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Wyldhunt wrote: My ork buddy had an interesting suggestion along these lines. If I recall correctly, it was something to the affect of...
*Ork boyz gain +1 FNP for every 10 models in their unit. So 30 models gets you 4+ FNP, 20-29 gets you 5+, 10-19 gets you 6+, and less than 10 gets you nada.
*Pain boyz work as is, but also add +1 to the above FNP boost.
*Cybork bodies also add +1 to FNP.
That has the side effect of making green tide a really strong deathstar, maybe cap at 4+?
40k drinking game: take a shot everytime a book references Skitarii using transports.
Wyldhunt wrote: My ork buddy had an interesting suggestion along these lines. If I recall correctly, it was something to the affect of...
*Ork boyz gain +1 FNP for every 10 models in their unit. So 30 models gets you 4+ FNP, 20-29 gets you 5+, 10-19 gets you 6+, and less than 10 gets you nada.
*Pain boyz work as is, but also add +1 to the above FNP boost.
*Cybork bodies also add +1 to FNP.
That has the side effect of making green tide a really strong deathstar, maybe cap at 4+?
Technically the greentide is just 10 units of Orks not 1 unit of 100. It still counts as 10 units for kill points. So 10 units of 10 boys are only a 6+ fnp or 5+ with painboy. Which makes it the same as it is now. However a squad of 30boys on warbikes w a warlord and painboy on bike w cybork and lucky stick. Would be pretty vicious at majority toughness 5, w 4+ armour, 3+ cover and 2/3+ fnp. Unless your shooting them w str 10 blasts like a manticore, but you can mitigate that with a big Mek with kff on bike.
This message was edited 1 time. Last update was at 2016/12/14 04:48:26
Here's what I did with them, made a multi-formation detachment for them too...
Spoiler:
Orks
Cybork body gives a +1 to feel no pain rolls (or a 6+ feel no pain, if the model doesn’t already have feel no pain).
Ork bikes for nobz are 10 points per model, warbikes as orky know whats are 20
Power klaws are 30 points each, but strike at normal initiative
Big bombs for deff koptas are used exactly like a bombing run for a flyer. 5 points to purchase
Buzz saw upgrade for deff kopta is 15 points. Causes hammer of wrath to be done at strength 6 ap2
Deff rolla always causes d3 strength 10 ap4 hits when tank shocking or ramming and ignores dangerous terrain tests. 20 points to upgrade
Remove the (maximum 12”) from boarding planks
Mob rule chart causes automatic pass on a roll of 7+
Bosspoles add or subtract one on mob rule chart per pole.
Mob rule causes d3 hits instead of d6 Lootas may take a looted wagon as a dedicated transport.
Ork nobz are 14 points base, the boss nob is 16.
Boss nobz are Ld8 instead of 7
Price changes
Gargantuan squiggoth: 390 points
Trukk 35 ramshackle rule returned to the one printed in the ork codex for 4th edition.
Dakkajet 90
Burna Bommer 105
Blitza Bommer 125
Warbuggies 25
Battlewagon 95 (killkannon is a 15 point upgrade)
Deff Dread (add “’ere we go!” power klaw upgrades are 5 points each, 4 attacks base) 80
Killa kans (4 attacks base) 40
Gorkanaut (6hp superheavy walker gains effigy rule from stompa) 270
Morkanaut (6 HP superheavy walker gains effigy rule from stompa) 260
Stompa 760
Big mek stompa 785
Kustom battle fortress 420
Ork m.f.d.
Spoiler:
Ork M.F.D. “Ork WAAAGH!”
An “Ork WAAAGH!” detachment consists of the following
1-3 core choices
1+ auxiliary choices
0-1 command choice per core choice
Command benefits: Boss of da WAAAGH! Reroll warlord traits from Codex:Orks.
Stampede: units with 10 or more models when they declare a charge gain hammer of wrath.
“WAAAGH!” your warlord may declare an additional “WAAAGH!” per game.
Tide of violence: if your WAAAGH! Detachment has at least 2 core formations with one headed by a big mek and another by a warboss, units in the formation don’t suffer penalties for disordered charges during a round when a “WAAAGH!” was declared.
Core choices: “green tide” and “dread mob” from the ork supplement “Waaagh! Ghazghkull”
And the ork warband
Ork warband
1 warboss or big mek
0-3 mekboy
0-2 painboyz
1-3 units of nobz or meganobz
3-6 units of boyz
1-6 units of gretchen
Command benefits: reroll warlord trait from codexrks.
Da clans! Your army gains the following benefit depending of what clan you choose
Goff: your warlord may declare an additional “Waaagh!” per game, and may choose to do so starting turn one
Evil sunz: units on bikes gain “skilled rider”. Trukks purchased as dedicated transports gain “red paintjob” for free and receive a 5+ cover save if they moved flat out until the start of their next turn.
Bad moons: one weapon wielded by any characters in this formation gains the “mastercrafted” special rule.
Snakebite: melee weapons gain the “poison (6+)” special rule.
Deathskullz: units in this formation gain objective secured. Also, any wrecked enemy vehicle is considered a 1 point objective at the end of the game (for both armies).
Blood axes: models in this formation gain a +1 to cover saves on the first turn. They may also add or subtract 1 from any roll made on the “mob rule” table.
Auxiliary choices
“Blitz Brigade”, “Air Armada”, and “Mekboyz’ Big Stuff” from the ork supplement “WAAAGH! Ghazghkull”
Speed Freaks
3 units of bikerboyz
2-5 units of warbuggies or deffkoptas.
Command benefit: outflank. If deployed in outflank reserves, the owning player chooses when the formation arrives. This includes the first turn. The whole formation must arrive at the same time.
Da Flashiest of Gitz
3 units of flash gitz
3 mekboyz
Restrictions: each mekboy must be placed in a different unit from this formation
Command benefits: while the mekboy is alive, their unit rolls a d3+1 for their ap value instead of a d6
Kunnin’ Lil’ Runts...
1-3 gretchen units
1-5 mek gun batteries
Command benefits: if a mek gun battery is targeting a unit within 6” of a gretchen unit, they count their guns as twin linked.
Dakkamob
3-5 units of lootas
1 bigmek
While the bigmek is alive, all loota units from this formation add 1 to their rolls to determine their shots fired this phase.
Broozas
5 units of nobz or meganobz
Command benefit: all units in the formation gain stubborn and rampage.
“Strategists!?!”
3 units of kommandos
3 units of stormboyz
Command benefit: all ranged weapons on the kommandos gain “pinning”. Stormboyz that deep strike within 6” of kommandos from this formation do not scatter.
Speshulists
3-5 units of burna boyz and/or tankbustas
Command benefit: one unit type, models from this formation gain “prefered enemy” against that unit type for the duration of the game.
Command choices
All of the named characters from codex: orks and their supplements, and the following
Da Bigmek’s finest
1 bigmek
3-5 mekboyz
Restrictions: all mekboys must be in the same unit as the bigmek. If he leaves a unit, they may also leave, so long as they remain in coherency with the bigmek.
Command benefits: the bigmek gains a bonus to certain pieces of wargear depending on how many of his mekboyz are in his unit.
Add 2” of range to the tellyporta blasta per mekboy
Roll 1d6 per mekboy (as opposed to 2d6) for the strength of the shokk-attack gun and choose 2
The kustom forcefield grants an invulnerable save to all models within 3” of the mekboyz in addition to the normal range.
oddboyz
2-3 weirdboyz
1 unit of orkboyz
Restrictions: all must join as one unit, no other independent characters may join the unit.
Command benefits: reroll all failed psychic tests. When a weirdboy would lose a wound due to perils of the warp, lose d3 boyz instead. If there are not enough boyz left, then center a small blast template over the weirdboy who cast the power. This is a strength D ap2 template with the vortex special rule.
Orks
Cybork body gives a +1 to feel no pain rolls (or a 6+ feel no pain, if the model doesn’t already have feel no pain).
Ork bikes for nobz are 10 points per model, warbikes as orky know whats are 20
Power klaws are 30 points each, but strike at normal initiative
Big bombs for deff koptas are used exactly like a bombing run for a flyer. 5 points to purchase
Buzz saw upgrade for deff kopta is 15 points. Causes hammer of wrath to be done at strength 6 ap2
Deff rolla always causes d3 strength 10 ap4 hits when tank shocking or ramming and ignores dangerous terrain tests. 20 points to upgrade
Remove the (maximum 12”) from boarding planks
Mob rule chart causes automatic pass on a roll of 7+
Bosspoles add or subtract one on mob rule chart per pole.
Mob rule causes d3 hits instead of d6 Lootas may take a looted wagon as a dedicated transport.
Ork nobz are 14 points base, the boss nob is 16.
Boss nobz are Ld8 instead of 7
Price changes
Gargantuan squiggoth: 390 points
Trukk 35 ramshackle rule returned to the one printed in the ork codex for 4th edition.
Dakkajet 90
Burna Bommer 105
Blitza Bommer 125
Warbuggies 25
Battlewagon 95 (killkannon is a 15 point upgrade)
Deff Dread (add “’ere we go!” power klaw upgrades are 5 points each, 4 attacks base) 80
Killa kans (4 attacks base) 40
Gorkanaut (6hp superheavy walker gains effigy rule from stompa) 270
Morkanaut (6 HP superheavy walker gains effigy rule from stompa) 260
Stompa 760
Big mek stompa 785
Kustom battle fortress 420
Ork m.f.d.
Spoiler:
Ork M.F.D. “Ork WAAAGH!”
An “Ork WAAAGH!” detachment consists of the following
1-3 core choices
1+ auxiliary choices
0-1 command choice per core choice
Command benefits: Boss of da WAAAGH! Reroll warlord traits from Codex:Orks.
Stampede: units with 10 or more models when they declare a charge gain hammer of wrath.
“WAAAGH!” your warlord may declare an additional “WAAAGH!” per game.
Tide of violence: if your WAAAGH! Detachment has at least 2 core formations with one headed by a big mek and another by a warboss, units in the formation don’t suffer penalties for disordered charges during a round when a “WAAAGH!” was declared.
Core choices: “green tide” and “dread mob” from the ork supplement “Waaagh! Ghazghkull”
And the ork warband
Ork warband
1 warboss or big mek
0-3 mekboy
0-2 painboyz
1-3 units of nobz or meganobz
3-6 units of boyz
1-6 units of gretchen
Command benefits: reroll warlord trait from codexrks.
Da clans! Your army gains the following benefit depending of what clan you choose
Goff: your warlord may declare an additional “Waaagh!” per game, and may choose to do so starting turn one
Evil sunz: units on bikes gain “skilled rider”. Trukks purchased as dedicated transports gain “red paintjob” for free and receive a 5+ cover save if they moved flat out until the start of their next turn.
Bad moons: one weapon wielded by any characters in this formation gains the “mastercrafted” special rule.
Snakebite: melee weapons gain the “poison (6+)” special rule.
Deathskullz: units in this formation gain objective secured. Also, any wrecked enemy vehicle is considered a 1 point objective at the end of the game (for both armies).
Blood axes: models in this formation gain a +1 to cover saves on the first turn. They may also add or subtract 1 from any roll made on the “mob rule” table.
Auxiliary choices
“Blitz Brigade”, “Air Armada”, and “Mekboyz’ Big Stuff” from the ork supplement “WAAAGH! Ghazghkull”
Speed Freaks
3 units of bikerboyz
2-5 units of warbuggies or deffkoptas.
Command benefit: outflank. If deployed in outflank reserves, the owning player chooses when the formation arrives. This includes the first turn. The whole formation must arrive at the same time.
Da Flashiest of Gitz
3 units of flash gitz
3 mekboyz
Restrictions: each mekboy must be placed in a different unit from this formation
Command benefits: while the mekboy is alive, their unit rolls a d3+1 for their ap value instead of a d6
Kunnin’ Lil’ Runts...
1-3 gretchen units
1-5 mek gun batteries
Command benefits: if a mek gun battery is targeting a unit within 6” of a gretchen unit, they count their guns as twin linked.
Dakkamob
3-5 units of lootas
1 bigmek
While the bigmek is alive, all loota units from this formation add 1 to their rolls to determine their shots fired this phase.
Broozas
5 units of nobz or meganobz
Command benefit: all units in the formation gain stubborn and rampage.
“Strategists!?!”
3 units of kommandos
3 units of stormboyz
Command benefit: all ranged weapons on the kommandos gain “pinning”. Stormboyz that deep strike within 6” of kommandos from this formation do not scatter.
Speshulists
3-5 units of burna boyz and/or tankbustas
Command benefit: one unit type, models from this formation gain “prefered enemy” against that unit type for the duration of the game.
Command choices
All of the named characters from codex: orks and their supplements, and the following
Da Bigmek’s finest
1 bigmek
3-5 mekboyz
Restrictions: all mekboys must be in the same unit as the bigmek. If he leaves a unit, they may also leave, so long as they remain in coherency with the bigmek.
Command benefits: the bigmek gains a bonus to certain pieces of wargear depending on how many of his mekboyz are in his unit.
Add 2” of range to the tellyporta blasta per mekboy
Roll 1d6 per mekboy (as opposed to 2d6) for the strength of the shokk-attack gun and choose 2
The kustom forcefield grants an invulnerable save to all models within 3” of the mekboyz in addition to the normal range.
oddboyz
2-3 weirdboyz
1 unit of orkboyz
Restrictions: all must join as one unit, no other independent characters may join the unit.
Command benefits: reroll all failed psychic tests. When a weirdboy would lose a wound due to perils of the warp, lose d3 boyz instead. If there are not enough boyz left, then center a small blast template over the weirdboy who cast the power. This is a strength D ap2 template with the vortex special rule.
If we could get half those formations I'd be happy. They're all top notch, unlike the only two we have now.
The problem with army-wide clan rules that function similarly to Space Marine Chapter Tactics is that they fail to take into account that, background-wise, an Ork warband is frequently composed of Orks from more than one different clan.
Wyldhunt wrote: My ork buddy had an interesting suggestion along these lines. If I recall correctly, it was something to the affect of...
*Ork boyz gain +1 FNP for every 10 models in their unit. So 30 models gets you 4+ FNP, 20-29 gets you 5+, 10-19 gets you 6+, and less than 10 gets you nada.
*Pain boyz work as is, but also add +1 to the above FNP boost.
*Cybork bodies also add +1 to FNP.
That has the side effect of making green tide a really strong deathstar, maybe cap at 4+?
Technically the greentide is just 10 units of Orks not 1 unit of 100. It still counts as 10 units for kill points. So 10 units of 10 boys are only a 6+ fnp or 5+ with painboy. Which makes it the same as it is now. However a squad of 30boys on warbikes w a warlord and painboy on bike w cybork and lucky stick. Would be pretty vicious at majority toughness 5, w 4+ armour, 3+ cover and 2/3+ fnp. Unless your shooting them w str 10 blasts like a manticore, but you can mitigate that with a big Mek with kff on bike.
Green Tide description says that "all the units of boyz and the Warboss form a unit". So it is one unit as per the house rule.
40k drinking game: take a shot everytime a book references Skitarii using transports.
Hades wrote: Yeah just adding stats or making things cheaper feels like a handout. We're Orks we don't need victory handed to us we need to make new fun rules to play with. They don't want to give us an invuln fine. New rules for ork characters, let us look out sir in challenges. Ork characters fight dirty and toss lads in the way. A boy tries to sneak a swing in and opponent need to divert attention to swing at him. Now we have a 4++/2++ at the cost of a random Mook but still give the opponent some counterplay. You can't just dive in with your small elite squads challenge out the power klaw and then whittle down Orks until you sweep them. Big mobz of Orks become more useful. It's something unique full of flavor and hilarity.
A few changes i have come up with to make orks better:
All orks have +1 FNP, so 6+ normally stacking with painboy for 4+. The idea of having the natural FNP increase with unit size is cool but would get annoying to keep track of with big blobs.
Painboys are no longer HQs, and the number you can take is limited the way mek boys are. I hate having to always take painboys over the more interesting options.
Cybork is a 5++, and can be taken by meganobs. Orks desperately need access to an invuln save other than the KFF.
'Eavy Armor available for more units (lootas, tankbustas, burnas etc) and standard on warbosses. It really is ridiculous that the standard HQ has to buy a 4+ armor save.
The old Mob Rule and Boss Pole rules.
Burnas in Boys Mobs.
Shootas as free upgrades for boys.
Access to more psyker powers, or more orky powers.
Point reductions on a number of units.
more and better formations and relics
Colonel17 wrote: A few changes i have come up with to make orks better:
All orks have +1 FNP, so 6+ normally stacking with painboy for 4+. The idea of having the natural FNP increase with unit size is cool but would get annoying to keep track of with big blobs.
Painboys are no longer HQs, and the number you can take is limited the way mek boys are. I hate having to always take painboys over the more interesting options.
Cybork is a 5++, and can be taken by meganobs. Orks desperately need access to an invuln save other than the KFF.
'Eavy Armor available for more units (lootas, tankbustas, burnas etc) and standard on warbosses. It really is ridiculous that the standard HQ has to buy a 4+ armor save.
The old Mob Rule and Boss Pole rules.
Burnas in Boys Mobs.
Shootas as free upgrades for boys.
Access to more psyker powers, or more orky powers.
Point reductions on a number of units.
more and better formations and relics
I mostly agree with you here. (Mostly.) A couple thoughts, though - Would the other access for Ork FNP still continue to stack? Because getting a Warboss who can go up to 2+ FNP (The Supa-Cybork Body and that one Warlord Trait) seems a bit OP, especially since Warbosses can get T6, making them effectively immune to ID except from Force weapons. I'd make sure to cap them at 4+, maaaaybe 3+.
Making 'Eavy armor more available isn't that useful, since nobody actually takes 'Eavy armor - It's not that it's a bad upgrade, it's just too expensive to be really viable. Dropping it down to 3pts might make it better.
If you make Shootas free, I'd make the Ork player trade their Stikkbombs out when they get 'em - It's not a big deal, but adding a little bit more of a tradeoff seems fair.
As for points reduction - Which units? Because I can see a couple units that are genuinely overcosted (Nobz in particular just cost too much to be points efficient,) but it seems like most units aren't overcosted, they're just underuseful - I'm against blanket point reductions, since that encourages more power creep than we already have.
As for Relics... I don't think that Orks need better Relics. We have some really great Relics, the problem is that there's nobody to put them on - To compare to Space Marines, we can put our Eternal Warrior relic on a 3W model that already has T5 or T6, making it less necessary and not as needed, whereas they get their Eternal Warrior relics on models that are 4W and T4 or 5, making it more needed and more efficient points-wise. (Okay, yes, 50 points is also far too expensive for our Eternal Warrior relic, but that's aside the point.) If we had some kind of Ork equivalent to the Chapter Master (A 'Warlord' upgrade to the Warboss, if you will,) it might be better, the problem is simply that we've got nobody to mount our best weapons on.
Waaaghpower wrote: I mostly agree with you here. (Mostly.) A couple thoughts, though - Would the other access for Ork FNP still continue to stack? Because getting a Warboss who can go up to 2+ FNP (The Supa-Cybork Body and that one Warlord Trait) seems a bit OP, especially since Warbosses can get T6, making them effectively immune to ID except from Force weapons. I'd make sure to cap them at 4+, maaaaybe 3+.
Making 'Eavy armor more available isn't that useful, since nobody actually takes 'Eavy armor - It's not that it's a bad upgrade, it's just too expensive to be really viable. Dropping it down to 3pts might make it better.
If you make Shootas free, I'd make the Ork player trade their Stikkbombs out when they get 'em - It's not a big deal, but adding a little bit more of a tradeoff seems fair.
I will admit i dont own the ork supplement and havent read through it in some time, so I might be forgetting some of the things in it. FNP should be capped like you say, but keep those options in so the warboss can get that 4+ without a painboy. though if cybok went back to a 5++ the Supa-Cybork Body would probably be a 3++ instead of a FNP? I certainly wouldnt say to no cheaper eavy armor, and stikkbombs could be a fair trade for shootas.
Waaaghpower wrote: As for points reduction - Which units? Because I can see a couple units that are genuinely overcosted (Nobz in particular just cost too much to be points efficient,) but it seems like most units aren't overcosted, they're just underuseful - I'm against blanket point reductions, since that encourages more power creep than we already have.
As for Relics... I don't think that Orks need better Relics. We have some really great Relics, the problem is that there's nobody to put them on - To compare to Space Marines, we can put our Eternal Warrior relic on a 3W model that already has T5 or T6, making it less necessary and not as needed, whereas they get their Eternal Warrior relics on models that are 4W and T4 or 5, making it more needed and more efficient points-wise. (Okay, yes, 50 points is also far too expensive for our Eternal Warrior relic, but that's aside the point.) If we had some kind of Ork equivalent to the Chapter Master (A 'Warlord' upgrade to the Warboss, if you will,) it might be better, the problem is simply that we've got nobody to mount our best weapons on.
As for which units to reduce points on:
Nobs for sure, although mostly on their upgrade options.
Meganobs should probably be about the same as terminators.
Dread and Kans, though not too much of a reduction.
Battlewagons- in my opinion they are severely overcosted, considering they are a long vehicle making it easy to hit the side armor. and they dont come with a single weapon, the only vehicle i can think of that has this issue.
Burna Boys are in a weird spot- most of the time they suck, but once in a blue moon they will make your opponent hate life itself. maybe make them a couple points cheaper.
The flyers are probably overcosted, I rarely use them so cat say exactly how much.
Snikrot.
And a few more changes i thought of:
Red Paint Job should be +1 inch again, not just +1 to flat out move.
Gitfindas as an upgrade option for Lootas.
A grenade launcher weapon for boys- some mek must have tried making an ork-portable stikkbomb chukka
This message was edited 1 time. Last update was at 2016/12/17 18:34:20
I'm not going to re-read the lunacy that is the last few pages of this thread, but I'd be very surprised if anyone actually said that. Even that one guy banging on about how relatively difficult it might be for an Inquisitor to acquire power armour, I don't think even that guy said that.
Waaaghpower wrote: I mostly agree with you here. (Mostly.) A couple thoughts, though - Would the other access for Ork FNP still continue to stack? Because getting a Warboss who can go up to 2+ FNP (The Supa-Cybork Body and that one Warlord Trait) seems a bit OP, especially since Warbosses can get T6, making them effectively immune to ID except from Force weapons. I'd make sure to cap them at 4+, maaaaybe 3+. Making 'Eavy armor more available isn't that useful, since nobody actually takes 'Eavy armor - It's not that it's a bad upgrade, it's just too expensive to be really viable. Dropping it down to 3pts might make it better. If you make Shootas free, I'd make the Ork player trade their Stikkbombs out when they get 'em - It's not a big deal, but adding a little bit more of a tradeoff seems fair.
I will admit i dont own the ork supplement and havent read through it in some time, so I might be forgetting some of the things in it. FNP should be capped like you say, but keep those options in so the warboss can get that 4+ without a painboy. though if cybok went back to a 5++ the Supa-Cybork Body would probably be a 3++ instead of a FNP? I certainly wouldnt say to no cheaper eavy armor, and stikkbombs could be a fair trade for shootas.
Waaaghpower wrote: As for points reduction - Which units? Because I can see a couple units that are genuinely overcosted (Nobz in particular just cost too much to be points efficient,) but it seems like most units aren't overcosted, they're just underuseful - I'm against blanket point reductions, since that encourages more power creep than we already have. As for Relics... I don't think that Orks need better Relics. We have some really great Relics, the problem is that there's nobody to put them on - To compare to Space Marines, we can put our Eternal Warrior relic on a 3W model that already has T5 or T6, making it less necessary and not as needed, whereas they get their Eternal Warrior relics on models that are 4W and T4 or 5, making it more needed and more efficient points-wise. (Okay, yes, 50 points is also far too expensive for our Eternal Warrior relic, but that's aside the point.) If we had some kind of Ork equivalent to the Chapter Master (A 'Warlord' upgrade to the Warboss, if you will,) it might be better, the problem is simply that we've got nobody to mount our best weapons on.
As for which units to reduce points on: Nobs for sure, although mostly on their upgrade options. Meganobs should probably be about the same as terminators. Dread and Kans, though not too much of a reduction. Battlewagons- in my opinion they are severely overcosted, considering they are a long vehicle making it easy to hit the side armor. and they dont come with a single weapon, the only vehicle i can think of that has this issue. Burna Boys are in a weird spot- most of the time they suck, but once in a blue moon they will make your opponent hate life itself. maybe make them a couple points cheaper. The flyers are probably overcosted, I rarely use them so cat say exactly how much. Snikrot.
And a few more changes i thought of: Red Paint Job should be +1 inch again, not just +1 to flat out move. Gitfindas as an upgrade option for Lootas. A grenade launcher weapon for boys- some mek must have tried making an ork-portable stikkbomb chukka
I like a lot of these suggestions but let me put out a few notes here.
First off, KillaKanz prior to the Vehicle nerf were 35pts, After they nerfed vehicles the guy in charge of our codex raised the price by about 45% AND nerfed their Close combat weapons as well as giving them a type of morale test, the only vehicle in the game that has one mind you. So KillaKanz went from good to utter trash in the space of a single codex, they need to be back down to 35pts and even then its hard to justify them on the battlefield. They should also regain their S10 CC weapons, its BS that a PK or PF should have more strength then a Dreadnoughts CCW.
Secondly, Deff Dreadz are in a similar boat, they need both a point reduction AND an increase in their attacks. Also some kind of special snowflake rule that says they can never be immobilized or stunned/shaken would be good. Realistically you immobilize a dread and you can ignore if the rest of the game.
Burna Boyz are in a terrible situation because they just are boyz with over priced flamers that can act as power swords. I think the fix for them would be to increase price by a single point and give them Eavy armor as well as the ability to use their Burna's in the shooting phase and the CC Phase. That would make them a lot scarier and more durable. Also, an option to make either the Mek or maybe a few boyz into Skorcha Boyz would be neat.
Battlewagonz, Nail on head. AV14 is great, except that our vehicle is about 3in Wide and 10in long. Major price reduction OR Keep it at the same price but give it 4 Big Shootas and a Ram standard. (25pts worth of upgrades) Also, Ard Case shouldn't be a price upgrade at all. Your paying points to massively reduce the carrying capacity just to remove the supposed benefit of being an OT transport. Kill Kannon sucks because BS2 and its 30 fething points to upgrade to. Reduce this to 20 and give it range 36 and S8.
Finally. Our relics are NOT good. They just aren't. In the Ork codex there are 2 that are worth taking. DLS and Da Finkin Kap. Everything else is garbage, over priced, or a combination of the two. In the Supplement you have slightly better options, the MFF and fearless banner.
Our Ork Warlord traits suck as well. I really don't need rerolls in CC on my warboss because chance are he bought a squig or DLS. I don't need +1 Strength because a PK mean im already at S10. The only useful ones realistically are #1 Waaagh and the reroll leadership checks.
This message was edited 1 time. Last update was at 2016/12/22 15:00:23
Burna Boyz are in a terrible situation because they just are boyz with over priced flamers that can act as power swords. I think the fix for them would be to increase price by a single point and give them Eavy armor as well as the ability to use their Burna's in the shooting phase and the CC Phase. That would make them a lot scarier and more durable. Also, an option to make either the Mek or maybe a few boyz into Skorcha Boyz would be neat.
While it would be interesting giving them heavy armor, just getting rid of the AP3 base and knock them down to 11 pts (6 pt boy with a 5 point flamer). Then make it so any burna boy can purchase a "mek nozzle" that allows the AP3. That way we can hide the power weapons in the back and still rush up and torch something with 12 cheaper templates.
Burna Boyz are in a terrible situation because they just are boyz with over priced flamers that can act as power swords. I think the fix for them would be to increase price by a single point and give them Eavy armor as well as the ability to use their Burna's in the shooting phase and the CC Phase. That would make them a lot scarier and more durable. Also, an option to make either the Mek or maybe a few boyz into Skorcha Boyz would be neat.
While it would be interesting giving them heavy armor, just getting rid of the AP3 base and knock them down to 11 pts (6 pt boy with a 5 point flamer). Then make it so any burna boy can purchase a "mek nozzle" that allows the AP3. That way we can hide the power weapons in the back and still rush up and torch something with 12 cheaper templates.
Yep, but as is usually the case, taking it in bulk should REDUCE the price not raise it or keep it the same. So with that in mind i would say make them 12pts but INCLUDE Eavy Armor.
As a none Ork Player I do see some issues they have when fighting against them.
And there is a few things I would change:
Weapons/Wargear
Spoiler:
Make Cybork give +1 to FNP (as lots of people have said)
Random Strength weapons need to be less random, especially as most of them are the orks anti-tank weapons (I have lost count of the amount of times I've seen a terrible number rolled so my Tanks can't be hurt by them, and then if the roll is high enough they MISS)
HQ's
Spoiler:
Give Warboss, Big Mek, Painboy and Weirdboy +1 Wound and the ability to get an invulnerable save that works in close combat
The Kustom force field (and mega force field) should apply to the bearer's entire unit and any transport they are embarked upon rather than a 6" bubble (as for a unit to fully benefit they have to clump way too close together)
The Weirdboy and Painboy should be able to purchase 'Eavy Armour
Da Boyz
Spoiler:
Ork Boyz (Of all descriptions) should be Strength 4. (Even if they get that in exchange for furious charge)
Stormboyz, Lootas, Burna Boyz and Tankbustas should be able to purchase 'Eavy armour (Maybe even drop their base points a little as well)
Elites:
Spoiler:
The Warbike upgrade for Nob units should be 12pts/model rather than 27 (Eesh! that's steep!)
Transports:
Spoiler:
Allow Boyz to disembark from a vehicle that moved 12" but have to take a dangerous terrain test and any charge that turn is disordered
Heavy Support:
Spoiler:
Morkanaut/Gorkanaut should be a Super heavy vehicle (They are the size of Imperial Knights) And have the 'Assault Vehicle' special rule (that's clearly what that door was designed for) And then their mixed weapons aren't as bad (Still BS 2 but not as bad as being forced to shoot the same target)
Lord of War
Spoiler:
Give Ghazghkull Full feel no pain and a 5+ invulnerable save normally, increase to 3+ during the turn a WAAAGH is declared (He has the ability to do this every turn in the detachment in his supplement)
1. Bring back old "mob up" which basically said a fleeing unit can join another unit if nob has a boss pole. Leadership test.
2. Drop the leadership nonsense where we're killing our Boyz. Only people who think that's good idea are players who don't play orcs. Leadership based on mob size.
3. Give Boyz back a Burna. I don't even care if you drop burna Boyz unit.
4. Come on give us strength 4 or give us back scar Boyz. Drop furious charge crap.
5. How bout the old Armageddon Speed Freaks list as a formation...complete with guntrukks!
Traditio wrote: Orks should have army wide feel no pain and nobs should have fearless...if you're willing to pay 9 ppm for a boy.
I wouldn't mind paying 9 pts per boy cause it lowers the model count but they need something more than stock fnp for this price. Cause currently, a mob of 30 boyz can have fnp for 1.66 ppm if you count 50 pts for a painboss. And they're still not really that good.
This message was edited 3 times. Last update was at 2017/01/18 13:25:57
Traditio wrote: Orks should have army wide feel no pain and nobs should have fearless...if you're willing to pay 9 ppm for a boy.
I wouldn't mind paying 9 pts per boy cause it lowers the model count but they need something more than stock fnp for this price. Cause currently, a mob of 30 boyz can have fnp for 1.66 ppm if you count 50 pts for a painboss. And they're still not really that good.
What about a Stock 6+ FNP for 8ppm AND +1 strength while keeping furious charge and changing Mob rule and Boss poles to 4th edition rules?
Traditio wrote: Orks should have army wide feel no pain and nobs should have fearless...if you're willing to pay 9 ppm for a boy.
I wouldn't mind paying 9 pts per boy cause it lowers the model count but they need something more than stock fnp for this price. Cause currently, a mob of 30 boyz can have fnp for 1.66 ppm if you count 50 pts for a painboss. And they're still not really that good.
What about a Stock 6+ FNP for 8ppm AND +1 strength while keeping furious charge and changing Mob rule and Boss poles to 4th edition rules?
I want to be against this due to the S5 boyz on the charge, but looking at what armies like Skitarii and Necrons get for their troops, it seems less broken. It's a way to make trukkboyz the standard list and encourage boyz before toys, but it makes Green Tide and the Orkurion significantly more expensive without majorly buffing them. Rhino/LRBT spam armies beware though, as they're goning to get glanced to death by units of 10-12 orks.
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