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Made in us
Bonkers Buggy Driver with Rockets






so with the recent campaign book and the IG getting a decurion before a new codex, we might expect this for the other factions that could use the decurian buff. we orks might get a decurian before we get a new codex.
personaly im excited about this. gives me hope for the future of the orks (since there will be higher chances of us being featured in a campaign book before we get a new dex).
so its speculation time!!!!
what kind of benefits could we expect from an ork styled decurian? what would be the unit tax if any?

my prediction is that we will see some rule to change how waaagh or mob rule works, but personally im hoping for some respawn benefit for certain units or a basic spawning mechanic. if they were to put a tax on the decurian it would probably be either a weirdboy or a unit of nobs.

so what are your ideas my fellow orks, what would you want to see? how can an decurian fix codex orks?

"dont put all yer boyz in one trukk" "umless its dredds, then take as much uf those as possible"

geargutz interpretation of the 'umies "eggs in one basket" 
   
Made in us
Longtime Dakkanaut





I would like to see a mechanic for respawning ork boy squads like what we see in the renegade guard endless host formations or w/e it is.

 
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

I don't play Orks, but I do think they are cool. I actually had a couple of ideas for auxiliary choices in a composite formation:

Kult of Speed:
2-4 Warbike units
1-2 Trukks w/Boyz
0-1 Dakkajet/Bommer/Burna-bomma
1-4 Warbuggy units (not sure how many in a unit)
0-2 Deffkopta units
Formation Bonuses:
Outflank (for non-flyer models)
Red Wunz Go Fastah!: All units gain the benefit of Red Paint Job for free.

Wierdboy Kult:
3-5 Wierdboy
Formation Bonuses:
Harness Warp Charges on 3+
Can share powers, but if one casts a power belonging to another, he gets Perils of the Warp on double 5s or double 6s.

The first one is an idea for a fast attack formation; it might mean more warbuggies would see play, especially if the whole formation can Outflank. The second one is basically an Orky version of the SM Librarius Conclave. Again, I'm not real familiar with Orks, so if some of these units already have some of the listed abilities or something, ignore it. I just think they would be cool.

My armies (re-counted and updated on 11/7/24, including modeled wargear options):
Dark Angels: ~16000 Astra Militarum: ~1200 | Imperial Knights: ~2300 | Leagues of Votann: ~1300 | Tyranids: ~3400 | Stormcast Eternals: ~5000 | Kruleboyz: ~3500 | Lumineth Realm-Lords: ~700
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2024: 40 | Total models painted in 2025: 25 | Current main painting project: Tomb Kings
 Mad Doc Grotsnik wrote:
You need your bumps felt. With a patented, Grotsnik Corp Bump Feelerer 9,000.
The Grotsnik Corp Bump Feelerer 9,000. It only looks like several bricks crudely gaffer taped to a cricket bat.
Grotsnik Corp. Sorry, No Refunds.
 
   
Made in hk
Sister Vastly Superior





One problem for designing the ork decurion is that different clans and tribes have vastly different play styles. Goffs are the orks currently catered to by the codex and most of our formation which relies on the boyz mobs. Other clans such as the evil suns would be based entirely around fast units while clans such as the blood axes would feature stormboyz and kommandos. Other tribes rely on pure mekanised might, fielding entire armies of walkers.

The orks should have a decurion that caters to these different play styles, however I suspect that when we get our decurion, it will be all goffs all the time. Our core will consist of several squads of ork boyz with a nob/meganob squad while clan specific options are pushed into the auxiliary.

Still waiting for Godot. 
   
Made in ru
!!Goffik Rocker!!






I'm afraid ork decurion core choice will be 3 greentides without any real bonuses. You know, like guards got their 3 full platoons core choice. They are unplayable in a regular game.

It did bring a lot of good formations, though. So, hoping for that.
   
Made in gb
Lord of the Fleet






People keep saying this but guard can unlock their detachment benefits with a company command squad, four tanks and an enginseer.
   
Made in fi
Fresh-Faced New User




Both Cores and Aux are 0-3, so shouldn't just the Company Command Squad be enough?
   
Made in ca
Junior Officer with Laspistol





London, Ontario

The smallest way to unlock the Aux choices is...

CCS
Tank Commander + Buddy
3x Leman Russ

Taking no upgrades, at all, and using the cheapest Russes, that comes to 690 points, and is utterly useless.

Upgrading to Exterminators, to at least have a useful main gun, brings that total to 740, and at that point your CCS is a tax with no survivability, so you buy a Chimera, bringing the total to 805, with nothing to issue orders to.

You need infantry, to create a useable army, so expect to invest another 400 points, at least, in infantry to bubble wrap your vehicles, we're up to 1200 points. The Auxiliaries are all quite expensive, like 800 points to play effectively, except for 2, that come in at the 300 ish level, which are the Psykers and the Sentinels.


So no, the Decurion is so ridiculously limited that you won't be seeing it. CCS unlocks 0-3 core, and each CORE unlocks 0-3 Aux.

For more information...

http://www.dakkadakka.com/dakkaforum/posts/list/672427.page

This message was edited 3 times. Last update was at 2015/12/11 11:59:44


 
   
 
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