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Made in us
Fresh-Faced New User




It would be nice to seem some sort of rule were the more orks that get into combat the better they are. We do have fearless over leadership ten which is great but I feel that more could be had.

It could be something like (made this up just now)
Units of 15 or 20+ maintain their furious charge rule in combat unit combat has ended or dropped below 15 or 20 models
Units of 25+ receive 6+ fnp
Ork units must be primarily equipped with slugga choppa (to take into account nobs with power klaws or characters joining the unit.

Shoota boyz enjoy shooting and it shows by their high shot output. There isn't much to show for orks being super charged in combat and choosing close combat. It would also encourage
people to bring large orks for that "WAAGH" feel. That same feeling would be given to the opponent with the "O crap! Do I shoot the shoota boyz or big guns to stop the hurt and accept the hurt
in combat or take out the combat orks and weather the shooting storm".

Also, something to do with the weirdboy. I like using him and I'd like him to somehow be more useable but still wacky (warphead upgrade helps)

This message was edited 2 times. Last update was at 2013/08/05 17:57:55


 
   
Made in gb
Nasty Nob






Stikkbombs reduce enemy initiative to 1 if they fail a toughness test when assaulted.

   
Made in us
Monstrous Master Moulder




Rust belt

I would like to see something done with the weirdboy also..
   
Made in us
Krazed Killa Kan






State of Jefferson

Here's what will probably happen. FNP(6) plus Fleet on the Waagh. No stat line buff. New Mega Dred, Grot transport.

What I'd like to see is Snikrot's Ambush allowing assault after reserves. How else to deal with castled Tau? Ghazzy, Snik and 20 Kommandos running rough shod behind their Aegis, Riptide, Farseer QG cheese. I'm not bitter. Lol.
   
Made in us
5th God of Chaos! (Ho-hum)





Curb stomping in the Eye of Terror!

Here's something simple, not necessarily game breaking and SOLVES some of Orkz biggest issue.

-Allow Orkz to still ASSAULT after they RAN (in lieu of shooting)... I mean, c'mon, these are ORKZ we're talking about!

That would make Okrz on foot that much more effective and gives that codex something very unique.

This message was edited 1 time. Last update was at 2013/08/05 18:35:03


Live Ork, Be Ork. or D'Ork!


 
   
Made in us
Regular Dakkanaut




New York, NY

I've always wished they'd bring back more random zaniness to the Orks. I know some people don't like the random effects tables, a la Daemons, but I think they bring unique flavor to every battle.

For this edition, I would really like to see a table, like the Winds of Chaos (or whatever it is called) table in Codex Daemons, that had meta-game effects (i.e. letting you place more terrain, remove terrain, maybe switch units or wargear, cahnge game type, etc...). Like all random tables, some results would be beneficial and some detrimental for the Ork(s) player(s).
   
Made in gb
Boosting Space Marine Biker




The Eye of Terror

if I wrote a new dex

boyz, nobz, stormboyz, warbosses, meks, weirdboyz, lootas,and runtherds would gain the orkoid rule granting 6+ fnp, also when charging they gain +1S +1I and the ap of their weapons are improved by one

choppas will be AP6 and big choppas +2S AP4 and two handed

painboyz improve existing Fnp saves by 1

waaghs may only be called once and only while the warlord is alive, a waagh lasts a turn, improves fnp saves by one. also instead of consolodating after cc during a waagh unit can instead charge again at any enemy within range

warlord traits may look like this
1, waaagh addict
when a warlord calls a waaagh all uints charge 3d6 inches instad of 2d6
2. loota tendencies
when the warlord kills an enemy character in cc you can select one ranged or one cc weapon that character has, that weapon is added to your warlords wargear list
3. prophet of the waaagh (gazhkull has this)
during a waaagh the warlords unit gains fleet and +1S +1A and +1I when charging that stacks with the orkoid bonuses
4. show off
when your warlord issues a chalenge you choose which character accepts that chalenge, that character cannot refuse the chalenge and if your warlord kills the character in the first round of combat add 3 to your result for cc
5. sneaky git
d3 units in your army can outflank, they can also charge on the turn they do so!
6.waagh tyrant
your warlord can call d3 waaghs in a game instead of one

new hq unit, in fluff ork warlords comanded vast sectors of space and were huge 12ft tall individuals that bit the heads off bloodthirsters, therfore i propose
Ork Warlord WS6 BS2 S6 T6 W4 I4 A5 LD10 Sv 6+, (monsterous creature, character, unique)
Special rules
Fnp
Orkoid
Waaagh
Living Legend(this unit must be the warlord, he autopasses look out sir rolls, also all friendly uints within 12 inches have fearless, and all enemies within 12 inches treat freindly units as if they have fear)
Independent character

weird boyz gain 2 psyker tables one for gork and one for mork the, cunningly brutal table will be mostly witchfires ,while the brutaly cunning will be mostly buffs, they roll for powers havent any idea how the will look

This message was edited 2 times. Last update was at 2013/08/05 19:54:24


Armies
CSM Zenmarine Warband from assorted tratiors and heritics

DARK ANGELS woo woot
the way to win is not to make a grand masterplan, its by making sure your opponents grand masterplan fails  
   
Made in us
Acolyth




Fairborn, Ohio

I miss waaaaggghhh

Successful swap shop trades: 3 
   
Made in gb
Agile Revenant Titan




In the Casualty section of a Blood Bowl dugout

First thing I'd like is nice and simple: Red Paint Jobs for Warbikers. Just makes sense.

The second think I think would be pretty cool was this "Waaagh! Table" (no, not furniture-inspired slaughter, but rather a table on which you roll to see how effective your Waaagh is) that I came up with a while ago.

Basically, a Waaagh! would be declared once per game in the assault phase and only when your Warlord declares an assault (maybe remove the latter part though). You must then immediately declare any other assaults you are going to do, resolving Overwatch etc as per normal, except that your Warlord and any other unit within 12" of him may re-roll the charge distance. You then roll a 2D6 and add +1 to your result for every successful charge (Gretchin wouldn't count), and +2 if your Warlord's (unit's) charge was successful. You then check the table to see what your Waaagh! has produced.

Waagh! Table

2-3: That was a pitiful Waagh! No extra effects.
4-5: All friendly Ork Units gain +1 Initiative
6-7: In addition to the above bonuses, all friendly Ork Units gain +1 Strength
8-9: In addition to the above bonuses, all friendly Ork Units gain +1 Attack
10-11: In addition to the above bonuses, all friendly Ork Units may re-roll to wound rolls of 1
12+ : In addition to the above bonuses, all friendly Ork Units gain the Hammer of Wrath Special Rule. Any Ork unit that already has this rule, may re-roll to wound for their Hammer of Wrath attacks.

All bonuses last for the Assault Phase in which the Waaagh! was declared.

------------------------

I'd also give Ghaz a special rule allowing you to re-roll the "Waagh! Dice". He is, after all, "da biggest and baddest".

So I guess the second idea is a bit make-or-break, and could be pretty OP, but I thought it's a pretty cool mechanic.

This message was edited 1 time. Last update was at 2013/08/05 21:54:15


DT:90S+++G++MB++IPwhfb06#+++D+A+++/eWD309R+T(T)DM+

9th Age Fantasy Rules

 
   
Made in us
Battleship Captain






Well we will see what happens here. I like these waggh tables they bring the Krump back into Orks. I would also like to see Orks be able to take plasma again at an effective price.
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Nobz,MegaNobz, Biker Nobz, and Flashgitz all lumped into Nobz as options with dedicated transportsome combos being exclusive of others ..(no meganobz or flash on bikes)


Automatically Appended Next Post:
Which means Lootas got heavy where they belong

This message was edited 1 time. Last update was at 2013/08/09 04:11:32


'\' ~9000pts
'' ~1500
"" ~3000
"" ~2500
 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Why should lootaz be in heavy? Are heavy weapon teams heavy support choices?

It would also screw up most list as in making all heavy support choices but lootaz disappear. Unless they are heavily nerfed, or we get a new unit fulfilling the same role, there is no way to get around our only long-range unit, no matter their slot.

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 id
Fixture of Dakka




Temple Prime

New warboss, Warlord, with a monstrous creature statline (generally warboss stats +1) if not an outright MC.

Gazghkull goes one further than Warlords, so lots of 7s in his statline. He should be able to throttle a Hive Tyrant bare handed.

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in fi
Andy Hoare




Turku, Finland

Anything to help the Orks charge, be it initiative, survivability, more nobz, even cheaper boyz or some weapon options.

"Eagles may soar high, but weasels don't get sucked into jet engines." - Lord Borak
 
   
Made in mx
Steadfast Grey Hunter





Mexico

for the moment, i cans just think in one possible rule, stikbomb negating overwacht , that and possible something better for the weirdboyz, maybe a unit of oddboyz making it psych choir to trow some nasty gork or mork powers, fluffy and great to play with, and maybe some feral orks
   
Made in kr
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

I doubt they'll get something to negate overwatch, but they could give us something to make it painful to do so.

Such as before overwatch is resolved, but after a charge is declared, every ork model with a Stikkbomb that is in range (8") of the unit declared may throw a stikkbomb. If the opponent decides to forego overwatch and take cover, no damage is done, otherwise each stikkbomb thrown is resolved as an auto-hit S3 AP- against that unit. Total stikkbombs thrown is resolved before any models are removed after firing overwatch (so killing a couple doesnt weaken the number of stikkbombs). Declaring multi-assaults does not inhibit both units, pick which one is thrown to and the other may resolve overwatch with no risk. Any failed armor saves removes casualties from the rear rather than the front.

Against infantry this could be a threat since thats usually going to be 10+ auto-hits that wound on 4s/5s (depending on which army it is) that is FREE to the assaulting orks...that have stikkbombs. Dunno bout the rest of you but i almost never charge unless im around 6" away because of bad rolls or overwatch pushing me JUST far enough away...rather not give them free shots.

Really the only units that this wouldnt even possibly harm are MCs with an armor save worth shaking a stick at. Needs a 6 to wound and gets his armor and multi-wounded. T7 models cannot even be hurt by it, or vehicles for that matter (thinking Tau here for overwatch purposes).

This message was edited 3 times. Last update was at 2013/08/10 02:59:29


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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in nl
Flashy Flashgitz






Nobs get +2 ini in challenge because of bloodlust? Would make them worth taking in my boyz squads again :p or make the old furious charge come back in ork codex... I want flamethrowers in normal boy squads.... Stormboyz are practicly useless now because of ini loss... Even with boss char they are only usefull against ig tau and necrons... For a cc army i must say orks dont realy come over as cc anymore... Everyone takes lootas and shootas and rokkits and big shootaz.... I miss mass choppa and slugga.... Which is essentialy the main weapon of a ork cc army...

6K
6K
6K
4K
 
   
Made in kr
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Old furious charge would only affect non-PK orks or Zagstruk though. Any init boost would be countered by the sole reason you bring nobz to begin with - an unwieldy weapon.

Regular boy groups really dont have much of a problem because of their numbers, its only if you face something like Abbadon when its a problem because he kills you out of range to counterattack. But our codex was basically geared on a Nob delivery system, face it thats how it used to work. Challenges ruined that idea in almost every situation because nobs WILL lose a challenge unless its just a random sergeant, in which case he usually wins but sometimes gets unlucky and still dies.
If anything i feel we should have something to help remedy that, either by multiple nobz per unit (no more than 2 PKs though, that'd get a bit crazy quickly) or some way of ignoring a challenge. Something along the lines of "Da more i kill at da same time, DA MORE FUN!"

This message was edited 1 time. Last update was at 2013/08/10 12:53:14


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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in nz
Disguised Speculo





Orks need to be more choppy. The Ork dex was designed to be choppy with like, 4th edition rules. Two sets of choppy nerfs later and the codex hasn't been altered to reflect these changes. Now we have choppy stuff that can't chop, and tell ourselves that our 'shooty Orks' can do the job - but our shooty is garbage compared to that of most other armies.

What I'd like to see;
~Burna's and Big Choppas as weapons choices for Boyz mobs
~Pretty much everything should be able to take a trukk.
~Ork Klan effects that have a solid but not "codex supplement" level of influence on the game
~The WAAAGH needs to be fixed, it's fething worthless. The Shadow's WAAAGH table is spot on. Personally I think Orks could become a very interesting army based around getting a single, massive assault bonus in one phase of the game with the WAAAGH.
~Something to benefit basic Orks in close combat. An INT Bonus, the forementioned "stikkbomms negate overwatch", or even something like "overwatch casualties from the back"
~Something like the FW Goffs Boss, who makes 'eavy armour unlimited. 'eavy armour 2-3pts instead of 4
~Ability to Loot wrecks as Vineheart mentioned (I had an idea about that ages ago and posted a unit for it)

And piggybacking the following
~Jidmah's Loot Rule
~Comradepanda's Nob's into Mobs rule

Edit; Also lifta droppas in the main codex, and able to aim where they fling gak

This message was edited 1 time. Last update was at 2013/08/10 22:31:06


 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

 Ascalam wrote:
I thought that too

For me it would be giving Orks an extra pip of strength on the statline, more than a rule. Orks have biceps the size of Bournemouth, so why are they the same strength as some weedy Eldar janitor?


There's actually a fluffy reason for that. Whilst ork muscles may look big, they actually have less density than human muscles.

Say you have a brick (human muscles) and a block of styrofoam 5 times the size (ork muscles). Which one do you think would hurt more?

What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in us
Insect-Infested Nurgle Chaos Lord





Oregon, USA

It says this where, since it certainly doesn't say it in the dex or BRB.?


The codex describes them as extremely muscular and solid, and as heavily-thewed which doesn't sound like they are low-density to me.

All the fluff i've read from playing them since 40k began has them as heavy and built with bricks of solid muscle, but it could be some third-party fluff i've not run across. (and it would be GW's standard SOP for not allowing them to be the equal to Marines despite being buffer...)


This message was edited 1 time. Last update was at 2013/08/10 23:22:35


The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
 
   
Made in us
Mutating Changebringer





New Hampshire, USA

2+ FNP save against all snapfire/overwatch when charging.

Khorne Daemons 4000+pts
 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

 Ascalam wrote:
It says this where, since it certainly doesn't say it in the dex or BRB.?


The codex describes them as extremely muscular and solid, and as heavily-thewed which doesn't sound like they are low-density to me.

All the fluff i've read from playing them since 40k began has them as heavy and built with bricks of solid muscle, but it could be some third-party fluff i've not run across. (and it would be GW's standard SOP for not allowing them to be the equal to Marines despite being buffer...)




I think I read it in xenology.

No, wait, that says the opposite. Turns out it was from the Imperial Primer...which is a questionable source of fluff concerning xenos. Disregard my explanation.

Yeah, Orks should be S4 base then. Of course, this means nobs would become S5 and Warbosses would become S6. Not sure if that's balanced.

This message was edited 3 times. Last update was at 2013/08/11 00:00:52


What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in us
Insect-Infested Nurgle Chaos Lord





Oregon, USA

Fair enough then

Been a LOONG time since i read the Primer. Good read though

The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
 
   
Made in us
Longtime Dakkanaut




St. George, UT

I want a lot of their old third edition rules.

Waagh - Double the ork iniative on the charge. Much better than furious charge and you can keep orks I2 and I3 nobs.

Trukk boys only get wounded on a 6+ if the trukk blows up.

Mob up rule.... Help keep the tide coming.

Mob rule - second chance to keep in the fight if you fail and LD check and since orks are LD 7, they could really use it.

See pics of my Orks, Tau, Emperor's Children, Necrons, Space Wolves, and Dark Eldar here:


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





Nebraska, USA

Yes, mob up needs to return. Ork Boyz biggest problem is when they do drop below 11 models they are usually gone. Not dead, just permanently running away. They should be able to merge into another group, even if theres a model cap (say 50) a single unit can have it would still be epic because it would keep them from running away!!!
No idea how many games ive had where at least 1 of my ork boyz, 6-7 strong, refuses to regroup and runs 48+ inches to my board edge and goes away. It irritates the crap outta me that once they lose fearless theyre garbage, and especially with trukks its not that hard to remove fearless. What sucks, is usually the Nob is still in that unit so i still have a reason to want it around.

Liftadroppa should NOT be normal lol any idea how broken that would be? Suddenly taking vehicles against Orks is utter suicide as even a landraider would just go poof! in a matter of seconds. However, Supa Kannon should be in normal dex. Kill Kannon is slowed. Crap range, low strength for a big gun, expensive as hell....wth is that even in the dex for?

And 2+ FNP on overwatch is a little far lol.

This message was edited 1 time. Last update was at 2013/08/11 00:22:46


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
Insect-Infested Nurgle Chaos Lord





Oregon, USA

 CthuluIsSpy wrote:
 Ascalam wrote:
It says this where, since it certainly doesn't say it in the dex or BRB.?


The codex describes them as extremely muscular and solid, and as heavily-thewed which doesn't sound like they are low-density to me.

All the fluff i've read from playing them since 40k began has them as heavy and built with bricks of solid muscle, but it could be some third-party fluff i've not run across. (and it would be GW's standard SOP for not allowing them to be the equal to Marines despite being buffer...)




I think I read it in xenology.

No, wait, that says the opposite. Turns out it was from the Imperial Primer...which is a questionable source of fluff concerning xenos. Disregard my explanation.

Yeah, Orks should be S4 base then. Of course, this means nobs would become S5 and Warbosses would become S6. Not sure if that's balanced.



Sounds reasonable to me. You'll be giving them PK's anyway, so a S 6 warboss isn't all that unreasonable, especially when you have S 6, flying, 2+ armoured space marines bipping around the battlefield like Mephiston The current warboss with a Big Choppa isn't considered all that OP, and he would be S 7 (8 on the charge).

Nobs are freakishly expensive for what they get, and a 1 pt up to S would make their cost a lot more reasonable.


The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
 
   
Made in kr
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Nobz are mostly great because of the painboy making their cost justifiable. Especially on bikes its rather hard to deny that fnp. I still feel like im paying too much for a MINIMAL bikernob missile though, since theres several targets they want to avoid like the plague (any MC for instance).

Either a stat boost or a price cut would be awesome. I'd rather stat boost same cost, since i want them to have the same feel as the nobz in Space Marine - damn thing charges at you and you go "Oh crap tactics change time!"

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
Regular Dakkanaut





Boise, ID. US

What I would like to see:

Killa kans mobs upped to 5 size. Meks make them troops.

Dreads are a killa Kan unit upgrade instead of size increase.

Burnas in boyz units.

Bikes for nobs pts decrease and upgrade pts decrease forflash gits.

Mega nobs get heavy weapons. kustum mega blastas big shootas, etc.

Kommandos are troops to make bloodaxe armies. Shootas would be nice too.

Interesting options:

Wierdboyz powers increase in power based on unit size, but causes A blast on a miscadt. powers fist of mork str 10 ap 1 blast. Foot of gork, str 6 ap 4 large blast. Waaagh but within a certain range. Ere we go teleport. Nothing can stop us fnp.increases based on unit size.

Improved Waaagh. Based in turn in which it was called, in no particular order.

Rage,
Run and assault
Shred
Prefered enemy
Weapons ap increases but gets hot.



   
Made in us
Been Around the Block




Earth

I don't think +1S to boyz, nobz, warboss is going to work to means S 5 for boyz on the charge. Also nobz would then be S10 with a power klaw. (As powerful as the warboss ).

- 5000
1000 (WIP)
500 (WIP)

 
   
 
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