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![[Post New]](/s/i/i.gif) 2013/04/18 12:25:01
Subject: New Ork Codex
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Longtime Dakkanaut
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Make trukk's 11/11/11, so they are flimsy, but not so flimsy that bolters can take them out. They look flimsy, but not as flimsy as say, a dark eldar vehicle.
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![[Post New]](/s/i/i.gif) 2013/04/19 03:53:05
Subject: New Ork Codex
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Smokin' Skorcha Driver
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Evileyes wrote:Make trukk's 11/11/11, so they are flimsy, but not so flimsy that bolters can take them out. They look flimsy, but not as flimsy as say, a dark eldar vehicle.
I agree with this, one problem with playing orks would be you have to decide between a competitive list and one for orky goodness. One example is the SAG too risky for competitive lists so fun in a fun game (I have lost an entire squad of lootas on a snake eye roll)
Loosing open topped on some vehicles is a must (looted wagon)
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![[Post New]](/s/i/i.gif) 2013/04/19 09:29:02
Subject: New Ork Codex
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Mutated Chosen Chaos Marine
*bursts though room with axe* HEEEAAARRRS JHONNY!!!
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I think Killa Kanz should get a 5+ Inv (such as the rule for the ork units in IA: Apocalypse) and Deff Dredds should get a 5+ Inv and It will not die. I think that would be worthwhile for walkers to come back.
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This message was edited 2 times. Last update was at 2013/04/19 09:30:09
Night Lords (40k): 3500pts
Klan Zaw Klan: 4000pts
Whatever you use.. It's Cheesy, broken and OP |
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![[Post New]](/s/i/i.gif) 2013/04/19 10:01:46
Subject: New Ork Codex
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Foolproof Falcon Pilot
Livingston, United Kingdom
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I'd definitely like to be able to play Orks the way that I want to: in melee. Shooting isn't why I got into Orks, let us be honest, and recently I've found myself unable to win any combats with Orks due to the combination of overwatch and challenges neutering the main potential. Something grotesque needs to happen for this though, since 40k 6th is all about shooting, so I doubt that it'll happen.
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![[Post New]](/s/i/i.gif) 2013/04/20 05:44:25
Subject: New Ork Codex
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Smokin' Skorcha Driver
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Charles Rampant wrote:I'd definitely like to be able to play Orks the way that I want to: in melee. Shooting isn't why I got into Orks, let us be honest, and recently I've found myself unable to win any combats with Orks due to the combination of overwatch and challenges neutering the main potential. Something grotesque needs to happen for this though, since 40k 6th is all about shooting, so I doubt that it'll happen.
I agree, orks is made for fightin! not shootin, I like the idea of "It will not die" for walkers and a 5+ inv
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![[Post New]](/s/i/i.gif) 2013/04/22 07:47:58
Subject: New Ork Codex
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Charles Rampant wrote:I'd definitely like to be able to play Orks the way that I want to: in melee. Shooting isn't why I got into Orks, let us be honest, and recently I've found myself unable to win any combats with Orks due to the combination of overwatch and challenges neutering the main potential. Something grotesque needs to happen for this though, since 40k 6th is all about shooting, so I doubt that it'll happen.
I third this. If I go shooty orks, I have no problem winning games, but as soon as I make any attempt at actually charging the enemy lines, I'm fighting a very steep uphill battle, and losing a lot more often than not. Because of this, my orks have been gathering a lot of dust in the last months, I didn't pick them up to play stand and shoot with them.
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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 actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
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. |
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![[Post New]](/s/i/i.gif) 2013/04/22 12:15:01
Subject: New Ork Codex
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Big Mek in Kustom Dragster with Soopa-Gun
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Charles Rampant wrote:I'd definitely like to be able to play Orks the way that I want to: in melee. Shooting isn't why I got into Orks, let us be honest, and recently I've found myself unable to win any combats with Orks due to the combination of overwatch and challenges neutering the main potential. Something grotesque needs to happen for this though, since 40k 6th is all about shooting, so I doubt that it'll happen.
And i 4th this.
Maybe they need to give all orks FNP on overwatch to lessen the odds of the overwatch totally screwing us over (but not by negating the rule all together) as well as give us something to prevent challenges unless we want it.
Yes, orks like to prove themselves so technically being able to avoid a challenge is unfluffy. How bout this for fluffy reasons to ignore a challenge?
"Orks like to prove themselves in the heat of battle. Challenging a single foe out and winning is indeed a feat to be proud of, but single-handedly killing a whole unit is an even greater feat. However some models the Orks deem worthy of a one on one battle, such as HQs or MCs. An Ork cannot deny a challenge from these units."
This would prevent any random characters from challenging them out by saying they are squishy and unworthy of the orks personal attention, but still holding "da big'unz" as a worthy foe. Basically means unless theres an MC involved or an HQ, our nob will always get his klaw off. FEAR US TERMIES!!!
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2013/04/22 14:01:32
Subject: New Ork Codex
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Bloodthirsty Chaos Knight
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Vineheart01 wrote: Charles Rampant wrote:I'd definitely like to be able to play Orks the way that I want to: in melee. Shooting isn't why I got into Orks, let us be honest, and recently I've found myself unable to win any combats with Orks due to the combination of overwatch and challenges neutering the main potential. Something grotesque needs to happen for this though, since 40k 6th is all about shooting, so I doubt that it'll happen.
And i 4th this.
Maybe they need to give all orks FNP on overwatch to lessen the odds of the overwatch totally screwing us over (but not by negating the rule all together) as well as give us something to prevent challenges unless we want it.
Yes, orks like to prove themselves so technically being able to avoid a challenge is unfluffy. How bout this for fluffy reasons to ignore a challenge?
"Orks like to prove themselves in the heat of battle. Challenging a single foe out and winning is indeed a feat to be proud of, but single-handedly killing a whole unit is an even greater feat. However some models the Orks deem worthy of a one on one battle, such as HQs or MCs. An Ork cannot deny a challenge from these units."
This would prevent any random characters from challenging them out by saying they are squishy and unworthy of the orks personal attention, but still holding "da big'unz" as a worthy foe. Basically means unless theres an MC involved or an HQ, our nob will always get his klaw off. FEAR US TERMIES!!!
That's interesting; HQ choices would probably be changed to independent characters though. Obviously, most Independent characters are still going to eat a Nob, but rather that Destroyer Lord eat him than eat the boyz.
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Space Wolves: 3770
Orks: 3000
Chaos Daemons: 1750
Warriors of Chaos: 2000
My avatar |
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![[Post New]](/s/i/i.gif) 2013/04/22 14:03:11
Subject: Re:New Ork Codex
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Dusty Skeleton
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I think what I'd really like to see is Looted wagons should be given more options for customisation, such as the ability to buy higher AV values. After all, a looted wagons could be anything, from a Tau devilfish to a tough as nails Leman Russ battletank. So it's annoying they all have a universal AV of front armour 11, which is lets face it, pathetic when it houses a 70 point boomgun, plus you need to purchase ardcase and extra armour so it can fire if it gets a crew stunned result.
Failing that just Give them front armour AV12 for a happy medium between trucks which are made of cardboard and battlewagons which are tough but expensive.
Also perhaps more reliable anti-armour. The zzzap guns are too random in strength, rokkits are ok but suffer from terrible BS so you only tend to get 1 hit which needs a 5-6 for a penetration, and tankhunters are also a bit random and subject to riding around in a paper mache trukk which takes target priority. And most other weapons are just too weak to inflict any damage or suffer gets hot.
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![[Post New]](/s/i/i.gif) 2013/04/27 14:58:54
Subject: Re:New Ork Codex
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Smokin' Skorcha Driver
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Jingles wrote:I think what I'd really like to see is Looted wagons should be given more options for customisation, such as the ability to buy higher AV values. After all, a looted wagons could be anything, from a Tau devilfish to a tough as nails Leman Russ battletank. So it's annoying they all have a universal AV of front armour 11, which is lets face it, pathetic when it houses a 70 point boomgun, plus you need to purchase ardcase and extra armour so it can fire if it gets a crew stunned result.
Failing that just Give them front armour AV12 for a happy medium between trucks which are made of cardboard and battlewagons which are tough but expensive.
Also perhaps more reliable anti-armour. The zzzap guns are too random in strength, rokkits are ok but suffer from terrible BS so you only tend to get 1 hit which needs a 5-6 for a penetration, and tankhunters are also a bit random and subject to riding around in a paper mache trukk which takes target priority. And most other weapons are just too weak to inflict any damage or suffer gets hot.
Agreed, even TL rokkits miss or when they do hit they do not pen. My main tank killer is still the PK however I’m so lucky to always roll a vehicle explodes roll killing half my trukk boyz (happened the last 3 times I used a pk to kill a vehicle)  Looted wagons should have the same options of a BW or maybe even have the weapons of the tank in question with bs 2 and some fun rule like don’t press dat where the gun back fires, or targets a friendly unit or some other orky fun
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![[Post New]](/s/i/i.gif) 2013/04/27 18:04:54
Subject: New Ork Codex
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Nasty Nob
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rollawaythestone wrote:Can't see anti-challenge rules happening for Orks. They are supposed to be over-the-top wanting to prove their strength - the definition of wanting to challenge!
Boys probably don't need to change, rather, other things in the codex need to be made worthwhile in comparison.
What about, any challenge issued to an ork mob can be accepted by the character, and d6 other models who got over excited?
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ERJAK wrote:
The fluff is like ketchup and mustard on a burger. Yes it's desirable, yes it makes things better, but no it doesn't fundamentally change what you're eating and no you shouldn't just drown the whole meal in it.
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![[Post New]](/s/i/i.gif) 2013/04/27 19:51:49
Subject: New Ork Codex
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Waaagh! Warbiker
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Fix Ghazzy's waaagh. Keep Lootas the same, and Make a Non FW Megadread as an MC. I'd like to see more diverse guns for a mek outside of the SAG and KMB. Badrukk as an HQ would be nice. I dig the model, won't buy it because of weak rules. Add a squig unit outside of bomb squigs. Add a Leader kan option where a Killa Kan can have a KFF. Make a waaagh give furious charge, FNP, And rage for one turn.
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![[Post New]](/s/i/i.gif) 2013/04/27 20:10:23
Subject: Re:New Ork Codex
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Fixture of Dakka
Temple Prime
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One bored Mekboy invents the Ork melta. The Zappy deffguns from DOW 2 appear in game.
Flashgitz cost the same and start with all the upgrades they can get now, and can be upgraded to S7, AP D6-2 and Assault 3 for a pretty penny. Buff badrukk if needed.
Supa armor is introduced to give 3+ saves to certain units. Scrap armor is also introduced to give 5+ saves on the cheap.
Differing levels of Cyborkization is also introduced. Regular cybork gives 6++, 'Eavy gives 5++, Supa gives 4++ and Mega gives 3++.
Meganobz can take cybork as standard.
Twinlinked bigshootas become the standard gun for warbosses, Gazghkull gets a twinlinked Supashoota instead (it makes much more sense anyway)
Orky chainfists.
Chain choppas give AP values to ork melee.
Gazghkull gets Mega cybork armor and a likely price bump. On WAAAGHs he now has rampage, preferred enemy (Everything), hatred (everything!) and rage. And also said orky chainfist. Goodly price bump.
War Koptas are made part of the standard codex.
Looted wagons get a table and become very customizable, essentially becoming smaller battle wagons. .
Tank hunters for Tankbustaz.
Flakkadakka guns are now standard parts of the Codex.
Cheaper walkers.
Mega dreads are now standard.
The Boom gun replaces the Kill kannon on Battle wagons.
Trukk weapons are twinlinked by default.
Some kind of A-10 Warthog style ground attack aircraft is introduced. If basing it around a big gun makes it too similar to existing aircraft, rather have it be based on the SU-25 which uses a bigger but slower firing dual barelled autocannon and primarily achieves kills by rocket and thermobaric bomb spam rather than maverick missile+avenger spam.
Forgeworld Wartrakks are now standard.
Grot tanks are also standard.
Huge squiggoths are also standard and can be armored/cyborkified at a heavy cost.
Lootas get a bit of a price bump.
Weirdboyz get a better table for psychic powers.
More big gun types introduced.
Zzzap gun is fixed to not be so random as to be useless.
Waaagh! Now grants rage.
Stikk krak bomms are introduced.
Blitz Bommers are modified to actually do squat to vehicles.
Some adjustments are made to Burna bommaz so that they aren't crap next to Dakkajets.
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Midnightdeathblade wrote:Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
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![[Post New]](/s/i/i.gif) 2013/04/27 20:17:54
Subject: New Ork Codex
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Regular Dakkanaut
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Better initiative or some units like say Komandos or Storm Boyz with a good initiative.
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![[Post New]](/s/i/i.gif) 2013/04/28 18:49:35
Subject: New Ork Codex
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Waaagh! Warbiker
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More vehicles get ramshackle
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![[Post New]](/s/i/i.gif) 2013/04/28 19:05:26
Subject: New Ork Codex
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Boom! Leman Russ Commander
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zammerak wrote: I would like to see some kind of anti-challenge rule for my nobs, sick of them being killed by challenges  .
What do you all think?
I think your more yellow then you are green, refusing challenges what kind of Ork are you?
Packs of attack squigs would be cool, I'd like to see a few more characters as well as some new units
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![[Post New]](/s/i/i.gif) 2013/04/28 22:38:30
Subject: Re:New Ork Codex
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Dusty Skeleton
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zammerak wrote:
Agreed, even TL rokkits miss or when they do hit they do not pen. My main tank killer is still the PK however I’m so lucky to always roll a vehicle explodes roll killing half my trukk boyz (happened the last 3 times I used a pk to kill a vehicle)  Looted wagons should have the same options of a BW or maybe even have the weapons of the tank in question with bs 2 and some fun rule like don’t press dat where the gun back fires, or targets a friendly unit or some other orky fun
I agree powerclaws are the best Orky anti-tank weapon, particularly on a charge but it means diverting a whole mob to attack a vehicle wand wasting the rest of the mobs mass attack capabilities.
On another note I remember in the book "15 hours" about a Guardsman's short miserable life. The guard are constantly pestered by Gretchin Snipers, which is a feasible unit when you think about it. Grots are cowardly and sneaky little backstabbers. So Grot sniper units are a perfectly fluffy potential units, an their BS3 would make them fairly usable.
Not sure what a reasonable weapon would be though: S5 AP5 sniper weapon 1. With optional upgrade "Loudners" at 5 points a grot which increase the strength to 6 per gun?
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![[Post New]](/s/i/i.gif) 2013/04/29 08:06:20
Subject: New Ork Codex
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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I think, assuming the grot snipers would be adequately cheap, S4 would be enough. Pinning/Rending is already a nice combination and they can even glance/pen AV11 vehicles on sixes.
davou wrote:What about, any challenge issued to an ork mob can be accepted by the character, and d6 other models who got over excited?
Ultramarine Sgt: "In the name of the Emperor, I hereby challenge the leader of your band of filthy xenos to an honorable duel to the death!"
*gets clobbered by half a dozen orks*
Ultramarine: "... that wasn't honorable!"
Ork nob: "Oh yeah? Whatcha gonna do 'bout it?"
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This message was edited 2 times. Last update was at 2013/04/29 08:10:32
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 actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
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. |
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![[Post New]](/s/i/i.gif) 2013/04/29 10:10:21
Subject: New Ork Codex
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Twisting Tzeentch Horror
http://www.dakkadakka.com/dakkaforum/user/edit/40180.page
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To be honest, I would love to see more squigs in there, possibly a giant, uncontrollable squig MC. Apart from that, I wouldn't mind seeing another Troops choice, or maybe even Madboyz!
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This message was edited 1 time. Last update was at 2013/04/29 10:12:54
DS:90S+G++MB++I+Pw40k09#+D++A+/eWD344R++T(S)DM+
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![[Post New]](/s/i/i.gif) 2013/04/29 20:30:39
Subject: New Ork Codex
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Smokin' Skorcha Driver
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Grot snipers, yes lets do that. More troops choices would be great right now its just boyz (and grots but lets face it, they are un used). Giving a squad a burna boy (much like how squads can have Big Shootas or RL) would also be helpful.
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![[Post New]](/s/i/i.gif) 2013/04/30 05:58:50
Subject: Re:New Ork Codex
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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I think it would be awesome if orks worked like the GK does (continue reading, don't rage yet).
Grey Knights (as in the shiny beakies, not henchmen) all have access to all weaponry and upgrades, each unit just pays different amounts of points for them, and gets a different number of weapons.
So, we have burnaz, big shootaz, bazookas, deffgunz, tank hammers. Possible units:
Boyz: Get three weapons of their choice. Want to charge everything? Give them tank hammers. Want objective campers? Go deff gunz. Like the smell of napalm in the morning? Get some burnaz.
Mek mobs: Up to fifteen boyz, up to three of those may be meks with additional options. Every boy in the unit may take a special weapon. Basically this is what burnaz/lootaz are now, but you can now mix the unit however you see fit. Or give everyone a big shoota and show the world what dakka really means.
Nobz: As some fellow ork player once said: "If your nob wants your big shoota, you should give him your big shoota." Nobz should be allowed to pick any boy weapons in addition to their nob-only options, like PK, combi-weapons or the big choppa.
Deff dread: I want a deff dread with four deff gunz. Period.
Battlewagon: We can mount flamers on a rumbling piece of looted junk, but not on the very pinnacle of mek engineering outside of super-heavies?
Storm boyz: Two special weapons per unit should make them a bit more interesting than boyz falling out of the sky. Especially tank hammers and burnaz might be cool here.
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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 actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
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. |
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![[Post New]](/s/i/i.gif) 2013/04/30 13:00:42
Subject: New Ork Codex
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Big Mek in Kustom Dragster with Soopa-Gun
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dreamakuma wrote:More vehicles get ramshackle
YES! So so many times i wish my Battlewagons had ramshackle! 20 boyz EASILY reduces down to 12-13 or even less when it explodes since it sufferes S4 hits instead of S3, not to mention the chance of not exploding at all even if you rolled an explode.
Also Ramshackle should let you tankshock/ram things. Would be HILARIOUS to have a deffrolla battlewagon ramshackle right into a vehicle or two before exploding
Jidmah wrote:I think it would be awesome if orks worked like the GK does (continue reading, don't rage yet).
Grey Knights (as in the shiny beakies, not henchmen) all have access to all weaponry and upgrades, each unit just pays different amounts of points for them, and gets a different number of weapons.
So, we have burnaz, big shootaz, bazookas, deffgunz, tank hammers. Possible units:
Boyz: Get three weapons of their choice. Want to charge everything? Give them tank hammers. Want objective campers? Go deff gunz. Like the smell of napalm in the morning? Get some burnaz.
Mek mobs: Up to fifteen boyz, up to three of those may be meks with additional options. Every boy in the unit may take a special weapon. Basically this is what burnaz/lootaz are now, but you can now mix the unit however you see fit. Or give everyone a big shoota and show the world what dakka really means.
Nobz: As some fellow ork player once said: "If your nob wants your big shoota, you should give him your big shoota." Nobz should be allowed to pick any boy weapons in addition to their nob-only options, like PK, combi-weapons or the big choppa.
Deff dread: I want a deff dread with four deff gunz. Period.
Battlewagon: We can mount flamers on a rumbling piece of looted junk, but not on the very pinnacle of mek engineering outside of super-heavies?
Storm boyz: Two special weapons per unit should make them a bit more interesting than boyz falling out of the sky. Especially tank hammers and burnaz might be cool here.
I actually like this. I always did find it weird that orks had so many "specialized boyz" when they were the exact damn thing in all except 2 situations outside the gun they had (Stormboyz move faster and Kommandos have Move through Cover...which is pointless imo). It also annoying the crap out of me that Boyz and Nobz cant take flamers at all, and Nobz are solely limited to kombis.
Meganobz should also get more weapons to choose from. Being SNP(i.e. relentless with side effects) they should have access to other weapons that actually utilizes that. Deffguns or some new orky "heavy" weapon would be awesome. How bout: Boomstick - 30" Range, S6 AP3 Heavy 2. Aint got the strength to be broken, or the range, but good enough to put da hurtin on dem 'umies armor that we have so many issues with!
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2013/04/30 15:06:20
Subject: New Ork Codex
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Lieutenant Colonel
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yeah, i hate how even after the whole 3rd edition debacle where orks turned into a shooty army, and GW had to "fix" that so that orks were choppy again.
now full circle, we are shooty again
I am hoping that orks are the codex that brings back choppy
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![[Post New]](/s/i/i.gif) 2013/05/01 22:44:02
Subject: Re:New Ork Codex
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Fresh-Faced New User
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Most of these have been repeated, but these are things that I think would be sweet to see in the new codex:
-The 6+ FNP rumor (Orks are supposed to be tough!)
-Since they took away the +1 to Initiative for FC, maybe +1 Initiative for calling a WAAAGH!
-Re-work on Ghazzgul's Prophet of the WAAAGH!
-Nobz lowered in points (I like the 16 point idea to match the nob option for boyz)
-Trukks AV being raised to ATLEAST 11/11/10 (They aren't THAT flimsy!)
-Looted Wagons to have better AV (They are stolen vehicles; they could be looted Leman Russes for crying out loud)
-Maybe make the Trukk's Big Shoota TL?
-Ramshackle being given to ALL ork vehicles! (It'd be hilarious and would benefit the army as a whole)
-Painboy as a seperate HQ
-Tankbustas to have the Tank Hunter USR
-Something to make sluggas sound like a better option to take than shootas (Orks are supposed to be fighty, not shooty!)
-More options to take for units (Boyz squads with a few burnas/rockits muahaha)
-Big Mek's KFF to give 5+ Invulv saves instead of cover (If not, then maybe allow the option to take better KFF's that provide better cover saves?)
-Maybe an option to take better Cybork bodies (I'm sure it'd be a hefty points cost to get a 4+ Invulv instead of a 5+ but it'd still be a nice option)
-Ork Warlord Traits chart
-More variety in Psychic abilties for Weirdboy (Maybe a 2d6 chart instead of a d6, or different charts to choose from)
-Introduction of a monstrous creature (With 6th edition and everyone getting monstrous creatures, maybe the new codex could have squiggoths as heavy support?)
Maybe not all of it should be included (or maybe it should... >  ) But it would be nice to see some of these things in the new codex IMO.
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![[Post New]](/s/i/i.gif) 2013/05/02 01:47:12
Subject: Re:New Ork Codex
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Smokin' Skorcha Driver
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sco0terkid wrote:Most of these have been repeated, but these are things that I think would be sweet to see in the new codex:
-The 6+ FNP rumor (Orks are supposed to be tough!)
-Since they took away the +1 to Initiative for FC, maybe +1 Initiative for calling a WAAAGH!
-Re-work on Ghazzgul's Prophet of the WAAAGH!
-Nobz lowered in points (I like the 16 point idea to match the nob option for boyz)
-Trukks AV being raised to ATLEAST 11/11/10 (They aren't THAT flimsy!)
-Looted Wagons to have better AV (They are stolen vehicles; they could be looted Leman Russes for crying out loud)
-Maybe make the Trukk's Big Shoota TL?
-Ramshackle being given to ALL ork vehicles! (It'd be hilarious and would benefit the army as a whole)
-Painboy as a seperate HQ
-Tankbustas to have the Tank Hunter USR
-Something to make sluggas sound like a better option to take than shootas (Orks are supposed to be fighty, not shooty!)
-More options to take for units (Boyz squads with a few burnas/rockits muahaha)
-Big Mek's KFF to give 5+ Invulv saves instead of cover (If not, then maybe allow the option to take better KFF's that provide better cover saves?)
-Maybe an option to take better Cybork bodies (I'm sure it'd be a hefty points cost to get a 4+ Invulv instead of a 5+ but it'd still be a nice option)
-Ork Warlord Traits chart
-More variety in Psychic abilties for Weirdboy (Maybe a 2d6 chart instead of a d6, or different charts to choose from)
-Introduction of a monstrous creature (With 6th edition and everyone getting monstrous creatures, maybe the new codex could have squiggoths as heavy support?)
Maybe not all of it should be included (or maybe it should... >  ) But it would be nice to see some of these things in the new codex IMO.
Couldnt have said it better myself.
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![[Post New]](/s/i/i.gif) 2013/05/02 09:24:20
Subject: New Ork Codex
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Been Around the Block
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Charles Rampant wrote:I'd definitely like to be able to play Orks the way that I want to: in melee. Shooting isn't why I got into Orks, let us be honest, and recently I've found myself unable to win any combats with Orks due to the combination of overwatch and challenges neutering the main potential. Something grotesque needs to happen for this though, since 40k 6th is all about shooting, so I doubt that it'll happen.
I feel your pain bro  i want melee back as well, but saddy even if they release a new Ork codex dose not mean they will fix it. Look at the chaos codex. Korn Berserkers are dreadful there 22pts and still only have an AP 4 weapon, Daemon Princes 300pts not eternal warrior, Chaos Defilers 200pts there only av 12..
all the Choas shooting units got better
Bring back the old "Mob Up" rule
WAAAGH! lets every unit shoot twice not just the dakka jet and give all Orks rage for the turn +2 attacks
bring back the old choppa rule your opponent never get better then a 4+ save
Killa Kans have should have 3 hull poinst and deff dreads have 5 hull points
warbuggy in unit of 3-10
bikes should be 20pts
Kommandos gete stealth and shrouded
Trukks would be fuuny with 14 front 13 side and 10 rear armor but only get 1 hull point
limited ammo all Ork units only get 6 round of shooting but can use them all up in a single turn e.g. on 1st turn a unit of loota boyz can shoot 6d3 times and then there out of ammo or on 3rd turn a killa kan could shoot 6 grotzookas. my favorite would be Looted Wagon with a Boomgun
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This message was edited 1 time. Last update was at 2013/05/02 09:39:41
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![[Post New]](/s/i/i.gif) 2013/05/02 15:35:59
Subject: New Ork Codex
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Foolproof Falcon Pilot
Livingston, United Kingdom
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I suspect that GW will seek to move Orks towards something like the 2nd Edition incarnation. By this, I mean that we may well become a goofy shooting army with loads of unreliable and dangerous artillery and light vehicles. This would obviously be a shame (at least for me), and would remove a lot of the current theme of the army, but it also means that everyone would be rushing out to buy artillery and buggies, doubtless with new shiny models...
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![[Post New]](/s/i/i.gif) 2013/05/02 19:18:37
Subject: Re:New Ork Codex
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Fresh-Faced New User
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Here's what I'd like to see (some of it's probably already listed rofl)
Trukks get twin-linked guns as options
Wagons come closed top
Ork boy squads need to get flamers (3 for every ten, make them cost the same as a rokkit launcha)
Make choppas reduce enemy armor save by a small amount (1 in normal combat, 2 if charging)
Make Big Choppas do the same, but to a greater extent. Possibly make it so they reduce by 2 at all times (I'm not too sure about a big choppa turning a space marine's armor save into a trashy ork armor save). Possibly let it reduce save by 3 if it's a warboss assaulting with it then (no one i know uses a big choppa with their boss)
Fleeing ork boy squads should be able to join other ork boy squads if they come in contact with them.
Give some benefit to help make over-watch not so devastating to orks.
Make 'ard boyz a real unit. Ten points a pop, maybe only twenty man squads? Give them rage or something ork-fluffy
Wazdakka needs skilled rider
Mek-boyz need to be made more useful
Gretchin shotgunners (yes, we need them. because... reasons, i guess. shut up)
Nazdreg!!!
Squiggoths please!
Beamy deffguns for lootas.
attack squigs for nobz
reduced nob price. Aside from having the extra wound, they're not really any better than a khorne berzerker, who has a better weapon skill and much better armor by default, along with better rules. 16 points or so per, please lol
Moar power weapon options!!!
More warboss upgrades!
Make me want to use kommando's lol
That's my two-bits!
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![[Post New]](/s/i/i.gif) 2013/05/02 19:43:03
Subject: New Ork Codex
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Growlin' Guntrukk Driver with Killacannon
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I think the best way to go with trukks is increasing their transport capacity. As things stand now a lucky overwatch can wipe out the entire unit.
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War does not determine who is right - only who is left. |
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![[Post New]](/s/i/i.gif) 2013/05/02 22:49:44
Subject: New Ork Codex
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Battlewagon Driver with Charged Engine
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I would like for them to:
Keep boyz the way they are points and stat wise, but give 6+ fnp
Cheaper Lootas or more durable (comes with eavy armor?)
Same for burnas as lootas
Boss poles for Meganobz or higher LD for nobz as a whole
AV 11 Trukks
Better Stormboyz (similar changes as with lootas and burnas)
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