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![[Post New]](/s/i/i.gif) 2015/08/18 12:32:20
Subject: Simple Fix to make Ghazghkull worth taking
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Krazed Killa Kan
Homestead, FL
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Change his prophet special rule to remove the part where he has to be the warlord, He can then join a Green tide and actually have an invul every turn instead of just his 6+ FnP. Another quick fix would be to allow him to command a smaller detachment or formation that allows Waaaghs every turn with him as the Warlord.
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I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all
Marine General James Mattis, to Iraqi tribal leaders |
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![[Post New]](/s/i/i.gif) 2015/08/18 13:14:34
Subject: Simple Fix to make Ghazghkull worth taking
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Glorious Lord of Chaos
The burning pits of Hades, also known as Sweden in summer
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Permanent 2++ Ghaz? No thank you.
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![[Post New]](/s/i/i.gif) 2015/08/18 15:19:56
Subject: Simple Fix to make Ghazghkull worth taking
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Gargantuan Gargant
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Ugh, seriously Ghazkuul. I get that you pretty much hate the current Ork codex but this is not the way to go. Don't try to match cheese with cheese when it comes to stuff like Eldar and Necrons. If you want the Orks to have their time in the sun, sure, but not at the cost at making it unfun for your opponent as well, though I'm pretty sure you don't care. If you want a more reasonable change (with proper points changes) I suggest looking at Kooaie's proposed Ork rules changes or hell my own thread on Ghazghkull's changes to be a proper lord of war. Koooaie's thread: http://www.dakkadakka.com/dakkaforum/posts/list/646620.page My thread: http://www.dakkadakka.com/dakkaforum/posts/list/613069.page Pretty much Ghazghkull needs an entire overhaul on how he works besides being a slow beatstick to be worth taking. Some kind of force multiplier ability via Ld-re-rolls or stubborn or inspiring the Orks around him (as he should) alongside a decent invuln. is all he really needs, not an unimaginative permanent 2+ invuln.
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This message was edited 1 time. Last update was at 2015/08/18 20:29:23
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![[Post New]](/s/i/i.gif) 2015/08/19 00:28:45
Subject: Simple Fix to make Ghazghkull worth taking
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Krazed Killa Kan
Homestead, FL
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I lie your rules, I would also suggest something along the lines of an eternal waaagh since that makes the most sense for him.
He can call a waaagh any turn after the 1st but only gets the 2++ on the first turn of waaagh
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I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all
Marine General James Mattis, to Iraqi tribal leaders |
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![[Post New]](/s/i/i.gif) 2015/08/19 00:35:05
Subject: Simple Fix to make Ghazghkull worth taking
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Gargantuan Gargant
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Ghazkuul wrote:I lie your rules, I would also suggest something along the lines of an eternal waaagh since that makes the most sense for him. He can call a waaagh any turn after the 1st but only gets the 2++ on the first turn of waaagh You could probably take out the part where he has to be the Warlord to get the bonus 2++ like you have previously mentioned but the non-stop WAAAGH!'s should only come from Ork Warband or Green Tide rules. Otherwise the incentive for taking those formations also go down and makes Ghazghkull too much of a no brainer if he had that built in. (that or he gets priced to a monstrous amount which would limit his appearances in lower point games more than he already is).
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This message was edited 1 time. Last update was at 2015/08/19 00:40:57
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![[Post New]](/s/i/i.gif) 2015/08/19 04:14:07
Subject: Simple Fix to make Ghazghkull worth taking
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Ultramarine Master with Gauntlets of Macragge
What's left of Cadia
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I think to make ghazzy better he would need to become a force multiplier in addition to a beatstick. Maybe let him grant fearless in a bubble around him, or some other ability to better the orks around him. THAT is how you make him worth it.
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TheEyeOfNight- I swear, this thread is 70% smack talk, 20% RP organization, and 10% butt jokes
TheEyeOfNight- "Ordo Xenos reports that the Necrons have attained democracy, kamikaze tendencies, and nuclear fission. It's all tits up, sir."
Space Marine flyers are shaped for the greatest possible air resistance so that the air may never defeat the SPACE MARINES!
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum
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![[Post New]](/s/i/i.gif) 2015/08/20 19:33:05
Subject: Simple Fix to make Ghazghkull worth taking
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Mekboy Hammerin' Somethin'
Kapuskasing, ON
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Probably just letting him take reliks might fix many issues. Whether it's from Gork and Mork or from Orkimedes will depend on whether he's deployed with a codex or brb detachment or one from W!G.
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![[Post New]](/s/i/i.gif) 2015/08/23 14:59:28
Subject: Simple Fix to make Ghazghkull worth taking
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Longtime Dakkanaut
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Ghaz just needs to be able to call waaghh each turn and change his invul to 4+ invul.
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![[Post New]](/s/i/i.gif) 2015/08/29 01:21:04
Subject: Simple Fix to make Ghazghkull worth taking
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Tough-as-Nails Ork Boy
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All Ghaz needs to to be awesom, IMO is...
 Amourbane and fleshbane, his high S is useless cause of power klaw. Being above strength 10 should have some extra perks.
 +1 Leadership, toughness, and Wound. Reflects that he is nearly the most badass warboss that ever existed.
 Fearless like Mad Dok. It is just dumb that you got the biggest ork warboss in your group and still get scared.
 Adamantium Will, when surrounded by 10 or more models with the ork classification. Orks are psycic too.
 Cyborg body stacks with feel-no-pain for 4+ FNP, should be universal rule for all cyborg bodys, make cyborg somewhat worth taking
 standard 5++ involve,
 Twin linked Big shoota with rending, just to throw some icing on the cake.
All this added to the rules he already has
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This message was edited 1 time. Last update was at 2015/08/29 01:22:40
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![[Post New]](/s/i/i.gif) 2015/08/29 12:26:19
Subject: Simple Fix to make Ghazghkull worth taking
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Longtime Dakkanaut
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One of the houserules I have for orks is dropping off he price of transports for them. They appera to pay the extra points for being assault in addition to being open topped. The only reason I could figure was their ability to take the 'are case upgrade, but that doesn't allow them to continue being assault vehicles.
It was true of all the open topped vehicles, so drop them a number of points equal to their transport capacity. Done.
Now each ork truck is basically giving you two free boyz per truck!
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This message was edited 1 time. Last update was at 2015/08/29 12:26:47
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![[Post New]](/s/i/i.gif) 2015/08/29 12:28:05
Subject: Simple Fix to make Ghazghkull worth taking
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Krazed Killa Kan
Homestead, FL
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So how does that fix ghaz being a useless LoW?
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I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all
Marine General James Mattis, to Iraqi tribal leaders |
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![[Post New]](/s/i/i.gif) 2015/08/29 17:56:19
Subject: Simple Fix to make Ghazghkull worth taking
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Longtime Dakkanaut
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I personally would:
Make him strike at I4.
Give him Fearless instead of Mob Rule
Personal Kustom Force Field (5++).
FnP (5+)
Remove 2++ invulnerable but let him call a Waaagh! every turn, while still allowing to run in MA.
Maybe make him 15-25 points more expensive for everything.
That would do me fine.
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This message was edited 1 time. Last update was at 2015/08/29 17:56:52
YMDC = nightmare |
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![[Post New]](/s/i/i.gif) 2015/08/29 18:04:35
Subject: Simple Fix to make Ghazghkull worth taking
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Krazed Killa Kan
Homestead, FL
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Frozocrone wrote:I personally would:
Make him strike at I4.
Give him Fearless instead of Mob Rule
Personal Kustom Force Field (5++).
FnP (5+)
Remove 2++ invulnerable but let him call a Waaagh! every turn, while still allowing to run in MA.
Maybe make him 15-25 points more expensive for everything.
That would do me fine.
Problem with the KFF is t doesn't work in CC so its useless for a CC beat stick.
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I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all
Marine General James Mattis, to Iraqi tribal leaders |
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![[Post New]](/s/i/i.gif) 2015/08/29 18:07:00
Subject: Simple Fix to make Ghazghkull worth taking
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Longtime Dakkanaut
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That would be a personal KFF (PKFF if you will), much like an Iron Halo, so he'd have that 5++ regardless of being shot at or in cc.
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YMDC = nightmare |
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![[Post New]](/s/i/i.gif) 2015/08/29 19:12:36
Subject: Simple Fix to make Ghazghkull worth taking
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Krazed Killa Kan
Homestead, FL
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so against a AP2 weapon that would be a 1/3rd chance to save it with his KFF and a 1/3 chance to save the failed Invul with his 5+ FNP. Wouldn't be terribly bad. I think since he is the biggest ork around though that a 4++ is warranted.
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I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all
Marine General James Mattis, to Iraqi tribal leaders |
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![[Post New]](/s/i/i.gif) 2015/08/29 20:20:48
Subject: Simple Fix to make Ghazghkull worth taking
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Ultramarine Master with Gauntlets of Macragge
What's left of Cadia
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Frozocrone wrote:I personally would:
Make him strike at I4.
Give him Fearless instead of Mob Rule
Personal Kustom Force Field (5++).
FnP (5+)
Remove 2++ invulnerable but let him call a Waaagh! every turn, while still allowing to run in MA.
Maybe make him 15-25 points more expensive for everything.
That would do me fine.
This is what he needs to be effective imo
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TheEyeOfNight- I swear, this thread is 70% smack talk, 20% RP organization, and 10% butt jokes
TheEyeOfNight- "Ordo Xenos reports that the Necrons have attained democracy, kamikaze tendencies, and nuclear fission. It's all tits up, sir."
Space Marine flyers are shaped for the greatest possible air resistance so that the air may never defeat the SPACE MARINES!
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum
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![[Post New]](/s/i/i.gif) 2015/08/29 20:47:35
Subject: Simple Fix to make Ghazghkull worth taking
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Longtime Dakkanaut
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I wouldn't give him a 4++, otherwise he's better than a lot of the SM characters for less points. Remember he's T5 so he'll get his FnP more often and take less wounds from small arms fire.
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YMDC = nightmare |
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![[Post New]](/s/i/i.gif) 2015/08/29 23:34:56
Subject: Simple Fix to make Ghazghkull worth taking
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Disguised Speculo
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So to sum up the other threads;
~Grimskul made him a bit bigger, 4++ with 2++ on WAAAGH, all orks run 6 on WAAAGH, Orks in 12" get stubborn, considered an INT:4 power klaw @ 265pts
~Koooei gave him fear, fearless for units within 6", 12" stubborn bubble, 4++, d3 AP2 concussive HoW hits, relentless for him and his unit, TL big shoota, crusader bubble on WAAGH but loses the 2++ @ 250
The overlap is a 4++ invuln and 12" stubborn bubble around him, as well as some kind of movement buff for his army on the WAAAGH
Quite like these ideas, but not sure if he's worth two Megabosses though even with the benefits. Personally I like the idea of an I2 power klaw (not I4), going before other power fists but after everything else. Combined with the general idea of cumulative FNP stuff, he's pretty damn tough, but the greatest toughness comes from the ability to strike before the weapons that are most likely to kill him - for once being faster than the opponent feels very Orky given it makes him the fastest user of the slowest weapon in the game
Lythrandire Biehrellian wrote:One of the houserules I have for orks is dropping off he price of transports for them. They appera to pay the extra points for being assault in addition to being open topped. The only reason I could figure was their ability to take the 'are case upgrade, but that doesn't allow them to continue being assault vehicles.
It was true of all the open topped vehicles, so drop them a number of points equal to their transport capacity. Done.
Now each ork truck is basically giving you two free boyz per truck!
I'm not sure about 18pt trukks (or realistically 23pt because who doesn't take a ram) but I think I might incorporate this into my army lists.
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This message was edited 1 time. Last update was at 2015/08/29 23:43:58
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![[Post New]](/s/i/i.gif) 2015/08/30 00:45:06
Subject: Simple Fix to make Ghazghkull worth taking
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Longtime Dakkanaut
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18 point trukks, 23 point looted wagons, and 90 point battle wagons. The reason this helps gazzy is his delivery mechanism is significantly cheaper at that point. Also, I agree with him getting to swing at initiative. Marneus calgar got to do it without a points increase, we should too!
Also, my houserules include an additional wound for all characters that are part of a unit, max 3 wounds, and made nobz leadership 8. Than means all of the boss nobz are at 3w, making them actually LOOK like they could be the next in line to be warboss.
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This message was edited 1 time. Last update was at 2015/08/30 00:46:26
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![[Post New]](/s/i/i.gif) 2015/08/30 00:49:45
Subject: Simple Fix to make Ghazghkull worth taking
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Disguised Speculo
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Link for that thread?
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![[Post New]](/s/i/i.gif) 2015/08/30 00:52:57
Subject: Simple Fix to make Ghazghkull worth taking
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Ancient Ultramarine Venerable Dreadnought
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Maybe I'm reading it wrong, but on Ghazzy's entry, it says nothing about him having to be your warlord no matter what.
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INSANE army lists still available!!!! Now being written in 8th edition format! I have Index Imperium 1, Index Imperium 2, Index Xenos 2, Codex Orks Codex Tyranids, Codex Blood Angels and Codex Space Marines!
PM me for an INSANE (100K+ points) if you desire.
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![[Post New]](/s/i/i.gif) 2015/08/30 01:01:35
Subject: Simple Fix to make Ghazghkull worth taking
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Longtime Dakkanaut
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http://www.dakkadakka.com/dakkaforum/posts/list/656197.page#7980108
Here you go! My goal was to make every army as good as a slightly nerfed craftworld eldar.
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![[Post New]](/s/i/i.gif) 2015/08/30 01:01:39
Subject: Simple Fix to make Ghazghkull worth taking
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Krazed Killa Kan
Homestead, FL
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KaptinBadrukk wrote:Maybe I'm reading it wrong, but on Ghazzy's entry, it says nothing about him having to be your warlord no matter what.
but then you lose his ability which isnt that good to begin with.
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I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all
Marine General James Mattis, to Iraqi tribal leaders |
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![[Post New]](/s/i/i.gif) 2015/08/30 01:03:27
Subject: Simple Fix to make Ghazghkull worth taking
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Ancient Ultramarine Venerable Dreadnought
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Ghazkuul wrote: KaptinBadrukk wrote:Maybe I'm reading it wrong, but on Ghazzy's entry, it says nothing about him having to be your warlord no matter what.
but then you lose his ability which isnt that good to begin with.
So, if someone else were to be your warlord, Ghazzy would lose something? Am I understanding that right?
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INSANE army lists still available!!!! Now being written in 8th edition format! I have Index Imperium 1, Index Imperium 2, Index Xenos 2, Codex Orks Codex Tyranids, Codex Blood Angels and Codex Space Marines!
PM me for an INSANE (100K+ points) if you desire.
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![[Post New]](/s/i/i.gif) 2015/08/30 01:37:22
Subject: Simple Fix to make Ghazghkull worth taking
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Disguised Speculo
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Straight up I can't believe we have Ork players suggesting Ghaz should ever be anything other than the warlord. For shame
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