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. |
|
 |
![[Post New]](/s/i/i.gif) 2013/03/07 19:56:00
Subject: Ork 6th Edition Codex Wishlist
|
 |
Grim Dark Angels Interrogator-Chaplain
|
Animosity
Roll a d6 at the start of the turn for every ork unit in your army, on a roll of a 1 the unit rolls on the animosity table
1: squabble, the unit suffers d6 str3 ap - hits, these are randomised through the unit.
2: oi you!!, the unit shoots the nearest ork unit, this does d6 str 4 ap6 hots distributed as shooting. If no friendly unit is in range of at least one models ranged attack, treat this as squabble instead
3:get em lads!! The unit must move towards the nearest enemy unit
4: ere we go, ere we go: the unit must assault the nearest enemy unit, if no end unit is UN range, treat this as "get em lads'
5: dakkadakkadakka: he unit must fire at the nearest enemy unitit can hurt, the unit may fire it's guns twice, if it does so it may not shoot in its next turn
6: wwwwwwwaaaaghhhh!!!!, the unit gains the fleet, hatred, and crusader usr untill the beginning of its next turn
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/03/08 12:45:14
Subject: Re:Ork 6th Edition Codex Wishlist
|
 |
Pyromaniac Hellhound Pilot
|
A few ideas:
- Discipline of Gork and Discipline of Mork for Weirdboys
- All Orks have the Dead 'Ard special rule that gives them Feel No Pain (6+), Furious Charge and (wait for it...) Hammer of Wrath. With HoW, the whole "OMG, my boyz drop dead before they can hit anything!" problem could be solved simply and fluffy.
- Gun Wagon Squadrons with the option to take Killkannons/Boomguns/Supa-Kannons, so they can actually act like real tanks.
- All "small bosses" (the squad upgrade characters like Zagstruk and Snikrot) should be HQ Independent Characters who unlcok their respective Kults as Troops.
- Waaagh! gives Rage, Fleet and allows to re-roll all failed to-hit rolls (both ranged and melee), but Orks can't use cover saves while under the effect of the Waaagh! In addition, once summoned, the Waaagh! has a chance to affect the next turn, similarly to Imothek's storm.
Note: I'm not an Ork player, but my second most frequent opponent is an Ork, so yeah, these are essentially what I, as a nopponent would like to see  .
|
My armies:
14000 points |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/03/08 16:38:19
Subject: Ork 6th Edition Codex Wishlist
|
 |
Grim Dark Angels Interrogator-Chaplain
|
Kff goes down to range 6" grants shroud to all units in this bubble OR grants a 5+ inv to all units in 6"
Ork bikers get jink, not exhaust cloud
Nob bikers get skilled ride
Warboss on bike also get skilled rider
Painboys adds +1 to fnp in 6"
All orks ( not grots) gain 6+ fnp
Flash gitz have str5 ap4 guns, bs3 can upgrade to apd6-1, assault d6, and str 1+d6
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/03/09 17:53:08
Subject: Ork 6th Edition Codex Wishlist
|
 |
Mutated Chosen Chaos Marine
*bursts though room with axe* HEEEAAARRRS JHONNY!!!
|
How about KFF grants Shrouded to all friendly units within 6"?
|
Night Lords (40k): 3500pts
Klan Zaw Klan: 4000pts
Whatever you use.. It's Cheesy, broken and OP |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/03/11 22:40:05
Subject: Ork 6th Edition Codex Wishlist
|
 |
Growlin' Guntrukk Driver with Killacannon
|
Flash Gitz as a sub option to Nob
Meganobz as a sub option to Nob
So each has access to wargear options (PainBoys, BP, and Waagh Banners)
More HQ Choices
Lootas to Heavy Support (its what they are)
More Grot unitz...(see forge world ie Tanks, MegaTank, etc)
SkarBoyz as a Troop Choice
KFF as a vehicle upgrade (see MekJunka)
Flying Transport Choice(see FW Warkopter)
Automatically Appended Next Post: Generic Mad Dok Boss
|
This message was edited 1 time. Last update was at 2013/03/11 23:18:54
'\ ' ~9000pts
' ' ~1500
" " ~3000
" " ~2500
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/03/13 00:47:25
Subject: Ork 6th Edition Codex Wishlist
|
 |
Grim Dark Angels Interrogator-Chaplain
|
Agreed
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/03/13 16:24:40
Subject: Re:Ork 6th Edition Codex Wishlist
|
 |
Flashy Flashgitz
|
I wish Ork Characters were more awesome Skill wise. Models look great, i hate they are all resin though,.. EVERYTHING plastic please... Resin breaks like crazy... Flakk trakk as anti-flying unit or Grot Missles that can be fired from a trukk like vehicle. Buggy models need to be brought into scale with the rest, also need a model update... they look way to old. Snikrots Ambush tactic must return!  Make it so one may charge after coming on any table edge. Boomguns dont press dat must be gone,.. but make scatter 2d6+6 Painboyz must become a seperate unit that doesnt take up force chart slot but make 1 max per 500 pts and 3 max overall? Only attachable to Elite and Troops. Ork ROKK drop pods. Meteorite drop pods,... how awesome would that be! Or a ork Tunneler, some sort of crap vehicle that can burrow under ground and resurface somewhere Grot flyers,.. some sort of bat wings,. just fot fun Flash gits,.. make em viable damnit! Squiggoth, loooooooong overdue dont care about the stats,.. just give it! Warboss upgrade sprue, to make your warboss cooler, and yes, it MUST inclue a pirate hat! Give actual Waagh banner in Nobz Sprue. Roller Ballz, grots or ork boyz in giant metal rolling ballz that can smack infantry or light vehicles  I dont care how random they become! Gretchin Snipers Squigg herd! Runtherd that herds Squiggs that are anti infatry! daaaamn my wishlist is getting long!
|
This message was edited 2 times. Last update was at 2013/03/13 16:26:49
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/03/13 23:56:14
Subject: Ork 6th Edition Codex Wishlist
|
 |
Growlin' Guntrukk Driver with Killacannon
|
AYE Grot Flyers must have something .and it has to be a cheap squadron ...
|
'\ ' ~9000pts
' ' ~1500
" " ~3000
" " ~2500
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/03/14 16:11:07
Subject: Ork 6th Edition Codex Wishlist
|
 |
Ferocious Black Templar Castellan
|
Ruphi wrote:
Make stikkbombs krak grenades (since they are named after tar bombs that were supposed to blow up tanks)
No, the "stick" is the noun stick, not the verb. They're exploding sticks, kinda like the grenades used by the Germans in WWII
|
For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/03/15 16:48:00
Subject: Ork 6th Edition Codex Wishlist
|
 |
Nurgle Predator Driver with an Infestation
|
Squiggs herd NEED to be put in.
Clans need special rules,
Squigoths (Not gargantuen ones) need to be in (Think of them as mega-transport)
Battlewagons shouldnt be the main anti-tank.
Big guns need a large buff
Flash Gitz need to be elites
Stikk Bombas need to be a troop choice (Not just adding in gernades)
WE NEED A MAIN BATTLETANK!!!!! Not this transport box
War buggies and wartracks need a buff
More special characters Bring back Nazdreg the badmo9on warboss!)
Mabye drop pod rocks?
Grot snipaz
Kommandos need a better role (Mabye add special shootas like a shotgun? Idk anti-tank/building?)
a week invuln save mabye
last but not least......Snotlings...yes snotlings... I think they are awsome and I love them.
|
TOO MUCH CHAOS!!!
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/03/27 08:04:14
Subject: Re:Ork 6th Edition Codex Wishlist
|
 |
Regular Dakkanaut
|
Vasarto wrote:1. Have a warboss at 20 points, Every ork weapon and special rule available to purchase for additional points to custom your own warboss with name.
2. Killa Kans should be Elite
3. Boss that can make kans a troop
4. Tons of new weapons for Deff Dread
5. Reduce Cost of Tank Busters AND Redo Flash Gits entirely so that they are a ton cheaper and more powerful.
6. Nob Bikers need new gear and slightly cheaper to make up for the 6th edition nerf on them
7. At least 3 new HQ choices
8. Looted Wagons Fixed to not have don't press dat and MUCH better weapon options AND most of all.....ARMOR. They need to be a 13/13/10
9.Reduce cost of meganobs AND give them more then 3 gun options
10. ORK BOY SQUADS NEEDS FLAMERS.....also give up to 5 of the boys in a 30 man squad the ability to take special weapons. So you can have 5 rokkit launchas, flamers or big shootas and TWO Boy nobs for every 10 boys.
"3. Boss that can make kans a troop"
No. Just No. We have already dealth with Kan Wall Abuse in 5th. Being able to run all Kans is not reasonable, even with the hull point system of 6th.
"9.Reduce cost of meganobs AND give them more then 3 gun options"
Absolutely not. Meganobz are already extremely powerful and cost effective. They are one of the most powerful close combat units in the game.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/03/27 13:36:55
Subject: Ork 6th Edition Codex Wishlist
|
 |
Nasty Nob
|
Let Flash Gits, Burna Boyz, Lootas and Tankbustas take looted wagons as transports.
Make stikkbombs standard equipment for everyone.
Let the Big Mek take a decent amount of gear. Let them have gitfindas and take more than one piece of special equipment.
Worthwhile ranged anti-tank. Maybe make kannon or rokkits Strength 5 or 6 and Armourbane? Or give boomguns and killkannons armourbane if they get the centre of the blast template over a vehicle hull? Or just make zzapp gunz good (maybe with haywire?)...
I'm not fond of Red Paint Job... I don't want to paint my battlewagons red just for a rules benefit or be forced to spend points just because I want red buggies. Rename it to 'go fasta gubbinz' or something.
Missiles on flyers which are actually worth buying.
I'm not too fond of cybork bodies giving an invulnerable save. I think that +1 wound or +1 toughness might be more appropriate. In my mind, invulnerable saves should be for force fields and supernatural stuff.
Give big choppas a boost. Maybe rending?
Snikkrott should probably be a HQ (making komandos troops, I guess), Grotsnikk probably shouldn't.
Make dreds elite.
Big mek should make lootas and/or burna boys troops rather than a dread.
Painboss HQ.
Something to make burna boyz less vulnerable to being shot up. Maybe let them use the smoke from their burnas to gain Shrouded under certain circumstances?
Give shoota mob leader nobs the option to take a fancy gun (maybe a dakkagun or snazzgun) rather than close combat weapons.
Something to keep stormboyz alive until they reach close combat. Again, a smoke cloud granting shrouded might work.
Let more units take bomb squigs.
Attack squigs attacks should be resolved seperately to their character's attacks. It doesn't make sense to me that a squig biting someone gets more powerful if it's owner has a power klaw. I'm thinking something like S 5, resolved at Initiative step 5. Squighounds should use the same rules.
Someone gets Rampage. I don't even care who. Deff Dreads and MDG seem like good candidates.
The Waaagh could be more powerful, but also have a more significant downside; I'm thinking maybe giving every unit rage and hammer of wrath, but forcing you to advance towards the enemy even with your shooty units.
Waaagh banners should have something to do with the waaagh. Maybe make the unit carrying them use the waaagh rules all the time or allowing you to call an extra waaagh, or making it more effective?
Runtherd special character.
Flash gits become elites, lootas become heavy support.
Sneaky git grot snipers can be added to kommando or grot mobs.
Nobz should get better leadership or something to stop them running away more than the boyz do.
Give Wazzdakka Skilled Rider and maybe Shrouded. This lets him give any unit of bikes a big boost in survivability.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/03/27 14:47:45
Subject: Ork 6th Edition Codex Wishlist
|
 |
Powerful Phoenix Lord
|
Can we bring back the old school loota rules where they actually looted weapons from SMs and IG? Though we may need a slight tweak in the rules to prevent the 4 plasma cannons from wiping out the unit...
|
Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/03/28 05:51:55
Subject: Ork 6th Edition Codex Wishlist
|
 |
Been Around the Block
|
GROT SNIPERS!!!!
and Nobz should be less points...like seriously.....
or have eavy armour as standard.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/03/31 11:18:55
Subject: Ork 6th Edition Codex Wishlist
|
 |
Mutated Chosen Chaos Marine
*bursts though room with axe* HEEEAAARRRS JHONNY!!!
|
Kans can go in bigger squadrons of maybe 5?
|
Night Lords (40k): 3500pts
Klan Zaw Klan: 4000pts
Whatever you use.. It's Cheesy, broken and OP |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/04/06 19:16:32
Subject: Re:Ork 6th Edition Codex Wishlist
|
 |
Mutilatin' Mad Dok
|
Anyone know when the Orks Codex will come out for 6th Edtion? I heard its not until 2015 fall release.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/04/07 18:07:25
Subject: Ork 6th Edition Codex Wishlist
|
 |
Mutated Chosen Chaos Marine
*bursts though room with axe* HEEEAAARRRS JHONNY!!!
|
Its meant to be Autumn this year from what I have heard around Dakka.
|
This message was edited 1 time. Last update was at 2013/04/07 18:07:33
Night Lords (40k): 3500pts
Klan Zaw Klan: 4000pts
Whatever you use.. It's Cheesy, broken and OP |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/04/07 18:39:51
Subject: Ork 6th Edition Codex Wishlist
|
 |
Longtime Dakkanaut
|
Give them the old furious charge, some special HQ's that unlock more thing's as scoring, and some wacky new unit like a digga!
|
This message was edited 1 time. Last update was at 2013/04/07 18:40:01
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/04/08 09:47:52
Subject: Re:Ork 6th Edition Codex Wishlist
|
 |
Nasty Nob
|
Vasarto wrote:Anyone know when the Orks Codex will come out for 6th Edtion? I heard its not until 2015 fall release.
Eldar and Space Marines are almost certainly going to use up all of 2013's 40k releases, so no earlier than 2014. I'd guess that Tyranids, Imperial Guard and Orks are the most likely releases after them, but there could well be something unexpected too (Black Templars, Mercenary / Allies codex, Sisters of Battle, Second Coming of Jesus, An Entirely New Race... in roughly that order of probability). If I had to make a prediction, I'd go for late 2014 for the Orks, but late 2015 seems just about possible.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/04/08 10:04:41
Subject: Re:Ork 6th Edition Codex Wishlist
|
 |
Longtime Dakkanaut
|
Well, most of the wish list has been filled up, so I'm not gonna repeat any of the stuff above.
for Kommandos, they need to have the option of shootas, and a "speshul shoota" (like the one in DOW 2). I have already made a profile for one, as I have included it in my freebooterz codex:
St - 5 AP - 4 Range - 12" assault 1, twin linked
Clan doctrines are something they should consider, to add to the feel of the different clans (eg. evil sunz - all vehicles gain a red paint job for free. Bad moonz - all orks may purchase 'eavy armour). this would also give people some inspiration to try different clans (the only ones I've seen are goffs and evil sunz).
As said before, furious charge needs to be redefined for orks. I think wierdboyz should be able to have a mastery level based on how many boyz are in the unit it joins, and of course they need more powers. mekboyz should be the smaller version of big meks (but still an HQ), and they should have a Kommando Nob as an HQ (like DOW).
GA
|
G.A - Should've called myself Ghost Ark
Makeup Whiskers? This is War Paint! |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/04/08 16:42:23
Subject: Ork 6th Edition Codex Wishlist
|
 |
Ultramarine Librarian with Freaky Familiar
|
Whilst orks are more numerous than guard, they are sooooo much stronger! A points increase would make IG and Cultist fluff armies fethed. Secondly, I do agree with the desicion to have traits for each clan but only if other armies can too, ie. an actual statline difference between Cadians and Catachans. Like the ideas though.
|
They/them
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/04/11 21:47:51
Subject: Re:Ork 6th Edition Codex Wishlist
|
 |
Mutilatin' Mad Dok
|
OK How about this
1. Themed armies! - Kind of think of marks of khorne and company but for orks and the different big name ork groups. So whatever we decide to call it for the orks Death skulls gives X warboss something special like how mark of slaanesh does to someone else.
2. The Forge World Ork JUNKA! Vehicle mounted shock attack guns, and all those other goodies? Feth yeah!
3. Lower cost on Flash gits upgrades by half and drop them themselves by 5 points each. Give their weapon options two more new GOOD things to choose from and give them a dedicated transport and / or the option to take mega armor with invulnerable saves of no less the a 4+
4. Allow deff dread troop choices the ability to take objectives.
5. A New kind of walker similar to the Riptide and the GK one....we can call it the mega dread lol....ask forge world to make it for us.
6. ORK DROPPA! - Ork Drop Pods! I came up for rules for one a long time ago and an ork drop ship would be kinda cool.
7. Make Grots more useful! - Drop them by 1 point each and add some slightly better weapon options. Like lets say that for every X grots they can take a Grot cannon which would be the equivilant of a lobba and it takes up three of the grots in your group to use it. So less then three grots in the group and you cannot fire it.
8. Drop the points cost of Kommandos and the rocket pack guys by 5 points each.
9. Make snikrot 50 points cheaper and give his weapons a good make over AND allow him the hit and run type ability where he can rush in. Attack a group and pop out before being hit back AND he always attacks first in combat AND can jump off the board after making a surprise attack but only once per game. Similar to swooping hawks bomb attack but when they come back in they stay in.
10. Ability to Add Skorchas to ork boy squads like the other weapons as well as increase the 3 special weapons per group to 5,.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/04/11 22:49:57
Subject: Ork 6th Edition Codex Wishlist
|
 |
Steady Space Marine Vet Sergeant
Hanging out on the Great Plains
|
Bring back the Old Choppas and make Looted Vehicles worth using.
|
Eastern Frontier Exploratores
224th Astra Legion (main army)
628th Praetorian Guard Cohort (wife's army)
827th Auxilia Cohort (ad mech fun)
825th Foderati Cohort (in the beginning army)
1212th Foederati Cohort - Jokaero (cause I like apes with guns) |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/04/13 03:30:12
Subject: Ork 6th Edition Codex Wishlist
|
 |
Mutilatin' Mad Dok
|
What about more options that have Random Roll Tables?
I think that half the codex or at least all of the new stuff should have stuff like that.
Make orks not so powerful like Grey Knights but design it to where playing Orks will make you have FUN.
Orks should be the most fun to play. Not the most agonizing when putting out and moving 500+ models lol.
Make em fun! Make em More Random! Make the good results far more devastating then before!
Also rewrite WAAAAGH! To be even better.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/04/14 05:15:35
Subject: Ork 6th Edition Codex Wishlist
|
 |
Pyromaniac Hellhound Pilot
|
Feel no pain to all orks, not grots. Think about it. In the fluff orks are tough and brutal. However the simple LASGUNS can take one down. FnP at 6+. No need for a mad dok, just a universal ork rule.
|
javascript:emoticon(' '); 3,000 pointsjavascript:emoticon(' ');
2,000 points
265 point detachment
Imperial Knight detachment: 375
Iron Hands: 1,850
where ever you go, there you are |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/04/14 05:17:18
Subject: Ork 6th Edition Codex Wishlist
|
 |
Regular Dakkanaut
|
Vasarto wrote:What about more options that have Random Roll Tables?
I think that half the codex or at least all of the new stuff should have stuff like that.
Make orks not so powerful like Grey Knights but design it to where playing Orks will make you have FUN.
Orks should be the most fun to play. Not the most agonizing when putting out and moving 500+ models lol.
Make em fun! Make em More Random! Make the good results far more devastating then before!
Also rewrite WAAAAGH! To be even better.
http://www.games-workshop.com/gws/catalog/armySubUnitCats.jsp?catId=cat470008a&rootCatGameStyle=paints-tools
Simple Explanation......Multibasing....with a little extra effort you can make use of larger bases with spacing in between and pop them on movement trays, and simply remove models as per required, ie casulties, moving through difficult terrain etc (and simply add enough per base to allow unit coherency and also expected number of wounds allocated per shooting phase or player game turn. extra work. yes, however it makes moving many many orks about that much easier and quicker
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/04/22 00:36:39
Subject: Re:Ork 6th Edition Codex Wishlist
|
 |
Power-Hungry Cultist of Tzeentch
|
Okay, so I've got an idea to make up for the lost furious charge and give a reason for choosing sluggas over shootas: Make choppas (and big choppas) grant +1 initiative and +1 strength on disordered charges/mutli-assualts. The fluff could be that the sight of a charging group of orks with choppas is so intimidating that the orks can take advantage of their opponents fear and strike first, and since choppas are used in a somewhat disorderly way (they just really focus on hitting "something" regardless of what they charged), they can make up that extra strength in mutli-assaults.
Then there are other things that got nerfed.
As for kommandos, it would be unfair to let them assault after outflanking, but perhaps allow Snikrot to give his squad the ability to do so!
Similar with the Waaagh. You can't assault after the fleeting, but perhaps you can only do so during a Waaagh. Furthermore, (because, hell, we're just laying it all out there) why not let them reroll their fleet values and also give them FNP for that one turn (would help for one turn against overwatch)? That would put the scare back in orks, and while it wouldn't make them overpowered (just need to kill the greenskins before they reach you, which has been the ida all along), it would make the Waaagh a force to be reckoned with one more.
Now to vehicles:
First, we could use a slight update on our flyers. The Dakkajet can be great at taking down enemy flyers, especially during a Waaagh, but to me all of our flyers just seem overpriced for how fragile they are. I would like their points to be dropped and stats and weaponry to be modernized. With lower points I could also see the strategy for kamikaze fighters that fly in to take down enemy fighters and don't mind if they get shot down because they will end up taking out a squad beneath them.
When it comes to our lighter vehicles, and maybe I'm just going crazy, but what if trukks, buggies, and maybe even deffcoptas and stormboyz, got the exhaust smoke rule? Talk about a fluffy way to keep them alive (maybe they could even get it with an upgrade?). As for another upgrade, I heard someone in a forum throw out an idea for a dubal dekkah trukk and battlewagon upgrade that would grant them extra transport space equal to half their current occupancy (+6 to trukks for 18, + 10 to battlewagons for 30, and squiggoths?)
By the way, we need squiggoths. In fact, we need to take some ideas from forgeworld and throw in a bunch of cool vehicles, like big ol battletanks and little grot tanks with rokkits. Stuff like that, with all the randomness and fragility and dakka one could ask for.
Then there was units.
Skarboyz. Bring them back. +1 Strength +1 Initiative, better access to wargear, maybe ard' armor, can be taken in squads up to twenty, elites except if you choose a certain HQ, perfect.
Tankbustas. Give those hammas the ability to shoot rokkits as well, then we're talking.
Flash Gitz... first, move them to elites, and possibly move lootas to heavy if they can have access to other wargear. Then, since we can premeasure now and gitfindas are even more stupid, why not make them give +1 BS? Having a unit of 20 Gitz with 40 BS3 S5 AP whatever shots coming from a battlewagon would actually make them quite terrifying. And drop their points for christsakes!
Units that could use a points drop: burnas, lootas, stormboyz. Now, at first it seemed weird to me, because a boy with a rokkit launcha is more expensive than a loota or a burna, but then again, I always thought that 10 points for a strength 8 AP3 gun that hits a third of the time when space marines can get plasma guns that are basically just as strong but can be shot twice more and hit twice the time (also, they get their burnas for FREE). As for improving stormboyz, either you could give them an upgrade (such as +2 for each member in the squad) that lets them reroll their move, or just give that ability to Zagstruck.
Speaking of Zagstruck, there is then HQs and clans.
First, give ol Zogwort a little BS so he can shoot, now... I think clans should be a bigger part of the new ork codex, especially as I feel their flavor was almost entirely left out in 4th edition. Just talk about them and make them a bigger part of the ork fluff. As for making them apart of the rules, there should be an HQ that correlates with each clan and gives specialties respectively. So, Ghaz is a Goff and can thus take Skarboyz as troops. Zogwort can field more and cheeper Squiggoths. Badrukk can grants Flash Gitz all their upgrades for free and/or make flsh gitz troops. Have a Death Skulls HQ that allows for cover save rerolls, or a speed freaks HQ that allows all vehicles to reroll for difficult terrain without rams, a Blood Axes one that gives you the ability to redeploy your troops or steal initiative. That sort of thing. While we're at it, there should be more things like "having a pain boy allows the whole unit to be given cybork bodies." Why not allow weirdboyz to give their squad weird ork magic voodoo drugs that grnt them more initiative or strength or attacks, or allow big meks to give their whole squad weird mek upgrades like access to new weapons or other cybork implants, leading to...
Finally, wargear.
Come on, we're orks, we think of the most ingenious weird contraptions the universe has ever seen. We're scavengers, we're innovators, we're weirdos with a desire to make the biggest baddest weirdest machines and weapons this world has ever seen! (and it's all powered by ork self-belief magic...possibly the coolest thing ever) We need more weapons, plain and simple. All we need is to take inspiration from other races and orkify them (scavenger like). How about a brightlance/lascannon with D3 shots but get hot? How about a poisoned gattling gun on warbuggies? Why can't my nobz or komandos take tank busta hammas? SQUIG BOMBS! LIGHTNING GUNS! SHRAPNEL CATAPULTS! For one of the most populous races in the galaxy, for a race that barely speaks to itself and has little understanding of what its fellow kin on the other side of the galaxy are doing, for a race that adapts more than any other to the world it is living on and the enemies it fights, you would expect to be able to create a feral ork army that has only had contact with exodite eldar and tyranid swarms, while also making a rank n' file blood axes army that has taken the best imperial guard tanks and made them their own. Unfortunately, all we see are big shootas and power claws. I think we can do a bit better.
Oh, and mob up. MMM.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/04/22 08:16:31
Subject: Re:Ork 6th Edition Codex Wishlist
|
 |
!!Goffik Rocker!!
|
I'd like more customisable unit composition. Tried it out with awesome results.
http://www.dakkadakka.com/dakkaforum/posts/list/584700.page
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/04/22 17:29:31
Subject: Re:Ork 6th Edition Codex Wishlist
|
 |
Mutilatin' Mad Dok
|
I can't stand pirate Orks. I can't think of anything in 40k more out of place and absurd than big green space barbarians wearing hats from 17th-century Earth and talking like they're characters in Spongebob Squarepants. /rant
I like the idea of giving Orks hammer of wrath. It's fluffy and helps Orks mitigate their I2 without making them absurdly powerful like many of the suggestions I see here, lol
Also yes, Mob rule, bring back Mob rule!
|
This message was edited 1 time. Last update was at 2014/04/22 17:49:45
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/04/22 17:47:37
Subject: Ork 6th Edition Codex Wishlist
|
 |
Longtime Dakkanaut
|
As a long-time ork player, I'd say dakkajets are possibly the most useful part of an ork army, after powerklaws. in the past 6 games I've player they've won me the game, often blasting a flyrant or a doom-scythe out of the sky in a single punishing salvo. Dakkajets are perfectly fine the way they are. In fact they're almost too good.
If we dropped the points of the dakkajet, gave them a rule that meant they could run out of ammo somehow (similar to gets hot, but only one dice per gun) and let them kamikaze into the enemy for a large blast +D3" reasonably powerful blast. that'd make them a bit more random, a bit more multipurpose. I'd also like to see an upgrade that boosts their capabilities against other fliers, so the fighta ace can evade with an improved save against enemy fliers, as well as the current hit-better.
I think if kommandos could assault from reserves they'd be overpowered, so would have to cost more, so no-one would bring them. if they could assault instead of shooting, then it'd work, or if they make an assault move from the board edge and not their standard move, and if they fail the charge then they just move the distance rolled instead. It could have the 'surprise assault' rule and let them negate overwatch, which wouldn't be that bad of a thing now.
I think the exhaust cloud rule needs to be updated. I think if a vehicle has it, then it makes them obscured like smoke launchers unless they move flat out - there's no hiding if the smoke's all behind you. I then think all trukks and buggies should have it as standard, as well as bikes (who'll get a cover save from going flat-out anyway so don't care!) but deffkoptas would realistically blow the smoke away, so wouldn't benefit. if a warkopta had it, I think it should be a bubble that the warkopta doesn't benefit from (the smoke obscures the ground around, but not the kopta itself). only relevant if the kopta doesn't move, of course, but still makes sense.
squiggoths are so needed in an ork codex. They're cool, they make sense, they can have trailers with artillery, or be lashed to a tank and released to cause mayhem...
taking away the small compromise of 'can't shoot' in favour of 'hits harder' isn't helping an army, it's just asking for the unit to be too effective. an ork can't carry a rokkit tied to a stick and fire it without becoming an impromptu stormboy. I'd make the tankhamma AP3, however, as it makes far more sense than AP-.
Flashgitz should probably be a form of skarboy, they're too expensive to be based on Nobs. The gitfinda, you will find, actually makes them ignore cover right now, so it's not pointless at all! matter of fact they scare the carp out of them eldar mantle of the laughing god jetbike chaps with a 2+ rerollable cover save they don't get! I'd say make them skarboy stats & basic cost (+gun, obviously), give them the option to get specialist close combat weapons like looted lightning klaws and powerklaws and big choppas, or special guns as they do now. no reason why flashgitz wouldn't be charging in with speshul armour and sparky choppas! give them access to a dedicated transport and they're suddenly effective.
Don't try to compare orks with space marines. a space marine gets a free flamer because he loses a boltgun to do so. as you just pointed out, a space marine firing two shots is more effective than an ork firing two shots, so it's sensible he shouldn't have to pay to hit automatically at shorter range.
as for lootas becoming cheaper, fat chance. seriously, lootas are incredibly powerful as they are - averaging 2 shots each, it's a low BS autocannon for 15 points, in units of up to 15. the only other army that can do anything close to what the orks can do as far as mass firepower is concerned is tau, with their sniper drone masses. any other army has a unit with 4 special weapons and then the rest are plebs to get shot. orks can field an entire unit of autocannons, and that's unique and insanely powerful - especially against fliers, where they're in the same boat as 4 autocannons in a chaos havoc squad - only there are at least 15 shots coming from them lootas.
Burnas are tricky, but I think the same points and the facility to take trukks will make them very competitive (truly, the entire ork codex would be amazingly competitive now if they simply let everyone take a trukk as a ded. transport).
Whilst I want to see the clans represented, I cannot emphasize enough how I do not want it to end up like the space marine codex. I don't want to write up a list and find I can't take ghazzy and snikrot in the same army, because one is a goff and the other a bloodaxe. seems every decent list I write for space marines goes "but I have to be ultrasmurfs now because I wanted to improve a tank..." I do not want to have to choose between my characters & my clan.
I think orks should get +1 to hit if there are 2 or more ork units in the combat - got to do better than yer mates! or at least the nobs, as they got to show off. That'd probably be more balanced than the whole unit, and it'd mean if 2 units of nobs were in the same combat, the enemy would be dead-er.
I also think there should be some way the stragglers can join together again, like the old days. I also like the ooold speed-freek rules that say speed freeks fall back towards a transport!
|
|
|
 |
 |
|