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Made in ca
Screamin' Stormboy




Canada

As we all know Orks have not been touched since the beginning of fifth. Currently I am planning an Ork war force, and I wanted to ask what others thought that the Orks need or deserve when they get a new sixth edition codex? Orks right now have a few viable builds, most of which involve masses of boys or masses of bikes, and several new and effective builds would be interesting and really refresh the army.

My main hope is for a Ard Boyz Kit, including new torsos and armor variations, as well as several new Ork named HQ's, that are more effective then a Wierdboy or Big Mek, conferring army wide effects that truly change the dynamic of your Ork force.

So Ork players, what do the greenskins need for 6th, and how would you like to see it done?

 
   
Made in gb
Bonkers Buggy Driver with Rockets





Black Country

Something totally destructive, random, brutal and silly.

Personally I'd like to see;
Meganobz with Invun save or can take a Painboy to get Cybork.
Big Monster like a Squiggoth or giant Squig.
Better Looted Wagon (but keep don't touch dat).
Snirot to be able to Charge from Reserve.

And pray that GW don't nerf Nob Bikers or Lootas.

This message was edited 1 time. Last update was at 2014/03/04 17:22:48


Apologies for talking positively about games I enjoy.
Orkz Rokk!!!  
   
Made in ca
Screamin' Stormboy




Canada

Im just generally hoping to see more of the brutality of the Orks come through, probably with something like was mentioned, the Painboy to get Cybork, or just something killy and fun like that.

I love the random silliness, as it adds alot and makes any game fun, but overall takes away from some of the nastiness and brutality I always feel when reading fluff with Orks. I could be wrong but just my opinion.

Im hoping we see clan rules and warlord traits, giving army wide bonuses and the ability to make very different but still effective forces.

And with the way GW is going I can see a monstrous creature, im just hoping its something like a looted mech or walker rather then a beast, Squiggoths have always felt a little silly to me.


 
   
Made in ca
Gargantuan Gargant






New warbuggy kit goes without saying, it's almost been two decades now at least? Heck make them similar to DE Venoms and let 5 Orks tag along inside or something to give them an additional option alongside trukks.

Speaking of trukks, I think they should have their transport capacity upped to 15 or at least have an upgrade option like "Hanging Rails" that allows more Orks to hang onto the sides. Also let it have the ramshackle monstrosity rule from FW that gives it a 5++ invuln. save against attacks except against weapons with Ordnance and such. This rule should also be applied to the vast majority of Ork vehicles except maybe Battlewagons.

More close combat options in general. As much as the Power Klaw is awesome and symbolic of Orky might, it'd be nice to have more variety with either wider access to things like burnas or give us Big Choppa variants similar to power weapons with 'Uge Hammas, Chain Choppas, etc. Also with the nerf to furious charge maybe give us Orks a way to hit first in combat when we charge (maybe with an overhaul to the WAAAGH! special rule) with something that increases our initiative by D3 or let us still hit back with a single attack even after our models are killed to show Orky resilience even after mortal wounds. Hell I would even prefer we lose Furious Charge if our choppas give +1S and AP6. At least we would get S4 every round of combat like Striking Scorpions.

Move Weirdboys to be an 3 for 1 elite slot option like Sanguinary Priests with only the Warphead (who can be mastery level 2) as an option for HQ. Also having our own psychic disciplines for Mork and Gork would be great.

More wacky inventions for Mekboyz beyond the trusty KFF and unreliable SAG. Maybe tellyportas?

Painboss as a new HQ with the ability to buy certain fightin' juices to buff up his unit besides FNP. Or make it a rollable table like Combat Drugs for DE with things like 1-2 unit gains +1 to FNP rolls, 3-4 unit gains rage and counter-attack, 5-6 unit gains +1S and +1T.

Also more fluff expansions on different Ork Warlords. Or heck make special characters out of the current ones like Snagrod, the Arch-Arsonist of Charadon or the Overfiend of Octarius. And bring back Nazdreg for Gork's sake!
   
Made in us
Land Raider Pilot on Cruise Control






Fix furious charge.

Fix waaaagh.

A codex that has a real strategy and not just take more boyz

Oh and Squiggoths
   
Made in us
Decrepit Dakkanaut






New Orleans, LA

3 pt shoota boys in squads of 40!

DA:70S+G+M+B++I++Pw40k08+D++A++/fWD-R+T(M)DM+
 
   
Made in gb
Smokin' Skorcha Driver





- Cancel the rumoured "choppas are AP5 on the charge" rubbish. We don't struggle against anything with a 5+ save and don't need any help against them whatsoever. The old Choppa rule worked perfectly by giving a slight edge over the ones we struggle with - marines. New choppa rule: -1 armour save. Gives us that advantage we sorely need and makes sluggas a viable choice. Doesn't cause terminator players to moan that we're reducing their termi armour down to 4+.
- Give Nobs the ability to ignore challenges or throw a regular boy at the challenger instead. "Go on den- you av a go if you fink your 'ard enuf!"
- Make loota and burna mobs regular boys armed with sluggas or shootas, but give any models in the mob the option to take a Deffgun or Burna for +x points.
- Let grots be taken in boyz mobs and the boyz can pass any unsaved wound onto the grots.
- General points drops all round, especially regular nobs, burnas, stormboyz, flash gitz, bikes.
- A decent AA gun.
   
Made in us
Dakka Veteran




LOTS of stuff could change and be neat. Expand the CLans agains and make them more noticeable. Make more army builds competitive... footslogging hordes, assaulting Trukkers, March of the Killa Kans, Everybody Drives, Deff From da Skies, they should all be valid approaches.

Some good old fashioned Ork Kunnin' is also needed, where Mork-followin' Orks pull off more sneaky gits things, like planting traps, running awayon purpose, outflanking, and generally thinkin' first (Those weedy gits!) instead of gettin' stuck in (Like right proppa Orkses do!)

Heck, you could probably sit around and think for a bit about pushing the ally rules a bit further by thinking of Ork "tribes" under a warboss, each of which is a detachment under a Big Warboss who leads all of them in a great Waaagh. You'd have to be careful not to allow much in the way of abuse (I'll take 12 more heavy support slots, please!) but it shouldn't be too hard to handle. Give you some right proper mobs, it would!
   
Made in us
Longtime Dakkanaut



Cheyenne WY

 Grimskul wrote:
New warbuggy kit goes without saying, it's almost been two decades now at least? Heck make them similar to DE Venoms and let 5 Orks tag along inside or something to give them an additional option alongside trukks.

Speaking of trukks, I think they should have their transport capacity upped to 15 or at least have an upgrade option like "Hanging Rails" that allows more Orks to hang onto the sides. Also let it have the ramshackle monstrosity rule from FW that gives it a 5++ invuln. save against attacks except against weapons with Ordnance and such. This rule should also be applied to the vast majority of Ork vehicles except maybe Battlewagons.

More close combat options in general. As much as the Power Klaw is awesome and symbolic of Orky might, it'd be nice to have more variety with either wider access to things like burnas or give us Big Choppa variants similar to power weapons with 'Uge Hammas, Chain Choppas, etc. Also with the nerf to furious charge maybe give us Orks a way to hit first in combat when we charge (maybe with an overhaul to the WAAAGH! special rule) with something that increases our initiative by D3 or let us still hit back with a single attack even after our models are killed to show Orky resilience even after mortal wounds. Hell I would even prefer we lose Furious Charge if our choppas give +1S and AP6. At least we would get S4 every round of combat like Striking Scorpions.

Move Weirdboys to be an 3 for 1 elite slot option like Sanguinary Priests with only the Warphead (who can be mastery level 2) as an option for HQ. Also having our own psychic disciplines for Mork and Gork would be great.

More wacky inventions for Mekboyz beyond the trusty KFF and unreliable SAG. Maybe tellyportas?

Painboss as a new HQ with the ability to buy certain fightin' juices to buff up his unit besides FNP. Or make it a rollable table like Combat Drugs for DE with things like 1-2 unit gains +1 to FNP rolls, 3-4 unit gains rage and counter-attack, 5-6 unit gains +1S and +1T.

Also more fluff expansions on different Ork Warlords. Or heck make special characters out of the current ones like Snagrod, the Arch-Arsonist of Charadon or the Overfiend of Octarius. And bring back Nazdreg for Gork's sake!


I Want the Arch-arsonist to take Burna Boyz as Troops!!!

The will of the hive is always the same: HUNGER 
   
Made in ca
Screamin' Stormboy




Canada

I really like the idea of a Nob throwing a regular Ork in a challenge. Though I doubt the Nob would turn it down completely, and come in with a sucker attack of some sort while the enemy is distracted with the initial ork.

Perhaps it could allow the nob a +1 attack and increased initiative to replicate the sucker attack. All im really picturing is a Nob throwing a Boy at a challenging marine sergeant, and coming in with a vicous hit while the Captain mows through the Boy.

 
   
Made in us
Ragin' Ork Dreadnought






Albany, Australia

Or allow a Nob in a challenge to Look out, sir !

   
Made in no
Battlefortress Driver with Krusha Wheel




Norway (Oslo)

Wait wait.. isnt there allready a huge thread about this further back?

Waagh like a bawz

-
Kaptin Goldteef's waagh! 16250 points 45/18/3 (W/L/D) 7th Ed

6250 points 9/3/1 (W/L/D) sixth-ed
Dark elves: 2350points 3/0/0 (W/L/D)
3400 points 19/6/0 (W/L/D) 8' armybook
Wood Elves 2600 points, 6/4/0 (W/L/D)

 
   
Made in ca
Screamin' Stormboy




Canada

There might be another thread if so sorry, haven't logged on for a few months. And yes i guess it would be a LOS, but i would imagine the distraction Boy not getting any attacks, more of a sacrifice to allow the gains for the Nob.

 
   
Made in us
Longtime Dakkanaut





Oceanic

I'd like to see a nice chance of running mobs down the table.

Would 7" move and D6+2" run if you have over 20 models in a squad too OP?

Also the ability to Run, then Charge

I think Orks should be tougher than CSM, and have initiative equal to Marines.

I'd like to see more orky randomness.
If a nob rolls a 6 on "To Hit" close combat generates an extra D3 hits but on a roll of 1 hits a D3 of his own boys.

Lootas should remain unchanged but if you roll a 6 on the D3 shots roll maybe up their ballistic skill to 3

But on a 1, one of the lootas has to take a saveble wound, like a gets hot!

I'd also like to see some units stay the same. I love bikers, nob bikers and warboss bikers.


https://www.youtube.com/channel/UCiJ5Xnv1ClgVcGmmb-zQBlw

Perils of the Wallet - YouTube Channel 
   
Made in gb
Roarin' Runtherd





Paisley, Scotland

Things that go without saying:

New Warbuggy/Wartrak kit - they've been out for 15+ years in the case of the Trak and almost 20 for the Buggy (that Buggy was one of the first 40k kits I remember coming out after I got into the hobby).
Plastic Meganobz - currently working with the 3rd edition sculpts (which are cool but in need of a revamp)
New character models - ditto.
Plastic Deffkoptas - finally replacing the Dregmek Blitzkart Gorkamorka model.
A new Battlefortress model given that FW has dropped their old one.

If finecast is disappearing altogether - combined Kommandos/Tankbustas kit & new Big Gunz (see below).

Now that those are out of the way...

Gun/Flakwagons. This would be my big 'new' thing to bring in. Orks need dedicated anti-air and they fit the recent nod to Epic in other armies (Nids & Knights). Ideally rule wise it'd be a cheap initial cost and you build it up in the flavour you want similar to a Deff Dread. This allows all the old vehicles like Bonebreakas and Braincrushas to be brought back. Basic kit for two different builds (say Bonebreaka/Crusha or Flakwagon) plus option sprues and/or FW upgrade kits.

New and Bigger Big Gunz. Gain access to current FW options for the artillery units. Rules wise you'd have the current choices plus likes of Kil/Supa Kannons, Big/Supa Lobbas, Flakk Gunz, Big Zappas etc. Allow the ability to take different options in a squad for cost and target different units with each (via extra Runtherds), scaleable cost (can get v expensive for best options). If other armies are upgunning, so should Orks.

Weirdboyz/Madboyz mob. Some weirdboyz plus Madboyz retinue. Very fun for utter random effect carnage.

Choppa/Big Choppa buff as others have said. Ideally the 3rd Ed rule, or at least an AP value.

Flash Gits buffed - more options to allow better tailoring and improve the AP value. Maybe something like D3+1 instead of D6.

Ability for Burnas to use templates & power weapons same turn (it's not that hard or time consuming to bring a zoggin' nozzle down for Gork's sake ).

Improve the Waaagh rule considerably.

Dedicated Clan rules (warlord trait tables, varying unit selections)...ideally in main Codex, so probably given via dataslates.

If most/all of that came in, job would be a good 'un imo.

This message was edited 1 time. Last update was at 2014/03/05 01:15:10


 
   
Made in us
Smokin' Skorcha Driver





Central MN

As said before, choppas +1 to armor save, 3 becomes a 4, 4 becomes a 5 and so on, also I +1 on the charge.

SRSFACE wrote: Every Ork player I know is a really, really cool person.
20,000 New and Growing 1000
http://www.dakkadakka.com/dakkaforum/posts/list/592194.page#6769789 
   
Made in gb
Nasty Nob






The only thing I really, really want in terms of rules is an effective method of dealing with heavy armour and monstrous creatures at range.

It doesn't need to be brilliant, just affordable and available in large numbers. We've got units which are almost there already; tankbustas just need a price drop or a survivability increase, big guns just need to be available in bigger units or a different FOC slot and have zzapp guns drop in price.

As for new models, I'm pretty easy. If they keep up the quality of all the recent ork sculpts, I'm going to buy them. I don't care what they are.

   
Made in gb
Foolproof Falcon Pilot





Livingston, United Kingdom

I'd like the Burna and Blitza bombers to be worthwhile. The Burnabomba costs too much, considering that although it does its job well, that job is one the codex can already do very easily; meanwhile the Blitzabomba is just terrible at its apparent role. I'm a huge fan of the kit - and actively considering getting another two Dakkajets to run my own Flyin' Krumpany - but it completely failed to provide solutions to problems that we face. As it is, I have a complete lack of answers to the Wraithknight, Riptide and Helldrakes of the day.
   
Made in us
Hangin' with Gork & Mork





The Ruins of the Boston Commonwealth

New models for Kommandos, MANZ, Tankbustas (although they are easy to kitbash), Buggys & Trakks. A warboss kit with options sorta like the CSM Termie Lord. A big mek kit with the same treatment. Better WAAAGH! rule. MOAR DAKKA! Move Snikrot, Zagstrukk, and Kaptin Baddruk (please please please) into HQ. Gork and Mork Psyker tables. Cheaper Nobz/bikerz/nob-bikerz. Freebootas, Another GOOD troops choice aside from boyz, perhaps Snagrod and the Overfiend. CERTAINLY Nazdreg. And for the love of all that is Orky give Big Choppas a AP value

 
   
Made in ca
Dakka Veteran




Victoria, BC, Canada

With this new edition coming out id like to see

Ard boyz Kit
New HQ stuff
Completely remodeled mega nobz in a plastic box kit
New/remodeled vehicle's
Flash kitz kit
Maybe some new tropp choices instead of just boyz

Orks really deserve an update haha! Its been a while!

This message was edited 1 time. Last update was at 2014/03/05 16:38:49


40k Orks 12000 points and growing
Ultramarines 2500
Salamanders 3500
Necrons 4000
Skitarii/cult mech 2500
Vampire Counts 3000 Points


 
   
Made in us
Sneaky Kommando





* Reliable ranged anti-vehicle
* Something besides massed Lootas to deal with flyers
* Army-wide 6+ Feel No Pain
* Let Nobs refuse challenges
* Update units to make them viable again (Flash Gitz, Tank Bustas, Commandos, Looted Wagon, etc.)
* Some type of psyker defense.
* A large creature/walker that is on par with Riptides, Knights, Wraithknights etc.


Pretty much anything that will give us a chance against all the Gunline and Deathstar lists that are sweeping tournaments at the moment.
   
Made in us
Krazed Killa Kan






2D6 Armor pen Klaws or Meltaguns
Invulnerable save for MANz
Armor saves or price reduction for Stormboyz
Leadership 8 for all Nobs
Burna wargear option for Boyz units
Price reduction for Warbikers
Price reduction for Wazdakka
New Psychic table for Weirdboyz
Price reduction for Grotsnik and NO CRAPPY 5th Ed RAGE RULES

Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. 
   
Made in gb
Fresh-Faced New User




UK

I'd like to see them scrapping warlord traits and instead giving each war boss a personalised waargh!!! Either that or introduce different waarghboss effects for different units ( like they did for dakka jets in 2012) I'd also like to see more combat options for nobs, different organisation chart rules to identify different clans, as well as a painboss and a new star line for the big Mek to make him stand out from a unit of nobz. Trukks should be available to all units except storm boys and give us a plastic kit squiggoth. I'd also like to see orkish animosity come back.

 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Two things:

1. Return close combat ability to our default orks. I don't care how. Orks should always have "Charge!" as a plan B, no matter their gear.
2. Stop pricing wargear as if orks were marines. A missile launcher might be worth 10 points on a BS4 3+ model, but a rokkit launcha is not worth 10 points on a BS2 with basically no save. This includes the pricing of our elites, warbikers and flash gits.

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 actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
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
Pyromaniac Hellhound Pilot





killeen TX

Feel no pain across the board for orcs. Not gretchin. Something like 6+. I know it isn't much, but, in fluff it takes more than a single lasgun shot to take an orc down.

Painboy able to take cybork armor. Also, some sort of invul save on meganobz.

Ultimate want: Ork Roc. Something similar to a drop pod, however, with crazy rules so it ends up some random place.

javascript:emoticon(''); 3,000 pointsjavascript:emoticon('');

2,000 points

265 point detachment

Imperial Knight detachment: 375

Iron Hands: 1,850

where ever you go, there you are 
   
Made in de
Longtime Dakkanaut





Germany

1. Points decrease for Flash gitz and good overhaul of the unit. I can have 3 kitted out battlewagons for the price of one kitted out Flash Gitz unit and the Battlewagons will do a much nicer and more reliable job.

2. Upgrade to the color system. Blue for that ramshackle monstrosity rule, black for increased armor all around, yellow gives equipped rockits small blast... I'd love to have a reason to paint my vehicles something different than red, you know?

Oh, while we're at it - maybe make the rokkits generally small blast. Single target hits with BS2? Yeah, fat chance...

3. Flak Trukk into the codex. I love the FW rules for that thing. Flat-out + shooting at full BS? Yes, please!

4. Commandoz+Storm boyz being able to charge on their first turn. Though, I'd love to have this as general rule for all armies.

5. Some improvement for stikkbombs, like more than one can be thrown at a time but with a chance that the ork in question forgets to pull the pin and the grenade just hits a signle model with the ork's strenght or something.

6. Do NOT touch the weirdboyz. They are cool the way they are, hands off, in the name of gork and mork!

7. New kits, especially flash gitz.

This message was edited 2 times. Last update was at 2014/03/06 11:40:50


Waaagh an' a 'alf
1500 Pts WIP 
   
Made in us
Hangin' with Gork & Mork





The Ruins of the Boston Commonwealth

I don't think roks are the answer to Orky Deep strike. The are just to dang big. I think a Digga would be far better, certainly when compared to a SM DP in size

 
   
Made in us
Smokin' Skorcha Driver





Central MN

+1 for a Digga

SRSFACE wrote: Every Ork player I know is a really, really cool person.
20,000 New and Growing 1000
http://www.dakkadakka.com/dakkaforum/posts/list/592194.page#6769789 
   
Made in ca
Focused Dark Angels Land Raider Pilot




Calgary

More Dakka!

Anyone who is married knows that Khorne is really a woman. 
   
Made in au
Screamin' Stormboy




Sydney, Australia

The first thing on my wishlist would be a couple changes to the fundamentals:

- Trukks available as dedicated transports for all infantry
- Nobz get Ld 8
- Gretchin troops with access to Big Gunz (1 per 10)
- Boyz with S4 (but no furious charge)
- Cheaper costs on units like bikers, deff dread, flash gitz, etc.


If I'm really wishful, I'd like to see:

- Improved trukks (higher capacity, built in jink from all the exhaust)
- Option for gretchin crew on vehicles (for BS3)
- Nobz in boyz squads with access to mega-armour
- Waagh gives fearless, fleet, hammer of wrath
- Access to some melta weaponry (e.g. give kustom mega-blasters the melta rule)
   
 
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