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![[Post New]](/s/i/i.gif) 2011/03/20 23:29:51
Subject: Ideas for Next Ork Codex
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Mutilatin' Mad Dok
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Rumor mill from what I understand is Orks are planned for sometime around 2013 or possibly 2014 or so, At least that is what I believe was said last time I read about it. Its all up in the air but it is coming in the next few years that much we do know so far.
So what would you like to see done with the codex? What rules or options or new models do you think should be added or taken away?
Here is a few things I would like to see!
HQ'S: A few more Ork hq options. I would like to see specific warbosses and maybe a few other new guys we have not seen before. As well as more options for the Warboss and Big Mek.
Flash Gits - I would like to see the flash gits drop in price by a good portion as well as the price for their options cut in half if possible. I would like to see them being used as they are good units but the price that they cost makes them a terrible choice. Also a BS of 3 would be nice since all they do is shoot.
Kommandos - A small drop in price and a few new options with them would be kinda cool. Maybe give them Ork Sniper rifles and the Stealth Rule and outflank. They are suppose to be sneaky so why not right? I think it is stupid that they camo themselves and are suppose to be super sneaky and intelligent but do not have the ability to flank or have stealth. They are always hiding and cover up their green skin in whatever they can find so they should have this rule.
SNIKROT - While I am on Kommandos, Snikrot should have rending attacks or something about his knives that takes away normal saves. He is suppose to be super deadly and his knives I think are in need of a small boost.
Storm boys - I am not sure exactly what could be done. But they are horribly underused from what I have seen. I think they should give the Stormboyz somekinda boost or different options or some kinda special rule that would make them more appealing to use.
Deff Dread or Killa Kans - Reading through Ork Fluff. Any Ork Player knows about Telly Portas. I think it would be nice to put these back. If Blood Angels get Deep striking Land Raiders than why is it unfair for Orks to have Deep Striking Deff Dreads eh? Or Deep Striking Killa Kans?!
Looted Wagon - Boom gun should cost 40 points and not 70. Also the Looted wagon needs to have 13 front armor, 12 side and 10 back. Why would a looted Land Raider all of the sudden loose so much armor eh? It would make sense if it had at least a respectable armor since its is really meant for combat. Or better yet have two versions of looted wagon. If it takes the boom gun option it gets a different armor value than if it was used as a transport. As much of the armor would be stripped off to make room for guys inside. So make two different looted wagons. One as the transport and the other as the War Machine Option.
Only other option I would think to give is giving Lootas Relentless rule but that might be silly.
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![[Post New]](/s/i/i.gif) 2011/03/20 23:42:25
Subject: Re:Ideas for Next Ork Codex
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Nasty Nob on Warbike with Klaw
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I would expand the selection of Boyz. These are the three grades of Ork Boyz I would include.
Yoofs: These would be the ones with armor 6+, with no cool options, but 4 points each. They are freshly sprouted and still bulking up. They have the stats of existing boyz, but no furious charge or mob rule.
Skarboyz: These are the experienced boyz, those who have been on a raid or two and scavenged some decent gear. They have 5+ armor and in addition to the standard selection of shoota or slugga/choppa, they may also forgo all shooting options to have big choppas. They would be 6 points. They have mob rule and furious charge.
'Ard boyz: These are the really battle-tested boyz, those who have survived a waaagh but are not up to Nob status yet. They have S4, furious charge, mob rule, stubborn and countercharge, and 4+ armor, and are 8 points each. (And are no longer a 0-1 choice) They may have one nob per 10 boyz, the aforementioned big choppa option, and burnas as a special weapon choice.
This would go a long way toward dealing with the boredom that is overtaking me right now with regards to the Orks codex. AND getting it done quite a frakking while before 2013!!!
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WAAAAAAAAAAAAAAAAAAAAAAAGGGGGHHHHH!!!!!!!!!! |
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![[Post New]](/s/i/i.gif) 2011/03/21 00:22:20
Subject: Ideas for Next Ork Codex
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Mutilatin' Mad Dok
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Well 2013 is just what I have heard. So far the rumor mills I watch have been pretty accurate. Its just what is rumored when it comes out. Next is Necrons I believe. Than I think it was daemon hunter or dark angel I cannot remember. After that I think was tau.
Its been a while since I seen the list of what is rumored to come and in what order so I could be wrong.
Oh yeah I thought up a really cool Idea for Deff Dread.
Telly Porta: The Deff Dread has the Deep Strike Special Rule
Combat Master: Deff Dreads are devistating in close combat against Infantry. Any Infantry or Jump unit that is in close combat with the Deff Dread. The Deff Dread Gains an Additional attack for every model in base to base contact with the Deff Dread.
Exhause Cloud: Like Most of Ork Machines they exhume a large amount of smoke.smog and toxic gas - thus it gains a 4+ cover save
So for Example: The deff Dread has four combat arms and has 4 attacks. It gains +1 for charge and has five models in base to base contact. Thus it now has 10 attacks.
WS: 5
BS: 2
S: 6/10
Armor Value: 13/12/12
I: 4
Kan Guard: This is an extra option where a Deff Dread may be accompanied by Two Killa Kans.
A: 4
Automatically Appended Next Post:
OH! Also Killa Kans are now a Elite Choice. So that way you can have
HQ: 2 Big Meks
Elites 1-3 - Your nine Killa Kans
Troops 1-2 Two of the Deff Dreads and if the Deff Dread idea is used you would have four more Killa Kans
Heavy: Three More Deff Dreads.
So a army could have a total of Five Deff Dreads and 13 Killa Kans.
Would that not be the Most Awesome thing Ever?
Or how about a special rule for Killa Kans that since they are smaller than Deff Dreads they are easier to Telly port. So you can deploy Kans Via Deep Strike Rules.
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This message was edited 3 times. Last update was at 2011/03/21 00:41:43
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![[Post New]](/s/i/i.gif) 2011/03/21 06:39:29
Subject: Ideas for Next Ork Codex
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Irked Necron Immortal
Necron Tomb somewhere in Scandinavia.
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I dont really exept anything. I like the way they are now.
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''Their number is legion, their name is death.'' |
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![[Post New]](/s/i/i.gif) 2011/03/24 16:10:40
Subject: Ideas for Next Ork Codex
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Fresh-Faced New User
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I'm pretty sure this is when imagination gets the better of us and makes something way to powerful or unbalances the game but there are several things that are good like the Snikrot rending rule would be nice but the elevation of more elite orks doesnt make sense. I thought that was what nobs were for.
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![[Post New]](/s/i/i.gif) 2011/03/25 18:40:40
Subject: Ideas for Next Ork Codex
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Impassive Inquisitorial Interrogator
Holy Terra - Lexington, SC
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They play great now as is IMHO. My wife and I were just discussing that this morning. The only thing she would like to see is the return of looted vehicles that use the profile of the original army. 250 points is fair for Orks to get a Land Raider, give it a chance of something screwing up when a poor roll is made. The points cost is justified with the poor BS that the Orks get. It's a shame that her "Lan' Raidah" has been changed to be a Battlewagon with 2 twin linked rocket launchers (2 twin broken lascannons)
Also one thing to think about is that GW could potentially sell more tanks this way. Just think of all the conversions!
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This message was edited 1 time. Last update was at 2011/03/25 18:43:02
Thorian Enclave Inquisitorial Guard - 6000points
Grey Knights - 4000pts
Divine Crusaders - 5000pts
Order of the Argent Shroud - 3500pts
Kabal of the Black Heart - 3000pts
Wife's Deathskulls - 4000pts
My armor is contempt, My shield is disgust, My sword is Hatred. In the Emperor's name, Let none survive. |
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![[Post New]](/s/i/i.gif) 2011/03/26 16:03:40
Subject: Ideas for Next Ork Codex
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Battlewagon Driver with Charged Engine
Ye Olde North State
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Stormboyz- give them perhaps a 4+ because of the regimented colors and equiptment, and make them meaner on the charge. Seriously, why is an ork screaming and shooting and chopping up the enemy the same as a ROCKET-POWERED ork screaming and shooting and chopping up the enemy? Perhaps plus 2 attacks on the charge, or str 5 on the charge.
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grendel083 wrote:"Dis is Oddboy to BigBird, come in over."
"BigBird 'ere, go ahead, over."
"WAAAAAAAAAGGGHHHH!!!! over"
"Copy 'dat, WAAAAAAAGGGHHH!!! DAKKADAKKA!!... over" |
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![[Post New]](/s/i/i.gif) 2011/03/27 08:50:31
Subject: Ideas for Next Ork Codex
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Sagitarius with a Big F'in Gun
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Give lootas SPECIFIC weapons to use.
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![[Post New]](/s/i/i.gif) 2011/03/27 09:19:39
Subject: Ideas for Next Ork Codex
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Regular Dakkanaut
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Honestly, I don't care as long as it comes out AFTER the next edition of rules. If we're the "bubble boy" codex again...
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![[Post New]](/s/i/i.gif) 2011/03/27 09:20:34
Subject: Re:Ideas for Next Ork Codex
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Battlewagon Driver with Charged Engine
Between Alpha and Omega, and a little to the left
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Personally I think Orks are awesome the way they are right now, and aside from a new rule book edition being biased against Hordes, I'd rather wait until hey get a semi-competent Codex writer before getting it updated. However, an idea for a HQ: Speed King. a generic HQ that's weaker than a Warboss, but can take any Fast attack as Troop and can buy his own personal ride (including Deff koptas and Battlewagons)
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This message was edited 1 time. Last update was at 2011/03/27 09:20:44
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![[Post New]](/s/i/i.gif) 2011/03/27 09:51:36
Subject: Re:Ideas for Next Ork Codex
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Nasty Nob on Warbike with Klaw
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I don't care what anybody says, I want to be able to have more than one 'ard boys unit, and I want them to be at least one point cheaper. I'm tired of my Orks dying in droves, or being absent except for one unit of 'ard boys because a horde army is doomed to being swept away like chaff.
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WAAAAAAAAAAAAAAAAAAAAAAAGGGGGHHHHH!!!!!!!!!! |
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![[Post New]](/s/i/i.gif) 2011/03/27 16:57:47
Subject: Ideas for Next Ork Codex
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Battlewagon Driver with Charged Engine
Ye Olde North State
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The Zoat wrote:Give lootas SPECIFIC weapons to use.
WHY???? Deffguns are AMAZING!
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grendel083 wrote:"Dis is Oddboy to BigBird, come in over."
"BigBird 'ere, go ahead, over."
"WAAAAAAAAAGGGHHHH!!!! over"
"Copy 'dat, WAAAAAAAGGGHHH!!! DAKKADAKKA!!... over" |
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![[Post New]](/s/i/i.gif) 2011/03/27 17:07:49
Subject: Ideas for Next Ork Codex
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Bloodtracker
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What about giving Mega nobz... mega dokz? which would be pain boys in mega armor? Why cant MEga nobz get them when there less mega bretheren can?
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===================================
DC:90S+GMB--I+Pwmhd09#+D+A+/fWD-R++T(D)DM+
===================================
MadKlaw's Waaagh -2500 -Deceased-
Brettonians -1695
Kromac's Winter Howlers - 15 |
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![[Post New]](/s/i/i.gif) 2011/03/27 18:35:14
Subject: Re:Ideas for Next Ork Codex
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Combat Jumping Ragik
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Some sort of AT. I mean lootas are good but we need something to pop AV 14 from range. PKs work but if it's a LR, you're hitting on probably 4's or 6's and then will get shot / assaulted by whatever is inside.
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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. |
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![[Post New]](/s/i/i.gif) 2011/03/27 18:44:01
Subject: Re:Ideas for Next Ork Codex
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Lone Wolf Sentinel Pilot
Inside that little light in your refridgerator
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Add in somesort of gunship, like an orky-valk.
Hammer of Gork - Giant Deffkopta loaded with deffguns and big shootas for killing light tanks and infantry.
Fist of Mork - Giant Deffkopta loaded with rokkit launchas and some sort of souped up Zzap gun (minimum strength of 8 maybe?)
S_P
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Fafnir wrote:What part of "giant armoured ork suppository" do you not understand?
Balance wrote:Nothing wrong with feathers. Now, the whole chicken, that's kinky. |
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![[Post New]](/s/i/i.gif) 2011/03/27 19:40:43
Subject: Re:Ideas for Next Ork Codex
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Krazed Killa Kan
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Shas'O Dorian wrote:Some sort of AT. I mean lootas are good but we need something to pop AV 14 from range. PKs work but if it's a LR, you're hitting on probably 4's or 6's and then will get shot / assaulted by whatever is inside.
Zzap guns used to fulfil this role quite well, until they took away the auto-hit on vehicles.
As for the 'dex itself, I only have two serious issues with it:
a) meganobz leave much to be desired, perhaps instead of treating them as a separate unit, give the option of mega-armour in the nobz section, so they can keep the option to take nob upgrades (in a similar vein to the warboss entry).
b) looted wagons need better armour, I don't care if it is stolen and repaired, a stolen russ is still gonna be a tough nut to crack!
As for improvements, let a warboss take a stormboy rokkit pack!
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DR:80S---G+MB---I+Pw40k08#+D+A+/fWD???R+T(M)DM+
My P&M Log: http://www.dakkadakka.com/dakkaforum/posts/list/433120.page
Atma01 wrote:
And that is why you hear people yelling FOR THE EMPEROR rather than FOR LOGICAL AND QUANTIFIABLE BASED DECISIONS FOR THE BETTERMENT OF THE MAJORITY!
Phototoxin wrote:Kids go in , they waste tonnes of money on marnus calgar and his landraider, the slaneshi-like GW revel at this lust and short term profit margin pleasure. Meanwhile father time and cunning lord tzeentch whisper 'our games are better AND cheaper' and then players leave for mantic and warmahordes.
daveNYC wrote:The Craftworld guys, who are such stick-in-the-muds that they manage to make the Ultramarines look like an Ibiza nightclub that spiked its Red Bull with LSD. |
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![[Post New]](/s/i/i.gif) 2011/03/27 20:46:05
Subject: Re:Ideas for Next Ork Codex
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Battlewagon Driver with Charged Engine
Ye Olde North State
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Leigen_Zero wrote:Shas'O Dorian wrote:Some sort of AT. I mean lootas are good but we need something to pop AV 14 from range. PKs work but if it's a LR, you're hitting on probably 4's or 6's and then will get shot / assaulted by whatever is inside.
Zzap guns used to fulfil this role quite well, until they took away the auto-hit on vehicles.
As for the 'dex itself, I only have two serious issues with it:
a) meganobz leave much to be desired, perhaps instead of treating them as a separate unit, give the option of mega-armour in the nobz section, so they can keep the option to take nob upgrades (in a similar vein to the warboss entry).
b) looted wagons need better armour, I don't care if it is stolen and repaired, a stolen russ is still gonna be a tough nut to crack!
As for improvements, let a warboss take a stormboy rokkit pack!
This. And let him still take mega armour.
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grendel083 wrote:"Dis is Oddboy to BigBird, come in over."
"BigBird 'ere, go ahead, over."
"WAAAAAAAAAGGGHHHH!!!! over"
"Copy 'dat, WAAAAAAAGGGHHH!!! DAKKADAKKA!!... over" |
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![[Post New]](/s/i/i.gif) 2011/03/27 21:18:10
Subject: Ideas for Next Ork Codex
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Steady Space Marine Vet Sergeant
Hanging out on the Great Plains
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Playing Deff Skullz all I want is Looted Vehicles that are useful.
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Eastern Frontier Exploratores
224th Astra Legion (main army)
628th Praetorian Guard Cohort (wife's army)
827th Auxilia Cohort (ad mech fun)
825th Foderati Cohort (in the beginning army)
1212th Foederati Cohort - Jokaero (cause I like apes with guns) |
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![[Post New]](/s/i/i.gif) 2011/03/27 21:44:22
Subject: Re:Ideas for Next Ork Codex
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Mekboy Hammerin' Somethin'
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I'm a fan of a jump pack mega armored warboss.
I mean, seriously, half of the marine codex can get random jump packs. How hard would it be to slap a turbine on a boss' back?
I'd like to see waaagh bikes made a bit better and also would like to see the same with tankbustas and flash gitz.
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![[Post New]](/s/i/i.gif) 2011/03/27 21:46:31
Subject: Re:Ideas for Next Ork Codex
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Regular Dakkanaut
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I want the goddamn "so-you're-a-terminator-huh-well-f*ck-ye-your-max-save-is-4+" choppas back... pity they removed it, same with khorne berserkers...
Who would NOT pay +1 point per boy for this? Considering today's average army has some 3+ or even 2+ models in it....
And please, power weapons for my waaghboss...
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![[Post New]](/s/i/i.gif) 2011/03/27 21:49:43
Subject: Re:Ideas for Next Ork Codex
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Freaky Flayed One
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Like most poeple I think that Orks are good atm, there are one or two changes I would like to see though.
1. Nobs, why the small amount of options, not just the mobs I'm talking about in the other mobs, why can't a nob in a warbiker mob have a snazzgun, or at least the mek?
2. Weirdboyz, HQ really? Stick them somewhere else, probablly with elites but them they still wouldn't get taken, maybe and upgrade in a mob.
Also like most peoples. Looted Wagons need sorting out.
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Orks orks orks orks.......and so on |
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![[Post New]](/s/i/i.gif) 2011/03/27 22:06:55
Subject: Ideas for Next Ork Codex
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Ragin' Ork Dreadnought
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Some options for Meganobz to make use of the Relentless part of their Slow and Purposeful rule would be cool - Deffguns, Zzap Guns etc - even if only one or two per mob.
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![[Post New]](/s/i/i.gif) 2011/03/27 23:13:42
Subject: Ideas for Next Ork Codex
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Battlewagon Driver with Charged Engine
Ye Olde North State
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Yeah, throw some heavy weapons on mega nobs, and make looted wagons 13/11/10 or 13/12/10. It's supposed to be the ork gun tank, so why not similar armour? Also, Burnas need a possible way to be better outside of a burna wagon. I think ork elites should be less of "ork with [insert random weapon here]" Perhaps a hasmat kinda suit thing for burnas, that makes them more resilent to blasts/templates? Also, let meks ride in deff koptas!
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grendel083 wrote:"Dis is Oddboy to BigBird, come in over."
"BigBird 'ere, go ahead, over."
"WAAAAAAAAAGGGHHHH!!!! over"
"Copy 'dat, WAAAAAAAGGGHHH!!! DAKKADAKKA!!... over" |
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![[Post New]](/s/i/i.gif) 2011/03/28 02:13:07
Subject: Ideas for Next Ork Codex
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Mutilatin' Mad Dok
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WarrKing wrote:What about giving Mega nobz... mega dokz? which would be pain boys in mega armor? Why cant MEga nobz get them when there less mega bretheren can?
Well with that I can see it like this. The pain boys need room and mobility to move around and fix up other orks. They need to be able to do Dexterous things and move around easily enough to use medical repairs on the orks and use the Urty Syringe correctly. The mega armor might make its arms too heavy to operate its Tools correctly.
*Edit* Besides that is what Mad Doc is for.
Also I really think that Killa Kans Should Be an Elite choice! WHY is the Tiny Dread for Orks Competing for Heavy Slots when the Marines get something 10x better than a Killa Kan for Its Elite choice. I mean with Blood Angles you can have up to 9 Dreads as troop elite AND Heavy. Does not make sense.
Plus it is 100% impossible to make a good Ork Dread list because you simply do not have enough dreads to call it a list as such and any attempt any ANY-one, even experienced players to make a competitive ard boy list around it would just fail miserably. Now if they were elites and Deff Dreads could have a Kan Guard that has two Killa Kans after it.
G uess What?
Old Orks
Troops: 2 Deff
Heavy: 9 Kans...
11....Not quite good enough. They will do damage but get blasted away but the 15 Las Cannon lists from Marine players and all their chain or power fist terminators and everyones list is designed to do the same thing.
New List
Elites: 9 Kans
Troops: 2 Dreads and 4 Kans
Heavy: 3 Dreads
That increases it to 18 walkers. FREAKEN 18! Of course this would be almost the entire list for how many points it might be. I just did the points giving them all the Kustom Mega Blasters, Rocket Launchers and Grot Zooka and the cost on those 18 is. 1235. So make it Two Big Mek with Shock attack guns and ALL of the upgrades except attack squig. Five Boy Squads with 3 Rocket Launchas and a boys nob..PK/BP and after that for fast attacks you would have a troop of three Deff Koptas with Twin linked Rockets and a single Buzz saw. That army would be a incredible challenge.
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This message was edited 2 times. Last update was at 2011/03/28 02:35:41
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![[Post New]](/s/i/i.gif) 2011/03/28 02:52:04
Subject: Ideas for Next Ork Codex
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Grim Dark Angels Interrogator-Chaplain
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Killa Kans 50pts Big shoota part of cost (they are undercosted now) moved to elite.. maybe Deff dread 5++ ramshackle save Decent looted vehicle Decent Flash gits Power weapons (fluff supports it) Warlord, T6 S6 WS6 W4 Ld10 Eternal warrior MC 150pts Ghaz would be a warlord, but WS7
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![[Post New]](/s/i/i.gif) 2011/03/28 03:06:05
Subject: Ideas for Next Ork Codex
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Smokin' Skorcha Driver
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Bring back some of the old rules. Choppas, 2d6 pen for Burnas and Zzap guns auto hitting vehicles for example.
More Ard boys sounds great, but they would be a bit too expensive, 10 points each is too much. why not give Flash Gitz some better options? Give them Melta Guns, that would be good.
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![[Post New]](/s/i/i.gif) 2011/03/28 03:16:49
Subject: Re:Ideas for Next Ork Codex
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Ambitious Space Wolves Initiate
Marietta, GA
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20 point Warbikers and instead of 3-12, make it 3-15 bikers.
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![[Post New]](/s/i/i.gif) 2011/03/28 03:22:27
Subject: Re:Ideas for Next Ork Codex
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Anointed Dark Priest of Chaos
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I would only add/change a few things tbh:
1. Right now hardly anyone takes slugga & choppa boyz:
I wouldn't add anything to the choppa's weapon profile itself, but to give some incentive to take them instead of shoota boyz all the time I would add a small bit to the waagh rule that on the waagh turn orks that asault an enemy can rend with choppas/uge choppas.
This one time boost to choppas might make them worth fielding on occassion to try to go for a big green tide assault of choppa boyz on waaagh turn(which is very orky).
2. I would give Battle wagons an option for a "looted battle tank" boom gun + ard top version (thus losing all transport) so you can better represent looted russes, etc. and let the looted wagon remain as to represent stuff like looted basalisks, etc. Also add the "super kannon" to the codex as an option for looted wagons to represent a range of mobile orky artillery.
3. Allow one megnob per squad to buy a boss pole
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This message was edited 2 times. Last update was at 2011/04/13 17:51:25
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![[Post New]](/s/i/i.gif) 2011/03/28 08:35:00
Subject: Re:Ideas for Next Ork Codex
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Krazed Killa Kan
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CT GAMER wrote:
I wouldn't add anything to the choppa's weapon profile itself, but to give some incentive to take them instead of shoota boyz all the time I would add a small bit to the waagh rule that on the waagh turn orks that asault an enemy can rend with choppas/uge choppas.
What about making them rending, but only on the first turn of an assault and only if they charge?
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DR:80S---G+MB---I+Pw40k08#+D+A+/fWD???R+T(M)DM+
My P&M Log: http://www.dakkadakka.com/dakkaforum/posts/list/433120.page
Atma01 wrote:
And that is why you hear people yelling FOR THE EMPEROR rather than FOR LOGICAL AND QUANTIFIABLE BASED DECISIONS FOR THE BETTERMENT OF THE MAJORITY!
Phototoxin wrote:Kids go in , they waste tonnes of money on marnus calgar and his landraider, the slaneshi-like GW revel at this lust and short term profit margin pleasure. Meanwhile father time and cunning lord tzeentch whisper 'our games are better AND cheaper' and then players leave for mantic and warmahordes.
daveNYC wrote:The Craftworld guys, who are such stick-in-the-muds that they manage to make the Ultramarines look like an Ibiza nightclub that spiked its Red Bull with LSD. |
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![[Post New]](/s/i/i.gif) 2011/03/28 19:10:39
Subject: Re:Ideas for Next Ork Codex
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Anointed Dark Priest of Chaos
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Leigen_Zero wrote:CT GAMER wrote:
I wouldn't add anything to the choppa's weapon profile itself, but to give some incentive to take them instead of shoota boyz all the time I would add a small bit to the waagh rule that on the waagh turn orks that asault an enemy can rend with choppas/uge choppas.
What about making them rending, but only on the first turn of an assault and only if they charge?
I would limit it to being a byproduct of the waaagh and thus be a once per game effect when orks assault during said waaagh. I think this would be a nice way to make choppas somewhat more desirable but not have to change points cost ( Id keep current costs the same).
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