Switch Theme:

Changing the Codex – Orkz  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Da Head Honcho Boss Grot





Minnesota

the_ferrett wrote:Flashgitz: Waargh banner... perhaps not. A BS version hell yes!
Problem is, not even Warbosses increase their Weapon Skill. Of course, the Waaagh Banner wouldn't be all that useful, unless Badrukk (with a power weapon) was taken.
Also maybe give MANZ a heavy weapon to go with their S+P?
Like what? The thing about Orks is, they don't really have Heavy weapons to begin with. They have the Shokk Attack Gun, their grot artillery, their vehicle mounted ordinance, and Deffguns. I can't think of anything else.
Badrukk is good as is weirdly enough.
Now Snikrott..... that should be PWed
Really? I'm going to half to disagree with you there. Badrukk is a huge waste of points. He costs as much as a Warboss, and is much worse; worthless in close combat, and carrying a gun that, when you factor in his Ballistic Skill, simply isn't all that great. He gets a squad of Flash Gits a Bosspole, but that's really not enough to make up for the price. You're pretty much always be better off taking a Warboss in the squad than Badrukk, or even a Big Mek (at least he's cheap). In contrast, I've seen Snikkrot used to good effect, even with the lack of a Power Klaw Nob available. They do have access to a burna, if they really need a power weapon.

Also, the illustration for Badrukk shows a choppa which looks like it should be a power weapon, or exceptional in some other manner.
KMB - yes, Zzapp... curious...
At an average Strength of 7, and costing 50% more than the Strength 8 Kannons, I don't see how Zzap guns are supposed to compete. Sure, they're AP2, but that's not even coming close to making up for it. Zzap guns are suppose to be the Ork's heavy anti-tank weaponry, but they're more like a single shot from a Plasma Gun than a shot from a Lascanon. Worthless.
Perhaps give warbuggies the exhaust cloud rule?
Something I considered. I would make it a 5+ save rather than a 4+, if I were to implement it. I don't see buggies used a whole lot, but I think they're still pretty decent. Nice and cheap. I would actually be more inclined to give a cover save to Deffkoptas, because they've never done well for me; however, I've heard others speak highly of them, so that may just be a bias on my part. In contrast, I don't know that I've ever seen Warbikes championed in anything besides a fluffy Evil Sunz/Kult of Speed army.
weirdboys - give us upgrades or make them elites?
I'm not entirely sure what to do with them. They seem like kind of an afterthought. The problem is - and Games Workshop hasn't seemed to realize this - is that throwaway HQ units are usually no good. It's a Kill Point, it's points that aren't being used to score, and god forbid you run into one of those God-awful scenarios where HQ choices are worth triple Kill Points or something like that. I think that the Weirdboy may be better if he was some sort of squad upgrade, rather than an Independent Character. An upgrade for what squad, then? I think it would have to be the Madboys from the old Feral Ork lists. Those guys were hugely entertaining (terribly unbalanced, but entertaining). This would require the creation of a new unit though, which is taking on a bit of work.

Anuvver fing - when they do sumfing, they try to make it look like somfink else to confuse everybody. When one of them wants to lord it over the uvvers, 'e says "I'm very speshul so'z you gotta worship me", or "I know summink wot you lot don't know, so yer better lissen good". Da funny fing is, arf of 'em believe it and da over arf don't, so 'e 'as to hit 'em all anyway or run fer it.
 
   
Made in us
Flashy Flashgitz





Kintnersville/Philadelphia, PA

Do you know, I feel like Weirdboyz would go best as an upgrade for normal Boyz mobs. I don't see them working out well as an elites slot, since they'd have to be used in a group to justify taking them and I don't think that'd work out well at all; as they are now, they're simply a lackluster HQ choice and I've never felt like they fit with the fluff. The only Weirdboy that would work as an army leader would really be Old Zogwort, because his personal fluff lists him as being a hero amongst Orks due to the whole "I just turned a famous person into a Squig" thing.

As an upgrade for a normal boyz mob, however, I think they'd fit in well. Maybe have it be "Up to two mobs of Boyz may be upgraded to a Madboyz unit for X number of points. A Madboyz unit is Fearless, but may only take Sluggas and Choppas. Additionally, you may replace the Nob in a Madboyz Mob with a Weirdboy for X amount of points." That way, you essentially gain a monster CC unit that can Deepstrike, pop tanks if the Wierdboy rolls right, and has an initiative PW if the Weirdboy rolls a 1-3 while in CC, while risking the occasional 'Eadbanger result. Puts the Weirdboy in a situation where they can be much more useful than they are now, but also keeps them as fluffy as possible.

This message was edited 1 time. Last update was at 2010/10/19 05:43:33


Ouze on GW: "I'd like to be like, hey baby, you're a freak but you just got too much crazy going on, and I don't hook up with bunny boilers. But then Necrons are going to come out, and I'm going to be like damn girl, and then next thing you know, it's angry sex time again.

It's complicated."


Da Goldtoof Marauders - 2000 pts, The Sacred Host of Kai'Xili (Lizardmen) - 500 pts


 
   
Made in us
Battlewagon Driver with Charged Engine




Between Alpha and Omega, and a little to the left

I'm a little skeptic on wither or not to let Orks have meltas. I'm all for variety and I hate hate hate hate those people who think that a more competitive codex involves ripping options whole sale from the C:SM, but a weaker version does sound like it would fit. Maybe make only available to units with Meks in it

Also: Meganobz that can wield Big gunz.

Want to help support my plastic addiction? I sell stories about humans fighting to survive in a space age frontier.
Lord Harrab wrote:"Gimme back my leg-bone! *wack* Ow, don't hit me with it!" commonly uttered by Guardsman when in close combat with Orks.

Bonespitta's Badmoons 1441 pts.  
   
Made in au
Longtime Dakkanaut







The biggest issue with weirdboyz is they have to get in btb to attack (which is where Zog shines) but that enables Everyone to attack them. Its only the snakes that save Zog from quick deaths and normal weirdboys I wouldn't even get near the rukus DESPITE the fact that they get PW attacks in CC.

This message was edited 1 time. Last update was at 2010/10/19 12:12:49


"There's a difference between bein' a smartboy and bein' a smart git, Gimzod." - Rogue Skwadron, the Big Push

My Current army lineup 
   
Made in us
Longtime Dakkanaut



Beaver Dam, WI

I will go back to the Custom Mega Blasta that got turned into S8 AP2 A1 24" in the latest version of the codex. It only appears as options to replace burna boyz, lootas or tankbustas. It is also subject to the gets hot rule. In other words, no one in their right mind will ever take one. Give it a ROF of 2 and it is superior to a Rokkit Launcha. Give it a 48" range and its S and AP is superior to a loota. Give it a blast template and it might be a sound option in a burna boy unit. Make it AP 1 and it is the orky "melta" weapon.

I don't think it should be any combination of these as that would be very OP but pick the one that makes Mekboyz with CMB a viable option to play. My personal choice would be AP1. It is not a melta weapon but a superstrength but plasma-like unstable weapon. It gives burna boyz, lootas and tank bustas an option to switch out up to 3 models. It would still only be S8 so it can never penetrate A14 like monoliths or landraiders but AP1 means it has a chance to kill A14. Unlike a melta gun, it maintains range and unlike multi-meltas it is an assault weapon. Gets Hot leaves it a death-weapon for the firer and a very orky weapon.

Weirdboyz could be made into an Elite like tyrannid lictors or the like where you take multiples with a stipulation that they must be assigned to an ork squad and not assigned to a squad that already has a weirdboy assigned to it. Say something like 1-3 weirdboys for 1 elite slot.

2000
2000
WIP
3000
8000 
   
Made in gb
Longtime Dakkanaut






London UK

yeah,
I'd like BigMeks in MegaArmour to be able to carry a KFF...

I'd also like the option to upgrade vehicle gunners to grots to get the BS3...

that is all...

Panic...

   
Made in br
Longtime Dakkanaut




Brazil

Version 1.2
So, what I have changed?
- Some changes with the Melta-Burna, and the access of the army to it (now, only Burnas, Kommandos, Tankbustas and Big Meks can have it).
- Some upgrades to KMB (who I am not happy with) and Snazzguns (now they rock).
- New options for vehicles (making the shooting wagon possible).
- Rokkits for Warboss. Warbike and Deffkopta for Big Mek, who now let you take warbikers as troops.
- Madboyz for Weyrdboyz
- New Anti-tank options, all melee (Kommandos, Tankbustas and Deffkoptas). Moving Vehicles still being hard to hit (the fun lies there).
- Small changes to Warbuggies and Flash Gitz.

Thanks for the replies guys, it seens i am not the only one who think orks are underated right now. Hope you enjoy. Give me some thoughts, and have fun…
After this is finished, maybe we can convince GW to declare it official (yeah, sure, and them we gonna achieve world pace, and erradicate hungry just after that, and them it will be the apocalypse)

Wargear

Weapons - add the fallowing option:

Melta-Burna – Changing the fuel of the regular burna, Meks can create a stronger, focused flame, who cut armor and steel alike. Some burna boyz love this thing, sacrificing the spread flames for hell hot white flames. The great problem is that the fuels used for this are a lot more unstable, and can just explode with enough bad luck.

If the model don’t used this weapon during his shoot phase, he can use it as a power weapon on assault phase. When used that way, resolve all to-wounds with strength 6 (without any modifiers, even for Furious Charge), , roll 2d6 for armor penetration rolls and add a bonus of +1 for any vehicle damage chart roll.
For each attack made with a Melta-Burna on assault, throw a dice, for each 1 rolled the model suffer 1 wound, but after the attacks are made.

Obs: The kombi version of this weapon can be used in close combat, but will only work for 1 attack, and them wasted until the end of the game.

Range: 6’’ Str 6 AP 2 Assault 1, Melta, Gets Hot!

Modify fallowing options:

Kustom Mega Blasta – KMB are better plasma guns than the regular option of other armies, their S8 means that, but the BS 2 of Meks and the gets hot! Special rule make it just a bad option (hit on 1/3, dying on 1/6, not a deal). The fallowing weapon profile mean to add some extra things to it, turning the regular weapon a little more usefull…

A Kustom Mega Blasta can be shoot in one of the fallowing ways, choose which one in the start of the shoot phase, before they shoot. Models with KMB within the same unit can shoot in different fire modes on the same shoot phase.

Da Blue Small Ball
Range 24” S8 AP2 Assault 1, Get’s Hot, Twin-linked
Da Big Blue Blast
Range 12” S8 AP2 Assault 1, Get’s (Very) Hot (wound on a roll of 2+), Small Blast

Snazzgun – Just make them worth the points, change the profile to the fallowing:

Range: 18” S5 AP 1+1d3 Assault 1

The regular upgrades are applied normally.

Vehicle Wargear - add the fallowing option:

‘Nergy Field Generator – When the Big Mek is to busy pointing his Shock Attack Gun, and there is some spare grots with a bit of nuts, a Mek can just place his Kustom Force Field on the Battle Wagon roof and hope it work well enough. These thing don’t work so well when not operated by “da true mek boss”, but provide some cover to the pile of junk and metal moving on the wheels…
Vehicles with a Dedicated Force Field are always obscured for shooting (4+ cover save) and don’t give the usual +1 bonus on the damage chart for open-toped vehicles (they are damaged as not open-topped).
A wagon with this upgrade, cannot have the “Kill Kannon” upgrade, and have his transport capacity reduced to 12 models. This upgrade can be taken only in armies with a Big Mek on HQ options, and only one time per Big Mek.

Grots Crew – Some Meks just trust Grots better than boyz to keep their mek things working. In warbands where the Mek have sufficient influence, some trukk and wagons can be driven by grots. At least when the boyz are to busy killing on foot.
A vehicle with this upgrade has BS 3 whenever no Orks (besides a Big Mek or a Runtherd) is inside it. Perhaps, any shaken damage result scored against the vehicle is automatically upgraded to stunned (grots are not know by their tremendous courage).
This upgrade can be taken only in armies with a Big Mek on HQ options.

HQ

No changes on Special Characters.

Warboss
Replace the fallowing line of “May take any of fallowing”:
- “Warbike*…..+40” for “Warbike or Stormboyz Rokkit Pack*…..+40”.
Replace the “*” (observation) entry with:
- A warboss may not have booth Mega armor, Warbike and Stormboyz Rokkit pack, or any combination of them.
Replace the “replace slugga with one of the fallowing:” sentence with “replace slugga or twin-linked shoota with one of the fallowing:”, and add the fallowing line to the entry:
- shoota/Melta-Burna kombi weapon……+5 points

Big Mek
Add this lines to “Da Big Mek” box:
- Instead of this, a Big Mek on warbike or deffkopta allows one Warbiker Mob to be taken as troop option.
Add fallowing line to the “replace choopa with one of the fallowing” entry:
- Melta-Burna……+30 points
Add fallowing line to the “replace slugga with one of the fallowing” entry:
- shoota/Melta-Burna kombi weapon……+5 points
- Warbike……+25 points
- Deffkopta armed with:
- twin-linked big shoota……+35 points
- twin-linked rokkit launcha……+45 points
- kustom mega blasta……+55 points

Weyrdboy
Add Fallowing Entry:
A Weyrdboy can replace his “Independent Character” Special Rule for a retinue of:
- Madboyz……+7 points per model.
- Krazyboyz……+10 points per model.

Madboyz
WS4, BS0, S3, T4, W1, I1d6*, A3, Ld7, Sv6+.
Unity Type/Composition: Infantry/5-20.
Wargear: anything who resembles a weapons, and others thing who not.
Special Rules: Furious Charge, Waaagh!!!, Fearless.
*roll one time at the start of any assault, the result is the initiative of the madboyz during that turn, if the result is 1, the madboyz will not attack that assault phase (they just stop to see the grass growing or something like that). The Weyrdboy still fighting normally.
Krazyboyz gains the “Waaagh!!! attuned” special rule.

Waaagh!!! Attuned – some madboyz got even mad being so near to pure beacons of Waaagh!!! energy, and start to manifest funny powers in the heat of the battle.

During any turn where a Waaagh!!! has been declared, in adition to any normal benefit from the Waaagh!!!, a unit of Krazyboyz receive a save of 5+ invulnerable, for the entire turn. Additionally, if during that turn any Weirdboy in 6” rolls a ‘Eadbanger, Frazzle or Zzap result as the psychic power of the turn, the entire unit is treated as having power weapons for the duration of the turn.

Elite

Nobz
Add fallowing line to Wargear
- Meganobz Replace Slugga and Choopa for Mega Armor with Power Klaw and Twin-Linked Shoota.
- Painboy in Mega Armor replace his Power Klaw for Dok’s Tools and ‘urty Syringe
In transport add Looted Wagon without Boomgun as an option of Dedicated Transport (for the regular cost)
Add fallowing line to “the entire mob can be upgraded to” entry:
- Meganobz ……+25 points per model
Replace the “replace slugga with one of the fallowing:” sentence with “replace slugga or twin-linked shoota with one of the fallowing:”, and add the fallowing line to the entry:
- shoota/Melta-Burna kombi weapon……+5 points

Mega Nobz – exclude it from codex.

Burna Boyz
Add the option to take a Trukk or a Looted Wagon (without Boomgun) as dedicated transport on mobs with 12 models or less (for regular cost)
Add the fallowing entry:
Any Burna Boy can replace his Burna with a Melta-Burna…… +15 points

Tankbustas
Add “Tank Hunters” to this unit Special Rules
Add the option to take a Trukk or a Looted Wagon (without Boomgun) as dedicated transport on mobs with 12 models or less (for regular cost)
Add fallowing line to the “up to two Tankbustas may replace their rokkit launcha with” entry:
- Melta-Burna……+10 points

Lootas – no changes

Kommandos
Add fallowing line to the “up to two Kommandos may replace their sluggas and choopas with” entry:
- Melta-Burna……+25 points
Add fallowin entry to “Options”:
- Any Kommando can have Tankbusta Bombs……+5 points

Troops

Ork Boyz
In transport add Looted Wagon without Boomgun as an option of Dedicated Transport for mobs with 12 models or less (for the regular cost).

Gretchins – no changes

Trukk
Add fallowing line to “May take any of the fallowing:” entry:
- grot crew……+5

Fast Attack

Storm Boyz – no changes

Warbuggies
Add Exhaust Clouds to this unit special rules (same as in the Warbikers).

Warbikers – no changes

Deff Koptas
Add the fallowing line to the “Any deffkopta may be equipped with:” entry:
- Tankbusta Bombs…...+15 points

Heavy Support

Battle Wagon
Add fallowing line to the “May take any of the fallowing” entry:
- ‘Nergy Field Generator…...+30 points
- grot crew……+20

Deff Dreads – no changes

Killa Kans
Add fallowing line to the “Each Killa Kan must take one of the fallowing” entry:
- Melta-Burna………+20 points

Flash Gitz
Replace “The unit may take any of the fallowing:” sentence with “Any Flash Git can take one of the fallowing options:”
Add the fallowing entry:
- Any Flash Git can carry a bospole……+5
Obs: Flash Gitz with Blastas will resolve their AP as rolled by the unit -1.

Big Gunz – no changes

Looted Wagon
Add fallowing line to “May take any of the fallowing:” entry:
- grot crew……+10

If my post show some BAD spelling issues, please forgive-me, english is not my natural language, and i never received formal education on it...
My take on Demiurgs (enjoy the reading):
http://www.dakkadakka.com/dakkaforum/posts/list/537654.page
Please, if you think im wrong, correct me (i will try to take it constructively). 
   
Made in us
Mekboy Hammerin' Somethin'






Wait... why on earth would we want a looted wagon for anything?

Unless they make the looted wagon better or get rid of "dont touch that", I still do not see people using it...

Luke_Prowler wrote:Is it just me, or do Ork solutions always seems to be "More Lootas", "More Boyz" Or "More Power Klaws"?
starbomber109 wrote:Behold, the true ork player lol.
I have to admit, I miss the old Infantry battles of 4E compared to this 5E wonderland of APCs/IFVs everywhere. It's like we jumped from WWI to WWII.

ChrisCP wrote: KFFs... Either 50% more [anti-tank] than your opponent expects or 50% less [anti-tank] than you expect.

Your worlds will burn until their surface is but glass. Your destruction is for the Greater Good, and we are instruments of Its most Glorious Path.
 
   
Made in lv
Yellin' Yoof on a Scooter




Latvia

QuietOrkmi wrote:Wait... why on earth would we want a looted wagon for anything?

Unless they make the looted wagon better or get rid of "dont touch that", I still do not see people using it...

Well personally I see this like so. When I buy a looted wagon I don't pay for the ride. I pay for the boomgun!

As darkness surrounds us all
Our prayers towards light we direct.

P.S. WE LAUGH AT YOUR NON-RED VEHICLES SIR!
3k DA WEIRD ORKZES 
   
Made in gb
Lieutenant Colonel




Hi all.
As far as I am concerned the ONLY change required is changing the FLASH GITZ entry.
Ork Nobz are all about bashing heads close up.
Any shooting they do is out of frustration because they are NOT bashing heads yet!

So giving Ork Nobs flashy gunz id just pointless, and against the original background.

Here is my review to make Flash Gits the ranged anti tank unit the Orks should have IMO.

Flash Gitz 20 pts per model.
WS BS S T W I A Ld Sv
Flash Git 4 2 3 4 1 2 2 7 4+
Kaptin' 4 2 4 4 2 3 3 8 4+

Kaptin Badrukk (As codex Orks.)

Unit composition. 5 to 10 Flash Gitz. Unit type Infantry.

Wargear.
Git finda'
Sun-Gun,
'Eavy Armour.

Special rules
Furious Charge
Mob rule
Waaagh!

Options.
Upgrade A flash Git to Kaptin' + 10 pts.
ONE Flash Git mob may be lead by Kaptin Badrukk + 135 pts.

Equipment notes..

Git Finda.
The pinacle of orky targeting devices, (acording to the mekboy that sold it ... )
The Git finda allows the boyz to shoot with BS of 3, IF they pass a 'Twiddlin' test.'
As the git find is quite fiddley to set up , sometimes the Flash gits dont bother using it!The Flash Gits ONLY use the Git finda on the roll of a 4+ .(Roll one D6 for the Flash Git mob before they shoot .)

Sun Gun.
Its not realy known if the Oks call the Falsh Gits weaponry Sun Gunz because they fire super heated energy beams, or because of the eye hurting amount of bling festooned upon them....
Since Mekboy 'Cinder fingaz' managed to stop the 'heat leekage problems', Sun Gunz are the weapon of choice for all orks besotted with long range destruction.

Sun Gunz Range 36" Str 8 AP 2 Heavy 1 Lance.

Just an idea for discussuion.

TTFN
   
Made in us
Consigned to the Grim Darkness





USA

Maybe you think that flash gitz are the only thing which ther is a problem, but personally I think the following entries need changing (my opinions on what would work best in parentheses):

Tankbustaz (remove their rule which makes them uncontrollabe, give them TAnk Hunters)

'Ard Boyz (slight reduction-- 1 point per model-- in cost, perhaps 0-1 per HQ with 'eavy armor?)

Stormboyz (slight reduction-- 1 point per model-- in cost)

Looted Wagon (slight-- 5-10 points-- reduction in cost of the boomgun)

Flash Gitz (I'm not sure, but others certainly have ideas).

Zzap guns (make it auto-hit. Half the time it won't do any damage anyway)

This message was edited 1 time. Last update was at 2010/10/21 13:25:42


The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
 
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

I also agree on the Zzap guns. The only time they are useful is when a grot is behind them. I dunno about an auto hit, that just sounds cheesy to me. But an upgrade for vehicles to have grots shooting guns would eliminate the wasted shot that BS2 Zzap will get. Try them out in a big gunz battery, they do much better at BS3
   
Made in au
Longtime Dakkanaut







A friend suggested dropping them down 10 points and allowing them to be taken in batteries of about 7.

"There's a difference between bein' a smartboy and bein' a smart git, Gimzod." - Rogue Skwadron, the Big Push

My Current army lineup 
   
Made in br
Longtime Dakkanaut




Brazil

I dont think flah gitz must be converted in anti-tank...
Flash Gitz are anti-heavy-infantry. That is what a nob with expensive equipment would want: to kill a lot of oomies each time, no to kill tanks.
Orkz are not marines, and we dont need a "devastators squad", heavy support on orks is about big big guns, not the ones a nob could carry...

I dont agree with rolling a dice to see if the BS can go higher, as twin-linked solve the problem and rise the chance to almost the same thing
1/3 chance to hit, 2/3 chance to rerroll, 1/3 chance to hit on rerrol
Its like 1/3+2/9 chance of hit, who aprouch 55%.
BS 3 would just bring the hit roll to 1/2, 50%

About the anti-tank - ork anti-tank should not be ranged, or them we will just get the same thing as always, ork anti-tank should be melee, as i am trying to make with tank-bustas granades and Melta-Burna.

About the Tankbustas - i dont think they should lost the uncontrolable rule, as that is their "touch", but i agree that it should be changed, with something like a dice throw. Maybe coping the Chaos Terminator rule, but only for vehicles (and in this case, they are a hazard to your vehicles too). Another ideia, is to make them hunt the biggest tank on their site, shotting the biggest tank in range of their weapons...

If my post show some BAD spelling issues, please forgive-me, english is not my natural language, and i never received formal education on it...
My take on Demiurgs (enjoy the reading):
http://www.dakkadakka.com/dakkaforum/posts/list/537654.page
Please, if you think im wrong, correct me (i will try to take it constructively). 
   
Made in us
Battlewagon Driver with Charged Engine




Between Alpha and Omega, and a little to the left

I'm sure that a few of you have read my "how to fix flash gitz" topic, but here's the short version: Give them more options for their snazzguns, make their first upgrade free.

Oh ya, question: what is it that makes Tankbustas bad?

Want to help support my plastic addiction? I sell stories about humans fighting to survive in a space age frontier.
Lord Harrab wrote:"Gimme back my leg-bone! *wack* Ow, don't hit me with it!" commonly uttered by Guardsman when in close combat with Orks.

Bonespitta's Badmoons 1441 pts.  
   
Made in us
Consigned to the Grim Darkness





USA

If you don't remove the uncontrollable rule, noone's still going to take tankbustas (exaggerating here, of course, there's people that will take things regardless of competitiveness, but we're talking from a competitive standpoint). Same with how noone takes Repentia, either.

This message was edited 1 time. Last update was at 2010/10/22 14:00:42


The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
 
   
Made in us
Sneaky Lictor




Wherever they tell me

Just an idea on something you can do for the melta-skorcha

Have it use a flamer template, and anything it hits suffers a S8 AP1 hit with 2D6 armor pen. However, to balance it out and make it much more ork-like the player will have to roll a scatter die. The flamer goes in the direction of the scatter die, and if a hit is rolled than the ork has kept control of the gun and can direct whichever way he wants to. This makes sense to me because orks have a 1/3 chance to hit with normal shooting attacks, so he would have a 1/3 chance to hit with this weapon but a miss may be catastrophic. Not sure how many points it would cost though.


Tyranids 10000 points
Orks 3500 points
Raven Guard 3000 points
 
   
Made in us
Battlewagon Driver with Charged Engine




Between Alpha and Omega, and a little to the left

Melissia wrote:If you don't remove the uncontrollable rule, noone's still going to take tankbustas (exaggerating here, of course, there's people that will take things regardless of competitiveness, but we're talking from a competitive standpoint). Same with how noone takes Repentia, either.


Except Tank Bustas are not uncontrollable. Glory Hog is not Rage. They have to fire at any vehicle in range, nothing says they have to move towards/shoot at/assault the closest vehicle. I've used Tankbustas quite a bit and they've never disappointed me. That said, I wouldn't mind them having the Tank Hunter USR, and maybe the ability to cancel Glory Hogs with a LD test.

Want to help support my plastic addiction? I sell stories about humans fighting to survive in a space age frontier.
Lord Harrab wrote:"Gimme back my leg-bone! *wack* Ow, don't hit me with it!" commonly uttered by Guardsman when in close combat with Orks.

Bonespitta's Badmoons 1441 pts.  
   
Made in gb
Lieutenant Colonel




HI folks.
The only reason I listed Flash Gitz as the biggest problem with the new Orky dex is because they are about as anti ork kulture as a grot mob exclusivley armed with double power klaws!
(Minor improvements that Mellisa suggested to PV and BS , and I agree with, pale in comparison to the debarcle that is Flash Gitz.)

To allow one Nob mob to take snazz guns as an upgrade, would have been preferable to the waste of an entry the current Flash Gitz are.(IMO.)

I agree the Tank Huntaz are also quite questionable.

IMO the Ork Codex would have been much better if the Flash Gitz and Tankbustaz were droped in favor of Mad Boys and Boar Boys.

Mad Boys would be a danger to everything and Boar Boys with 'bang stikks' an exelent fast moving anti heavy vehicle unit.

But my view is based on the original ork background ...so may not be representative of current Ork players?

The last ork codex simply streached out minimal content to fill the book.

The latest was an improvment , but still didnt efficiently use the entries to cover the ork units that well.(IMO)


TTFN






This message was edited 1 time. Last update was at 2010/10/26 21:02:05


 
   
Made in au
Longtime Dakkanaut







Flsh Gitz have been around since 2nd ed Thankyou very much!
The Gitz are an entry by themselves because they represent the blooming Freebooters!

"There's a difference between bein' a smartboy and bein' a smart git, Gimzod." - Rogue Skwadron, the Big Push

My Current army lineup 
   
Made in gb
Lieutenant Colonel




Hi the_ferret.
I am aware of the existance of freebooters , (and the flash Git variants ) since RT supliments 'Ere we go!, and Waagh! the Orks.

Flash Gits were ALWAYS Boys with flashy gear and weapons (usualy Bad Moonz 'wiv loads o' teef'.)Led by a Nob called Kaptin, due to the original piratical and flamboyant apearance of the Flash Gitz.

As Lootaz now carry kustom heavy weapons , rather than looted imperial weapons, the original configuration of the Flash Gits was rendered semi redundant.

So rather than make them a specialised RANGED ANTI TANK unit , as I outlined.They made them ANOTHER nobs mob variant.
(And a pretty pointless one at that, IMO.As pointless as a grot mob equiped exclusivley for close combat...)

Out of all the effective anti tank units that could have been included, the fabrication of the new 'Tankbustas' was the lowest on my list after...

Madboyz or Boar boys with bang stikks,Anti tank Flash Gitz, even allowing Mek boys to take supa stikk bombs .(Str 8 +2D6), would have been more suitable than a new unit with even more special rules ...

But thats just me , maybe?

TTFN

This message was edited 1 time. Last update was at 2010/10/26 21:04:54


 
   
Made in au
Longtime Dakkanaut







I see them as ranged anti heavy infantry. But I do recognise your points.

"There's a difference between bein' a smartboy and bein' a smart git, Gimzod." - Rogue Skwadron, the Big Push

My Current army lineup 
   
Made in us
Consigned to the Grim Darkness





USA

Basically I see Flash Gitz as ranged nobz. I think they should stay a separate choice, but give them the option to purchase a battlewagon or trukk as dedicated transport.

This message was edited 1 time. Last update was at 2010/10/27 13:50:57


The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
 
   
Made in us
Longtime Dakkanaut



Beaver Dam, WI

They are ranged nobs - their cost effectiveness at this point, makes them purely fluffy never-played options. I agree with prior comments that tek from the old codex like super stikk bombs or boar boyz would be an effective option to the codex by comparison. So a nob costs 20, 5 for eavy armor. A true cc monster so in your wisdom you hand him a ranged weapon that you are lucky he can point the lethal end in the right direction and tell him not to go into close combat. Now make me pay 15 more for a truly distinctive gun and ask me why I want to put a 40 point flashgit with a gun instead of a PK nob for 45?

Make em cheap, get rid of em or modify them to make them unique but fill a role that a 15 point loota or 45 PK nob fills in my army.

2000
2000
WIP
3000
8000 
   
Made in us
Alluring Mounted Daemonette






Please...orks are one of the strongest armies in the game. Oh no--they actually have a hard time with landraiders? Well, with the exception of whatever is in the landraider, orks will normally hold or contest all objectives, and get all the other killpoints. If anything, orks should be toned down a little in the next edition. Or leave it the same, and make models cost more.


The Daemonic Alliance Infinite Points
Nightbringer's Darkness 3000 Points
Titan's Knights of the Round: 4000 points

"Too often we enjoy the comfort of opinion without the discomfort of thought." JFK 
   
Made in gb
Lieutenant Colonel




Hi Shenra.
I agree that the Ork codex allows for limited strong configurations.
BUT if the codex was written to make ALL units viable choices , then the amount of variety would increse , and therfore the diversity of the game in general.
(Which could be said about many codexes...)

The current Flash Gits and Tankbustaz seemed to be adding a new units for the sake of it, when better options existed in previuos editions.
(CHANGING the Flash gits another nob mob was a poor chioce, IMO.)

My take on the old units...

(Just for fun , needs playtesting more.)
0 to 1 unit of
Mad Boys 10pts each.
BS WS S T W I A Sv Ld
4 2 4 4 1 2 2 5+ N/A

Unit coposition
10 to 30 mad boys.

Unit type
Infantry

Wargear
Slugga
Choppa
Stikk bombs'

Special rules.
Furious charge
Waaagh!
Odd behavior.(As mad as a box of squigs .)

At the start of the turn roll a D6 , on the roll of a 1 the mad boys are going to do something utterly deranged, roll on the behavior table.
If the madboys are called upon to make a ld test roll on the behavior chart instead.

Behavior chart.roll a D6.
(The effects last for one turn, or untill the next behavior roll, which ever happens first.)

1/ Moronik.
The Madboys wander aimlesly looking for 'da speshul sumfink' one of them thinks they have lost...
The Mad boys count as in difficult terrain, and will not shoot, but fight in assaults normaly.

2 Meloncolik
The Madboys are convinced they are all dead and lay down and wait for Mork (or Gork) to take them into the big green.
The Mad boys are so convincing they may NOT be targeted or affected by ANY attack!

3 Frantik.
The Mad boys decide to do whaterver they do at break neck speed!
The Madboys gain 'Fleet' and 'Move through cover' special rules, In addition thier save becoumes invunerable due to thier high speed and bizare movement .

4 Skitzo
The Mad boys multiple personalities all emerge at the same time !They are all angry and 'sumfinks gonna PAY!!!'
The Mad boys gain a re roll to all 'to hit' dice (for shooting and assaults.)If one personality misses the other ones have a go!

5 Sykotik
The Madboys seem to all bond together with one definate purpose in mind.The gain a steely resove to utterly destroy the nearest enemy unit.
They MUST assault the closest enemy unit , and if they do they gain Rage. Fleet. and feel no pain special rules.
If the nearest unit is a vehicle the Mad boys make a supa stikk bomb from thier suply of stikk bombs , to make 1 str 8, 2 D6 pen attack per 5 Madbys.
(For every penetration dice that roll a 6, a madboy is killed in the massive detonation of the supa stikk bomb!)

6 Manik
The Madboys become convinced they are the mortal vessels for Mork (or Gork).The Mad boys are swathed in am erie green light ,as they are powered by pure waaagh energy!
The Madboys gain the abilities of monsterous creatures,and a 3 + inv save!

TTFN
   
Made in us
Shadowy Grot Kommittee Memba






Personally, I've not had any trouble at all against mech lists. I find that a sizable mob of deffcoptas backed up with a small tankbusta mob can kill any heavy tank with one simple tactic: tankbustas walk into position to fire, and choppas turbo boost around the tank's flank or even back, and your opponent has to pivot away from one or the other: there's your shot. Tankhamers as well should not be underestimated, that s10 is brutal considering the number of attacks you get. Ramming expensive vehicles with your dirt cheap, fast trucks is another possible line of attack: I've been very successful with a trukk with just a ram and a wrecking ball making a suicide charge with a bunch of boyz inside, one nob with Klaw. If all else fails, the nob can finish em off. There are plenty of other things you can stick rokkits to, if you're creative. Those rokkit launchas make great marine-killers as well!

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in us
Mekboy Hammerin' Somethin'






What we need answers to is the guy who brings nothing but TMC.... PK can only deal a max of 4 wounds, and they have 6...

Luke_Prowler wrote:Is it just me, or do Ork solutions always seems to be "More Lootas", "More Boyz" Or "More Power Klaws"?
starbomber109 wrote:Behold, the true ork player lol.
I have to admit, I miss the old Infantry battles of 4E compared to this 5E wonderland of APCs/IFVs everywhere. It's like we jumped from WWI to WWII.

ChrisCP wrote: KFFs... Either 50% more [anti-tank] than your opponent expects or 50% less [anti-tank] than you expect.

Your worlds will burn until their surface is but glass. Your destruction is for the Greater Good, and we are instruments of Its most Glorious Path.
 
   
Made in gb
Fireknife Shas'el





Leicester

I had a thought about Flash Gitz the other day, aside from a "Kaptin" upgrade that gives them access to a bosspole etc, how about a telly-porta assault rule that allows them to deep strike onto the board? After all what's a fancier, blingier, way to travel?

Although they're shootier than normal nobz they're still pretty much nails in CC (particularly if the Kaptin has access to a PK)

This message was edited 1 time. Last update was at 2010/10/28 19:58:27


DS:80+S+GM+B+I+Pw40k08D+A++WD355R+T(M)DM+
 Zed wrote:
*All statements reflect my opinion at this moment. if some sort of pretty new model gets released (or if I change my mind at random) I reserve the right to jump on any bandwagon at will.
 
   
Made in us
Mekboy Hammerin' Somethin'






There is mention of a Da'Vulture, it would be cool if we got a looted Valkyrie... Throw in the ability to dump canisters of flamible oil in a line or bombs and... well this sounds quite awesome...

Luke_Prowler wrote:Is it just me, or do Ork solutions always seems to be "More Lootas", "More Boyz" Or "More Power Klaws"?
starbomber109 wrote:Behold, the true ork player lol.
I have to admit, I miss the old Infantry battles of 4E compared to this 5E wonderland of APCs/IFVs everywhere. It's like we jumped from WWI to WWII.

ChrisCP wrote: KFFs... Either 50% more [anti-tank] than your opponent expects or 50% less [anti-tank] than you expect.

Your worlds will burn until their surface is but glass. Your destruction is for the Greater Good, and we are instruments of Its most Glorious Path.
 
   
 
Forum Index » 40K Proposed Rules
Go to: