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Made in nl
Longtime Dakkanaut






It is not going to happen, and I'm not suggesting it to use a s a house rule. But would it damage the game or be OP if we gave all Ork models ( not grots nor vehicles ) in the Ork codex one extra wound and don't increase their point cost.
The longer I think about it the less it seems like the terrible idea that it should be to just randomly give +1 on wounds to almost every model in an army. I might actually start to believe that this could be one of the simplest ways to fix the codex.


Automatically Appended Next Post:
So boyz and normal orks are 2 wounds, Nobz 3 and warbosses 4

This message was edited 4 times. Last update was at 2015/11/19 15:51:44


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You want all those wound counters kicking around? What about random allocation, it suddenly would matter which ork takes wounds.

I foresee that slowing games down immensely, and being really rather OP, in my opinion. 60 T4 wounds in a single unit with a KFF and pain boy? I don't think I would be able to kill that without focusing my entire army on it for multiple turns, and it's way too cheap to be that resilient.

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While I agree that warbosses should have 4 wounds and all the other HQ's should get 3 wounds a pop, I don't think having multi wound boyz really deals with our issues. What boyz have the most trouble with currently are challenge rules punking out our PK Nobz, and mediocre leadership with no access to really mitigate it well enough given how mob rule is heavily dependent on boyz squads being large and for whatever reason makes our boyz vulnerable to fear.

The extra wound also just makes the current units that are good even better, so warbikers would be even more of a no brainer.
I think it would be better if Nobz became ld 8 base and they alongside Warbosses and Big Meks gave stubborn. Now it's fitting that Nobz actually have a ld boost and a tangible reason to keep him alive besides the PK since he keeps the boyz in the fight. It also helps out normal nobz and meganobz in particular quite a bit.

Just add on fear as one of the things mob rule can fix and we're golden.

   
Made in nl
Longtime Dakkanaut






Sure it isn't the best fix, just adding 1 wound to everything is on of the bluntest "fixes" possible and the counters will be kinda silly.

But still. It is quite interesting that when you compare the amount of bolter shots needed to kill a point of something. You would now need 1/2 bolter shot per point of slugga boy
, 1 bolter shot per point of slugga boy if you gave them an extra wound. While you would need 1,38 bolter shots per point of necron warrior in a decurion and the slugga boy will need to come close to you to do any damage while the necron warrior can just shoot you from afar.

This message was edited 5 times. Last update was at 2015/11/19 18:13:04


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It's a very "blunt instrument" type of fix, but Orks are so underpowered that it would probably be a viable fix.
   
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 oldzoggy wrote:
It is not going to happen, and I'm not suggesting it to use a s a house rule. But would it damage the game or be OP if we gave all Ork models ( not grots nor vehicles ) in the Ork codex one extra wound and don't increase their point cost.
The longer I think about it the less it seems like the terrible idea that it should be to just randomly give +1 on wounds to almost every model in an army. I might actually start to believe that this could be one of the simplest ways to fix the codex.


Automatically Appended Next Post:
So boyz and normal orks are 2 wounds, Nobz 3 and warbosses 4


Wounds regens after each turn, that way you wouldnt have to keep track on wound counters, would only apply to boyz

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2 wounds base seems a bit much but army wide FNP fits a lot better. 5+ FNP for everyone, Painboy adds +1 to the roll, cybork is Eternal Warrior. Still no invuln saves but cybork models keep your Nobz or HQs from being instant killed at least.

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I... actually don't know. Help?

 Vankraken wrote:
2 wounds base seems a bit much but army wide FNP fits a lot better. 5+ FNP for everyone, Painboy adds +1 to the roll, cybork is Eternal Warrior. Still no invuln saves but cybork models keep your Nobz or HQs from being instant killed at least.


This. It would be nice to get into combat with more than 2 models.

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Made in nl
Longtime Dakkanaut






 Vankraken wrote:
2 wounds base seems a bit much but army wide FNP fits a lot better. 5+ FNP for everyone, Painboy adds +1 to the roll, cybork is Eternal Warrior. Still no invuln saves but cybork models keep your Nobz or HQs from being instant killed at least.



I like thinking about these calculations. The fun think is that for 1 wound models it doesn't really matter at all if you give them a 4+ fnp or +1 wound.
It will both half their casualties taken and thing that evade fnp also insta kill the 2 wound model.

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 oldzoggy wrote:
 Vankraken wrote:
2 wounds base seems a bit much but army wide FNP fits a lot better. 5+ FNP for everyone, Painboy adds +1 to the roll, cybork is Eternal Warrior. Still no invuln saves but cybork models keep your Nobz or HQs from being instant killed at least.



I like thinking about these calculations. The fun think is that for 1 wound models it doesn't really matter at all if you give them a 4+ fnp or +1 wound.
It will both half their casualties taken and thing that evade fnp also insta kill the 2 wound model.


Well to get 4+ FNP you need a painboy and if they have 2 wounds it gets the current 5+ FNP from a painboy which is just more powerful. Also 2 wounds results in way too much wound counter tracking which is just annoying.

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FnP is fine, but they don't need the extra wound in addition. The only model it makes sense for is the Warboss and meganobs.

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I don't think a 6+++ by default is a bad idea.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

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Yeah built in feel no pain would be nice. What else would be cool would be to give the HQs the +1 wound. 4 wounds for warboss feels right... Well that or a Chapter Master esque upgrade for an Ork Warboss. 50 points for the +1 wound and +1 Toughness and strength. Considering the CM upgrade gives +1 wound, attack and orbital strike a Warboss upgrade focuses on making the boss better.... Or just give him a Rokk strike on top of the toughess/wound or w/e.


Really though I like the built in FNP for ork models. Functional, helps survivability and is much more economical than +1 wound.

This message was edited 1 time. Last update was at 2015/11/25 04:28:17


 
   
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So we have Necrons that stand back up on a 5+ and Orks that shrug off damage on a 5+. Makes sense, one's a robot zombie and the other is a psychic plant. Maybe we can give them Trolls, Giants, and Ogres too to round out their overall weakness.

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Fungus =/= Plant

I'm more thinking a 6+++, and then Painboys give the buff to 5+++ on top of another bonus to make them more worth it on top of it.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
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FNP 6+ for 1W, 5+ for 2W and 4+ for 3W would be pretty solid.

Painboyz increasing FnP rolls by 1 would be pretty hardcore, too, with maybe some kind of side effect if you roll too many 6s in a phase.

"Lookit all dat juice! - If a unit containing a Painboy rolls five or more 6s on FnP rolls in one phase, during it's controller's next turn it's movement and charge distances are increased by 3" but it may not shoot."
   
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 raverrn wrote:
FNP 6+ for 1W, 5+ for 2W and 4+ for 3W would be pretty solid.

Painboyz increasing FnP rolls by 1 would be pretty hardcore, too, with maybe some kind of side effect if you roll too many 6s in a phase.

"Lookit all dat juice! - If a unit containing a Painboy rolls five or more 6s on FnP rolls in one phase, during it's controller's next turn it's movement and charge distances are increased by 3" but it may not shoot."


That would make our Warboss an unstoppable monster outside ID weapons....which im honestly ok with since theyre suppose to be borderline MC in size and strength. Painboy would give them a 3+ FNP lol. And going this route makes Cybork even less useful than it is right now, meaning either we get our invul back or it makes his FNP a 2+ lol and GOOD LUCK getting through that

Imagine this: Warboss in Mega Armor with Da Lucky Stikk, Cybork, and a Painboy in the unit. 2+ armor save with a reroll from Da Stikk, with a 2+ FNP backup. Cant reroll FNP sadly but still, thats 3 1s he'd haft to role to take a wound lol.

I'd say instead, 6+ for 1W, 5+ for 2W, 5+ for 3W with IWND.
Painboy enables FNP to be used against ID weapons on multiwound models, and brings single wound models to a 5+ FNP.
Cybork gives us back our ******* INVUL lol

This message was edited 3 times. Last update was at 2015/11/26 04:08:13


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I see no problem with a 3+ FnP when everyone and their grandmother has a 3+ Invuln...and half of those are swinging a D-weapon.
   
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The reason i say a 3+ FNP is too much is because while yes i agree theres a ton of 3+ invuls around, thats a single save - 3+ FNP is one hell of a backup. If we dont get our invul back, im all for it, but if we do then we still have an invul to take then a 3+ FNP. Requiring ID to kill our warboss, which if hes on a bike is pretty hard to do.

5+ FNP with use on ID weapons and IWND seems a bit more balanced but still pretty damn strong. Thats a 5+ backup against any weapon, and if it doesnt ID you you have another 5+ to get it back each turn. Its feasible to get through it, but its still a tough nut to crack.

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