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Made in us
Bloodthirsty Chaos Knight






I wonder if the Meks could strap some sort of skyfire weapon on Killa Kans as well.

Space Wolves: 3770
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Made in gb
Yellin' Yoof




UK

 Vineheart01 wrote:
Rumors are all orks in general are getting 6+ FNP. If they gave ork boyz that rule and lowered the cost people would swamp the game stores for boyz upon boyz because they just became broken, even if it was down to 5pts a pop.
I just hope if they do give us a 6+ FNP we dont lose our t-shirt saves. That way the few times we get to use that t-shirt we get TWO TRIES! lol


I don't think they will get 6+ FNP, because in the Death from the Skies book you can upgrade fliers to become Aces and they get their own roll on a d3 table (like the warlord trait) and the 5-6 is that the fighter grants 6+ FNP to all Orks within 12".

If they did put it in the Codex then the above option is pointless really.

But I was hoping it would be true

WarlordRob117 wrote:To live as an Ork is to look at a galaxy set upon all sides by innumerable horrors...and have a good hearty larf.


Og Waaagh! Dagzhamma skar-gor.
 
   
Made in us
Smokin' Skorcha Driver






Bring back the 3rd Ed version of Waaagh. Instead of getting Fleet, they do a "size check" (leadership test against current mob size) and get +1 attack and Double initiative if passed. Ghazkull instead allows all units to auto pass.

Give the truly dedicated shooting units (lootas, Flash gits) +1 BS and -1 WS to compensate (they spend so much time shooting they forgot how to krump good and proppa)

Make Mega armor and option for nobz, rather than a different unit.

bring back Nazdreg, and give him the special rule that he can allow d3 units to deepstrike. (his Telly Portas)

Add Bad Doks to the list of HQs, allowing units to take Painboyz at 15points instead of nobs.

Give Big choppa's an AP value.

bring back the Dakka Dread. (can replace its CCWs to make the guns TL)

Give the Kans something to make them a little more durable.

Give tank bustas some form of ranged Melta. (even if it only has the stat line of a melta pistol)

"Friglatt Tinks e's da 'unce and futor git, but i knows better. i put dat part in when i fixed im up after dat first scrap wid does scrawn pointy ears and does pinkies." Dok chopanblok to Big Mek Dattrukk.

Victories against: 2 2 1 11 2 3 1 2
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Made in us
Stealthy Grot Snipa






New England

Instead of Orkz getting a 6+ fnp AND a t-shirt, why not just give them no save and a normal fnp? They could actually get a save! It be no different than the previous suggestion (other than it is like have two chances all the time), but it is one roll. Afterall orkz are tough cookies that can take a beating and still keep on the fight. Why shouldn't they have fnp to support the statement? That way the only thing that would stop an ork with no chance of a save is something like a rokkit that could auto-kill em.

   
Made in us
Regular Dakkanaut




One I forgot earlier BW or other vehicle with a higher rear armor than 10.
   
Made in us
Honored Helliarch on Hypex




Sure. We could do the 6+ FNP thing. Or we could keep pretending that there's a difference between AP- and AP6. There's not a lot to support the second statement, but orks were doing a pretty nice job...
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Vast majority of weapons are at least AP6 so we get no save whatsoever except the terrain were in.

even a 6+ FNP allows us to try if we have no save, or a backup unlikely to happen try on top of the normal save except against Str8+ weapons (which except for the Str8 Ap3 pi plates how many str 8 weapons hit boyz till theres nothing else to shoot at...)
Thats the point. Even without the tshirt save its way better because the odds you denying THAT 6+ save are much lower.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
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Made in gb
Warp-Screaming Noise Marine




England

Id like to see all units with the option of dedicated trsnsports it sucks that i have to have a 12 man boyz squad just to get a truck for my tankbustas and flash gitz id like to see flash gitz get BS3 i think their fluff makes a valid case for them having it id like to see tankbustas take a minor points drop and perhaps a way to make KFF a 4+ save again so i can dust off my kanz
   
Made in us
Honored Helliarch on Hypex




So explain to my why you expect to get your t-shirt save and a cover save on top of it? Especially when we're talking about a unit that was balanced with the expectation that the only save it would get against shooting attacks are cover?
   
Made in us
Daemonic Dreadnought






Lootas should have gets hot and variable ap of d6...ponder that for a minute then tell me how many points loot as would be worth...

Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.


 
   
Made in eu
Regular Dakkanaut





First of all a new mob rule. Right now its rather stupid.
Fearless is abit too good and ld 7 is too crappy.
We need something in between.

Remove lootas, burnas and tankbustas and give orks a new unit: Special boys (or watevah name)

5-20 normal boys with the option of one nob and up to 3 meks
Give each boy the option to become a tankbusta, loota or burna at 10p
And give the unit a dedicated transport.

This way we can have some ablative wounds before we start removing the expensive guns, a nob and bosspole for burnas and lootas, meks for tankbustas, you can do a big squad and mix in a few special weapons for utillity.
Remember the old days when lootas, burnas and tankbustas were just normal boys with the option of 4 weapon upgrades?

Combine nobs and meganobs to one unit. Make mega armour an upgrade for 20ish point. Let the poor meganobs be able to use a bosspole and a waaagh banner.
Also, how about making the nobs like wolfguard, or necron. So you build them in the nob unit, then deploy them in other boy units. With the option of taking more then one boss in each unit. Or make them independent characters.

Price adjust the grots. 3p is rather stupid when you compare what you can get for 4p. Conscript and cultists are much better.

Orks need a reliable anti tank weapon. Claws isnt enough anymore. They need some kind of new Zzap guns, melta rokkits, ramming buggies or bomb squigs.

New units we need: Squigs, Warphead battle squad, drillakillas (flying or on wheels), looted tanks (pick from other codex but with BS2) and boarboys.

We need rules for Goff, Badmoon, Snakebite, Deathskulls and Evil Sunz. (and that cammo clan too)


Automatically Appended Next Post:
Oh, and we need Kemikaze Grots!

20-30ish point
Squad of 1-5
Small individual airplanes with 9 9 9 armour, one HP and a big shoota.
Special rule: Crashland
Ram a vehicle or tankshock a unit. Place the small blast template and scatter D6. Everything under the template suffer a str 9 hit. Remove the Kemikaze grot. Not usable on the turn you enter from reserve.

This message was edited 1 time. Last update was at 2013/04/15 10:56:40


 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

schadenfreude wrote:Lootas should have gets hot and variable ap of d6...ponder that for a minute then tell me how many points loot as would be worth...



No, no, no, and NO

I dont care if they make them a flat out AP1 giving lootas the Gets Hot! rule will ruin the unit.

10 lootas is the norm (best numbers still goto ground). Roll a 3 on the D3, so 30 shots. On average you will roll 5-8 1s. On average, you might save 1-3 of those wounds with your t-shirt armor. You just lost more than half of your unit, morale check please - oh you failed a Ld7 test? go figure, run away please.

You will ONLY get 1 shot from them, maaaaaybe 2, per game and the enemy can completely ignore them since they'll kill themself. Gets Hot! on any model with less than a 4+ save is suicide and should never exist.

---

I like the idea of consolidating all the special guns into 1 unit. It would let us play around with the unit alot too. At 5-20 boyz you could run a group of 20 with 5 normal (meatshields), 3-5 Burna (for overwatch safety), and the rest Lootas (for da dakka). That would make them soooo much more survivable on their own in the backfield, i'd gladly pay a little more to make them a bit more scary if you get too close (or atleast, make you pay a little for assaulting them)

The big reason to me for merging Meganobz/Nobz isnt the Waagh! banner (though thats a nice one) but rather the Painboy - Painboy is allowed to take any of the bottom upgrades as they just add to the model, not replace something. The only reason he cannot take any shooty or krumpy upgrades is because he replaces his slugga/choppa for his dok tools. This means the painboy would be allowed to take Mega Armor (unless they make the upgrade replace slugga/choppa that is) which makes him MUCH more survivable and also gives the meganobz FNP which is really, really needed.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
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Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

MANz will continue to be excellent. I expect cybork bodies will become stock, or a cheap upgrade.

They will get a MC. (that seems to be the theme of 6th edition books). It might be a giant troll. It might be a riptide-esque grot in a mega-dread.

Ghaz will be nurfed. Maybe grotsnik will be your new go-to ork.

Ork bikes will be boosted to make them viable. GW will want to return the 'biker list' option. It brings good sales.

Battlewagons and truuks will remain the same.

I don't think the speical units of orks will change. Lootas will still be orks with big guns, burnas are orks with flamers, etc. They might add more synergy -- but don't expect a 3+ save on a loota.

I predict shoota boys to get nurfed. Orks are -- at heart -- an 'in your face' choppy army. I expect them to be pushed back to the choppas in your face.

   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Why would they nerf Ghaz when hes already almost never used except in Apoc games?

An ork with an idea tends to end with a bang.

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Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

 Vineheart01 wrote:
Why would they nerf Ghaz when hes already almost never used except in Apoc games?
I guess that's just a difference of Meta's. I see Ghaz nearly all the time. The reason is because he completely smashes face.

If you look for another thread called "Abbadon will take your lunch money", we talk about Ghaz, and he is incredibly good in challanges or beating face in general.

Ghaz is awesome. He gives your ork army a lot of flexability. Let me give you an example. Yesterday I was playing my ork buddy. He bogged down my LoC with 30 boys, so I took a squad of CSM and used them to bail my LoC out. I knocked the orks down to 9 boys, meaning he would need snake eyes to stay. This was critical as I would free up my LoC to contest his objective on my following turn, and I could use the CSM to block any assaults onto the LoC. On the other flank, I did something similar when I used a GUO, a defiler, and another squad of CSM to smash another squad to 4 boys.

My buddy popped Ghaz's waaagh, making both of those ork squads fearless. Instead of breaking out of assault, I was bogged down, allowing him to bring in Ghaz and more boys on my LoC and more boys on my other flank. This bogged me down for another few turns, allowing my friend to win the game. Ghaz did not even try and go after my LoC, he chewed up a bunch of CSM, causing me to fail a instability test.

This message was edited 2 times. Last update was at 2013/04/15 12:39:18


 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

He costs 95 more than a Meganob Boss and the only real upgrade is immune to instapaste. If you charge him first (which is easy as he is SNP) he only has 4 attacks and most other named HQs that are melee-orintated are much deadlier than that.

The only reason i take him over a normal warboss is if im going against someone i know brings MCs because he is the most reliable anti-MC for the orks other than just dumb luck with lootas. Normal boss would just get pasted.

No, hes already a huge debate between him or a normal boss. Way too expensive for vast situations.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

 Vineheart01 wrote:
He costs 95 more than a Meganob Boss and the only real upgrade is immune to instapaste. If you charge him first (which is easy as he is SNP) he only has 4 attacks and most other named HQs that are melee-orintated are much deadlier than that.
And +2 attacks on the charge.
Ghaz also has 5 attacks, not 4.
Ghaz also has 4 wounds, not 3.
Ghaz also has WS 6, not 5. This means hes hitting WS 5 targets on a 3+.
Ghaz also has a 2++ save for 2 rounds of assault. This means he can clobber most 'hard targets'. Who the heck is going to 'charge him first?' I almost always try and avoid him. To make it worse, hes usually coming out of a truuk/battlewagon -- mitigating the SnP
Ghaz also can give your entire army fearless -- which can be a significant advantage. Look at my previous post for an example.

 Vineheart01 wrote:
The only reason i take him over a normal warboss is if im going against someone i know brings MCs because he is the most reliable anti-MC for the orks other than just dumb luck with lootas. Normal boss would just get pasted..
What happens if your playing in a tourney where you don't know what your going to face

This message was edited 1 time. Last update was at 2013/04/15 12:47:00


 
   
Made in gb
Longtime Dakkanaut







I'd like to see an orkish monstrous creature. Some kind of steroid-ork, perhaps you could take them as troops if you take mad doc grotsnik, and they could be his latest "success"

So yeah, giant steroidy ork would be my number one.
Otherwise, just revamp some of the failing units (Kommandoz, flash gitz, give big gun'z options a bit of a tweak, give nob'z a tweak so they actually make a viable choice for troops over more boy'z )

Proper orkish psykers would be fun too, though still give them bonkers randomness, such as if they fail their psychic test they get a result similar to the 'eadbanger from the current codex and such, but open up some bookpowers too
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

 Evileyes wrote:
Otherwise, just revamp some of the failing units (Kommandoz, flash gitz, give big gun'z options a bit of a tweak, give nob'z a tweak so they actually make a viable choice for troops over more boy'z )
Why are they fail units? What can be done to make them not fail?

IMHO, kommandoz would be a lot better if they could take shootas, or something like haywire gernades.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Kommandos outta have the Stealth special rule, that way they can lurk in a ruin they Infiltrated in and wait a turn reasably safe.

Also yea i hit 4 by accident i meant 5 for ghaz's attacks. And people charge him all the time for me because it denies me +2 attacks and i usually wiff half of my normal 5. But like you said its probably local meta. Im actually the only ork player which is weird lol (we just had a new one show up but hes a fledgling and can barely field an army atm so he kinda doesnt count yet lol)

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Agree with Vineheart, anyone who ever fielded Badruk should know what "Gets Hot!" does to orks rapidly firing their guns (not to be confused with rapid fire guns). Or imperial commanders with dual plasma pistols, for that matter.

Things I'd like for a new ork codex:
- Meaningful reward for characters when winning a challenge. Get an extra Waagh!, carry over additional wounds to unit/combat resolution, make the Ork grow (ork->nob->warboss->gork's avatar of stompin') or take their wargear for yourself. There have been dozens of great ideas on this, many of them awesome. I don't care, just punish people severely for challenge-baiting. Your sergeant saved three marines because he challenged my nob? Too,bad, the nob i going to crush your unit next turn with his newly found power armor while dual-wielding powersword and powerklaw.
- Make weirdboyz good. Not awesome, just good, like the SAG is currently. As they are now, they are completely useless most of the turns. I'd rather have huge feet of gork stomping half the units on the battlefield (mine included), than call another warpath in a unit of shootboyz 20" away from the closest enemy unit.
- An excellent idea already suggested by someone on this thread: Make ork vehicles explode at S3. Losing half your unit whenever a vehicle blows up is everything but fun. Especially when your vehicles are designed to explode. The orks want their vehicles to carry them to the frontlines and explode their. I want my vehicles to carry the orks to the front lines and explode there. Getting punished for doing exactly what the codex tells you to do sucks.
- Do something to make slugga boyz equivalent to shoota boyz, instead of being strictly worse in most cases. Maybe give them rage or something.
- Fix Thrakka's Waagh!, so it does something useful.
- Allow Snikrot to appear out of nowhere and stab people, rather have him appear out of nowhere and get shot. This doesn't need to be the old charge-from-reserves rule, it could be him appearing in forests, infiltrate without restrictions or something.
- Deff dreads need some way to actually make it into combat. I have yet so see a single deff dread actually kill something with a DCCW.
- Kanz should either get cheaper, so you only pay for their ranged ability, or have a way so survive those krak every single member of the imperium seems to have receive at bith. 3 HP would work, I guess. As they are now, they are expensive shooting platforms with either chance at winning combat at all (vs IoM), or cheap close combat monsters with decent shooting (vs Xenos). They should be equally good (or bad) against all armies, and not have something like krak grenades make or brake them.
- Blitza bommers should actually be good against vehicles. Right now, you can consider yourself lucky if you get to kill a single rhino with them. That's right, a single dedicated transport with a plane costing four times as much.
- Zogwort needs BS1 or some replacement effect happening when he rolls a shooting attack, like making it rain squigs or whatever.
- Make orks in general more scary in close combat again. Improving either the Waagh! or the ork statline in general (add USR) should do the trick.

Most other units could use point drops (more points on some, less on others), but the ones I listed are things which are actually broken, rather than just overcosted/undercosted.

TL;DR:
Allow ork units to do what they are supposed to do. Melee units should kick ass in close combat, and not lose to imperial guardsmen. Anti-tank units should be able to kill tanks. Transports should transport units and not kill them.
Completely breaking special characters with a rules update and not fixing them via FAQ is bad game design.

This message was edited 3 times. Last update was at 2013/04/15 13:42:56


7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Preacher of the Emperor





Hanford, CA, AKA The Eye of Terror

what? no ones said it?


Ahem...

Orks need more Dakka

That is all

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"Remember, Orks are weak and cowardly, they are easily beat in close combat and their tusks, while menacing, can easily be pulled out with a sharp tug"

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Made in us
Kovnik





Texas

I would like to see some of the more useless models become useful or be taken out. Also killa kans are great I have taken to using the imperial armor codex with killa kans as troops.
   
Made in us
Bloodthirsty Chaos Knight






So I was looking over some things on 1d4chan for Orks and one proposed idea for a new codex that I found funny was a flying helicopter transport for Grots with bomb bay doors to drop the Gretchin out of. It holds 20 grots (and runtherds?) and have to take dangerous terrain tests once they hit the ground. Hilarity ensues if they get dropped on another unit.

A much more effective one I found was for Stormboyz who get a "Rocket Boost" attack that can hit flyers. They must move 18" the turn they use it and if they pass a flyer, they get two attacks each as if assaulting a vehicle. They must only move as regular infantry the following turn. Obviously inspired by the Space Marine action game.

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Rogue Grot Kannon Gunna





Grot tanks and guided bombs in the main codex.
Single pilot ork flyers - like a flying MC but cheaper and just for laughs.
Free-booter allies section/sub list; just like in the old white dwarves and hardnacked book.
Deffskulls to have access to imperial weapons as per the very original background stuff.
Looted Carnefix
Looted Riptides
Ork Genestealer hybrid cults
Ork with chaos mutations (finally starting to get silly).

Choppas back to giving a 4+ save to people in 2+and 3+ armour.

Suicide grot bombs.
Amphibious tanks / boats / submarines
Decent sneaky gitz.

 
   
Made in us
Bloodthirsty Chaos Knight






Orks can already ally with Guard, Tau, Chaos Marines, and Necrons though without trouble. If their allied possibilities were to be expanded, I think the amount of Ork stuff available to freebooterz should be limited.

One more interesting idea from 1d4chan: an HQ choice that's basically a Nob company command squad. They have Nob stat lines, but one of them is nominated as "Da Boss" who gets some sort of bonus. If Da Boss is killed, one of the other Nobz is promoted. If the unit is the Warlord unit, you only get Slay the Warlord if all of them are killed.

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Morphing Obliterator





Mexico

 zammerak wrote:
No, I have not heard anything about a new Ork codex but I was wondering what my fellow ork players would like to see in the new codex?

I would like to see some kind of anti-challenge rule for my nobs, sick of them being killed by challenges .

What do you all think?


How exactly is your Nob getting killed by challenges?, if you are referring to challenges against other HQs, yeah that happens to every single champion on the game, but against other champions/sergeants nobz are one of the toughest, mathematically a SM champion charging him would cause 1 wound if decked with a power sword, leaving the nob with one wound which would erase the champ/sarge out of existence at I1. A Nob with klaw costs less than a marine sarge with PF which would be the only champion with a good chance of killing him, which would end on a double K.O.

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Made in us
Longtime Dakkanaut



Beaver Dam, WI

1. Nobz/MegaNobz/Flashgits unification. All the options available on all 3 available to all. At minimum, reduction in cost of power claws so that Meganobz are not discounted too much. Cyborg body to FNP.

2. Build in choppas to +1 S, Big Choppa +3 S.

3. Bring the old tyrannid rule to orks - that they get to attack even after they die... (a sort of shortlived FNP)

4. Bring back skarboyz... same rules as building boyz mobz. Basically 1 W nobz.

5. Flashgits had the one rule that allowed them to premeasure... seeing it is now universal, make it so that they provide BS +1. I know it is sacrelidge but BS 3 flashgits might come close to being worthwhile with BS 3.

6. Would love cyborks and squiggoths to make a reappearance.

7. Madboyz that enhance the power of psykers. (Perhaps like the pink horrors...)

8. Bring back the tankbusta bombs... give them a downside like S 10 +2d6 effect however if a double is rolled the ork takes a S 10 hit...

9. Perhaps a reapperance of the mekboyz unit.

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Made in us
Bloodthirsty Chaos Knight






DAaddict wrote:

5. Flashgits had the one rule that allowed them to premeasure... seeing it is now universal, make it so that they provide BS +1. I know it is sacrelidge but BS 3 flashgits might come close to being worthwhile with BS 3.


It already got FAQd to Ignores Cover instead.

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Made in us
Maniacal Gibbering Madboy






Juneau, Alaska

WAAAGH! rule definately needs to be fixed, IMO. Gaining the "Fleet" rule due to a Waaagh! is pointless. As it stands now, I only declare Waaagh!s now whenever my DakkaJet comes into play so that I can light something up on the board.

I also wish/hope that they'll bring back the old "Mob Up" rule as well: Boyz can combine squads and/or intercept fleeing squads to combine them into one unit. Right now the only way we get it is in apoc games if we take Green Tide.

Getting rid of Lootas or giving them the Gets Hot rule? I'm with Vine on this one: HEEELLLLLS NO!

"Orkses never loses a battle. If we win, we win, if we die, we die fightin' so it don't count. It we runs for it we don't die neither, cose we can come back for annuver go, see!"
-The Gospel according to Ork.

8000pts of WAAAGH!
Indiorkalypse Koltz - Ork BB Team

Ork P&M Blog:
http://www.dakkadakka.com/dakkaforum/posts/list/0/546562.page#5955022
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