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Made in gb
Crazy Marauder Horseman





Basildon

We are supposed to be getting a butt load of new books before Xmas. Fingers crossed orks and the other main factions will be amongst them ( I mean come on...I can only handle so many flavours of power armour)

What do we want to see? Any new units we'd love? Any rules from yesteryear we'd like resurrected?

What about chapter tactics and special rules of that nature. What should the clan tactics look like? (Assuming we get an equivalent)

Things I'd like to see:

Looted wagons(not gonna happen but a guy can dream)

Some kind of Gretchin sniper: maybe he has a small chance of shooting the nearest unit because an ork had kicked him the previous day. Something fluffy and random that stopshim being OP. Orks shouldn't be a sniper themed army haha.

Return of Ard Boyz or perhaps the return of Skarboyz.

Return of Wazzdakka Gutsmek with a model. Always loved that guy.

Id be up for any additional gretchin units. I love grotz but they're poorly represented on most battlefields compared to the goblins in fantasy.

Clan Tactics:

Bad moons: some sort of shooting buff?
Goffs: some sorta charge or assault buff. (Orks have charging buff as it is so probably not that)
Snakebites: not sure with these guys. They are a little feral and super traditional so less likely to use giant war machines. But the average ork in a snakebite mob is gonna be super tough, bear ghrylls level survivalist who can kill with his hands and teeth better than any gun...suggestions on a post card? I know they like weird boyz....could be a psyker buff.
Evil Sunz: some sorta red ones go faster kinder buff?
Death skulls: famous tea leafs , will nick anything that isn't t nailed down. Also great meks, constantly adopting imperial tech and making it orky. Could they have a Mek repair buff? Or perhaps a small chance of stealing a vehicle during a game? E.g. Destroy a vehicle in cc that doesn't explode on a 6 it comes back to life with a few wounds, bs5, and in control of ork player? Would be super fluffy...but probably OP.

None of the above ideas are particularly thought out. Just spit balling.

Waddya reckon dakka? What would you wanna see/expect to see?

This message was edited 1 time. Last update was at 2017/08/14 11:47:46


   
Made in gb
Stern Iron Priest with Thrall Bodyguard



UK

Xenos is next year its all marines this year.
   
Made in us
Potent Possessed Daemonvessel





 jac_boj wrote:
Clan Tactics:

Bad moons: some sort of shooting buff?
Goffs: some sorta charge or assault buff. (Orks have charging buff as it is so probably not that)
Snakebites: not sure with these guys. They are a little feral and super traditional so less likely to use giant war machines. But the average ork in a snakebite mob is gonna be super tough, bear ghrylls level survivalist who can kill with his hands and teeth better than any gun...suggestions on a post card? I know they like weird boyz....could be a psyker buff.
Evil Sunz: some sorta red ones go faster kinder buff?
Death skulls: famous tea leafs , will nick anything that isn't t nailed down. Also great meks, constantly adopting imperial tech and making it orky. Could they have a Mek repair buff? Or perhaps a small chance of stealing a vehicle during a game? E.g. Destroy a vehicle in cc that doesn't explode on a 6 it comes back to life with a few wounds, bs5, and in control of ork player? Would be super fluffy...but probably OP.

None of the above ideas are particularly thought out. Just spit balling.

Waddya reckon dakka? What would you wanna see/expect to see?



I mostly just want to see good rules for the stuff we already have. My hope for clan tactics + stratagems is that they will allow for a variety of fluffy armies to be played. If we look at the klan tactics as similar to what we have seen already (applying to Bikers, Infantry and Dreads) I would think maybe something like the following would be nice.

Bad Moons: do not suffer any shooting penalties (maybe only those due to movement)
Goffs: +1S on the charge
Snake bites: 6+ FNP
Evil Suns": +1 advance and charge
Deathskulls: not sure would like to see something apply to vehicles, maybe vehicles heal 1 wound every turn, or get some other durability buff.
Blood Axes: +1 Cover saves



Automatically Appended Next Post:
hobojebus wrote:
Xenos is next year its all marines this year.


This is largely what I'm assuming. Based on the face they put lesser Daemons in the CSM book I'm thinking that book might be a while. In the Chapter Approved announcement the call out Orks, Necrons and Drukari as needing updates. This book releases in December, so chances are those books won't be out prior to that. I think all marines is likely because it requires less work overall because lots of reprinted units. They said 10 books before the new year, we have 3 already (SM, CSM, GK), if we get SW, DA, BA, Deathwatch, Deathguard, 1ksons, that would be 9 books

This message was edited 1 time. Last update was at 2017/08/14 12:02:20


 
   
Made in us
Dakka Veteran





It's a bit silly since the trukk already exists, but some sort of light vehicle that can carry like 20 gretchin and a runtherd or two would be neat. Or maybe have it be just a t5-6 vehicle with no gun that moves really fast and can carry 20 infantry.

Might be pointless in the long run, but it would fit the theme to have a QUICK moving vehicle to get a lot of boyz across the table rather than a trukk's small amount.

Sisters and Wolves 4000
~4000 points of Skaven
~2000 Kaptain Gitklaw's Grots
~2400 Kharadron Overlords
4x Imperial Knights
 
   
Made in us
Beautiful and Deadly Keeper of Secrets





 mmzero252 wrote:
It's a bit silly since the trukk already exists, but some sort of light vehicle that can carry like 20 gretchin and a runtherd or two would be neat. Or maybe have it be just a t5-6 vehicle with no gun that moves really fast and can carry 20 infantry.

Might be pointless in the long run, but it would fit the theme to have a QUICK moving vehicle to get a lot of boyz across the table rather than a trukk's small amount.


Upgrade for Trukk that lets more get on, but either at a slower penalty, or risk to the inhabitants (due to them literally hanging on to the sides)

I'd like to see price reductions for various weapons, some better fixes for the old blast weapons, less swingy nature for the Stompa... Honestly Ork's could just start from price reductions then buffs then work there.
   
Made in us
Dakka Veteran





You could give it the rule of the kill bursta. Where everyone has to snap fire because they're literally hanging on as it moves. Either way, some fast, reliable, and cheap way to transport lots of models at once would be wonderful.

Sisters and Wolves 4000
~4000 points of Skaven
~2000 Kaptain Gitklaw's Grots
~2400 Kharadron Overlords
4x Imperial Knights
 
   
Made in us
Longtime Dakkanaut







Plastic Squigs for one. Just say no to Finecast. GW could even make it a multipurpose kit that wound be usable for Fantasy purposes as well. Make it so said Squigs come with assorted bits for "saddles", dynamite, or chains, so they could be used as Attack Squigs, Hopping Squigs, Bomb Squigs, or the dreaded "Squig Flail" used by particularly berzerk Snakebite Bosses.

Updated Warbuggies for another, as well as proper Deffkoptas. The Black Reach Koptas were so much cooler than the dinky ones from Codex: Armageddon. Plastic Deffkoptas with more options are always appreciated. Back in 3rd ed, one Deffkopta in the unit could be upgraded to a regular Mek, who could take Wargear but payed twice as many points (due to the cost to mount them on said Kopta). A Big Mek would definitely be appreciated.

A proper "medium tank" in between the Wartrukk and Battlewagon would be appreciated, think akin to an Orky Predator. Back in 7th, I wrote a homebrew vehicle for the Mekboy Speedsta, which was basically a Chariot upgrade for said Big Mek. It came with 2 Kannons (which could be swapped out for other Big Gunz at appropriate cost) which got +1 BS due to their Grot Krew. Such an idea would be easy to port over, maybe as a "secondary" build for a Medium Tank kit. GW *does* love making dual-build plastic kits after all...

A general guide for fielding WHFB/AOS Orcs as 40k Orks. It's always weird to say that Boarboyz "count as" Bikers. Back in early 3rd, the Big Shootas (before they were called Dakkaguns) on Warbikerz were *optional.* The option to run "stripped down", or "Stabbapole/Bangstikk" Bikers would be nice for this too.

Finally, get rid of "specfic Big Gunz" and make them interchangeable. It's particularly sad that a Battlewagon cannot take a Smashagun for example. Hell, it's sad it can only take *one* Big Gun. That's nowhere near enuff boom.
   
Made in us
Krazed Killa Kan





Denver, Colorado

Probably the thing I'm most excited for (and is also most probable) are ork clan rules. The SM/CSM ones have been pretty neat overall, so I'm very much looking forward to that.

But on the whole, I think orks are doing pretty well, more or less right now, apart from some units desperately needing new model releases (deffkoptas/warbuggies).

Some stuff definitely seems overpriced, though. Kombi weapons, skorchas and, now, power klaw/killsaws come to mind.

Stompas, too. They seem worse than ever and are almost 1000 points.

But I think the #1 thing I want to see out of GW is a mega armor warboss model (other than ghaz, who is also a very old model).

"Hope is the first step on the road to disappointment." Words to live by. 
   
Made in us
Mekboy Hammerin' Somethin'




Alaska

A stratagem where if you have three models with the Mekaniak/Big Mekankiak ability within 1" of a vehicle and/or embarked on the vehicle they can repair three wounds. That makes it so meks have a way to repair when embarked on transports and gives Spanner Boyz a reason to exist.

YELL REAL LOUD AN' CARRY A BIG CHOPPA! 
   
Made in kr
Inquisitorial Keeper of the Xenobanks






your mind

I like the OP's list and many other suggestions so far.
Especially looted wagons.
And hard boys.

Additionally

Warbosses in mega armor should be able to take an attack squig.


   
Made in us
Warwick Kinrade




Mesa, Arizona

Rules for Clans
I believe these were confirmed but I want them. Every army should get something like Chapter Tactics, opens up way more builds.

Cost Reduction for Tankbustas, Lootas, Bug Gunz, and Mek Gunz
We need viable, all comers anti-Vehicle from ranged. It doesn't have to be as good as other armies, Orks aren't shooty. But all these units are currently useless or bad in a competitive setting. Tankbustas are the lone holdout but require a Transport, which is a huge tax.

Buff for Gretchin
The fact that these are the same cost as a Conscript is hilarious. I don't want Gretchin to be cheaper, in fact I'd like them bumped up to 4pts but also buffed in a big way. Preferably T3 and some kind of meaningful/flavorful ability. Maybe providing Cover to the units behind them? I don't think
more offense would be flavorful.

Cost Reductions on PKs
These are horribly overpriced as GW realized in the SM/CSM Codexes. I'd prefer ours are the same price but they need to be no more than 15pts. This would also help with anti-Vehicle, right now they're just too expensive for the damage they do. Either that or give them 3 Damage or
something and leave them at cost and don't buff our ranged anti-Vehicle.

Fix Stormboyz Advance + Charge
Ideally this wouldn't make a Warboss useless for them. As is the unit has major problems and is really only seeing use because of how bad many of our units are.

Burnas to d6 Hits
Again, Burna Boyz have problems because of the d3 Hits and their squishiness. We already need a ride for these super specialized units, they need to be worth it. I don't think having a unit of Flamers would be broken at all and the cost could be shifted to the Wargear instead of the Burna
Boyz themselves.



That's all I have off the top, probably a lot more. Overall I want more variety in Orks and we have a lot that's overpriced, like most other Indexes did.
   
Made in us
Yellin' Yoof




4th corner's corner

Cyborks, Skarboyz, Boarboyz, Looted wagons, red wunz go fasta

Standing with my enemies, hung on my horns. With haste and reverie, killing with charm. I play, I'm sick and tame, drawing the hordes. I wait, and show the lame, the meaning of harm. The skulls beneath my feet, like feathers in sand. I graze among the graves, a feeling of peace.
 
   
Made in gb
Longtime Dakkanaut




UK

 Kap'n Krump wrote:
Probably the thing I'm most excited for (and is also most probable) are ork clan rules. The SM/CSM ones have been pretty neat overall, so I'm very much looking forward to that.

But on the whole, I think orks are doing pretty well, more or less right now, apart from some units desperately needing new model releases (deffkoptas/warbuggies).

Some stuff definitely seems overpriced, though. Kombi weapons, skorchas and, now, power klaw/killsaws come to mind.

Stompas, too. They seem worse than ever and are almost 1000 points.



Also warbikers, and deffkoptas.
And Lootas and Flash gitz.
Oh and DeffDredds and Killa Kanz, they're way overpriced too.
And Trukks and Battlewagons.

In fact it's easier to say what isn't overpriced. Boyz, Stormboyz, Weirdboy, Ghaz. Big Mek with KFF is ok too, though the bubble aura rule isn't great. That's basically it, unfortunately. And it's also why these are all the units that are used in competitive lists. Which is a huge shame.


What would I like in the new codex? I'd *LOVE* it if they made a Dredd Mob viable. It's already close, but the walkers either need buffs or points reductions. Unfortunately I suspect the dredd mob will still remain a forgeworld-only list, and that's if they actually re-release the HQ Dredd rules (they were conspicuously missing from the Imperial Armour, even though they still make the model).
   
Made in us
Mekboy Hammerin' Somethin'




Alaska

 ZebioLizard2 wrote:
 mmzero252 wrote:
It's a bit silly since the trukk already exists, but some sort of light vehicle that can carry like 20 gretchin and a runtherd or two would be neat. Or maybe have it be just a t5-6 vehicle with no gun that moves really fast and can carry 20 infantry.

Might be pointless in the long run, but it would fit the theme to have a QUICK moving vehicle to get a lot of boyz across the table rather than a trukk's small amount.


Upgrade for Trukk that lets more get on, but either at a slower penalty, or risk to the inhabitants (due to them literally hanging on to the sides)

The dwarf sky pirates from AoS have a rule like that (you can overload ships but they move slower). When I first read that I thought it was really orky.


Automatically Appended Next Post:
 MagicJuggler wrote:
A proper "medium tank" in between the Wartrukk and Battlewagon would be appreciated, think akin to an Orky Predator. Back in 7th, I wrote a homebrew vehicle for the Mekboy Speedsta, which was basically a Chariot upgrade for said Big Mek. It came with 2 Kannons (which could be swapped out for other Big Gunz at appropriate cost) which got +1 BS due to their Grot Krew. Such an idea would be easy to port over, maybe as a "secondary" build for a Medium Tank kit. GW *does* love making dual-build plastic kits after all...

If we include Forge World the Big Trakk with a Supa-Kannon is sort of a LRBT equivalent. Worse armor and toughness, but faster and with more wounds. Worse accuracy, but a better main gun. I don't know if that would meet your definition of a medium tank though.

This message was edited 1 time. Last update was at 2017/08/15 02:41:54


YELL REAL LOUD AN' CARRY A BIG CHOPPA! 
   
Made in gb
Crazy Marauder Horseman





Basildon

Loving some of these suggestions

Deffkopta kit, warbuggy/trakk/skorcha plastic or has to be done surely. The current model is so old that the driver appears on a different scale to the boyz. Its actually an old gorkamorka sculpt if I remember correctly. That places it around late 2nd ed 40k. That means the model for trakk and buggy is about 20 years old or so. No wonder it looks out of date. I'm the new rules they are so much more useable. They don't explode because someone looked at it funny. If they got new kits people would lap them up. Ork vehicle kits are always amazing for kit bashing as well...so I imagine ittd have lots of extra uses.

Plastic warbozs in mega armour . Warboss is mega armour is such a used option but we haven't actually got a kit for it. Most use ghaz as a count as or head swap him. Even the ghaz sculpt is very old. I want to say codex Armageddon back in 3rd edition? Thattd make him what? About 15 years old. Old doesn't = bad. His sculpt isn't terrible. He is a little static by today's standards but his overall style fits the current range (unlike buggies) . However a multi part plastic mega armour warboss would be amazing. Imagine the options.imagine the posing we could get now. Imagine how bug he is going to be

   
Made in it
Waaagh! Ork Warboss




Italy

Cost reductions are needed for pretty much everything except grots, boyz, nobz, warbosses, big meks and weirdboyz.

I'd like a new vehicle, a tank that doesn't transport units. I would be pleased with the looted wagon back in the codex if it comes with a better profile for its killkannon which can't be as effective as big choppas or deffguns. It should be S10 AP-3 D6 with D6 or 2D6 shots. Like an ork vindicator or leman russ.

I'd also like specific and thematic bonuses for each clans.

And more options for the characters, like jump packs for the warboss, big mek and painboy and bike/jump packs/megarmor for the weirdboy.

Nob with waaagh banner should have the freedom of chosing whatever weapon he wants, not only a kustom shoota.

I'd like a 4+ MFF relic too.

 
   
Made in us
Battlewagon Driver with Charged Engine




Between Alpha and Omega, and a little to the left

-Kits-
*A proper and modular Warboss kit. The two "basic" warboss models are already basically the same with arm swaps (although I can't even find the warboss with attack squig model on the site), and you can only get the power klaw boss by buying the Warboss Guruk's Boss Mob set or if you're lucky enough to get your hands on the AoBR one (although that is a good one). It doesn't need to have a mega armor option, but something to give him the full ork armory along with extra goodies. And if they make him bigger so he's not smaller that the restartus marines, that'd be a plus
*Deffkoptas. The current one is from Gorkamorka and has not aged well, the ones from AoBR were good but needs options. It doesn't need anything new, just fill out the options if has currently
*Warbuggy/Wartrakk. I think the models are even older than the deffkopta one. Give us something good, and give us plenty of options (with the wartrakk being able to take heavier weapons. more on that later)
*As for new kit? On the one hand, I love me some 'ard boyz. A new vehicle to make up for the lost of the looted wagon would also be appropriate (I'd want an actual MBT, because the battlewagon is never going to fill that shoe). Offhandedly I can't think of any other new infantry models I'd want over updating the older kits with newer stuff. A loota type with assault weapons rather than heavy ones, I guess? But that's kinda what Flash Gitz are (if flash gitz was good)

-Main rules-
*I won't lie, I kinda want Waaagh! to be an army wide stratagem rather than a Warboss only aura. Maybe then the warboss can give a freebee Waaagh!, or change how the Waaagh! effects the army depending on what Clan he's a part of.

*'Ere we go! is fine, although being able to chose to roll one dice rather than both would be nice
Mob Rule is also good, although... (go to wargear)

*The weird boy psychic powers really need something that competes with Da Jump, because there's REALLY no weapon to use. so the changes/new powers I'd suggest is:
First off, each power should get an effect that gets stronger when more boyz are around (equal to the same number from Waaagh! energy
Warpath gives a +x" to the charge move on top of the +1 attack
"Eadbanger: on a successful kill, do an additional +x mortal wounds to the unit. Or add +x to your roll (so it's possible to kill even big stuff), with every number over the target equal the amount of models killed.
Da Jump: no change.

In terms of new powers... I don't know. Zogwort's Squig Curse is basicly 'Eadbanger, but if it allows you to snipe characters like it used to then it'd be better than 'Eadbanger. Zapp or Psykic Vomit would be cool (and Zapp I would argue would add much needed anti-tank), Smite seems to be the catchall for psykic shooting attacks. Something like "Smash da Gitz" from RT would be giving orks AP, but that's overlapping with Warpath. And any movement boost (Dis Is Takin' Too Long!) seem redundant with Da Jump!. And anything that buff morale is pointless with Mob Rule/ Foot of Gork could be redone as something that destroys terrain, but not every board has removable terrain (and such a rule wold be a headache when determining what happens to units inside the terrain).
I'm just stumped there.

*Bring back ramshackle if they're going to make our vehicles so expensive. Give it to all vehicles, not just trukks, makes it on a roll a 6+ they take 1 wound rather than whatever. Or roll on a random chart instead. Just, something.

-Wargear-:
*The Real problem child. We're missing a ton of options, and what is there is too expensive. Why are Rokkits 12 pts? Why is a TL Big shoota 14? I think everything needs a drop, and I do mean everything. Why the heck is the Kustom shoota 4 points when the Stormbolter is 2? I think GW oversold the usefulness of the new assault weapon rule for orks. I normally think weapons prices should be independant of who's using it, but good lord...

*Kustomization. I don't mind not having meltas or plasma guns, but orks are about fiddling with their gear as they are about looting it from others. Buy a kustomization, and add something to one weapon of a unit's weapon (Blastier! Shootier! More Dakka!). You can buy a kustomization per mek or big meks in the arm for any unit, while units with at least one spanner boy can get one for themselves only. Warboss can also just buy them for his own weapons, because he's the fething boss.

*Mek Gadgets. Speaking of big meks, they need more cool stuff. Since I've been playing, KFFs and SAGs have basicly been it. and normal meks can only take Kustom mega shootas/sluggas. GW rule team should sit down, ask themselves "What would be really stupid and kinda cool?" And then let us use what they come up with. KMS themselves could also use something that makes then more useful than just "because they're cheaper than the alterntives)

*Gubbins, Know-wots and Runts. By comparison, nobz, flash gitz, and warbosses should be able to go wild with extra equipment. Let all of them take attack squigs, let them take extra choppas and/or sluggas. Let boss poles and iron gobs DO something. Let Cybork have individual effects if you're not going to let the whole squad be cyborks. Let them have access to everything that isn't a mek equipment. As a bad moon player in particualar I want to bling my nobz up.

*Just more options in general. YOu know what annoys me? Kommandoes very clearly have tank busta bombs on themselves. They can't take tank busta bombs. nor can they take shootas, even though that's be both cool and an easy conversion. Stormboyz are meant to be considered disciplined and tactical (by ork standards), but do they get anything that represent that? Nope. Hey, since big choppas aren't rare, irreplaceable and venerable pieces of equipment like power weapons maybe boys can take them as special weapons like they they can big shootas and rokkit launchas? Apparently not. Would it be SO terrible if painboys didn't have to take a mandatory power klaw?

I'm not going to get into the whole "Lootas using looted weapons" thing, because I can understand that being a headache on a game design level (and I like the idea of deffguns), but I feel like an army based around individuals and weirdnes shouldn't be more stifling than the Imperial Guard

Want to help support my plastic addiction? I sell stories about humans fighting to survive in a space age frontier.
Lord Harrab wrote:"Gimme back my leg-bone! *wack* Ow, don't hit me with it!" commonly uttered by Guardsman when in close combat with Orks.

Bonespitta's Badmoons 1441 pts.  
   
Made in us
Longtime Dakkanaut







 Dakka Flakka Flame wrote:

If we include Forge World the Big Trakk with a Supa-Kannon is sort of a LRBT equivalent. Worse armor and toughness, but faster and with more wounds. Worse accuracy, but a better main gun. I don't know if that would meet your definition of a medium tank though.


I meant something for the Ork Codex proper, instead of FW

It would allow for consolidation of Junkas, Big Trakks, Gunwagons, etc. Naturally, updating the Trukk Kit to be "dual use" as a Wartrukk or Guntrukk is also an option.

This message was edited 1 time. Last update was at 2017/08/15 15:44:01


 
   
Made in ca
Fresh-Faced New User




I would like to see:

Return of Ard Boyz and 'Eavy Armour for all Nobz.

Return of Cybork body invul save (5+)

Iron Gobs, Boss Poles - something like a leadership buff or reroll

Ork Killa Kanz from 3rd ed codex. I'm sick of the weedy grot Kanz being useless in CC.

Might think of more later.
   
Made in us
Dakka Veteran





It was incredibly OP last edition, but I'd also like to see Da Lucky Stikk come back. It was so useful for all of the crap they shove onto orks.

Sisters and Wolves 4000
~4000 points of Skaven
~2000 Kaptain Gitklaw's Grots
~2400 Kharadron Overlords
4x Imperial Knights
 
   
Made in gb
Been Around the Block





New Stuff

I'd like to see the grots get low D & AP wargear options, maybe with a squad leader Top-Grot that gives a small morale buff
-Long-Blaster (24" Heavy)
-Boompipe (8" D6 Assault, on 1 Remove model || 18" Assault)
-Portable Cover (Grants self cover save)
If those options are soft hitting enough, maybe 1:5 wargear, but otherwise 1:10

Squigs as melee support units for gretchin or boyz, like bomb-squigs/ammo-runts
-Stray-Squig (Melee, on 1 toHit deal 1 wound to your own unit)

Dakka/Blasta Tank: Whether it's looted can be a cosmetic choice, but something vaguely like an Imp-Tank
Maybe with a couple of big-guns, that can be replaced with rokkit-l, and an optional kannon/zap/mek gun or supa-shoota/deffgun/twin-shoota depending on the type

Freebooter klan rules
-All shootas are -1 pts, but ork morale is lower? Free-Kustom Shootas/ Nobs hit on 4+? Not sure but some unique rules would be cool.


Adjustments

Cheaper Nobz or cheaper gear.

Lower Rokkit Launcher cost, slightly increase tankbusta boy cost

Maybe something like dakkadakka rule on dakkajet that if unit focuses all guns on target it gets +1 aim, but for normal units of boyz

Kommandos and nobs can have more weapons, shootas or slugga-choppa, every 5 boyz = 1 heavy option, and the nob can have any shoota.
Or some-kind of bonus for close fighting or charge bonus.

Painboy can buff monsters (squiggoth)

PowerStabba gets extra attack, maybe with extra 1-2 point increase, rename power-choppa??

Ard boy rule option, for points or for movement penalty.

Cheaper commercial price for big-gunz £18 for 1 kannon and crew is insane, should be a 3 kannon kit for £28 odd

Orks can fire at engaged units, but deal wounds to friendly unit on misses/1s

That's all I can think of
   
Made in gb
Longtime Dakkanaut






Here's my wish list:

• Ardboyz coming back
• Lootas' Power Level not being silly
• Flash Gitz getting the same save as Nobz. They're flipping covered in armour plates
• Clan rules, but not requiring full detachments to get clan benefits; Ork warbands *should* be a mix of different clans.
• Some sort of "use grots as cover" thing would be nice too.
• New buggy/wartrakk/kopta kits
• Everything stays in scale & compatible with current kits. More bits = more conversion potential. Not everything has to keep getting bigger and bigger, GW.
• Haven't done much in the way of Points games this edition, but it certainly looks like some stuff could use a reduction in points. And PL, for that matter.
   
Made in us
Mekboy Hammerin' Somethin'




Alaska

 MagicJuggler wrote:
 Dakka Flakka Flame wrote:

If we include Forge World the Big Trakk with a Supa-Kannon is sort of a LRBT equivalent. Worse armor and toughness, but faster and with more wounds. Worse accuracy, but a better main gun. I don't know if that would meet your definition of a medium tank though.


I meant something for the Ork Codex proper, instead of FW

It would allow for consolidation of Junkas, Big Trakks, Gunwagons, etc. Naturally, updating the Trukk Kit to be "dual use" as a Wartrukk or Guntrukk is also an option.

That would be nice. Especially if it has a Deffrolla option, so it can be used to represent a lot of the old Epic vehicles.

I hope they make the Killkannon better. It seems to me that in both this edition and the previous edition it has not been worth the points. Considering that it takes up eight transport spots on a Battle Wagon (six on a Big Trakk) I think it's more of an sidegrade than an upgrade, and it should be really cheap. A Killkannon shooting at Ork BS is about as effective as an Autocannon shooting at IG BS. It has -2 AP instead of -1, but only half the range. To be fair the Killkannon is mounted on vehicles that can move and shoot heavy weapons without penalty, somewhat making up for the short range, so I would say a Killkannon at Ork BS is in practice a little better than an Autocannon at IG BS. Still, I think that it should cost 27 points (an IG Autocannon costs 15 points). Even without it taking up 6-8 transport slots I'd say it should cost 20 points at most. With the transport penalty I think it should cost a lot less than 20 points. (Alternatively it could be made a lot more powerful, either way would be fine).


Automatically Appended Next Post:
I wish that they'd give Ork vehicles all Ramshackle and a higher chance to explode, as both things seem thematic. I wish Deffkoptas, Warbuggies/Trakks, Big Gunz and Mek Gunz would explode on a 6+, while all the Ork vehicles that currently explode on a 6+ would explode on a 5+. Skorchas should explode on a 4+. (With the exception of the Big Gunz and Mek Gunz, exploding is more often of benefit to the orks.)

I'm pretty optimistic that we'll get a bunch of cool stratagems. Things like being able to dive bomb with our planes, or use grots for cover, or upgrade a regular Weirdboy to a Warphead. Really there are too many cool possibilities to list. There are a lot of units that seem to be just on the edge of being worth taking or not worth taking, and a good stratagem could bump most of those units onto the worth taking side of things. Plus, stratagems seem like a good way to add flavor.

I guess that new kits might be outside of the scope of this thread, but I would also like to see a new Deffkopta and Warbuggy/Wartrakk/Skorcha kit.

I would also like to see 'Ard Boyz return. A few people have mentioned a 'Ard Boyz/Skar Boyz dual kit, which I think is a really good idea. Maybe throw in enough bionic bits that they could be built as Cyborks too?

I think a Yoofs/Feral Orks box would be cool. Both are smaller and weedier than regular boyz. They would both have more primitive shootas, the Yoofs because that's what they can afford and the Ferals because that's all they have access to. Maybe they could be Strength 3 and Yoofs could be WS 4+/BS 5+ while Ferals could be WS 4+/BS 4+ (from what I remember for Codex: Armageddon feral orks tend to be more reliant on shooting, due to being scrawnier and often not having the numbers for overwhelming assaults). This might cause a problem with Yoofs overlapping with Grots, but I'd rather see Grots get some utility type bonuses while Yoofs would be chaff.

I'd also like a more generic Warlord type of HQ. Bigger and meaner than a regular Warboss, and with the ability to break heads across Clans like Ghaz, but not quite as big and mean as Ghaz.

This message was edited 1 time. Last update was at 2017/08/17 04:50:52


YELL REAL LOUD AN' CARRY A BIG CHOPPA! 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






First of all clan wishlisting:

Bad Moons are traditionally the clan with lots teef to buy armor, gear and whatnot. I'd like to see them get a free upgrade of every shoota to a Kustom shoota. Or maybe just an additional shoot for every shoota and big shoota in the army. This would benefit a wide array of shooty units, without making stuff like lootaz or tank bustaz bonkers.

Goffs are da biggest and da best: +1S on the charge, as others have suggested, sounds just right.

Snake Bites have a tradition of being very tough, having little love for anything made by meks and brewing weird potions. 6+ FNP would be a bad rule though because you have multiple 6+ rolls when using dok tools, so maybe they just get a buff to doks in general, making dok tools 5+ FNP.

Evil Suns - da red ones go fasta +1 advance and charge, like some daemons get. Their buggies and koptas are going to be deadly.

Deffskulls are about looting stuff and building better weaponry and vehicles out of it. Their signature units are lootaz and burnas so how about allowing re-rolls when determining the number of shots for a weapons? This would also improve skorchas, KMK, killkannons, grotzookas and some more former blast weapons, which all feel pretty deff-skully to me.

Blood Axes are about ambushes, hiding and generally un-orky tactics. Since you don't really ever have cover as ork player, I'd prefer -1 to hit when aiming at blood axe units.

Units changes:
Obviously a lot of things need point adjustments, so I'll stick to actual changes I want to see made to the rules.

SAG - there should be a point to shooting it at all. Sure, it can't be picked off anymore, but it doesn't hit anything either. If I were the one writing the rule I'd make it a supa-bubble-chucka with regular bubble-chucka rules, but you getting to chose the order of all the dice.

'eadbanger - something that can compete with smite. Unless you kill a daemon, eldar or human character with it, smite always outperforms it. I liked the idea of the target exploding when slain.

Warpath - well, in the end warpath is just killing models, exactly like smite. Best case you get 30 additional attacks, hit 20, wound 10, around 3 dead MEQ... exactly like smite. Of course, special close combat weapons and buffs change this outcome in favor of warpath, but often you're just better of moving in position and smiting instead of casting warpath. I feel it should be changed to provide something that we don't have in masses already.

'urty syringe - why should I be using this if I have a mandatory PK/Killsaw? Give it an AP value already, it's a syringe!

Mek tools - allow repairs from inside a vehicle. Since they don't stack anymore it's far from broken.

Badrukk - Extend his aura reroll to hit of when shooting to everyone, not just flash gits.

Snikrot - Extend his aura to reroll to hit rolls of in combat for all blood axe infantry

Mek - why should I every field this? KMB and killsaw on a boyz profile are not a reason. Mek gear needs to be awesome enough that you want to field a mek, spanna or big mek just for that. Currently you have the choice between stuff that does nothing for lots of points or stuff that kills you. Some options are both.

Gretchin - I agree with the cover thing. Maybe have them work like shield drones? Whenever a model within 3" would get hit, instead they suffer d3 mortal wounds.

Burnas - The models should see a massive drop in points and the weapons should cost some points - each one should not cost more than a boy with a big shoota.
Bump max unit size to 20 so you can fill a battlewagon or footslog them, the additional models mitigate the 1d3 hits and make the unit more survivable.
Spannaz - maybe make kustom mega slugga free? In that case they could at least act as cheap wounds.

Warbikers - Exhaust cloud for -1 to hit needs to come back

Burna bommer and blitza bommer - they need to be more different again. Currently both drop a bomb on large units that does X mortal wounds an have terrible shooting otherwise. Blitza bommer needs to get better at killing armored target than hordes. The burna rokkits need to get more shots.

Mek jet - well, I don't know where to start. The whole idea was that it had lots of blast that don't need to hit - at the very least the smasher gun now needs a grot gunner. With heavy 1 hitting on 6+ after 6 wounds have been lost, might just as well not bother at all.

Tractor cannon - Dedicated anti-air weapons need to be able to hit flyers. Currently the KMK is better at dropping flyers than the mek gun dedicated to doing just that.

Battlewagon - If you have a deff rolla, there is no point in taking the grabbin' klaw or the wrecking ball. At least the klaw should just do an additional attack instead of taking some from the deff rolla. Battletank configuration should also be viable, maybe improve killkannon to be something you actually want to trade transport capacity for (like making it an actual battlecannon).

Flash Gits - Also agree here with most people. With 4+ armor and a point drop they might become good enough to maybe even footslog it. GW is currently pricing them as if they had deff gunz.

Stompa - I don't know, tripple all the shots from previous blast weapons? It's supposed to be a shooty titan, it needs the rules to reflect that. Since we probably won't get any better than BS 5+ it needs the shots to compensate for that.

All other things can somewhat be fixed by adjusting points. Units that simply don't do what they are supposed to do, will be terrible no matter their point costs.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Potent Possessed Daemonvessel





Stompa - drop it in points by about 200 points, reduce total wounds a bit (to maybe 30 wounds), swap Strength to fixed make attacks variable at least mirroring Gorkanaut attacks.

Deffkannon should be heavy 3/4 (heavy 6-8 against units with 10 models). Supa-gatler should be heavy 15.

Allow embarked models to shoot.
   
Made in gb
Ridin' on a Snotling Pump Wagon






As an opponent of Orks on the field?

Fewer ways to stack saves for humble Boyz so cheaply. I know it was 'best of a bad job', but the whole KFF and FnP for next to no points got old, fast.

   
Made in us
Dakka Veteran





I think in general the stacking of different save types should be few and far between. Invulns seem fine because it replaces the save for most cases, but fnp and fnp effects can get real old if you can suddenly get 3-5 levels of save rolls.

Sisters and Wolves 4000
~4000 points of Skaven
~2000 Kaptain Gitklaw's Grots
~2400 Kharadron Overlords
4x Imperial Knights
 
   
Made in us
Potent Possessed Daemonvessel





 Mad Doc Grotsnik wrote:
As an opponent of Orks on the field?

Fewer ways to stack saves for humble Boyz so cheaply. I know it was 'best of a bad job', but the whole KFF and FnP for next to no points got old, fast.


I mean if you want the KFF and FnP you are paying minimum 140 points, which is not super expensive, but both bubbles are relatively small (3" FnP range, 9" KFF which requires the whole unit.) as far as covering units of boyz goes.
   
Made in us
Dakka Veteran





I'd like to see each of the Ork Clanz operating differently. I also think much of the ork codex still needs a point reduction. I have no idea why all of the ork stuff is so expensive. New models. Orks desperately need new models. Many of them are like 15-20 years old. Also, would it be too much to ask to make Thraka the powerhouse he is supposed to be? He is the "Beast" of Armageddon for a reason. He should have a statline closer to Primarchs akin to beast of Ullanor. You know since Ullanor = Armageddon after all.

This message was edited 1 time. Last update was at 2017/08/17 16:52:52


 
   
Made in us
Dakka Veteran





Literally never going to happen but some sort of grot revolution related rules would be hilarious and fun.

Overall I still have to agree with a lot of people here and say that a LOT needs to be reduced in points to be on par with other armies. So many ork things are expensive as heck for them having 5+ to hit or requiring you to overcharge weapons.

Sisters and Wolves 4000
~4000 points of Skaven
~2000 Kaptain Gitklaw's Grots
~2400 Kharadron Overlords
4x Imperial Knights
 
   
 
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