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![[Post New]](/s/i/i.gif) 2016/02/22 09:18:12
Subject: 7th edition orks- make them competitive again thread
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Fresh-Faced New User
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Hi' i think everyone of us is familiar with this topic.
After gettin beaten up by necrons 15 to 5 this weekend as usual i ve decided to not take this anylonger. So here are my thoughts on this topic. Feel free to comment at anytime.
First thing Orks die like flies these days which is very unlikely for orks. Give the old Cyborg body with its 5+ invu back. make it available for every model with the boy statline too.
2nd orks shoot like SH!?T so make gitfinda available for everyone.
3rd orks run way like whimps. So make them fearless again for mobs oft 10+ models.
But keep mob chart for units und er 10 models to strenghten small squads of specialists, deffcopters and bikers.
Here my alternative mob rule chart.
1 same as before so nothing.
2-3 take d6 s4 ap- Hits and pass
4-5 take 2d6 s4 ap- Hits and pass
6 don t pass morale check
This would give ork players a fairly tough standart unit ready to deal with heavy artillery and camping gunlines.
For 20 Pointe a model you get a boy with BS 3, 4+ save and 5+ invu who is fearless mostly all the time add an painboy and you geht 5+ fnp too.
For a 30 boy mob it would be 600 points but i think thats fair for what havock they could do in a battle. Field two of those mobs in a 1500 Pointe game and your enemy will panic in fear wat hing them closing in. Or save 150 Points on gitfindaz and field three ard mobs with painboys. Vor lootas with BS 3 and riptides or bloodthirsters will go DOWN. Yeah i think my rule changes would be pretty fair not op for the prince and
Healthfully balancing the ÖRK armies againts shooty gitz.
2nd Warlord traits which should habe a game changing effect into them are pretty much useless in 7th edition
So here are my thoughts for alterations in this subject:
#1 with orks beeing fearless warlord trait 1 become obsolete so:
*all models with ere we go special rule gain +1 to their weapon skill in the round waagh was called
#2 obsolete too so:
* all models in 12 inch range of the war boss add 1 to their movement and charging distance
#3 keep
#4 make it apply to whole unit because useless almost everygame because oft lucky stick
#5 same
#6 toughness +1 almost useless because of boss put in megaarmour with power claw
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This message was edited 2 times. Last update was at 2016/02/22 09:55:30
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![[Post New]](/s/i/i.gif) 2016/02/22 21:41:28
Subject: 7th edition orks- make them competitive again thread
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Troubled By Non-Compliant Worlds
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I agree Ork mobs with 10+ should be given fearless back. Shooting isn't meant to be the primary source of Ork killing power and is meant to be used in a support role unless you're talking about shoota boyz.
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Ultra-Ultramarines are a great idea. |
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![[Post New]](/s/i/i.gif) 2016/02/22 22:00:55
Subject: 7th edition orks- make them competitive again thread
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Missionary On A Mission
Northern CO
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I'd argue it should be Stubborn and Ld 10, rather than Fearless, only because the proliferation of Fearless and ATSKNF has made Fear-based effects mostly useless, but otherwise, yeah.
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![[Post New]](/s/i/i.gif) 2016/02/22 22:09:16
Subject: 7th edition orks- make them competitive again thread
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Krazed Killa Kan
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Gitfindas are a terrible upgrade, and making the available for everyone wouldn't help in the slightest - with the sole exception of lootas. Almost every other ork unit should be moving and shooting, as almost every other ork gun is assault.
Making mob rule have a 1/3 chance of doing 2D6 instead of D6 hits is the opposite of an improvement. If anything, make it D3/D6.
I'd be ok with counting LD based on the unit - but instead of MODELS, count WOUNDS, imo. This makes it a useful rule for things like deffkoptas and nobz.
make mob rule affect fear.
As for cyborks.......giving them to meganobz, nobz, warbossi, I'm all for, but giving them to boyz was and would be a waste.
Wouldn't expect any changes anytime soon though - it took them almost 2 years to crap out the new ghaz supplement, so I expect that's our lot for the foreseeable future.
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"Hope is the first step on the road to disappointment." Words to live by. |
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![[Post New]](/s/i/i.gif) 2016/02/22 22:19:41
Subject: 7th edition orks- make them competitive again thread
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Growlin' Guntrukk Driver with Killacannon
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I'd rather have all Ork models BS 2 all the time including Snap Shots.
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Fighting crime in a future time! |
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![[Post New]](/s/i/i.gif) 2016/02/22 23:11:25
Subject: 7th edition orks- make them competitive again thread
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Fresh-Faced New User
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Yeah i think you re right cybork should be for nobilities only. But gitfinda would be a big improvement for lootas , deff dreads, rocketeers and shootaboys. It s 17% Chance Tod hit up. Applying my New mob rule To deffcopter squads would be a big improvement even if there is a 1/3 Chance to take 2d6 Hits, because otherwise they would flee at a 40% Chance. A three unit mob cannot even afford one casualty without a morale check. To count the wounds wouldn t help much because it s the same. I think it s fair to take some more wounds in respect of allunits above 10 models beeing fearless.
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![[Post New]](/s/i/i.gif) 2016/02/23 00:43:15
Subject: Re:7th edition orks- make them competitive again thread
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Sneaky Kommando
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I'm with Kap'n Krump - I'd count Ld on wounds in a unit (especially for nobz)
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"Sir, the enemy has us encircled!"
"Most excellent. They can't escape us now!"
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![[Post New]](/s/i/i.gif) 2016/02/26 13:17:12
Subject: 7th edition orks- make them competitive again thread
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Courageous Space Marine Captain
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I'd rather mob rule give +1 LD for each model above the minimum squad size. So a 10 strong Boyz mob would have LD7, an 11 strong has 8, a 12 has 9 and 13+ has 10. Nobs start at 3, so a 5 strong mob would have leadership 9. 3 Nobs who are mates might think to book it once in a while bit as every british working class man knows, if you're giving the big bollocks and you got 5 or 6 of the lads watching you're not backing down.
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