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![[Post New]](/s/i/i.gif) 2014/05/02 12:12:08
Subject: A few small changes to bring Orks back
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Gavin Thorpe
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Hi all,
I don't think it comes as a surprise to hear that Orks are struggling in the current game. Swarms do not work when they are being pushed back by casualties and they are utterly crushed by their Nobz being sniped out. Wyverns have also brought an unholy firestorm against them to which they lack a real response, and they cannot bring an effective weapon to tackle Riptides. With that in mind, I'd like to propose a few small changes that would carry massive improvements to the army.
Green Tide- When wounds are inflicted against a unit of at least 10 Orks, they are allocated by the controlling player rather than against the closest model. Precision Shots remain effective.
Kustom Forcefield- Provides a 5+ Invulnerable Save rather than Cover.
Burnaz- When used in melee, they are AP2 and Unwieldy.
I don't think these changes will introduce anything that is upsetting or unfair to play against, but would go miles towards bringing Orks back to the table. I think they need a whole lot more when their 6th Edition book rolls out but as a patch, I think this is appropriate.
Any comments are very welcome!
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WarOne wrote:
At the very peak of his power, Mat Ward stood at the top echelons of the GW hierarchy, second only to Satan in terms of personal power within the company. |
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![[Post New]](/s/i/i.gif) 2014/05/02 13:57:04
Subject: A few small changes to bring Orks back
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Longtime Dakkanaut
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green tide should be 15, trukkmobs don't really qualify as a green tide IMO.
Burnas are invariably better against termies by flaming than they are in CC, even when they just ignored saves. nowadays you roll up, flame, get charged, flame, then once the wagon's destroyed, you flame, then when you get charged properly, you flame, then fight back. sounds more effective than "roll up, get out, charge".
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![[Post New]](/s/i/i.gif) 2014/05/02 14:49:54
Subject: A few small changes to bring Orks back
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Mutilatin' Mad Dok
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Orks get a bad rap. I win more often than I lose. But, to be fair, I don't get to play against Tau or Eldar, so maybe I'm spoiled.
Burnas are fine just the way they are. AP2 might be a bit excessive, IMO. I think the really good idea here is making KFF a 5++ instead of a cover save.
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![[Post New]](/s/i/i.gif) 2014/05/02 14:55:13
Subject: A few small changes to bring Orks back
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Regular Dakkanaut
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I'd like to see boys be s4, and s5 ap5 on the charge.
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In before thread lock. |
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![[Post New]](/s/i/i.gif) 2014/05/05 05:39:35
Subject: Re:A few small changes to bring Orks back
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!!Goffik Rocker!!
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http://www.dakkadakka.com/dakkaforum/posts/list/584700.page
It helped me alot. It's amazing how much better your force becomes when you're not restricted to "all choppas / all shootas / all heavy armor". And real grot shields that actually work in the current ruleset are great.
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![[Post New]](/s/i/i.gif) 2014/05/10 07:12:04
Subject: A few small changes to bring Orks back
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Ork Boy Hangin' off a Trukk
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Possibly burna boyz could reduce vehicle armour values in CC?
Instead of striking normally you could reduce a vehicle you are in base contact with's armour value (choose the facing) by 1 for every 5 burnas in the unit.
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Oh da grand ol' Duke of Ork
'e 'ad ten fousand boyz.
'E marched 'em up to da top ov da hill
an den dey made some noise!
An wen dey woz up dey woz up!
An wen dey woz loud dey woz loud!
An wen dey woz both up an loud
dey made all da grots go deff! |
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![[Post New]](/s/i/i.gif) 2014/05/10 07:21:00
Subject: A few small changes to bring Orks back
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Gore-Soaked Lunatic Witchhunter
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Tougher Trukks would go a long way towards making Orks better; maybe give them a cover save in some form? Smoke-belching engines, that sort of thing?
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![[Post New]](/s/i/i.gif) 2014/05/11 15:02:54
Subject: A few small changes to bring Orks back
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Secretive Dark Angels Veteran
Canada
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What orks really need is cheaper boyz and better vehicles.
Increase the movement if trukks and wagons.
Up the armor value on warbuggys
Make normal boyz squads free (but make extra boys cost) and gretchin free.
This sounds madness but orks are supposed to reproduce at a silly rate. Hence why your always out numbered by the orks. So make gretchin and ork boyz squads free. This would turn them into a no brainer
I also think kanz and dready need to become monstrous creatures with 2 wounds.
Give big meks the ability to fix vehicles on a 5up(with a chance of them receiving a buff on a 6up or the vehicle exploding on a 1)
Also reduce the cost of flash gitz
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DA army: 3500pts,
admech army: 600pts
ravenguard: 565 pts
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