving Orks an extra pip of strength on the statline, more than a rule. Orks have biceps the size of Bournemouth, so why are they the same strength as some weedy Eldar janitor?
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The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
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![[Post New]](/s/i/i.gif) 2013/08/03 16:50:52
Subject: Re:One ork rule
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Stubborn Dark Angels Veteran Sergeant
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More reliable transports for normal infantry, more stuff vs av 14.
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![[Post New]](/s/i/i.gif) 2013/08/03 19:04:25
Subject: One ork rule
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Bonkers Buggy Driver with Rockets
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Green tide. Basically similar to Necron Resurrection Protocols.
On a 5+ the defeated Ork is removed but another is added to the back of the mob.
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Apologies for talking positively about games I enjoy.
Orkz Rokk!!! |
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![[Post New]](/s/i/i.gif) 2013/08/03 19:59:26
Subject: Re:One ork rule
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Fresh-Faced New User
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New Ork rule:
GrotHammer 40k.
At the beginning of each of their turns, the Ork player rolls a d6. On a 1, for the rest of the game, all models (in both players' armies) with T4 or more have the same profile as a Grot.
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![[Post New]](/s/i/i.gif) 2013/08/03 21:08:01
Subject: One ork rule
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Loud-Voiced Agitator
In the middle of the forest :(
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Maybe to stop the Nob from being challenged out all the time make a rule that on a roll of (something dependent on the number of Boyz left) a Boy rushes ahead to attack the challenging character rather than the Nob.
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1500 Nova Hunters
Eldar/Tau/Bikers army (In progress, waiting on new codices.)
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![[Post New]](/s/i/i.gif) 2013/08/04 00:56:34
Subject: One ork rule
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Grovelin' Grot
UK
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I can't see it being to much of an issues really. In most cases weapons are >AP6 so it's just like rolling a standard save.
I would like to see some proper clan traits, along with a slight combat boost. But the waaagh definitely needs to be sorted to accurately reflect the fluff.
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This message was edited 1 time. Last update was at 2013/08/04 00:57:06
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![[Post New]](/s/i/i.gif) 2013/08/04 02:35:01
Subject: One ork rule
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Big Mek in Kustom Dragster with Soopa-Gun
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Fezman wrote:Old school Furious Charge, where you get both +1S and +1I when you assault. Either that or just an increase to I3 for all Orks (statline changes can happen, witness Eldar Guardians going to BS4).
Right now Orks are swinging at the same time as Tau (known for mostly scorning CC) and Necrons (slow and clumsy in CC), and for an army that makes close-up fighting a way of life that just doesn't feel like it fits with either fluff or rules.
This actually makes a lot of sense. Why are their initiative so crappy if they love CC? Furious Charge losing the +1I bonus kinda ruined them in a way. Literally everything that doesnt loathe melee combat out initiatives orks and only reason they dont wipe out before they can swing is not many units can kill 15+ models in 1 turn of CC lol.
A blanket increase to i3 would make sense, also improving bosses and nobz to I5/4 respectively. More for sweeping advance help since both are usually wearing a pklaw anyway.
Brother SRM wrote:Giving every model a 6+ fnp would slow down the game a lot, but I can see the fluff precedence for it, even though T4 should honestly cover that.
I think Ork boyz mobs could get more characters - oddboyz, spannerboyz, what have you - to eat challenges. Nobz tend to get killed before they can swing in challenges, and as the chief damage dealer of a boyz mob, they're not getting to really do their work on the squad you're assaulting.
6+ FNP wouldnt really slow the game down. After whatever save i have failed i just grab the failed dice and immediately throw them again. It would add ~2-5 seconds to each shooting IF that.
Giving Orks 6+ FNP is actually a pretty big deal. Yeah, its a 6+ so unlikely but its still an ARMY WIDE free chance to ignore most guns even ones that stripped your t-shirt off your back. i'd actually be surprised if we got that and they didnt increase the costs of our army by a bit (even 1-2 pts per boy makes a huge impact on costs)
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2013/08/04 03:08:20
Subject: Re:One ork rule
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Nasty Nob
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It's fairly common in the fluff for an ork to suffer a killing blow, but hang on to life long enough to throttle someone, then slump over dead.
I don't want an army-wide 6+ FNP, because I don't see the random ork shrugging off a lascannon shot or a tank round.
However, a rule where, unless the ork suffers Instant Death, all orks get to make their attacks in close combat, even if killed earlier in the initiative order, would be awesome!
This would make Ork Nobs with powerklawss a little better (you might kill him in the challenge, but he might take you out too) and make ork charges a frightening thing again. It wouldn't increase their resiliency at range at all, and it would provide a little buff to the slugga/choppa boy who is currently so inferior to the shoota boy. If I KNEW that I could get my 4 attacks on the charge, even if my lads all died in the attempt, I wouldn't mind the snapshots so much.
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![[Post New]](/s/i/i.gif) 2013/08/04 03:27:12
Subject: One ork rule
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Big Mek in Kustom Dragster with Soopa-Gun
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Not a bad idea butcha. Also they wouldnt be shrugging off lascannons. S8+ shots would deny the FNP unless they were on bikes or koptas If youre shooting lascannons or non-blast tank shots at ork blobs though, you have issues lol (or are very desperate)
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This message was edited 1 time. Last update was at 2013/08/04 03:36:34
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2013/08/04 04:19:08
Subject: One ork rule
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Slippery Scout Biker
BC
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Burnas in boyz mobs would be lovely.
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2000+ Exorcists
~4500 Bad Moonz & Goffs
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![[Post New]](/s/i/i.gif) 2013/08/04 07:23:51
Subject: Re:One ork rule
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Screamin' Stormboy
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Da Butcha wrote:It's fairly common in the fluff for an ork to suffer a killing blow, but hang on to life long enough to throttle someone, then slump over dead.
I don't want an army-wide 6+ FNP, because I don't see the random ork shrugging off a lascannon shot or a tank round.
However, a rule where, unless the ork suffers Instant Death, all orks get to make their attacks in close combat, even if killed earlier in the initiative order, would be awesome!
This would make Ork Nobs with powerklawss a little better (you might kill him in the challenge, but he might take you out too) and make ork charges a frightening thing again. It wouldn't increase their resiliency at range at all, and it would provide a little buff to the slugga/choppa boy who is currently so inferior to the shoota boy. If I KNEW that I could get my 4 attacks on the charge, even if my lads all died in the attempt, I wouldn't mind the snapshots so much.
I think that's a great idea especially when 10 boys are assaulting 10 marines and there are not enough left to kill a decent amount.
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Wakatipu40k
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![[Post New]](/s/i/i.gif) 2013/08/04 07:44:46
Subject: One ork rule
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Mutilatin' Mad Dok
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Well lets see here
1. Make Kans an Elite
2. Make Big Meks make ALL deff dreads of choice into Troops AND they can take objectives and count as denial troops.
3. Give Ork Boys a Burna option to where ALL of them can take a burna! For 2 points more per model.
4. Junka from FW available.
5. OH and how about giving Ork Nobs the hit and run ability if they take bikes and bikers too also normbal mobs get preferred enemy.
6. Meganobs get Shred and bulky
7. Boss gets It will not die and Rampage and Shred and Strikedown special rules.
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![[Post New]](/s/i/i.gif) 2013/08/04 07:48:50
Subject: One ork rule
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Battleship Captain
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I going to say.
Give boyz squads 1 nob per 10 orks. and secondly remove the limit to ard boyz squads.
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![[Post New]](/s/i/i.gif) 2013/08/04 08:00:50
Subject: One ork rule
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Mutilatin' Mad Dok
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cormadepanda wrote:I going to say.
Give boyz squads 1 nob per 10 orks. and secondly remove the limit to ard boyz squads.
No no no no no no no no no no no no no no no no a million times no
That would mean that I could just make a Ard boy squad of 2000 Ard boys as one squad. Throw in the cheapest shittiest boss and a 12 boy squad. Call it my 2500 point army and multi assault my opponents entire army and win.
NO
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![[Post New]](/s/i/i.gif) 2013/08/04 08:04:43
Subject: Re:One ork rule
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Brigadier General
The new Sick Man of Europe
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Ork HQs getting EW, because they're that damn tough.
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DC:90+S+G++MB++I--Pww211+D++A++/fWD390R++T(F)DM+
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![[Post New]](/s/i/i.gif) 2013/08/04 08:05:36
Subject: One ork rule
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Big Mek in Kustom Dragster with Soopa-Gun
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its almost doubling the cost of the boy for a 4+ armor. Its not that great since really only infantry guns dont pen 4+ and most armies have plenty of it.
Hell, the most common non-infantry grade weapon thats spammed is S7 AP4 across the board, not just missilesides or quad guns. Ive used 'Ard Boyz a few times, and regretted it because i almost never got the 4+ save.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2013/08/04 10:57:31
Subject: One ork rule
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Hardened Veteran Guardsman
Hiding in a ruined Chimera
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I would definitely vote for the old mob up rule, as it reflects the spontaneous nature of the orks
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![[Post New]](/s/i/i.gif) 2013/08/04 11:57:17
Subject: One ork rule
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Lone Wolf Sentinel Pilot
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Vasarto wrote: cormadepanda wrote:I going to say.
Give boyz squads 1 nob per 10 orks. and secondly remove the limit to ard boyz squads.
No no no no no no no no no no no no no no no no a million times no
That would mean that I could just make a Ard boy squad of 2000 Ard boys as one squad. Throw in the cheapest shittiest boss and a 12 boy squad. Call it my 2500 point army and multi assault my opponents entire army and win.
NO
I think what was meant was remove the limit of 1 Ardboy mob per army, not remove the model limit for Ardboy mobs.
Though being able to essentially use Apocalypse formations with the normal Codex would be hilarious even as it destroyed the game.
Were the limit on such mobs per army to be removed they could introduce new HQ that unlocks this, similar to the way you can unlock Wraithguard as troops.
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This message was edited 2 times. Last update was at 2013/08/04 15:19:12
Driven away from WH40K by rules bloat and the expense of keeping up, now interested in smaller model count games and anything with nifty mechanics. |
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![[Post New]](/s/i/i.gif) 2013/08/04 15:16:48
Subject: One ork rule
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Stabbin' Skarboy
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Vasarto wrote:Well lets see here
1. Make Kans an Elite
2. Make Big Meks make ALL deff dreads of choice into Troops AND they can take objectives and count as denial troops.
3. Give Ork Boys a Burna option to where ALL of them can take a burna! For 2 points more per model.
4. Junka from FW available.
5. OH and how about giving Ork Nobs the hit and run ability if they take bikes and bikers too also normbal mobs get preferred enemy.
6. Meganobs get Shred and bulky
7. Boss gets It will not die and Rampage and Shred and Strikedown special rules.
Are you serious??
That would be 30 burnas for 240pts.
You started well with the move kans but then the insanity slipped in and you just wishlisted broken rules.
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3500pts 1500pts 2500pts 4500pts 3500pts 2000pts 2000pts plus several small AOS armies |
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![[Post New]](/s/i/i.gif) 2013/08/04 19:58:08
Subject: One ork rule
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Regular Dakkanaut
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I don't think 6+fnp army wide is quite right either.
However how about 6+ fnp for units that announce charges and remains in effect till the end of the players turn.
And perhaps all units get FNP6+ on Waaagh player turns as well.
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![[Post New]](/s/i/i.gif) 2013/08/05 09:19:38
Subject: One ork rule
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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I want a "loot" rule.
Whenever any ork character kills anyone, you get all his wargear. If he kills a vehicle he increases his armor by one. Challenge-baited my warboss with a tactical sergeant? Look at his new shiny power armor! Automatically Appended Next Post: Minijack wrote: I don't think 6+ fnp army wide is quite right either.
However how about 6+ fnp for units that announce charges and remains in effect till the end of the players turn.
And perhaps all units get FNP6+ on Waaagh player turns as well.
That's a lot of dice doing a lot of nothing. If you suffer 180 wounds you are saving 20 of them using that safe. You might just as well decrease the point cost of boyz to 5 for just about the same effect.
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This message was edited 1 time. Last update was at 2013/08/05 09:21:32
7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. |
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![[Post New]](/s/i/i.gif) 2013/08/05 09:42:42
Subject: One ork rule
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Big Mek in Kustom Dragster with Soopa-Gun
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Piggybacking on the loot idea, let big meks revive wrecked vehicles even the enemy's and retain normal weapons, but only 1 hp and can fire 1 weapon that turn (so you atleast get to use the main gun once before it gets re-popped). Would be hilarious to repair an Ionhead or LRBT and pi plate something trying to deny your objectives on YOUR side of the board
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2013/08/05 09:48:39
Subject: Re:One ork rule
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Waaagh! Warbiker
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So many rules i'd want.
1) Mobs over 20 boyz strong get fnp, +1I, and +1S on the charge.
2) A mek or a nob as an upgrade for boyz.
3) Flash gits having variable Strength and ap weaponry (1d6 Str, 1d6 AP) and a lower points cost
4) More vehicles having ramshackle
5) Fielding ghazzy gives the entire army fearless instead of his waaagh.
6) Squigs, as a unit.
7) Being able to take larger squads of stormboyz.
8) Warbosses being able to take anything from the ork armory. I want a stormboss with KMB and PK.
9) Waaagh causes hatred, rage, and must be done turn 3 or later.
10) Any unit that can take a mek( lootas, burnas) being able to take a looted wagon as a dedicated transport.
wild ideas. some possibly crazy and cheap. But some kinda fluffy too
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![[Post New]](/s/i/i.gif) 2013/08/05 09:56:53
Subject: Re:One ork rule
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Chalice-Wielding Sanguinary High Priest
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I'd love to see more Gretchin options. A HQ and perhaps some more Grot-run vehicles and weapons for Elite, FA and HS slots. Make it possible to run an entire Gretchin army, if you're that nuts.
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"Hard pressed on my right. My centre is yielding. Impossible to manoeuvre. Situation excellent. I am attacking." - General Ferdinand Foch |
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![[Post New]](/s/i/i.gif) 2013/08/05 17:22:32
Subject: One ork rule
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Battleship Captain
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Vasarto wrote: cormadepanda wrote:I going to say.
Give boyz squads 1 nob per 10 orks. and secondly remove the limit to ard boyz squads.
No no no no no no no no no no no no no no no no a million times no
That would mean that I could just make a Ard boy squad of 2000 Ard boys as one squad. Throw in the cheapest shittiest boss and a 12 boy squad. Call it my 2500 point army and multi assault my opponents entire army and win.
NO
 read the codex. Limit ard boys 0-1 not body count. I would have suggested removing the unit limit cap on Orks otherwise. Sesh. No problem. To take an ard army would be cool.
Fezman wrote:
I think what was meant was remove the limit of 1 Ardboy mob per army, not remove the model limit for Ardboy mobs.
Though being able to essentially use Apocalypse formations with the normal Codex would be hilarious even as it destroyed the game.
Were the limit on such mobs per army to be removed they could introduce new HQ that unlocks this, similar to the way you can unlock Wraithguard as troops.
I would also be fine with this. Another rule i would like to see is if you can take your Nob squad like wolf guard and split them up over troop squads to further increase the nob capacity mixed with boyz. To get a really Orky fluffy feel of six or seven nobs leading twenty seven boyz,
Also to make flash gits eilites with a third shot or +1 bs would do it for me.
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This message was edited 2 times. Last update was at 2013/08/05 17:24:00
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