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2016/06/02 13:02:30
Subject: What would you like to see in a New ORK codex?
warhead01 wrote: Why? Because Orks were the first codex of this edition and after that other armies got points reductions.
I'd love to see more special rules splashed onto the Orks.
Burna Boys should have fear.
Bubble chukkas should have blind or some other useful rule to let them "harm" enemy units in a way that is helpful to the boys.
I can't really see storm boys dropping that low, their maximum move with WAAAGH is what 36".
I'd also really wish for the return of big shootas and bolt on big shootas. as additions for all the trukks and wagons as well as weapons options for all the nobs and bosses.
The problem with Stormboyz (9ppm) is that they are 50% more expensive then boyz but they only have extra movement added in, no extra durability. To move that 36inches they will take roughly 3-4 casualties (out of 20) So before they even get into combat they are already reduced by 20%. Furthermore, those HoW hits that are always nice, are still only S3.
12 boyz can fit in a trukk, put a ram on it and you have a 142pt unit (With Nob/PK) For 143pts you can get 12 StormBoyz (With Nob/PK)
So what your paying for is an even more expensive delivery system for the same boyz but one that is slightly less reliable then a trukk because your boyz will die when taking terrain tests AND when double using the Jump Packs (which they will do). Where as a trukk just explodes frequently.
Stormboys would be worth 9ppm (Maybe) if they got jink
Warbikers on the other hand are roughly the right point cost, they do need a slight point reduction 2 or 3point reduction, the biggest problem for bikers is the nob upgrade, its just far to expensive.
Those are good points but I think we have a different perspective. I've repeatedly mentioned the 3rd edition codex, it was the one I played the longest and have loved the most. So I remember playing 8 and 9 points for boys and shoota boys.
Never really used Storm boys back then. But I know they were well more than 9 points. So to me everything after that codex has been a price drop as well as a drop in effectiveness.
The forth edition codex came out, sucked and then we had 5th edition come out and it sucked more. Combat resolution was gak. Many many players had moved to Biker Nobs as their go to Ork unit. "The best unit". I kept hearing. I think this was more due to the rules of the game than the unit it self.
My larger point being I don't want the Ork codex to be among the first 3 codex books released next time and some other stuff that just slipped my mind as I type this...Sorry.
I wouldn't turn down a points drop, I just don't think it will happen. One of the best things about Storm boys now is their unit is allowed to be 30 strong!
I really blame the Ork codex on the writer of the codex. A passing interest in Orks doesn't equal being able to write a good codex. It's got lots of internal balance but less game balance and then power creep.
One of the problems I first thought the OrK codex had was the need for all the character slots. So for me double FOC has been fantastic. Heck I mostly run three detachments. I think that's an issue though. I'd love to see the Orks back on Equal footing, or a more equal footing with the other factions.
From what I have seen Warbikers are amazing.
As a question.
If boys stayed the same but dropped to 4 or 5 points a model But you could upgrade you boys to be better than they are now through various options would you do that or just put more boys in your lists?
I think I'd add even more boys.
The rewards of tolerance are treachery and betrayal.
Remember kids, Games Workshop needs you more than you need them.
2016/06/02 14:28:13
Subject: What would you like to see in a New ORK codex?
warhead01 wrote: Those are good points but I think we have a different perspective. I've repeatedly mentioned the 3rd edition codex, it was the one I played the longest and have loved the most. So I remember playing 8 and 9 points for boys and shoota boys.
Never really used Storm boys back then. But I know they were well more than 9 points. So to me everything after that codex has been a price drop as well as a drop in effectiveness.
The forth edition codex came out, sucked and then we had 5th edition come out and it sucked more. Combat resolution was gak. Many many players had moved to Biker Nobs as their go to Ork unit. "The best unit". I kept hearing. I think this was more due to the rules of the game than the unit it self.
My larger point being I don't want the Ork codex to be among the first 3 codex books released next time and some other stuff that just slipped my mind as I type this...Sorry.
I wouldn't turn down a points drop, I just don't think it will happen. One of the best things about Storm boys now is their unit is allowed to be 30 strong!
I really blame the Ork codex on the writer of the codex. A passing interest in Orks doesn't equal being able to write a good codex. It's got lots of internal balance but less game balance and then power creep.
One of the problems I first thought the OrK codex had was the need for all the character slots. So for me double FOC has been fantastic. Heck I mostly run three detachments. I think that's an issue though. I'd love to see the Orks back on Equal footing, or a more equal footing with the other factions.
From what I have seen Warbikers are amazing.
As a question.
If boys stayed the same but dropped to 4 or 5 points a model But you could upgrade you boys to be better than they are now through various options would you do that or just put more boys in your lists?
I think I'd add even more boys.
I think you nailed it to a degree. Nob Bikers were never good, it was the BRB wound allocation shenanigans that made them worth taking. In fact, at no point in time since 5th edition has there been an Ork unit that stood out as great.
The old rulebook made Killakanz good because vehicles were hard to kill, but they nerfed vehicles AND the new codex gave KillaKanz a 40% price increase. What we are left with is a unit that is never seen in competitive play.
BattleWagonz with Deff Rollaz were a tactic but again, they nerfed vehicles AND the new codex nerfed the deff rolla into being useless. Nobody is going to ram a unit that can just dodge the ram without any downside. Further, if you do ram you just opened yourself up to getting assaulted on your AV10 butt!
In hindsight I think it was the Rulebook change that really hurt the orks, and instead of realizing this the codex writer just went ahead and nerfed all the good (not great) units into the ground.
Automatically Appended Next Post: ohh and stormboyz can only be taken in groups of 20 not 30.
This message was edited 1 time. Last update was at 2016/06/02 14:28:32
The Gorka/Morkanaut's badly need the "Super Heavy" designation, and assault on their transport capacity. As it is, they're sized to compete with Wraithknights and Imperial Knights, but are not comparable at all.
The mob rule is harsh, and makes things like trukks very suicidal, as the destruction of the trukk will likely kill enough boys to trigger a mob check, which will kill more boys. And, trukks get blown up, its what they do.
A dedicated no-transport high-armor big-gun tank would be a very welcome addition.
A death roller that's worth taking would be nice.
A plastic upgrade sprue covered in armor plates, shoulder pads, iron gobs, and so on for making "Ard Boyz" would be excellent as well, for those who want to shrink their ork horde by making each boy a little more survivable.
2016/06/02 15:39:28
Subject: What would you like to see in a New ORK codex?
1) Cheaper boyz and elites.
2) Option to take a painboy instead of a nob for most infantry squads.
3) Mob rule reworked.
4) A proper decurion-style army organization chart, or less restrictive FOCs.
5) Reworked buggies and deffkoptas.
6) Trukk transport capacity raised to 20.
7) Option to make proper Speed Freaks and Dreadmob armies without relying on outdated, dodgy FW crapola.
War does not determine who is right - only who is left.
2016/06/02 16:06:26
Subject: What would you like to see in a New ORK codex?
Using rules mechanics is one thing I've seen I've had to do with Orks. While wound shenanigans are maybe less than they were before to a degree it's still there. Ghazes WAAAGH Council can exploit it but it costs scads of points.
Those storm Surges I mentioned before dumped a full round of shooting into it and did zip, except maybe I lost a Nob and Big mek. I didn't do a battle report so I can't remember but through Look out sir's on both a Mega Warboss with a lucky stick and Ghaz nothing bad happened to them at all. It took two rounds of shooting from the surge's and other units to wipe them out. But it was my first time mucking around with Ghaz and Co'.
For me Killa Kans fail again because of WS 2 and only being ST7. How does a unit fail to first hit a droppod and then fail mostly to smash it up. Sucks. Which goes back to the rules. At the very very least a reroll to hit Immobilize vehicles should be a thing if we have to roll to hit at all.
Sadly that goes back to "what do I want in 8th edition".
I'd love a point drop on Kans, I'd love for them to be able to buy more ranged weapons too. Same for Deff Dreds.
Even if only for more variety.
I still think just making units we have more useful is a good start. Would you field a bubble Chukka if it had blind, concussive? as an special rule?
I sure would. I repeat this one as I would field this all the time if it were just like that. A Ork can dread...
The rewards of tolerance are treachery and betrayal.
Remember kids, Games Workshop needs you more than you need them.
2016/06/02 16:12:33
Subject: Re:What would you like to see in a New ORK codex?
Agent_Tremolo wrote: 1) Cheaper boyz and elites.
2) Option to take a painboy instead of a nob for most infantry squads.
3) Mob rule reworked.
4) A proper decurion-style army organization chart, or less restrictive FOCs.
5) Reworked buggies and deffkoptas.
6) Trukk transport capacity raised to 20.
7) Option to make proper Speed Freaks and Dreadmob armies without relying on outdated, dodgy FW crapola.
I hate to nitpick but i have to point out the flaws with some of these.
1: I agree 100%
2: without a Nob with a PK that mob becomes useless against anything with AV11, and T7 models. That nob is usually the money maker for me (so long as he doesn't get challenged out.)
3: I agree 100% Mob rule as is sucks, kill me and I'll fight back by killing myself....stupid.
4: This is definitely a thing. Only a fool or someone who doesn't understand the Ork codex would think that our current "Orkurion" is worth a damn. It takes about 800points to field the minimum requirements and after upgrades your looking closer to 1100-1200pts JUST for the requirements. After that your left with 300-650pts to customize the rest of your army. How many points are required for the Eldar "Decurion"? or the actual Necron Decurion?
5: I think they are pretty good as is, they just need a couple of tweaks.
6: HERE, this is a problem. As it stands when a trukk with 12 models inside explodes it wounds 6 and kills 5. So your mob is literally decimated before they are even exposed to enemy fire. I just played a game where a tankbusta trukk exploded and killed 6 out of 8 models inside. Thats a 100pt+ kill because Trukkz explode to much. I think the rule should be OT transports only suffer S2 or S3 hits NOT S4. Bringing back Ramshackle (the real one) might help.
7: Yup, Dreadmob is only played by us poor saps who bought awesome looking models and got fethed by GW's new rule sets. Speed freaks? they dont exist except as gimmicky crap and the occasional Zhadsnark list that is moderately competitive.
Automatically Appended Next Post:
Spoiler:
warhead01 wrote: Using rules mechanics is one thing I've seen I've had to do with Orks. While wound shenanigans are maybe less than they were before to a degree it's still there. Ghazes WAAAGH Council can exploit it but it costs scads of points.
Those storm Surges I mentioned before dumped a full round of shooting into it and did zip, except maybe I lost a Nob and Big mek. I didn't do a battle report so I can't remember but through Look out sir's on both a Mega Warboss with a lucky stick and Ghaz nothing bad happened to them at all. It took two rounds of shooting from the surge's and other units to wipe them out. But it was my first time mucking around with Ghaz and Co'.
For me Killa Kans fail again because of WS 2 and only being ST7. How does a unit fail to first hit a droppod and then fail mostly to smash it up. Sucks. Which goes back to the rules. At the very very least a reroll to hit Immobilize vehicles should be a thing if we have to roll to hit at all.
Sadly that goes back to "what do I want in 8th edition".
I'd love a point drop on Kans, I'd love for them to be able to buy more ranged weapons too. Same for Deff Dreds.
Even if only for more variety.
I still think just making units we have more useful is a good start. Would you field a bubble Chukka if it had blind, concussive? as an special rule?
I sure would. I repeat this one as I would field this all the time if it were just like that. A Ork can dread...
you autohit immobilized vehicles
I would probably still not field bubble chukka's. S4-6 is good, but when it rolls 1-3 it is practically worthless. "But but! it becomes AP1!!!!" yeah, true, but that means its wounding on 6s. Against a T4 2+ model the bubblechukka only inflicts 1 wound against 5 models if it hits all 5 and rolls AP1-2, yeah they are blinded and all but who cares? I don't mind losing 3-6 boyz in CC if I get to destroy the other unit completely.
As far as KillaKanz? Yeah I think they need to go to SUB 5th edition codex points, because vehicles became weaker, I think 25-30pts is about right, I think cowardly grot needs to go away completely, I think that more ranged weapons need to be added. How fun would it be to equip Kanz with KMKs or maybe something really over the top like Kannonz I would love to keep grotzooka's but they are so short ranged that teamed with walkers innate slow movement means they are useless turn 1 and sometimes turn 2.
This message was edited 1 time. Last update was at 2016/06/02 16:20:42
-Susceptibility to Leadership. They could do a lot with Mob Rule, really it should cover all forms of leadership based dice rolls and perhaps not hurt as much
-I want the Big Shoota and Deffgun to get Mastercrafted, Rending, and Gets Hot!. I am aware this will make rolls tedious, but I feel Ork Shooting is lacking the special rules seen with other people's things.
-Walker's should have Ere we go. I expect something like this will happen, it's been seen in new codices that GW is throwing rules at Walkers trying to make them better or perhaps just have an identity again.
-Snazzgun, I think the Flash Git Kaptain should be able to upgrade his Snazzgun to Str D for 10 points. Flash Gitz are boring and redundant, they need this.
-Kanz, even if walkers get a mobility buff Kanz still need to be about 35 or 40 points base. Just too many things you can get for 50 points (like two power klaws)
-Naughts might as well be a Superheavy.
-Kommandos are too expensive
-Nobz could be cheaper
-I liked the Cybork save of old. but I feel not having an invulnerable save has made Orkz feel unique. Truly dependent on numbers not saves. As a FnP save, they need to make it more available, and not for 5 points a body. It would be nice if any Nob could be upgraded with Dok's Tools, and maybe they change Dok's Tools to allow any model in the unit to buy a 6+ FnP for 2 points. What I am really trying to say is my favorite squad of boyz are my custom cybork boyz my old roomate helped me make, and I don't play them because they have no place.
-I wish Grots had a 2" bonus to run moves, I two and three squads of mine often in footslogging lists to footslog in front for intervening model saves. Really sucks when orkz behind grots are tripping over grots because grots ran 1" They should be too afraid of the Runtherd giving them a boot to the head to be worried about being shot by gunfire that probably isn't even being fired at them.
-I want more custom ork options, if I want a unit of mekz in 'eavy armor with KMB's led by a Painboy with Powerklaw, it's my choice.
-I think Nobz should be allowed to take jump packs, maybe my head has just been in the Space Marine Dex too much though. Stormboy Warboss needs a Jump pack and a retinue of StormNobz with Packs.
I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works.
2016/06/02 16:36:02
Subject: Re:What would you like to see in a New ORK codex?
Make mob rule cascading. (ie : 1+ : if in melee, you pass your leadership test, 2+ : if you have a character, etc, 4+, if you have 10 models or more, etc). Makes the W!G "bonus" not a nerf. Reduce number of wounds taken. 1 if you have a character. D3 if 10 or more and no characters.
All Orks: +1 to FnP, like the Iron Hands (so 6+ basic, 4+ with painboy)
Painboy: like the mek, slotless, 1 per other HQ choice.
Trukks: Make Ramshackle a 4+
Flashgitz: 4+ armor
Cybork reverts to 5++
All walkers: Rampage
Killa Kanz: lose the Cowardly Grots rule, points drop
2016/06/02 16:43:50
Subject: What would you like to see in a New ORK codex?
-I'd like Boyz to get a small buff to make them feel a little more substantial. I like the idea of Slugga and Shoota boys getting split, and their stats reflecting their roles (As in better ws and s for choppas, and better BS for shoota boys)
-Cheaper heavy support and elites --Give Nobs SOMETHING that makes them actually worth taking. At the very least, make bikes affordable...but even then, that MAY overshadow normal warbikers...who knows...I suppose both have their own uses. But still...Nobs...some of my favorite models, and they are garbage. --Make Lootas BS3 base
-Cybork needs to be better. Back to the invul save it once gave. As it is, it's now a completely useless piece of wargear that also happens to inflate the cost of one of our named HQ's. Why this was changed to begin with baffles me.
-Old ramshackle, or do SOMETHING to make Trukks worth it. I know they are SUPPOSED to be rickety and at risk of falling apart at a moments notice but...when the Trukk is officially more of a threat to the Boyz inside than the enemy...you KNOW you've failed in basic game design. I could understand the trade off if there was actual benefit...but there isn't anymore now that Ramshackle is gone. All the risk vs reward is all risk vs risk.
-Walkers need a major fix, though most of what they need are adjustments made to base rules more than anything else. Walkers should get a drop across the board in points at the very least.
-I'd like vehicles in general to get some options for customization. Maybe based on how they are built to make things moar orky. But...who knows. --Maybe slightly larger transport capacities would be helpful as well.
-Grots & Squigs: I really want more done with them in the book. I was sore they never made Grots worth it, outside of using them as gunners for kanz, planes and artillery. We REALLY want to make use of that BS3 but as it stands the base Grot unit is almost never used...I use em once in a while as hidden objective grabbers but...even then, very rarely. Mostly troops tax if need be. Give us Grot snipers or hilarious situations like grots wielding explody guns of some kind.
As for Squigs, I'm not sure what can be done with them in 40k that works...but I'd love a squig unit akin to something like Khorne Dogs. A nasty, bitey and fast unit that can be a bulky distraction or tear up stuff in close combat. I picture the models being fairly large squigs rushing forward, gobs all frothing, with poor grots being dragged behind them trying to hold their leashes XD Hell, even if Bomb Squigs could become their own unit, even if they are only unlockable by taking Tank Bustas, as opposed to making them a sort of 'shot', they can run off and seek their own targets.
-Squiggoth...to tie into Squigs, I'd LOVE for this unit to roll up into the main codex and actually be worth using. Two varients, one for a massive, living transport that can cause mayhem along the way, or one that gets suited up to be a weapon platform and overall siege weapon.
(Edited out some redundancy)
This message was edited 3 times. Last update was at 2016/06/02 18:08:07
2016/06/02 18:23:03
Subject: What would you like to see in a New ORK codex?
I fought my brothers 'counts as Iron Hands' chapter and they all could FnP and repair whenever they wanted to for free.
On space marines. sigh....
I don't think Boyz need to be cheaper, as more models to move isn't the solution. Cheaper 'eavy armor for sure. Cheaper: kommandos, burnas, stormboyz, flashgitz. Eavy armor on flash gits. Give boyz and meks their goddam burna back.
Make stikkbomb launchas actually DO something please too I couldn't believe my eyes when I read them for the first time. "wait....don't we have stikkbombs on everything these days? *flicks back a few pages* ....yep"
edit: one mooooorrreeeeeee thing. Make squigs cool again. I liked the +1 attack on my attack squig, or a seperate model like in older editions but now? re-roll a SINGLE goddam to-hit? I'm usually WS 6 what the hell do I need that for?
This message was edited 1 time. Last update was at 2016/06/02 18:49:38
"People say on their first meeting a Man and an Ork exchanged a long, hard look, didn't care much for what they saw, and shot each other dead."
2016/06/02 18:39:46
Subject: What would you like to see in a New ORK codex?
If they did bring it back to X2 they would make Kanz have Grot strength (IE Strength 2)
Doesn't the Kan have a strength of 5, and the klaw now gives +2 strength as opposed to x 2? Hence S7 as it is now.
So, x2 strength would put it back to S10 like the Deff Dread.
which is why I specifically said if they did give Kanz x2 strength back they would nerf the strength of the Kanz down to S2 or maybe S3 if they were being generous.
If they did bring it back to X2 they would make Kanz have Grot strength (IE Strength 2)
Doesn't the Kan have a strength of 5, and the klaw now gives +2 strength as opposed to x 2? Hence S7 as it is now.
So, x2 strength would put it back to S10 like the Deff Dread.
which is why I specifically said if they did give Kanz x2 strength back they would nerf the strength of the Kanz down to S2 or maybe S3 if they were being generous.
Why would a mek piloted by a grot have the same strength as just a grot? A mek stamping on you would be higher than a guardsmen's punch. We are talking about hypothetical changes that won't happen based on this thread, so why add in unnecessary addendums to other peoples suggestions? Kans klaws back to x2 strength with no reduction to the base strength of the model.
- In general all the units of the army (less the normal bikes) are more expensive than they should. some a bit and other waaaaay expensive. The actual cost were fine for 4th or 5th edition, not now.
- Generit S3 is a pain and dont suit the orks. Their arms are as big as a human torso and on videos they rip off marines arms....
- Trukk transport of 12 is odd. Every one knows that assault only with 12 orks is the doom of the ork unit. And sent more truks is not the solution since blow up too easy and kills the half of the unit. The solution is raise to 20 and give some rule like on last codex.
- The lack of invulnerables on CG focus on cqc is odd.
- The army works on 4th or 5th edition. But now with the insane amount of fire (and with good BS) the mechanics of the ork army doesnt works anymore. In addition to that problem, now a lot of people could ignore cover. The orks need a armor raise or, more suitable with the lore, gain a generic feel no pain (you could raise it with mediks)
- Raise the BS to 3. On this meta there are armies that shoot more than orks....so the "they are bad shooting but shoots a lot" is no real anymore.
- The lack of durable real tanks hurts
- Orks have no chance against F14 vehicles or even f13/f12 spam. The lack of confiable antitank weapons is specially bad now that only can use a grenade at melee (that killed tankbustas.
- Related with previous point: how orks deal with superheavies and gargantuan?
- There are an importan lack on melee weapon choices for CG, always using the klaw.
- with all the walkes orks have.....they all are crap (and as a kans lover I can say that haha). They must improve them as well the point drop
- The mob rule must be totally changed.
- The nob should be able to be as dangerous as wulfens at least (with point ajust to that) or add a new unit to suit that role (like the new large orks on AoS).
- We need a proper IK equivalent. Very easy to do changing the rules of the nauts to superheavy and changing the stats of the weapons.
- We need ork raiding large squigs !!! I can see orks on large squig followerd by little squigs. No presence of squig is one of the things I mainly miss from fantasy
- More "goblin" units could be cool. Or more presence of them (but as an unit that could do something). That is other thing I miss from fantasy.
If they did bring it back to X2 they would make Kanz have Grot strength (IE Strength 2)
Doesn't the Kan have a strength of 5, and the klaw now gives +2 strength as opposed to x 2? Hence S7 as it is now.
So, x2 strength would put it back to S10 like the Deff Dread.
which is why I specifically said if they did give Kanz x2 strength back they would nerf the strength of the Kanz down to S2 or maybe S3 if they were being generous.
Why would a mek piloted by a grot have the same strength as just a grot? A mek stamping on you would be higher than a guardsmen's punch. We are talking about hypothetical changes that won't happen based on this thread, so why add in unnecessary addendums to other peoples suggestions? Kans klaws back to x2 strength with no reduction to the base strength of the model.
Oh, but GW just decided to utterly destroy the kans: insane point raise, drop the melee S and add the odd rule of they getting pissed....omg
This message was edited 1 time. Last update was at 2016/06/02 19:34:05
2016/06/02 20:06:54
Subject: What would you like to see in a New ORK codex?
A lot of people have been calling for grots & squigs. How about a grot squad that debuffs? Call'em disrupta's or nick'n gits. Basically they run up to an enemy squad & start stealing bits from them or trying the Dok's new 'quipmint 'n poseejures on them (wouldn't want to try the new stuff on da boyz, they get all "return fre!" on ya).
Basically its a suicide squad worth no victory points. They also cant hold or contest objectives. When the Fearless grot mob is within 6" of any enemy unit or in h2h, the enemy unit suffers a big debuff. The grots will try to yank grenades from your belt for their Mek(mind them grenade pins y'all) or jam new medysins down your throat. Remember, their just helping! Say a minus 1 to hit with shooting and h2h plus a reroll of all
successful saves.
Their gonna die in droves. And they'll only effect a few units for a few turns before they die, but thats a grots life. Keep'em cheap and throw'em out there.
*And maybe help'n runts? Another variant of the basic grot mob. Instead of fighting or debuffing they give one nearby ork mob bonuses. Id say the orks could reroll any to hit or save they wanted but for every reroll the orks get the grots take an immediate Str4 hit, no saves possible (get'em a dok?).
I always imagined grots and orks working together. Grots are the supply chain that goes barely noticed. Orks dont bring ammo or stitch clothing. It all goes on around the orks in a chaotic, add hoc fashion as needed. Three units of grots (buffers, debuffers & regular fighty grots) would help represent the hunter-gatherer-esque nomad life style of the ork horde.
As for models to modify the grots I have two ideas.
A command pack style blister with 3 models representing the type of grot gang. Like fantasy used to have, in the case that they don't make a new multi pose sprue box set. If theres a new multi piece, multi pose grot boxed set then it would take a few special arms. Arms holding medical bags, saws, ammo crates, etc.
This message was edited 1 time. Last update was at 2016/06/02 20:38:57
4,000 Word Bearers 1,500
2016/06/02 20:47:37
Subject: What would you like to see in a New ORK codex?
suits them perfectly. Even a good sample is the new dawn of war 3, where a grot jump over a space marine bothering him.
Also could be a unit with something new and fresh to the game, as well very orky
Or a grot unit of saboteurs, with obscured and infiltrate (after all on the Dawn of War the grots have stealth), Once they got melee with a enemy unit, the die, but doing a severe damage.
Or instead that, doing a full unit of bomb squigs
Actually the orks allow GW be crazy creative. Think they are loosing a looot of potential. They only know focusing on (leal) marines.
But really, after see the new
GW should add some equivalent on 40k. But instead that they gave orks the last supplement (nerfing the army and erasyng the green tide)
Andl ater the new flyier......a totally trash (nice model but terrible bad on game)
This message was edited 3 times. Last update was at 2016/06/02 20:52:37
2016/06/03 09:15:14
Subject: Re:What would you like to see in a New ORK codex?
- Bring back the old Mob rule.
- New rule for boyz mobs, if the size is over a certain point then upgrades become free, so the bigger the unit the cheaper it gets.
- Looted vechiles as currently written should be a transport option for all unit that can get a truck.
- Sort out Killer Kans.
- Bring back old Looted vechiles, ie you get ones from other codexs but with draw backs.
- Squigoths should be in the dex.
- Clans back please.
- Sort out Naughts, you can get a stompa for a few quid more, why would you take a naught with its current rules, maybe 7 hp superheavy for a few points more.
Plus plenty more thats already been pointed out.
2016/06/03 15:34:08
Subject: Re:What would you like to see in a New ORK codex?
- Bring back the old Mob rule.
- New rule for boyz mobs, if the size is over a certain point then upgrades become free, so the bigger the unit the cheaper it gets.
- Looted vechiles as currently written should be a transport option for all unit that can get a truck.
- Sort out Killer Kans.
- Bring back old Looted vechiles, ie you get ones from other codexs but with draw backs.
- Squigoths should be in the dex.
- Clans back please.
- Sort out Naughts, you can get a stompa for a few quid more, why would you take a naught with its current rules, maybe 7 hp superheavy for a few points more.
Plus plenty more thats already been pointed out.
Nobody takes Naughts right now except as fluffy fun lists. Giving it Super Heavy doesn't fix any of the MASSIVE problems it has right now, it just makes it harder to kill. They still have terrible weapons, they still have a transport capacity of 6? Why 6? and it isn't even assault so you can't do anything with those 6 models except use them like we use the Stompa currently, as extra IWND/repair rolls at the end of a turn. I would field a Naught if it was a SHW WITHOUT a point bump but even then it will be comparable to a Knight and it won't be nearly as good.
The best weapon a Naught has is the Morkanaut's KMK. But you can take 5 of those for cheaper by fielding a Mek Gun battery...which is ironically harder to kill currently then an AV13 walker.
I notice nobody has said anything about initiative 2 and how awful that is. Yeah, in 5th with furious charge they had I3 but that rule is long gone, so i think they should have I3 or MAYBE some add-on to 'ere we go that gives them that +1 initiative to bring that back. Orks swinging slower than guardsmen even on the charge is ludicrous.
painbody's docs tools reduce fnp by 2 for a 4+ fnp
cybork body is once again a 5++ and 4++ on characters (IE not all nobs just the boss nob and the warbosses/big meks as they afford a better cybork)
go back to the old mob rule of number of orks
bring back deff rollas to 5th edition rules(it was our most reliable tank popper)
I really like the idea of FNP on everyone ala iron hands. IMO it makes them more fluffy: orks are supposed to be able to shrug off near anything and keep on going. The stacking FNP Buffs and such would just make it golden.
On the subject of mob rule, i don't mind the table, but i agree with what others have said that boss poles should be re-rolls to LD and that the d6 on the table should be changed to a d3. Maybe a d6 if the roll is a 5 or 6 as they all fight each other, but uf its hust the nob thunking someone, he shouldn't be able to deal more damage to his unit than he can to enemies.
Someone else mentioned having the odd boyz being (wierds, pains, and little meks) being a mix and match 0-3 slot and nob sized. That would be fantastic as now we heavily rely on our HQs for support AND leadership.
Bosses getting access to rokkit packs would be hilarious and worth the expression on an opponent's face every time.
Kans need reduction in price, naughts should be Super heavies to compete better with knights.
This message was edited 1 time. Last update was at 2016/06/03 20:24:15
Make pain boys unit and mekseither upgrades. Or make them like lone wolbed. I.e. If you bring one truck you can bring one Mek.
Old mob rule.
Shootas/slugas fire one additional round but on a roll of one pass and ammo test or run out of ammo permanently.
gretchin gain a rule to dismantle enemy vehicles they have to be in base contact pass a leadership test them roll on the vehicle table they dismantle or sabotage the rolled result but the vehicle losses no hull points.
This message was edited 3 times. Last update was at 2016/06/04 06:23:54
2016/06/04 11:08:39
Subject: What would you like to see in a New ORK codex?