Switch Theme:

Sixth ed. Orks Codex wishlist  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Nasty Nob on Warbike with Klaw





Buzzard's Knob

I haven't heard anything about a new Codex: Orks, but when it is made, these are some of the changes I would like to see.

#1: Nobs in boys mobs should be able to purchase twin-linked shootas, combi shoota-burnas and combi shoota-rokkits just like elite unit nobs.

#2: The base weapon for Deth Koptas should be a twin-linked burna, with the rest of their current weapons being optional.

#3: Painboys, Weirdboys and Meks should be moved to Elites, with an availability of 1-3 and the ability to split them up, sort of like what is currently done with Lictors in Codex: Tyranids.(The wouldn't take up a force organization chart slot, but would be 0-1 for availability.)

#4: Ork boys, and any other Orks that currently have a save of a 6 should have a 5+ invuln save, but they should reduce the value of any cover they are within by 1, because it generally doesn't occur to them to hide. They should still be allowed to go to ground as usual.

#5: Gretchin should get a +1 bonus to any cover they are in, because they are enthusiastic about hiding.

#6: Kustom force fields should grant all non-vehicle models a re-roll of failed saves instead of a set invuln save, or a single save with no re-roll if they would not ordinarily get a save. For vehicles, they should reduce penetrating hits to glancing hits, and reduce glancing hits to nothing.

#7: Painboys, instead of granting fell no pain should instead grant every model in the unit an extra wound. Same effect, but more Orky in my opinion.

Feel free to reply with any praise or death threats that come to mind.

WAAAAAAAAAAAAAAAAAAAAAAAGGGGGHHHHH!!!!!!!!!! 
   
Made in ca
1st Lieutenant





#1: Nobs in boys mobs should be able to purchase twin-linked shootas, combi shoota-burnas and combi shoota-rokkits just like elite unit nobs.


Seems fair.

#2: The base weapon for Deth Koptas should be a twin-linked burna, with the rest of their current weapons being optional.


Not really sure why this would change, I'd just add it as an option for say +10 points.

#3: Painboys, Weirdboys and Meks should be moved to Elites, with an availability of 1-3 and the ability to split them up, sort of like what is currently done with Lictors in Codex: Tyranids.(The wouldn't take up a force organization chart slot, but would be 0-1 for availability.)


Again why? They're fine as HQ choices as they are. If you really want to do this possibly make the Mek's and such advisers for the Warboss IG style.

#4: Ork boys, and any other Orks that currently have a save of a 6 should have a 5+ invuln save, but they should reduce the value of any cover they are within by 1, because it generally doesn't occur to them to hide. They should still be allowed to go to ground as usual.


I'm not seeing a reason for this, sounds like change for the sake of change if you ask me.

#5: Gretchin should get a +1 bonus to any cover they are in, because they are enthusiastic about hiding.


I would support this, I could also see them as swarms instead.

#6: Kustom force fields should grant all non-vehicle models a re-roll of failed saves instead of a set invuln save, or a single save with no re-roll if they would not ordinarily get a save. For vehicles, they should reduce penetrating hits to glancing hits, and reduce glancing hits to nothing.


That seems overly complex, they should really just clarify the wording and leave well enough alone.

#7: Painboys, instead of granting fell no pain should instead grant every model in the unit an extra wound. Same effect, but more Orky in my opinion.


+1 wounds is far worse than FNP given that it's a bit like a 4+ Invulnerable save and doubles the survivability of Nobs where as a single wound only adds 50% extra. Perhaps +1 T and +1W would be more fair.

EDIT: A bit of math for the last part.

A Nob with FNP and a 5++ Invulnerable save takes an average of 14.21 shots from a bolter before it goes down.

A Nob with 3 wounds, a 5++ save takes 10.67 wounds.

A Nob with T5 and +1 wound takes 15.99 wounds to kill.

Given that the last is roughly 13% better than the normal FNP I would say that the Painboy should go up to 35 points from 30 points and that would be fair.

This message was edited 1 time. Last update was at 2010/08/31 11:18:22


 
   
Made in us
Infiltrating Hawwa'





Australia

warpcrafter wrote:
#4: Ork boys, and any other Orks that currently have a save of a 6 should have a 5+ invuln save, but they should reduce the value of any cover they are within by 1, because it generally doesn't occur to them to hide. They should still be allowed to go to ground as usual.


So Orks should go from almost no armor, to most of their army having a 5++ without the purchasing cost of a Mek? Is that a joke?

To tell you the truth...Orks are doing just fine in 5e. I'm not sure that there is a terrible amount to complain about.

DakkaDakka.com does not allow users to delete their accounts or content. We don't apologize for this.  
   
Made in us
Combat Jumping Ragik






#1: Yes

#2: Why? They're already fine as is. Maybe make the burnas an upgrade but if you make them default increase the point cost.

#3: Not wierd boyz. Too many chances for "waagh" which would make them nastily OP. As for pain boyz & meks, sure just make them unavailable as upgrade characters.

#4: Absolutely not. This makes no sense fluff wise, would make them very OP & orks DO make use of cover. As stated in Ciaphas Cain: Hero of the Imperium, Orks have one of if not the best instinctual knowledge of combat & they are shown taking cover from necron fire.

#5: No, if they're that occupied with hiding they won't be shooting so why not go to ground?

#6: No to the re-roll saves, it's fine as-is. Absolutely no to the reducing all pens to glances. The ability to run 2 battle wagons positioned so you're fighting AV14 while they rumble toward you with deff rollas & meganob troops is bad enough. Now you're taking away a huge ability to stop them.

#7: No, not same effect. Now they're multiple wound models & if I gear them differently I get nob biker wound allocation. Imagine a whole army where I get to allocate wounds just like nob bikers. NOT fun for the opponent.


I don't understand WHY you think most these changes re needed or even warranted beside to make an already good codex OP. Orks are good, if you're having trouble try changing your list/tactics they don't need all these boosts.




Automatically Appended Next Post:
Norade wrote:
A Nob with FNP and a 5++ Invulnerable save takes an average of 14.21 shots from a bolter before it goes down.

A Nob with 3 wounds, a 5++ save takes 10.67 wounds.

A Nob with T5 and +1 wound takes 15.99 wounds to kill.

Given that the last is roughly 13% better than the normal FNP I would say that the Painboy should go up to 35 points from 30 points and that would be fair.


The issue isn't nobz, it's nob bikers. They already have T5 PLUS a 4+ armor & cover save built in

Which according to my math reuires about 50 bolter shots to kill with +1 wound.

100 Shots = 66.6 hits
66.6 hits = 22.2 wounds
22.2 wounds = 11.1 unsaved wounds
11.1 unsaved wounds = 5.55555555555555555555555555555. . .6 actual wounds.

This would kill two, 3 wound nob bikers. But then there's our fanciful wound allocation so in a unit of 10:

You would need to do 21 wounds or aproximatly 400 bolter shots to kill a single nob biker. Even without FNP that's still 200 bolter rounds for a single kill. Assuming it's all done by one squad so all the joys of wound allocation aren't utilized fully.

This message was edited 3 times. Last update was at 2010/08/31 14:53:47


Trade rules: lower rep trades ships 1st. - I ship within 2 business days, if it will be longer I will contact you & explain. - I will NOT lie on customs forms, it's a felony, do not ask me to mark sales as "gifts". Free shipping applies to contiguous US states. 
   
 
Forum Index » 40K Proposed Rules
Go to: