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Made in ie
Battlefield Tourist






Nuremberg

I'm against giving Orks fleet of foot, because every other army has it, basically. Orks are big, stompy bollickses who stamp across the battlefield. Feel No Pain would make some degree of sense fluff wise, but it'd be very powerful. I think just allowing heavier armour does a similar job but isn't overpowered. And the boyz would still be S3, a choppa would make them S4 and Nobs and Warbosses S5 and S6 respectively. Skikkbombas, komandos, bikers and shootas would all remain S3.
I think the 4+ rule is flawed at it's base. It gives Orks a huge advantage over MEQs and terminators but no advantage over anyone else. It's dumb and I've never liked it.

100+ boys and gretchin can be dealt with easily by most armies. It's only space marines that have serious trouble with them, or armies that are optimised for marine killing.

   
Made in us
Longtime Dakkanaut



Brotherhood of Blood

I could see them getting something like a rage roll though. In all the fluff I have read Orks have a hard time containing themselves when they see the enemy and charge in. This would fit there fluff and they can't hit much anyway. This would also help with the new frailty most vehicles suffer from with the current rules write also. Mobs of orks testing for frenzy seems fitting for da boyz. Better yet make it automatic and you have to test to restrain them. I could see a nob trying to control his boyz from running off to get in da fight.
   
Made in ie
Battlefield Tourist






Nuremberg

Yeah, that's not too bad. But again, if it gave fleet I'd be against it.
Although don't forget that when you're a shoota boy it's all about having the loudest gun and firing the most ammo. Not all orks are obsessed with close combat.

   
Made in us
Longtime Dakkanaut



Brotherhood of Blood

Those would be the ones who need to test against nobz Ld or mob size to point the gun in the right direction and make the loudest noise but sometimes the urge is to great to hit the enemy over the head.
   
Made in us
Krazed Killa Kan






South NJ/Philly

If Orks got fleet with their current implementation then they'd shoot up in power like no one's business, they'd be one of the most broken armies in 40k. I've gone over it in my head a bunch of times and after trying to come up with a list to work around the entire idea you'd see nothing but a giant hoard of Boyz flying across the table and into CC, where they'd have a hard time being stopped from just killing everything.
   
Made in ie
Battlefield Tourist






Nuremberg

Yep.
You'd have to make them comparable to genestealers in points because they'd be nearly that effective.
Fleet doesn't fit them in my opinion.
A Feel No Pain save would be nice, but I think 'eavy armour being more available is the simlest fix.
No-one I say it to seems to agree with me though. Hell, I'd even say 'eavy armour and -1 Attack due to the clunkyness would go a long way towards balance.
I have a horrible feeling that GW are going to lame-up the orks with some sort of "faith generated shrouding" rule though.

   
Made in us
Tunneling Trygon





The House that Peterbilt

One idea I thought about was having several waagh options, kinda like acts of faith.

ie pass waagh test you may do one of the following: 1) use furious charge USR this turn. 2) 12" Charge this turn 3) shoot one extra shot this turn. 4) Feel no pain (maybe 5+) this turn. Have either waagh points (ala faith) or maybe a rule that a unit may only waagh once per game unless they wipe out a unit in combat or cause one to fall back. Pretty rough idea I know but seems fluffy and effective.

snoogums: "Just because something is not relavant doesn't mean it goes away completely."

Iorek: "Snoogums, you're right. Your arguments are irrelevant, and they sure as heck aren't going away." 
   
Made in us
[DCM]
Tilter at Windmills






Manchester, NH

I'm not in favor of mechanics which add more bookkeeping.

How about WS3, add +1 strength to every level of Ork, knock a point off the cost per basic Ork, and make Shootas assault 2 24"? Make the Warboss T5, of course, and knock a little off the cost of Nobs (including mega-armored ones). I like the idea of mixing Shootas and Sluggas in the same unit, too. Works for Chaos Marines and Space Wolves, and Orkses are much less organized than they are.

It should be a hard-hitting horde which still has decent numbers when it gets there despite eating a ton of fire on the way in.

Adepticon 2015: Team Tourney Best Imperial Team- Team Ironguts, Adepticon 2014: Team Tourney 6th/120, Best Imperial Team- Cold Steel Mercs 2, 40k Championship Qualifier ~25/226
More 2010-2014 GT/Major RTT Record (W/L/D) -- CSM: 78-20-9 // SW: 8-1-2 (Golden Ticket with SW), BA: 29-9-4 6th Ed GT & RTT Record (W/L/D) -- CSM: 36-12-2 // BA: 11-4-1 // SW: 1-1-1
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Made in se
Tough-as-Nails Ork Boy




Sweden

I think, "just" lowering the cost for many of the units would go a loong way. Most units are okay and with good tacticas and a sound strategy, you could make even foot-slogging Orks viable, but right now you get a little too few of them... The new rapid fire-rules and the vulnerabilty to being charged by fast and hard-hitting enemies with a high initiative kill Orks in droves. getting more would help, a lot...

But, some units still needs to be tweaked too...

   
 
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