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Made in us
Dakka Veteran





California

ORKS ARE ONE CODEX CLOSER !!!!

Also If you could just add one thing to the Current Ork codex what would it be and you would play it forever ??

For my give all Orks Eternal warrior. With their terrible initiative they always go last no matter what it seems. Like to be able to survive to attack.

Makes sense to me that they have eternal warrior and be super hard to kill. I have read in fluff they have lost head their and just put the head on a new body, nail / screw their armor onto themselves and even just chop their own limbs off and not care to much.

Hell even in the Blood Angel graphic novel (cant remember the name) the relic blade was lost to the orks after the war boss took a fatal blow and in his death throws knocked out the Blood angel Captain. Even dying Orks are dangerous.

I could wish for a lot of other stuff, but this is number one to me.

- Neva trust a Deff Skull , gitz just wanna take yur lootz
- Only good Deff Skull iz a Ded one !  
   
Made in us
Bloodthirsty Chaos Knight






 Dakkafang Dreggrim wrote:

For my give all Orks Eternal warrior..


lol no. Most of your army has one wound per model anyway so there's no point. And for your Bosses, if you give them Klaws they go last no matter what in exchange for S10 ap2. That's the price you'll have to pay. Most Marine characters who can take Powerfists don't have access to Eternal Warrior; I rest my case.

Space Wolves: 3770
Orks: 3000
Chaos Daemons: 1750
Warriors of Chaos: 2000

My avatar 
   
Made in us
Battlewagon Driver with Charged Engine




Between Alpha and Omega, and a little to the left

Considering the trend of recent codex, I think I'd rather prefer to wait

That said, I'd love to have the 3rd edition WAAAAGH! rule. the lost of the +1 int from furious charge is a real annoyance, so being able to not swing at the same time as necrons would be a boon. I'd rather have Orks that are useful in assault again than tougher Orks.

Want to help support my plastic addiction? I sell stories about humans fighting to survive in a space age frontier.
Lord Harrab wrote:"Gimme back my leg-bone! *wack* Ow, don't hit me with it!" commonly uttered by Guardsman when in close combat with Orks.

Bonespitta's Badmoons 1441 pts.  
   
Made in ca
Bounding Ultramarine Assault Trooper




Montreal, Quebec

Hard to chose the one thing from these:
-Looted Drop pods
-Looted vehicles from other codices which acts exactly like the stolen vehicles but with an added random effect each turn (with a nearby Mek permitting rerolls on that table)
-Loota's having their weapons go from AP4 to AP3 (I'm dreaming on this one, no chance that this happens)
-10pts Storm boyz (Edit... 9pts would obviously be better)

I think that the looted vehicles would win as the drop pods could be folded in that option

This message was edited 1 time. Last update was at 2013/05/21 20:43:57


* I have to say that NewGW impresses me a lot... 
   
Made in us
Mutating Changebringer





New Hampshire, USA

All Orks should have FNP (6+).

All Orks should be Int. 3.

All Orks on foot (excluding Bosses, Big Meks, Nobz, Mega-Nobz and Flashgits) should be troops choices.

I'd like variant Trukks and Wagons so the army doesn't look so uniform (if building directly fomr the kit).

Khorne Daemons 4000+pts
 
   
Made in us
Aspirant Tech-Adept





Dont fall into the trap of trying to make over the top background material into rules, it just does not work out for making a balanced game.

I dont play orks but if I could change one thing I would, I would make them some normal flesh color, not the color of asparagus.

   
Made in ca
Focused Fire Warrior




Canada

JWhex wrote:
Dont fall into the trap of trying to make over the top background material into rules, it just does not work out for making a balanced game.

I dont play orks but if I could change one thing I would, I would make them some normal flesh color, not the color of asparagus.



Orks are green cause of chlorophyll. There plants man, leave em alone.


Just realized, the carnivouous forrests with mysterious terrain are cannabels

This message was edited 1 time. Last update was at 2013/05/22 01:09:06


 
   
Made in us
Tail-spinning Tomb Blade Pilot




Onuris Coreworld

 DeffDred wrote:
All Orks should have FNP (6+).

All Orks should be Int. 3.

All Orks on foot (excluding Bosses, Big Meks, Nobz, Mega-Nobz and Flashgits) should be troops choices.

I'd like variant Trukks and Wagons so the army doesn't look so uniform (if building directly fomr the kit).


An interesting proposition. I think Orks should get just plain FNP during their WAAAAGH! turns. Int. 3 seems fair to me.

"Most mortals will die from this procedure...and so will you!"  
   
Made in us
Wraith






Make all on foot orks troops?

Lootas... Troops?



Shine on, Kaldor Dayglow!
Not Ken Lobb

 
   
Made in us
Aspirant Tech-Adept





 Ozomoto wrote:
JWhex wrote:
Dont fall into the trap of trying to make over the top background material into rules, it just does not work out for making a balanced game.

I dont play orks but if I could change one thing I would, I would make them some normal flesh color, not the color of asparagus.



Orks are green cause of chlorophyll. There plants man, leave em alone.


Just realized, the carnivouous forrests with mysterious terrain are cannabels


I do plan to leave them alone, except for shooting them with my other armies. Anyway there are photosensitive pigments that are not green so they didnt have to be the color of broccoli, lettuce or other rabbit food.

   
Made in us
Preacher of the Emperor





St. Louis, Missouri USA

JWhex wrote:
I dont play orks but if I could change one thing I would, I would make them some normal flesh color, not the color of asparagus.


and make eldar fat.

 
   
Made in us
Mekboy Hammerin' Somethin'





 deviantduck wrote:
JWhex wrote:
I dont play orks but if I could change one thing I would, I would make them some normal flesh color, not the color of asparagus.


and make eldar fat.
Morbidly obese. Eldrad now has to ride in a hover-round because he can't lift his blubbery, wrinkly body with his tiny legs.

I hope they update flash gitz to make them useful. They're a boss unit. Update the rules. Give me a sexy plastic kit.

This message was edited 1 time. Last update was at 2013/05/22 01:48:16


 
   
Made in au
Norn Queen






 TheCrazyCryptek wrote:
 DeffDred wrote:
All Orks should have FNP (6+).

All Orks should be Int. 3.

All Orks on foot (excluding Bosses, Big Meks, Nobz, Mega-Nobz and Flashgits) should be troops choices.

I'd like variant Trukks and Wagons so the army doesn't look so uniform (if building directly fomr the kit).


An interesting proposition. I think Orks should get just plain FNP during their WAAAAGH! turns. Int. 3 seems fair to me.


Tyranids should simply get FNP when under Synapse, showing the Hive Mind driving them on despite hideous injuries.

Doesn't mean it's good game balance.
   
Made in us
Longtime Dakkanaut





I would give them a standard S4 stat line IMBA baby!
   
Made in gb
Steadfast Ultramarine Sergeant





Liverpool, England

I'd bring back Makari. You could make the worst Ork codex in the world, but if Makari returned, you'd have the old fans wrapped around your little finger.
   
Made in ca
Gargantuan Gargant






A WAAAGH! Rule that is actually more relevant and useful to the game than it is now. Currently it's more like a "meh" buff considering how shooting is more useful than assault paradoxically for Orks and fleet not being what it used to be. Maybe for different types of units they get different buffs during a WAAAGH! similar to how Dakkajets shoot double the amount of shots during a WAAAGH! So for example shooting focused units like Lootas' weapons might become twin-linked that turn while close-combat oriented units like Slugga Boyz might get Hammer of Wrath or +D3 initiative on all close-combat attacks.
   
Made in us
Resolute Ultramarine Honor Guard






Peoria IL

I think once the excitement over a new Mega-Dread and some new elite choice (FreeBootaz?) dies down, Ork players are gonna wish they had their old codex back. Its one of the most durable and well written codices ever. Be very very careful what you hope for... I, for one, don't want a new ork 'dex until 7th.

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Made in us
Bloodthirsty Chaos Knight






 Lobukia wrote:
I think once the excitement over a new Mega-Dread and some new elite choice (FreeBootaz?) dies down, Ork players are gonna wish they had their old codex back. Its one of the most durable and well written codices ever. Be very very careful what you hope for... I, for one, don't want a new ork 'dex until 7th.


I more or less agree. Unfortunately, there's an awful lot of people here who want their codex to be the next cheese codex. I don't want that for the Orks. What I do want is something balanced, but workable. And the Orks have that now.

Space Wolves: 3770
Orks: 3000
Chaos Daemons: 1750
Warriors of Chaos: 2000

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Made in us
Dakka Veteran





Massachusetts

I like to see every army have a unique rule for them. Lance guns are eldar. Marines have ATSKNF. I think DE have FNP and necrons have roll backs. That being said Id like orks to get back their 4+ choppas.

Yes this is coming from a guy who has 100 terminators in a Deathwing.

<--Bolt on Cuteness: S:20,No armour save, no invul save, no cover save, Range:unlimited---DEAL
Enough too have fun
 
   
Made in us
Battlewagon Driver with Charged Engine





6+ FNP to all orks and init 3 for boyz. Also make BWs dedicated.

 Tactical_Spam wrote:
You never know when that leman russ will punch you back

 
   
Made in us
Bloodthirsty Chaos Knight






I'd like to see dedicated transport options for more units.

 Billagio wrote:
6+ FNP to all orks and init 3 for boyz. Also make BWs dedicated.


For Nobz, they already have them. For boyz, that would be ridiculous. AV 14 wall would be everywhere.

Space Wolves: 3770
Orks: 3000
Chaos Daemons: 1750
Warriors of Chaos: 2000

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