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2016/12/18 06:47:14
Subject: Codex: Orks Rewrite
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Fresh-Faced New User
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Dr. Zoidbork wrote:I totally get where you're coming from, but I'm reluctant to reduce the cost of these upgrades without there being some precident for it - i.e. are there any official dexes which do the same thing for their elite units?
The only one i can think of is Vanguard Veterans, which get melee weapons for 10 pts cheaper than normal. If Nobs started with Eavy armor while costing the same or maybe 2 points more, and got a couple upgrades at a discount they would be a usable unit again. PK and bikes mainly, possibly add killsaw to their list of options?
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2016/12/18 19:39:51
Subject: Codex: Orks Rewrite
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Yellin' Yoof
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Colonel17 wrote: Dr. Zoidbork wrote:I totally get where you're coming from, but I'm reluctant to reduce the cost of these upgrades without there being some precident for it - i.e. are there any official dexes which do the same thing for their elite units?
The only one i can think of is Vanguard Veterans, which get melee weapons for 10 pts cheaper than normal. If Nobs started with Eavy armor while costing the same or maybe 2 points more, and got a couple upgrades at a discount they would be a usable unit again. PK and bikes mainly, possibly add killsaw to their list of options?
Well if that's true, I'm alright to drop the Big Choppa, Power Klaw and Buzzsaw down by 5 pts, and possibly the KMS too. Everything else you mention here is already in COR - Nobz are 20 pts and come with Eavy Armour, Bikes are cheaper, and the Killsaw isn't needed since the Buzzsaw does the exact same thing in COR (plus the Mega Dread had a Kill Saw way before it was cool! )
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2016/12/25 09:56:17
Subject: Re:Codex: Orks Rewrite
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Yellin' Yoof
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Tis the season to be choppy! Version 3.0.7 and an updated Reference are out!
'Appy Kristmas, ya filffy gitz!
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2016/12/25 10:19:23
Subject: Codex: Orks Rewrite
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Ragin' Ork Dreadnought
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Small thing I noticed: There's no option on Meganobz to take a pair of Killsaws. Killsaws aren't great because they give Armorbane to Meganobz, (I mean, it's not bad, but with 12+ S9 attacks, you don't typically need much more anti-tank from a Meganob unit,) they're great because they give +1 attack to whomever buys them, because you get a pair. Might add that as an option.
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2016/12/25 12:02:46
Subject: Codex: Orks Rewrite
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Conniving Informer
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Maybe add a single grot sponson as an option for ork flyers? Considering how the Burna-Bommer kit comes with a fully rotating grot turret..
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2016/12/26 14:58:28
Subject: Re:Codex: Orks Rewrite
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Yellin' Yoof
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All Nob variants can take a Buzzsaw / Attakk Squig combo that gives the same effect as Killsaws (unless challenging Jain Zar ), while leaving the Slugga intact - you could even replace that Slugga with another specialist weapon for yet another attack, but that gets expensive.
The rear-mounted gun on the flyers is represented by the Tailgunna upgrade, though admittedly that's still at BS2 without a Fighta Ace as well...
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2016/12/26 15:21:31
Subject: Codex: Orks Rewrite
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Conniving Informer
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I know, but it cant shoot 360 degrees..
Maybe add an option to make it turret mounted then?
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2016/12/29 21:00:02
Subject: Re:Codex: Orks Rewrite
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Yellin' Yoof
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Huh, always thought the turret was rear-facing for some reason. But sure enough, a quick google-search reveals my mistake!
Tailgunna now turret-mounted, and has the Grot Gunna rule from the Grot Sponson for good measure.
Also might have missed the Bomma Boss recosting the first time round...
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2016/12/30 01:36:21
Subject: Codex: Orks Rewrite
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Conniving Informer
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Sweet!
The more i use your codex, the more i realize how much i missed playing orks
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2017/01/16 19:49:37
Subject: Codex: Orks Rewrite
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Conniving Informer
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I just tried fielding the Vulcha Korpz.. That thing might need a slight rebalancing.. The ability to deepstrike without scatter (from Zaggy) and the charge in the same turn without any form of penalty is just overpowered..
Suggestions:
Initiative test or be reduced to 1 attack per model
-or-
Count as a Disordered Charge (even though the Waaagh! special rule removes DC penalties)
-or-
Something else
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This message was edited 1 time. Last update was at 2017/01/16 19:49:54
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2017/01/17 20:38:11
Subject: Codex: Orks Rewrite
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Yellin' Yoof
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Oestergaard wrote:I just tried fielding the Vulcha Korpz.. That thing might need a slight rebalancing.. The ability to deepstrike without scatter (from Zaggy) and the charge in the same turn without any form of penalty is just overpowered..
Suggestions:
Initiative test or be reduced to 1 attack per model
-or-
Count as a Disordered Charge (even though the Waaagh! special rule removes DC penalties)
-or-
Something else
How's about the Perfekt Landin'! special rule is nulified while Zagstruk is part of the the formation? It puts the risk back into DS'ing (especially with the Vulcha Korpz' footprint) and puts the VK more in line with other formations that allow charge-from- DS.
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2017/01/18 17:01:31
Subject: Re:Codex: Orks Rewrite
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Conniving Informer
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Also a possibility, but i would rather modify a rule granted by a formation, than have a formation take away another rule that you would otherwise get if you weren't taking the formation..
The Raptor Talon formation that CSM can take have the following rules:
Special Rules: Predatory Warriors: Units in this Formation can charge on the same turn they arrive from Deep Strike Reserve, but always count as making a disordered charge when they do so.
Cacophonic War Cries: Enemy units that are charged by two or more units from a Raptor Talon must subtract 2 from there Leadership unit the end of the turn
Of course, the Cacophonic Warcries rule is irrelevant in this case..
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This message was edited 1 time. Last update was at 2017/01/18 17:03:31
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2017/01/28 17:19:25
Subject: Codex: Orks Rewrite
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Conniving Informer
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A few other things:
The tailgunner upgrade should be a bit more expensive considering the amount of special rules it gets (maybe increase the cost to 10 points?) Or just make it a plain old grot sponson instead?
Also, the ability to get rampage on the stompa (and some of the other big walker as well) is a bit on the cheap side as well, considering how much you get for the relatively low cost.
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2017/01/31 06:47:24
Subject: Codex: Orks Rewrite
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Yellin' Yoof
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Oestergaard wrote:A few other things:
The tailgunner upgrade should be a bit more expensive considering the amount of special rules it gets (maybe increase the cost to 10 points?) Or just make it a plain old grot sponson instead?
Also, the ability to get rampage on the stompa (and some of the other big walker as well) is a bit on the cheap side as well, considering how much you get for the relatively low cost.
Good thing you posted when you did - was minutes away from making changes! Both of these points have now been addressed. I decided to leave the Tailgunna as is and increase the cost, since it's an anti-air weapon and S4 isn't the best against flyers.
I also went the Disordered Charge route for the Vulcha Korpz.
As you may have guessed, Ver. 3.0.7 has been updated - mostly balance changes, but the Formations have been tweaked to be more usable at lower point levels.
Also, the Battlescribe file has finally been updated! A load more units have been added, and a few existing units have been tweaked. This will require the latest version of Battlescribe (2.0).
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2017/01/31 19:09:39
Subject: Codex: Orks Rewrite
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Conniving Informer
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Sweet! I was looking forward to an updated BS file Keep up the good work
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2017/02/04 23:02:49
Subject: Codex: Orks Rewrite
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Stabbin' Skarboy
WHEREVA DA FIGHTIN IZ BEST
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glad to help playtest a bit where i can, ill build out regular lists using this dex instead of traditional ork 7E book when opponents allow me too. ill even try to dokument any battles that crop up.
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2017/02/05 17:04:50
Subject: Codex: Orks Rewrite
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Yellin' Yoof
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zman111 wrote:glad to help playtest a bit where i can, ill build out regular lists using this dex instead of traditional ork 7E book when opponents allow me too. ill even try to dokument any battles that crop up.
Much appreciated, friend.
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2017/02/10 22:10:56
Subject: Codex: Orks Rewrite
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Conniving Informer
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If one of the special formations (vulcha korpz or red skull kommandos for example) are joined by an independent character who is upgradet to the same type (a boss with a rokkit pack, or upgraded as a kommando boss), will said formations still be able to benefit from their formation special rules (swoop attakk or vanish into the gloom)?
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2017/02/12 10:25:27
Subject: Codex: Orks Rewrite
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Yellin' Yoof
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Oestergaard wrote:If one of the special formations (vulcha korpz or red skull kommandos for example) are joined by an independent character who is upgradet to the same type (a boss with a rokkit pack, or upgraded as a kommando boss), will said formations still be able to benefit from their formation special rules (swoop attakk or vanish into the gloom)?
That'd be a nope, since joining models are not part of the Formation and thus cannot benefit from special rules unique to the Formation.
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2017/02/12 11:18:49
Subject: Codex: Orks Rewrite
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Conniving Informer
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That's what i thought as well.
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2017/02/12 14:00:38
Subject: Re:Codex: Orks Rewrite
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Fresh-Faced New User
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Yes! The Beast!!!
and Tuska ... hahaha "Vetrunz Uv Da Long Waaagh!"... Yes yes!!
and rebel grotz!
That is some obscure fluff Orkiness
also.. did you make a typo? I think you wanted GHAZGHKULL MAG URUK THRAKA to only cost 225 points...
he should get Makari for free (maybe a token 10 points).. in second edition Makari cost 70p because he effectively increased Ghazza's 4++ invulnerable save to a 2++ (and +1WS) so if he is costing so much you should allow lookout sir to be allocated to Makari
Yes!! Zodgrod!!!
Why is Zodgrod so expensive? I'd think probably cost 60p, as he is currenlty more expensive than he was in 2nd edition!
hahah Von Strab! that cowardly traitor.... gotta call on the last chancers! (this will make my guard and ork armies fight together ... so fluffy!!!)
THIS IS SO GOOD!!
please make an Imperial guard one too! it's needed
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2017/02/20 07:43:00
Subject: Re:Codex: Orks Rewrite
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Regular Dakkanaut
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Hello! I'm currently reading through your kustom codex and I have to say you've done an amazing job!
I don't play normal 40k much, in fact I'm relatively new to hobby (been playing for half a year by now) instead I prefer Heralds of Ruin KillTeam (it is based on official KillTeam by GW, but done by fans). It is a smaller 40k format for small skirmishes kinda like Necromunda; imagine 40k rescaled itself to 200-250 pts, lots and lots of terrain, custom rules to make it more realistic and most models act as independant units. Ork codex is made by fans, but has a giant flaw - it is based on 7th edition Ork codex. In a smaller scale it becomes even more obvious that a lot of units/gear is overpriced for what they do/how they are able to stay on the field.
I was wondering, would you mind if I based a HoR codex on your rewritten codex? Maybe not word by word, as some things would be OP in Kill Team format (for example a squad of 3+ boyz would be almost impossible to take down in KillTeam). More like cherrypick ideas that would work in smaller format while providing link to original source.
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2017/03/08 22:23:22
Subject: Re:Codex: Orks Rewrite
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Fresh-Faced New User
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Hey Dr. Zoidbork!
First off, thanks for all the work you put in this codex! - Small question: Any chance of havin' some sort of changelog for the future versions or have I just not found it for 3.0.7?
Will be testing this codex and reporting as well Finally gives me a real incentive for continuing building a real grot revoluschn! ;D
Thanks!
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2017/03/15 21:37:52
Subject: Codex: Orks Rewrite
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Khorne Veteran Marine with Chain-Axe
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Dropbox says its not available :(
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6000 World Eaters/Khorne |
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2017/03/19 08:48:56
Subject: Re:Codex: Orks Rewrite
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Yellin' Yoof
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A wild Zoidbork appeared! Dropbox used 'change in policy regarding file sharing'! The wild Zoidbork said "F**k you, I'm going to Google Drive."!
... on the plus side, I've had to upload my current Battlescribe file - you've got some additional content early!
@Jawrippa: Go for it! I'm not too familiar with HoR ruleset, but I'd like to see what could be done with a COR adaption.
@xarothan: There is usually a changelist for upcoming versions - I just haven't got one currently. Hopefully can get one up shortly.
@Brutallica: Switched over to Google Drive, should be working now.
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2017/03/22 18:35:40
Subject: Codex: Orks Rewrite
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Nasty Nob
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dude, this is amazing work... would be sick if you reached out to GW about them incorporating it into the game properly. If they even used a fifth of what you've assembled here it would be a huge boon for orks.
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ERJAK wrote:
The fluff is like ketchup and mustard on a burger. Yes it's desirable, yes it makes things better, but no it doesn't fundamentally change what you're eating and no you shouldn't just drown the whole meal in it.
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2017/04/05 16:05:20
Subject: Re:Codex: Orks Rewrite
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Yellin' Yoof
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The changelist for Version 3.0.8 is up on the first post. Seems like this will be the last incarnation of COR before 8th Ed drops - and then I'll have to rewrite the whole damn thing...
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2017/04/12 15:36:17
Subject: Codex: Orks Rewrite
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Conniving Informer
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3.0.8 hasn't been uploaded yet, right?
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2017/04/12 22:22:32
Subject: Codex: Orks Rewrite
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Yellin' Yoof
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Not yet. When I post a changelist, it's for things to come rather than things already gone.
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2017/05/01 20:05:30
Subject: Re:Codex: Orks Rewrite
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Yellin' Yoof
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Version 3.0.8 is live. Sure it's gonna have a short shelf-life with 8th edition dropping soon, but I'll probably leave it up in case people decide to go back to 7th edition.
The Reference has been updated as well.
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