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![[Post New]](/s/i/i.gif) 2010/05/03 08:53:45
Subject: Re:If you were to write the next Ork Codex
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The Dread Evil Lord Varlak
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The current ork codex is the best ork codex we've had, and is one of the most fun codices in the game right now. There's some changes that'd be nice, but it'd be fiddling around the edges rather than a complete redesign.
I miss the old lines of grots plinking away with autoguns. I wouldn't give them autoguns again as that was a design for a different game, but I'd like to see grots able to swap their blastas for 24", heavy, St 3 guns. Maybe for free, maybe for one point. They still wouldn't be much good, but they could sit on an objective and annoy the enemy.
Mad boyz should come back, if only because the models would be awesome.
I'd like to see looted vehicles split into heavy looted vehicles and light looted vehicles. The heavy looted vehicle would be AV 13 and picked out of heavy, and could be used to represent leman russes and land raiders and the like. The light looted vehicle could be AV 11, picked out of fast attack and used to represent rhinos and chimeras.
I'm not interested in bringing the clans back. Sub-lists are great for people who like stuffing about writing up variant lists, but in actual play they've been disastrous in the past - producing either trivial differences or letting in ludicrously powerful builds. As it is you can represent the clans pretty well, you just don't a rules bonus for it. That's alright.
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“We may observe that the government in a civilized country is much more expensive than in a barbarous one; and when we say that one government is more expensive than another, it is the same as if we said that that one country is farther advanced in improvement than another. To say that the government is expensive and the people not oppressed is to say that the people are rich.”
Adam Smith, who must have been some kind of leftie or something. |
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![[Post New]](/s/i/i.gif) 2010/05/03 12:01:25
Subject: If you were to write the next Ork Codex
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Stabbin' Skarboy
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Turn flash gits into an anti-tank unit that works.
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MeanGreenStompa wrote:penek wrote:wtf is wrong with GW ???
It's being run by people with short term vision and enough greed to extinguish a sun.
Perhaps they're the C'tan. |
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![[Post New]](/s/i/i.gif) 2010/05/03 20:39:05
Subject: If you were to write the next Ork Codex
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Slaanesh Chosen Marine Riding a Fiend
Inside a pretty, pretty pain cave... won't you come inside?
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-S4 skarboyz as a troop choice
-Ard Boyz upgrade unlimited, cheaper (it's not really that great, let's stop pricing it like it is)
-Get rid of "Glory Hogs" for tankbustas
-Tankbusta bombs as wargear
-Actually useful flash gitz as elite (give BS3 or twin-linked, plus better base snazzgun)
-Burnas as special weapons for boyz
-1 special weapon per 5 boyz like most other armies
-"Fearless" changed to "Stubborn" for Mob Rule
-Mob Rule counts WOUNDS not models so that nobz get more credit for being tougher than boyz
-Go back to looted vehicle options from 3rd ed.
-Give every unit a dedicated transport option
-Improve the wartrukk or make it virtually free
-Bring back cyborks as an elite or retinue choice
-Give orks special ork character upgrades within units: painboyz, weird boyz, etc. that upgrade mobs
-Big Meks allow you to take dreads, kans, or burnas as troops
-Deff dread front armor 13 or taken as squadrons since they are underwhelming as a HS option
-Option to twin-link guns on vehicles or twin-linking standard
-Restore "Mob Up" rule that lets fleeing orks join up together in a new mob
-Drop price of Killakannon or make it actually good (either S8 or AP2 or both)
-Kommandos with tankbusta bombs
-Nob leadership 8
-Meganobz with an invulnerable save
-A middle ground transport option between trukks and battlewagons, either through a new unit or looted vehicles
-Get rid of ramshackle, just let orks only take a wound on a 6 like before
-Give vehicles a smoke launcher option so that KFFs aren't mandatory
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![[Post New]](/s/i/i.gif) 2010/05/03 21:41:59
Subject: Re:If you were to write the next Ork Codex
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Auspicious Skink Shaman
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Needed improvements:
Weirdboyz need to be buffed. Flash Gitz need to be cheaper. Madboyz would be nice. Battlewagons ought to have a gunwagon option actually worth taking. It's clear that the Codex intends gunwagons to be a big deal, but they just didn't pull it off, and as a result the Battlewagon is an admirable heavy transport, but not much else.
Grots need fewer/cheaper Runtherdz, and some special rules to make up for the fact that they are largely ineffective as a screen. Perhaps allowing them to be taken without using up a troops slot would be nice, with the caveat that you could never have more grot mobs than boyz mobs. Also, grots would not be scoring. What warboss would let a gretchin mob take that hill?
Needed nerfs:
A Battlewagon full of lootas is not Orky. Sorry, but for what they cost and what they can do, they ought to be double occupancy. The rationale would be that their massive guns take up a lot of space. That would still be 10 lootas per battlewagon, a reasonable nerf.
The KFF is probably too generous. Everyone uses the thing - it's the Eldrad of Orkdom.
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I say all of this as an avid and happy Ork player. I am not looking forward to a new codex, because this one is 95% of what it needs to be, and it seems a lot more likely that the next one will be worse, not better.
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![[Post New]](/s/i/i.gif) 2010/05/03 22:49:05
Subject: If you were to write the next Ork Codex
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Longtime Dakkanaut
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Ironically the KFF did the exact same thing back in 3rd ed.
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"There's a difference between bein' a smartboy and bein' a smart git, Gimzod." - Rogue Skwadron, the Big Push
My Current army lineup |
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![[Post New]](/s/i/i.gif) 2010/05/03 23:06:46
Subject: Re:If you were to write the next Ork Codex
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Dakka Veteran
Dayton, Ohio
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Transport options for all infantry models would be terrific!
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If more of us valued food and cheer and 40K over hoarded gold, it would be a merrier world. |
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