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Made in us
Fresh-Faced New User




I have been playtesting some rules for the boys in my group, and I wanted to get some feedback from the Dakka krew.

Grots :   Grots are driven forward by boys, slavers, and squighounds they therefore gain the SCOUT universal rule to represent being driven forward.  This seems to help them accomplish their primary missions (screening and difficult terrain assistance).

Power of the WAAAAgh! :  As the orks charge into combat they count wounds instead of heads for this important test.  They also count wounds for morale tests.  Instead of double Initiative they get FURIOUS CHARGE universal rule.

Uge Choppa +2 STR normal initiative rules 2 handed can be taken as boy upgrades ala burnas/rokkits/big shootas

Shootas str 4 range 18 assault 2

 

These have been useful and seem to fall within reasonable changes using the universal rules GW is trying to implement.  The grots have been very successful.  With these rules the boys have faired better at getting into combat without the usual attrition.   I would like some feedback and other rules people are trying out to help da Boyz.

 

   
Made in nl
Fresh-Faced New User




Hi,

Here is my opinion:

Grots, this would allow the army to set up at 12 inch with grots mixed in. Just before first turn the grots then go stand in front of the orks, giving an extra 6 inch deployment (for the grots at least). The orks themselves also get set up further ahead then normaly (max of 12') I personally rather use the KFF, as it allows me to do that. I do believe slogger orks could need it, but when you have a couple of trukkboys-units it is not needed IMHO, because they get at the enemy incredibly fast.

Power of the Waagh, This I partially like. I think it is overkill for a warboss to get I8 on the charge, but normal boys will get creamed with I3. Meq-armys have I4. They will strike down the boys before they hit. The ones that do hit back will do that at IS4, which compensates, but on average they will lose more I think (Haven't done the math) The wounds thing might be making taking nobs it worth it, because if 5 models make it the waagh is still reliable. I would love the counting of wounds...

Uge Choppa, this I like. It would make it a viable option. Give it to a warboss with bionik arm and it is a nice assault character. The fact it is not a powerweapon and 2handed will compensate the +2 strength on I. This one I would really love (and in combination with Furious charge it is really brutal... Still not into the power of the waagh change though...)

Shootas, these are the basic weapons for most boys. Making them assault 1 24 would be great, Assault 1 18 inch is good, but assault2 18 inch is again overkill. They have some great shooting allready in a boys unit. If they stand still and are packing Big shootas they have 12 (3 on boys and 1 on nob) BS-shots and between 6 and 28 shots from the boys on 24. When moving it is 12 shots, which is still pretty good for a moving unit... Again I think it is too much. Tone it down a little and you have a winner here though...

Hope these comments have been usefull in any way...

   
Made in us
Battlewagon Driver with Charged Engine




Murfreesboro, TN

The numbers:
First, the proposed build...
10 SM (assume 1 is sarge w/ bp/ccw) vs. Charging mob of 14 sluggas plus nob (approximate same value)
SM go 1st: 11 attacks, 5.5 hits, 2.75 wounds, 2.29 kills after saves. Let's say 2 lost.
Then the Orks, under the proposed rules: 53 attacks, 26.5 hits, 13.25 wounds, 6.63 kills after saves.

Now, the current build...
Nob goes 1st: 5 attacks, 2.5 hits, 1.25 wounds, .63 kills after saves. Let's be nice and assume he killed a marine.
Simultaneously-
SM: 10 attacks, 5 hits, 2.5 wounds, 2.09 kills after saves.
Orks: 56 attacks, 28 hits, 9.33 wounds, 4.66 kills after saves.

So, the Orks lose the same amount of guys, but inflict almost 2 more successful wounds with the Furious Charge than with the current Waagh rules. In an army that has lost so much to the edition changes, it'd be a good but minor boost.

As a rule of thumb, the designers do not hide "easter eggs" in the rules. If clever reading is required to unlock some sort of hidden option, then it is most likely the result of wishful thinking.

But there's no sense crying over every mistake;
You just keep on trying till you run out of cake.

Member of the "No Retreat for Calgar" Club 
   
Made in us
Longtime Dakkanaut





Florida

1) Give them a hook or some sort of upgrade to the squad to hit Vehicles on a +4 regardless of how fast it moves and the ability to penetrate skimmers in hth.

2) Make grots screen orks

3) lootaboyz at BS 3

4) Truk Boyz to ignore entangled due to their experiences jumping out of destroyed vehicles

5) Make each a special characters that can take XXXXboyz squad as troops

6) Scout Option for Ork Bikez

7) Zzap guns at 36 inches

8) expand the looted vehicle list

9) a choppa-like ability to the bigshoota if it rolls a 6 to wound.


Comparing tournament records is another form of e-peen measuring.
 
   
 
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