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Made in ca
Been Around the Block





I found a similar thread to this but it has been inactive for over a year. Now that 6th is out why not a new one?

IMHO the Ork 'dex is possibly the most out of date Codex of all the "major" races with the possible exception of Tau, but are they really a major race? Anyway, it's been two editions now and the Ork dex is starting to show its age, at the very least in the department of coolness if not its ability to keep up with other armies.

So here's my wishlist:

- More Named HQ: Move Zagstruck, Badrukk and possibly Snikrot into actual HQ slots, with the ability to take a Stormboy/Flash Gitz/Kommando mob as Troops (and they HAVE to join that unit).

- Little re-arrangement; Move Flash Gitz to Elites, possibly Lootas to Heavy Support.

- Give Kommandos the ability to take Shootas, plus possibly another weapon with shorter range/less shots but more punch (an Ork shotgun?),

- Reduce costs of Flash Gitz upgrades or just auto-include them, or something. Also give Flash Gitz limited Power Klaw availability (one guy?). They really need just a little something to make them more appetizing, they're just too expensive for the bang you get. Also let them take a BW as transport option.

- IMHO Orks need a little love in the vehicle department. Something in the AV12-AV13 range between Looted Wagons and Battle Wagons, focused on actually shooting rather than a transport with guns. I'm thinking something like a Looted Tank (as opposed to Wagon) that has some cool weapon options (Looted Predator with Twin-Linked Zzap guns, sponson Big Shootas?)

- Options are always cool and there's a lot of opportunity to give a bunch of units some cool things. Sniper Grots with long-range guns? That fits their character of loving to shoot at things without getting too close.

What would you like to see?
   
Made in us
Regular Dakkanaut




zverofaust wrote:
IMHO the Ork 'dex is possibly the most out of date Codex of all the "major" races with the possible exception of Tau, but are they really a major race?

As I Tau player, I take offence to the second half of this statement.

But the Orks are the best off of all of the 4th edition Codexs. All they need is some rules updates to deal with the way that basic rules have changes (like not being able to Assault after Running). Kommandos not being able to Assault after coming onto the board, ESPECIALLY if they come in behind enemy lines, is brutal.

But between having one of the strongest Flyers, and really strong HQs the Orks are doing pretty good.
   
Made in ca
Shas'ui with Bonding Knife





Quicksearch of forums afore duh postering for plx. I know you guys are new you-sirs, so it's no big deal, but there's an identical thread (DOWN TO THE NAAAAME)

Pit your chainsword against my chainsw- wait that's Heresy. 
   
Made in gb
Longtime Dakkanaut






Sheffield / Oxford

Linky linky: http://www.dakkadakka.com/dakkaforum/posts/list/476322.page But anyway, in before the lock.

zverofaust wrote:
IMHO the Ork 'dex is possibly the most out of date Codex of all the "major" races with the possible exception of Tau

As an Ork player, I definately do not agree with this statement. Yes, Tau are definately more out of date, as are Eldar. Heck, Orks are still plenty more viable than some of the newer codecies, such as Tyranids. They're still out and kicking on the tournament scene.

Also, with the Flash Gitz, why would you want to give them a Power Klaw even if it was an option? That's going to be 25pts down the pan straight off, although I disagree about the points cost.

-Tom Leighton
- Ireland ETC - Eldar - 2016

-Former 17 year old intro welcomer for dank post count. Pls forgive me <3 
   
Made in us
Anointed Dark Priest of Chaos






Make slugga boyz desirable: make me have to think about if I want slugga boyz or shoota boyz, or make each each viable/desirable in some builds.

Give orks a proppa battle tanks that can represent looted Russ tanks and/or orky designs.

Add the squiggoth to the codex (and give us a plastic kit).

Plastic Mega nobz kit.






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Made in us
Pyro Pilot of a Triach Stalker




New York

http://www.dakkadakka.com/dakkaforum/posts/list/476322.page#4779646
   
Made in us
Gore-Soaked Lunatic Witchhunter







If I played Orks, I would definitely like a flakkatrakk crewed by Grots and more Grot-served guns in general to make the Shooting phase less of a joke, but I don't play Orks, so I may just be talking out of my ass here.

Balanced Game: Noun. A game in which all options and choices are worth using.
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Made in ca
Roarin' Runtherd





Toronto

As an Ork player since the 2nd edition, who has been completely out of the loop for three years due to work (is this codex out by now? lol) I know what is missing from the Ork rules ever since third edition...

Clans.

It's completely ridiculous that Space Marines, Eldar, IG, and any incarnation of an old school race has many options for customizing their army on a large scale. Chapters, Craftworlds, Devotion to particular gods, Regiments, etc... Orks used to have an equivalent, which was clans. Orks are the most populous race in the galaxy, and at least when I left 40k back in 4th edition, they were a very popular race among hobbyists (at least in the GTA) So I don't understand what justification GW has for this injustice.

Given that the only plastic models in 2nd edition were Goff boys, it was kind of silly to create an army of anything else, but the option was at least there on paper for anybody who was tenacious enough. Granted, the 3rd and 4th edition codices are flexible enough that you can roughly represent a clan with unit selection, but where's the fun in that? If you're going to paint an entire army one colour, it would be nice to see a return on that investment in the form of even token army composition adjustments. And to be safe, why not even make the changes detrimental? If the give is larger than the take, people will still be happy with that if that's the direction they want to go.

Examples:

Goff
Can add +1 Strength to a single Boyz mob at the cost of x points per model
Must be lead by a Warboss
Cannot field the following: Kommandos, Looted Wagon

Bad Moons
Can add More Dakka, Shootier, or Blastas to a single Boyz mob at the cost of x points per model
Boyz mobs MUST replace slugga/Choppas with shootas

Evil Sunz
May field a single fast attack choice as a troop choice
May only field 2 heavy support choices


It's pretty neglectful to not include at least variations on one of the biggest races of the galaxy when over the years I've been entire Space Marine chapters or imperial factions with their own books come and go over the years.




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Made in kr
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

i say rework Flash Gitz so they can actually do something (theyre suppose to be ranged ouchyness but theyre still as crappy at it as boys).

New unit wise, i wish we had a Monstrous Creature type model, maybe a Squiggoth type. Transport or not, dont really care, but maybe give it the Deffrolla capability instead of a transport? T7 3wounds with typical ork big shoota mounted on top being used by the "rider"

This message was edited 1 time. Last update was at 2012/12/20 11:22:14


An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in gb
Mutated Chosen Chaos Marine





*bursts though room with axe* HEEEAAARRRS JHONNY!!!

Mega-Dredds... I want mega dredds and squiggoths ...

Night Lords (40k): 3500pts
Klan Zaw Klan: 4000pts

 Grey Templar wrote:

Orks don't hate, they just love. Love to fight everyone.


Whatever you use.. It's Cheesy, broken and OP  
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

meh the whole grenade rule bs makes me not want walkers at all. Even if theyre AV14 all around im not sure if i'd want it unless im facing orks lol

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in gb
Nasty Nob






Speaking of grenades; I'd like stikkbombs to be either free or worth taking rather than simply a points sink. I love the look of them and you get loads with all the kits, but I'd never actually pay a point per model for them.

   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Make'm an additional melee attack but if you roll a 1 (additional dice) they explode dealing the usual damage.

I'd take that risk lol. 1pt per model, additional melee attack, walkerbustin capability, and lulzyness.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Mutilatin' Mad Dok





Medford Oregon

1. Have a warboss at 20 points, Every ork weapon and special rule available to purchase for additional points to custom your own warboss with name.

2. Killa Kans should be Elite

3. Boss that can make kans a troop

4. Tons of new weapons for Deff Dread

5. Reduce Cost of Tank Busters AND Redo Flash Gits entirely so that they are a ton cheaper and more powerful.

6. Nob Bikers need new gear and slightly cheaper to make up for the 6th edition nerf on them

7. At least 3 new HQ choices

8. Looted Wagons Fixed to not have don't press dat and MUCH better weapon options AND most of all.....ARMOR. They need to be a 13/13/10

9.Reduce cost of meganobs AND give them more then 3 gun options

10. ORK BOY SQUADS NEEDS FLAMERS.....also give up to 5 of the boys in a 30 man squad the ability to take special weapons. So you can have 5 rokkit launchas, flamers or big shootas and TWO Boy nobs for every 10 boys.

   
Made in us
Longtime Dakkanaut






Bay Area

Cost reduction of an Ork Boy to match point cost of a single cultist or guardsman would be nice. That way my green tide will never be outnumbered by IG or CSM. Also, increasing model cap per squad would be nice.

Better flyers will also help. Supa Shoota can only glance AV12 and that's rolling 6's on top of BS2 TL. Not sure what Dakkajets will do against AV13 flyers.

More special IC that provides army wide buffs or makes other units scoring. I for one would like a character that makes all Nobz scoring rather than 1:1 per Warboss. Also, a support Mekboy that had equal or higher LD than a Warboss would be nice. Otherwise, Warboss will always be the Warlord.

Make flamers an option for Ork Boyz. They have a lot of utility being used either as power weapon or flamer. Ork Boyz squads seldom upgrade to Big Shoota or Rokkits because of their dismal BS. A flamer doesn't rely on BS and has more utility in assault, which Orks are generally better at.

Warboss becomes fearless. The mob rule is nice, but it doesn't work well when the Warboss joins a small units such as Nobz. Perhaps making the Mob Rule count wounds in a squad and not models will be more befitting.

Make Waaagh turn all Ork units (not gretchin) fearless until the next turn. This will be great for rallying Ork Boyz that are falling back and fits the fluff.

   
Made in us
Stealthy Grot Snipa






New England

-Old Choppas back
-Skarboys back
-Old looted vehicles back
-Snikrot, Badrukk, Zagstruck become HQ units that allow one or all of their respective units as troops.
-Add rules for Gretchin HQ
-Lootas get Eavy armour =heavy support
-Flashgitz=Elite

   
Made in us
Longtime Dakkanaut






Bay Area

I sort of like leaving Lootas Elite. It allows me to field cheap Big Gunz with kannons, which are great support units.

   
Made in us
Battleship Captain






Hey so I know this is a wish thread, but I am working on a home brew codex, if I get more reviews I will complete and PDF it, but I need play testers. Anyways here is the link http://www.dakkadakka.com/dakkaforum/posts/list/504026.page . Also it has many of the wishes already stated.
   
Made in us
Longtime Dakkanaut



Beaver Dam, WI

Flashgits... Remove the options and auto-include. They are still 25 points and giving the S6 and ROF 2 just makes the palatable with heavy armor. Change the target squig to make them Twin-linked now we are at least talking 50/50 chance to hit. Make the D6-1/Gets Hot an option that can be chosen at the beginning of the game at no cost.
A battlewagon or trukk as a transport. Perhaps flashgits as troops with a Big Mek.

Skarboys would be awesome... S4 orks are good to go as a troop choice. Perhaps combined with eavy Armor and 10 points each. Maybe unlock them with a Goff named character. Remove the 1 eavy Armor from regular orks... Either they have skarboyz or they are standard orks.

Perhaps give orks +1 S with choppas and +3 S with big choppas.

Tankbustas - 10 points each. They might actually get played.

The ork flyers are fine as AV12 is and should be the max of any flyer... A dakkajet hitting 50% of the time will still almost average 1 glance on an AV 12 flyer and they are -for flyers- relatively cheap.

Allow trukks as an option for tankbustas and burna boys.

Sadly, I think 6th Ed has made Kommandoes virtually worthless. Perhaps leave them as infiltrators and reduce their cost. They make have a use as a diversion force for a green tide... Make them cost 8 and remove the overcosting on the burnas.

Make the looted wagons back into a 1-3 option. They can be taken as alternative transports or for some heavy firepower.




2000
2000
WIP
3000
8000 
   
Made in us
Noise Marine Terminator with Sonic Blaster





Lincolnton, N.C.

Allow Orks to loot any other armies vechile for that codexes points cost and allow ork vechile upgrades to be used on them. Cause an 'Orkalith' would be awesome.

Let Warbosses have burnas for PW option, as well as other power weapons, Choppas army wide so nothign in CCW could claim better the +4 save, just like old times.

A closed top assault vechile

Clan rules

The Red Orktober.

My beloved 40K armies:
Children of Stirba
Order of Saint Pan Thera


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Made in si
Foxy Wildborne







My wish is that people doing wishlists would keep them realistic. Makes for a much better read.

Wishing for new weapon options or similar WYSIWYG-dependent changes on units that already have modern plastic kits is completely pointless.

The old meta is dead and the new meta struggles to be born. Now is the time of munchkins. 
   
Made in no
Battlefortress Driver with Krusha Wheel




Norway (Oslo)

Likesaid, Flash gitz as ellite choise make battlewagon/trukk avaible for transport, Badrukk as a HQ with one more wound, and taking flash gitz as troop choise

Warboss mega armor more options for weapons than
TL shoota.

Lower P cost for kommandos special weapons. (outflanking isnt as good it used to be)

A monsterous creature! like a big squig or squiggoth without turning to forgeworld :3

Fixxing of Old zoggy (his bs)

Waagh like a bawz

-
Kaptin Goldteef's waagh! 16250 points 45/18/3 (W/L/D) 7th Ed

6250 points 9/3/1 (W/L/D) sixth-ed
Dark elves: 2350points 3/0/0 (W/L/D)
3400 points 19/6/0 (W/L/D) 8' armybook
Wood Elves 2600 points, 6/4/0 (W/L/D)

 
   
Made in us
Nasty Nob




Cary, NC

Given that the models for it include them, give Kommandos Tank-busta bombs.

Come up with some way that ork weirdboyz generate Warp Points through the orks around them, rather than personally, to emphasize the different nature of ork psykers.

Make orks a little more dangerous on the charge. The old Furious Charge rules let them go simultaneously with IG, so that they didn't take casualties before they even got to attack.

Some level of AP for Choppas and Big Choppas. Even AP6 for Choppas and AP 5 for Big Choppas.

Make calling down the Waaagh! less predictable, but more powerful. Other than some masterful Ork Warlord like Ghaz, I don't see any Warboss being able to generate one on command. If the Waaagh! might pop up before you wanted it, or later than you had hoped, it could be made more important in game terms. Still allow the Warboss some level of control (make it more likely to arise if he's trying to drum one up, and less likely if he's clobbering heads to keep it down).

Restore the old Bombing run chart to the Blitza Bomma. A dive directly onto an enemy unit should be way more damaging than just getting shot down and crashing. If we lose a unit using that unit, it needs to be a better option than just getting shot down. Also, upgrade the bombs of the Blitza bomma. Those bombs are huge, and it's ridiculous that they just use the small template.

Reintroduce the medi-squig pack into Mega Armor. This used to give Meganobs the rough equivalent of a 4+ FNP. It doesn't have to be 4+, but mega-armor should be roughly as protective as Terminator armor, especially since it has some disadvantages that Terminator armor lacks.

Improve Flash Gits in some way, as Heavy Support Nobs should just be better than this. Do an entire unit of models for them, basing their look on the Freebooters.

Extend the Ramshackle rules to all ork ground Vehicles (well, not walkers). Their buggies and battlewagons are just as ramshackle looking as the trukks, but never kareen off and wreck?

Reintroduce Nazdreg and Zogrodd. I don't like the idea of moving the other special characters to HQ, as I don't think that they should compete with those choices, nor do I think that, for instance, Zagstrukk or Snikkrot would be in command of an entire force.

Fix the rules for ork psychics so that nobody gets the whammy of BS 0 and useless psychic shooting powers.

Even if we can't get a plastic squiggoth, put in some rules for Feral Orks (or Wildboyz), and cut a 40K sprue using the new boars for Ork Boar riders. Please? Maybe give the option for Feral Orks who have Move through Cover (or some other 'primitive hunters benefits'), but don't have the option to take special weapons, stikk bombs, or Power Klaws (those new-fangled things).

I don't see the need for special rules for all the Klans, but talk about how your rules can be used to make Klan-Specific armies. For instance, if you include some sort of Feral Orks, explain that you can make a 'Snakebite' army clan by taking lots of Feral Ork Boyz, Ork Boarboyz, and limiting or eliminating things like Dreads and Killa Kans from your army, while you can make an Evil Suns army by taking loads of fast attack, and no troops without transports, and mounting heavy weapons on things like Looted Wagons and Battlewagons, rather than artillery. Make sure that the rules actually back this up, so that it is possible to do a Klan army without crippling yourself.


Ridiculous Suggestion Ahead!
Spoiler:

To represent the obstinate Ork character, and to mitigate the detrimental effects that their low initiative has on them in melee, specify that unless wounded by Instant Death or armor-bypassing weapons, Ork models are not removed when wounded, but at the end of their own initiative number. While this would be a bit of a headache (I suppose you could lie down models which were killed, but still got to attack, and remove those killed 'decisively'), it would keep Power Klaws as fairly attractive, and it would really capture the fluff where orks with fatal injuries still had the stamina to strike back at their opponents before perishing. It would also go a good ways towards mitigating the horrible effects of overwatch fire on slugga boys, as they might get shot down, but still be able to swamp their opponents before perishing.

 
   
Made in no
Battlefortress Driver with Krusha Wheel




Norway (Oslo)

Da Butcha wrote:
Given that the models for it include them, give Kommandos Tank-busta bombs.

Come up with some way that ork weirdboyz generate Warp Points through the orks around them, rather than personally, to emphasize the different nature of ork psykers.

Make orks a little more dangerous on the charge. The old Furious Charge rules let them go simultaneously with IG, so that they didn't take casualties before they even got to attack.

Some level of AP for Choppas and Big Choppas. Even AP6 for Choppas and AP 5 for Big Choppas.

Make calling down the Waaagh! less predictable, but more powerful. Other than some masterful Ork Warlord like Ghaz, I don't see any Warboss being able to generate one on command. If the Waaagh! might pop up before you wanted it, or later than you had hoped, it could be made more important in game terms. Still allow the Warboss some level of control (make it more likely to arise if he's trying to drum one up, and less likely if he's clobbering heads to keep it down).

Restore the old Bombing run chart to the Blitza Bomma. A dive directly onto an enemy unit should be way more damaging than just getting shot down and crashing. If we lose a unit using that unit, it needs to be a better option than just getting shot down. Also, upgrade the bombs of the Blitza bomma. Those bombs are huge, and it's ridiculous that they just use the small template.

Reintroduce the medi-squig pack into Mega Armor. This used to give Meganobs the rough equivalent of a 4+ FNP. It doesn't have to be 4+, but mega-armor should be roughly as protective as Terminator armor, especially since it has some disadvantages that Terminator armor lacks.

Improve Flash Gits in some way, as Heavy Support Nobs should just be better than this. Do an entire unit of models for them, basing their look on the Freebooters.

Extend the Ramshackle rules to all ork ground Vehicles (well, not walkers). Their buggies and battlewagons are just as ramshackle looking as the trukks, but never kareen off and wreck?

Reintroduce Nazdreg and Zogrodd. I don't like the idea of moving the other special characters to HQ, as I don't think that they should compete with those choices, nor do I think that, for instance, Zagstrukk or Snikkrot would be in command of an entire force.

Fix the rules for ork psychics so that nobody gets the whammy of BS 0 and useless psychic shooting powers.

Even if we can't get a plastic squiggoth, put in some rules for Feral Orks (or Wildboyz), and cut a 40K sprue using the new boars for Ork Boar riders. Please? Maybe give the option for Feral Orks who have Move through Cover (or some other 'primitive hunters benefits'), but don't have the option to take special weapons, stikk bombs, or Power Klaws (those new-fangled things).

I don't see the need for special rules for all the Klans, but talk about how your rules can be used to make Klan-Specific armies. For instance, if you include some sort of Feral Orks, explain that you can make a 'Snakebite' army clan by taking lots of Feral Ork Boyz, Ork Boarboyz, and limiting or eliminating things like Dreads and Killa Kans from your army, while you can make an Evil Suns army by taking loads of fast attack, and no troops without transports, and mounting heavy weapons on things like Looted Wagons and Battlewagons, rather than artillery. Make sure that the rules actually back this up, so that it is possible to do a Klan army without crippling yourself.


Ridiculous Suggestion Ahead!
Spoiler:

To represent the obstinate Ork character, and to mitigate the detrimental effects that their low initiative has on them in melee, specify that unless wounded by Instant Death or armor-bypassing weapons, Ork models are not removed when wounded, but at the end of their own initiative number. While this would be a bit of a headache (I suppose you could lie down models which were killed, but still got to attack, and remove those killed 'decisively'), it would keep Power Klaws as fairly attractive, and it would really capture the fluff where orks with fatal injuries still had the stamina to strike back at their opponents before perishing. It would also go a good ways towards mitigating the horrible effects of overwatch fire on slugga boys, as they might get shot down, but still be able to swamp their opponents before perishing.



I like your last ¨silly¨suggestion as it sounds rather fluffy, but to make it more game balanced how about something like +1 one to hit as in you needed a 4 to hit, now you need a five. cuz he's about to die :3

Waagh like a bawz

-
Kaptin Goldteef's waagh! 16250 points 45/18/3 (W/L/D) 7th Ed

6250 points 9/3/1 (W/L/D) sixth-ed
Dark elves: 2350points 3/0/0 (W/L/D)
3400 points 19/6/0 (W/L/D) 8' armybook
Wood Elves 2600 points, 6/4/0 (W/L/D)

 
   
Made in si
Foxy Wildborne







Da Butcha wrote:

To represent the obstinate Ork character, and to mitigate the detrimental effects that their low initiative has on them in melee, specify that unless wounded by Instant Death or armor-bypassing weapons, Ork models are not removed when wounded, but at the end of their own initiative number. While this would be a bit of a headache (I suppose you could lie down models which were killed, but still got to attack, and remove those killed 'decisively'), it would keep Power Klaws as fairly attractive, and it would really capture the fluff where orks with fatal injuries still had the stamina to strike back at their opponents before perishing. It would also go a good ways towards mitigating the horrible effects of overwatch fire on slugga boys, as they might get shot down, but still be able to swamp their opponents before perishing.


Not as ridiculous as you think, Tyranids used to have this exact mechanic as a psychic power.

The old meta is dead and the new meta struggles to be born. Now is the time of munchkins. 
   
Made in gb
Masculine Male Wych





Norwich, England

How about Wild Boyz that have a few close combat weapon choices like choppers, big choppers, spears etc and they are lead by an instruktor who could be a Nob who has access to a power klaw, stick bombz or other options.
This could work a bit like the runtheard with gretchins.
Move through cover would be a good rule for that unit.
Boar boyz with cyber boarz (if SW can have cyber wolves then why not?)

I don't know what the original rules for madboyz were, but perhaps these could be troops if you have a weirdboy as HQ, and given GW's fondness for random tables, I'm sure a good one could be made for madboyz!

Burners in boys mobs would be great.

Dedicated transports for most if not all squads.

I too would like to see rules for clans. Different clans have access to different gear/units

As mentioned, squiggoth or equivalent.

Give tankbusters the tank hunter rule and make it so they don't have to shoot at tanks.

Maybe give hammer of wrath rule army wide during Waaghh!

My You Tube Channel - Shredder - Gaming For Science
Dark Eldar
Necromunda Orlock gang
Chaos
Tomb Kings
Why iz Orks green an' stupid? Coz if they were pink an' stupid they'd be Humies!  
   
Made in us
Resentful Grot With a Plan





My wishlist

Killa Kans 3 hullpoints and you can take 1-5, deffdreads 4.
- this would make me feel that kanwall would be playable again, heavy weapons will still kill them, the fact that they are walking piles of this and that is refelcted by extra hull points.

Bikes points cost adjusted - now that bikes have jink, they are overcosted.

an AV 12 flier, like a giant helicopter that can zoom; let stormboyz zagstrukk out of it, other people can deep strike out of it and take d3 armor saves.

Give stormboyz the ability to assault fliers because they are that freaking awesome. (or all jumppack troops, oversight imo).

Make stikkbombs krak grenades (since they are named after tar bombs that were supposed to blow up tanks)

Make Weirdboys buyable in multiples for hq slots (like 1-3 similar to commisars)

old rule where if a broken squad runs into another ork mob they mob up.

Big choppa AP 3, or give nobs a burna option

Have waaagh give an initiative bonus if the boyz charge that turn, if they don't charge they can run 2d6. (not useable with weirdboy waaaghs)

Grot save where if you fail a save and there is a grot within 2" you can LOS with the grot. I figure orks would push each other into the line of fire for a lookout boss roll.

Grot tanks-

1 more troop option, remove ardboyz 0-1 limit.

HQ's make changes to Force chart-
Mekboss gives everyone trukk dedicated transport/walkers count as troops -if you take more than 2 of this type regular boyz become the type they swapped with.
WarBoss makes 1 elite/heavy infantry type count as troops.
Painboss- bring him from deadbash, cybork for 1 unit

The HQ one would have to be balanced more carefully

The thing thing about any discussion concerning why orks did something usually ends with because they are orks, and noone seems to argue, or offer further questioning.
 
   
Made in nz
Disguised Speculo





Something that makes Slugga boyz a viable alternative to Shoota boyz. For that, I suggest;

-Burnas and Big Choppas as options for boys mobz.

-Something that distinguishes the Choppa from other generic CCW. To give a suggestion not already mentioned, to-hit rolls of 6 become AP 3 power weapon hits or reduce target armour save to 4+ like the old Choppa. Give the big choppa the same or better ability.

Something that represents insane Ork toughness, such as that previously mentioned 'don't die until their INT phase' rule - though I'd recommend a toned down version of that - or army-wide FNP, or a 'we'll be back' rule like the Necrons.

Clan rules. Should choose one clan to apply to the whole army and also the option to assign other clans to other units, ie, make this unit of slugga boyz Goffs and that unit of Biker Nobz Evil Sunz, to get certain special rules. Orks of differing clans have One Eye Open type rules like desperate allies. Orks of a different clan to da boss suffer a penalty or miss out on a bonus that Orks of the same clan recieve. Perhaps can select only as many clans as you have Warbosses in the army, which each boss being a different clan leader.

Randomized WAAAGH as previously mentioned is a bloody good idea.

Flash Gitz need to not suck. As every single snazzgun is different, need a greater variety of special upgrades or more randomized effects. Twin linked as an option, better range as an option. Possibly replace the unit with Freebootas which allow you to take things like power klaws which are just unfluffy to keep out of the unit.

Painboyz for MANz. Because doesn't make sense otherwise. Mega-boostas and other glitchy gadjets for them

Weirdboy powers scaling according to proximity of other Orks, as per the rumours.

Weirdboyz weakened but are now a 0-1 elites choice of 1-3 characters that must be assigned to other mobz (perhaps can be given bikes if needed). Warphead is new psyker HQ, more powerful than Weirdboyz, allows Weirdboyz to be taken as a troops choice.

Grot minders upgrade that allow you to re-roll / negate weirdboy powers for the turn at the cost of inflicting a strength 2 hit on the Weirdboy.

Weirdboy powers and the WAAAGH scale up the more fightin' occurs. Collect tokens similar to pain tokens for Dark Eldar for the mobz Weirdboyz are attached to, or keep track of killed models, wiped out squads, or whatever if it's modifying the strength of the WAAAGH.

fething Zogwart BS 0 shenanigans need to stop

Mekboyz as a 0-1 elites choice of 1-3 characters that must be assigned to squads. Allowed worse versions of Big Mek gear and able to repair stuff.

'ard boyz no longer 0-1, but instead slow down the users somehow if worn by Boyz because they're incredibly heavy slabs of metal plate carried by dudes who are frankly strength 3.
   
Made in gb
Lone Wolf Sentinel Pilot





Nottinghamshire, UK

Bring back Mobbing Up - Orkiest rule to ever be dropped.

Let Burnaboyz take a trukk.

Add Squig Herds as a new unit (it's just that I'm 100% in favour of any means to get more Squigs on the table).

Now that Furious Charge has lost its Initiative bonus, introduce a special ork version of the rule. Orks are supposed to be close combat powerhouses, and I just do not buy the idea that Orks are going to charge Guardsmen and then abruptly lose all momentum and stand around waiting to be hit.


Driven away from WH40K by rules bloat and the expense of keeping up, now interested in smaller model count games and anything with nifty mechanics. 
   
Made in gb
Mutated Chosen Chaos Marine





*bursts though room with axe* HEEEAAARRRS JHONNY!!!

Also an equivalent to a Grot doom diver (because hurling Gretchin at flyers would be hilarious ).

Night Lords (40k): 3500pts
Klan Zaw Klan: 4000pts

 Grey Templar wrote:

Orks don't hate, they just love. Love to fight everyone.


Whatever you use.. It's Cheesy, broken and OP  
   
 
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