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Made in us
Possessed Khorne Marine Covered in Spikes






 Jidmah wrote:
Gotta leave it to non-ork player to make a rule that doesn't solve the problem and connect it to a downside, making orks worse than they were without the rule in the first place


Hey man, I didn't come up with it... I saw it in the other thread and liked it lol.

If I was going to make a rule, it'd be to bring back that old chart so people can hit on 7+, 8+, 9+, and 10+. But no more!

Blood for the Blood God!
Skulls for the Skull Throne! 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Don't worry - it's pretty common, especially on dakkadakka.

It's almost comically how every few days someone who has never played more than two games of orks goes to some ork tactics/proposed rules thread and tell us ork veterans how to fix the ork army with three to five simple rules, completely ignoring everything that has been written in that thread.

Those rules always follow the same pattern:
1) Take rule that space marines have
2) Reduce that rule in efficiency because space marines are better than orks
3) Add chance that the ork unit explodes

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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Possessed Khorne Marine Covered in Spikes






 Jidmah wrote:
Don't worry - it's pretty common, especially on dakkadakka.

It's almost comically how every few days someone who has never played more than two games of orks goes to some ork tactics/proposed rules thread and tell us ork veterans how to fix the ork army with three to five simple rules, completely ignoring everything that has been written in that thread.

Those rules always follow the same pattern:
1) Take rule that space marines have
2) Reduce that rule in efficiency because space marines are better than orks
3) Add chance that the ork unit explodes


Yeah I have no idea, I didn't spend much time there. I do still really like the idea of orks being unable to get worse than 6+ to hit. Honestly, there's no fun in making your opponent unable to hit you.

Blood for the Blood God!
Skulls for the Skull Throne! 
   
Made in us
Longtime Dakkanaut





 Kharneth wrote:
 Jidmah wrote:
Don't worry - it's pretty common, especially on dakkadakka.

It's almost comically how every few days someone who has never played more than two games of orks goes to some ork tactics/proposed rules thread and tell us ork veterans how to fix the ork army with three to five simple rules, completely ignoring everything that has been written in that thread.

Those rules always follow the same pattern:
1) Take rule that space marines have
2) Reduce that rule in efficiency because space marines are better than orks
3) Add chance that the ork unit explodes


Yeah I have no idea, I didn't spend much time there. I do still really like the idea of orks being unable to get worse than 6+ to hit. Honestly, there's no fun in making your opponent unable to hit you.


Well, in shooting anyway. If they can get close they can smack you in the face.

There are more shooting rules it would be nice to see the orks get, but probably won't happen (I suspect this won't either).
   
Made in us
Been Around the Block




I see nothing wrong with making orks unable to shoot, because they would be auto-misses. Orks should be focused on chasing you down anyways, you just made that decision a whole lot easier, lol. I think you should stick to dangling the possibility that they might hit you on 6's, that way, maybe they don't advance, and then slow themselves down to try to shoot you.
   
Made in us
Clousseau





East Bay, Ca, US

Orks should have a general rule: "better lucky than good," wherein their shooting can never be modified, period.

 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
Made in gb
Norn Queen






 Marmatag wrote:
Orks should have a general rule: "better lucky than good," wherein their shooting can never be modified, period.
Which would then make Orks somehow as accurate on the move as Broadsides. Seems legit.
   
Made in ch
The Dread Evil Lord Varlak





Angelofblades wrote:
I see nothing wrong with making orks unable to shoot, because they would be auto-misses. Orks should be focused on chasing you down anyways, you just made that decision a whole lot easier, lol. I think you should stick to dangling the possibility that they might hit you on 6's, that way, maybe they don't advance, and then slow themselves down to try to shoot you.


That is just plain dumb. There are 2 whole Klanz dedicated to dakka, aka shooting.
Secondly: WHY the hell do you think forcing an army to skip a 3rd of it's turn is fair or good for the meta in any way for this game is beyond me.
I can live with a -1 to hit. -2 allready kills Orkz and other Bs5+ armies, -3 kills most armies turn at shooting. You can reliable pull this off with Eldar, that does however not change the fact that the whole stacking of those literally halfs the dmg output of the other non-eldar army at little to no cost for the Eldar player.

https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page
A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units."
Players: "why?!? Now we finally got decent plastic kits and you cut them?"
Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?"
GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!"
Chaos players: Guess i stop playing or go to HH.  
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 BaconCatBug wrote:
 Marmatag wrote:
Orks should have a general rule: "better lucky than good," wherein their shooting can never be modified, period.
Which would then make Orks somehow as accurate on the move as Broadsides. Seems legit.


That's already the case. Moving boradsides simply aren't as accurate as your head canon.

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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

 Marmatag wrote:
Orks should have a general rule: "better lucky than good," wherein their shooting can never be modified, period.
There needs to be some modification, otherwise it creates situations in which there is no tactical choice. I would amend your proposal to say that Orks always hit in the shooting phase on a natural 6 regardless of modifiers. In that way, moving with Heavy weapons still carries a penalty and armies/units with -1 to hit rules can actually still use those rules (just not stack them).
Everyone still gets "something"

-

   
 
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