Author |
Message |
 |
|
 |
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2013/05/02 22:57:41
Subject: Re:New Ork Codex
|
 |
Irked Blood Angel Scout with Combat Knife
|
I'd ike to see Gorkamorka style trukks again. They were fun to make.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/02 23:09:26
Subject: New Ork Codex
|
 |
Fresh-Faced New User
|
Billagio wrote: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)
II like the idea about raising Meganobz and Nobz LD. As of right now, they are way too expensive points-wise and come in too small of squads to take advantage of Mob-Rule.
Maybe raise the LD to 8 for Nobz (Since they are basically Ork squad leaders) and 9 for Meganobz? (They are Ork squad leaders who feel pretty damn confident with their 2+ armor save and Power Klaw?)
I don't know about the Lootas/Burnas idea. Lootas are bound to get nerfed (Some rumor with Gets Hot? HORRIBLE) which (I would think) would reduce them in points-cost.
But giving them a 4+ armor save might shoot that price back up again, if not higher than before. D:
I also liked the previous statement of giving Wazdakka Skilled Rider.
Also, and this has been stated before, but power klaws need to be cheaper. I would say make it like the Flash Gitz at 15 points. (I don't have a codex in front of me, so I may be wrong on that. But I think one unit can get a power klaw for 15 points instead of the usual 25 points). I feel like this would solve the issue that people seem to have with Nobz. Nobz can already hold themselves up in a challenge, but people seem to think that they always die in challenges and that they are a waste of points. Well, this would allow Nobz to still hold up in a fight and, if it happens to die, it wouldn't be as much of a "points-waste." That OR include "Overkill" from WHFB. It would benefit all armies, including Orks
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/02 23:20:26
Subject: Re:New Ork Codex
|
 |
Regular Dakkanaut
|
I want a giant box cobbled together out of wood and metal that falls out of the sky similar to a drop pod without the guidance system that is an assault vehicle with room for 20 occupants. Call it Da Drop Box.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/03 03:57:48
Subject: Re:New Ork Codex
|
 |
Disguised Speculo
|
What I don't want
~efficiency - Yes, I like our only widespread power weapon to be a goddamn klaw, because thats how Orks roll. Yes I like not having a reliable long ranged anti tank, because thats how Orks roll. Yes I like not having AP3 shooting, because thats how Orks roll
Whats this? An army with weaknesses? Shock and f****n horror. We can have ten klaws in one unit, or fifteen burnas in another, but only one klaw and no burnas in our boys mobs where they're really needed? Great! Thats how Orks *should* be!
What I do want
~Goddamn Painboss is now a thing
~Clan Specific units, restrictions, etc, such as;
~~Weirdboys available as a 1-3 Elites choice for Snakebite armies, or can replace Nob Leaders because wow, now people will *want* to play Snakebites.
~~Goffs can have one unit of Nobs as troops, or can perhaps take a second Nob leader for each boys mob
~~Deathskulls have better/more numerous Lootas, Looted Wagons, Wrekka boyz/wagons that can turn wrecked vehicles into more Looted Wagons
~Burna/Blitza bommas not gak
~A WAAAGH that actually does something (I often just forget to use it, its that bad)
~Flash Gitz as Elites, less rubbish, Lootas as Heavies, maybe "get hot".
~Squadron rules for some basic Orky vehicle, like a Looted Wagon - why the hell can the Imperial Guard outnumber an Ork vehicle force?
~A number of the forgeworld vehicles, IE the Big Trak, Attak Fighta, Grot Bombs, Grot Tanks/Megatank, and the Warkopta, now in the main 'dex
~A Gretchin HQ, that bars you from taking Ork units but unlocks various upgrades for Gretchin units, Grot tanks, and so on
I also love that idea about the "Mek Mobs" or whatever, where you can mix and match burnas, rokkits, and what not.
|
This message was edited 2 times. Last update was at 2013/05/03 04:03:29
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/03 06:43:06
Subject: New Ork Codex
|
 |
Ork Admiral Kroozin Da Kosmos on Da Hulk
|
Agent_Tremolo wrote: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.
I agree with that. With current rules, bumping trukks to 20 and battlewagons to 30 models transport capacity wouldn't be a problem, as most of them die in explosions and overwatch. However, placing them in case of an explosion/wreck would be
From wrote:I want a giant box cobbled together out of wood and metal that falls out of the sky similar to a drop pod without the guidance system that is an assault vehicle with room for 20 occupants. Call it Da Drop Box.
In ork fluff, this is called a Rokk. Take a random astroid in space, put some dakka and boyz on it, drop it on the enemy. Then all boyz that survived start clobbering the enemy.
Alternatively, you take a space hulk, build it into a kustom ork fortress of doom, and then drop it on the enemy with thousands of boyz inside. You didn't think orks would make planetfall by actually landing a transport or something, did you? Automatically Appended Next Post: Dakkamite wrote:What I don't want
~efficiency - Yes, I like our only widespread power weapon to be a goddamn klaw, because thats how Orks roll. Yes I like not having a reliable long ranged anti tank, because thats how Orks roll. Yes I like not having AP3 shooting, because thats how Orks roll
Kind of disagree. I do want efficiency. But I want orky efficiency, not space marines. The powerklaw can kill anything. That's efficient enough to me, as long as it actually gets to kill anything. However, I want reliable short-range anti-tank, as in tank hammers or tank busta bombs. Or Deff rollas, bomb squigs, wrecking balls, power klaws, dreadnought close combat weapons. We already got these, however, in 5th and 6th the most used anti-tank across all ork armies have been twin-linked bazookas, deffgunz and now kannons. Which means that the platforms carrying these orky anti-tank weapons need to be more efficient, so they can actually compete against lascannons, railguns, lances and other long-range anti-tank which are cowardly sitting in the back, while being able to take down armor starting turn 1.
Orks used to offset the natural unbalance between melee and ranged combat by hitting the enemy lines so hard, that shooty armies dreaded the very moment it happened and went out of their way to prevent the orks from arriving. This is now gone, and we need it back.
Whats this? An army with weaknesses? Shock and f****n horror. We can have ten klaws in one unit, or fifteen burnas in another, but only one klaw and no burnas in our boys mobs where they're really needed? Great! Thats how Orks *should* be!
I heavily disagree. That last thing I can imagine is orks arranging their army by weapon in an orderly fashion. If anything, the new codex should encourage mixing weapons across all units, because any ork will grab any weapon they can get their hands on.
The powerklaw is a different story though. If you ain't strong enough to carry it, you don't get. You probably need to be strong enough to kick in half your mob's teef to afford it anyways.
Special issue wargear for special orks is fine. Artificially preventing boyz from taking weapons which other boyz can carry is stoopid.
|
This message was edited 1 time. Last update was at 2013/05/03 07:24:10
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. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/05 21:02:36
Subject: Re:New Ork Codex
|
 |
Horrific Howling Banshee
|
I just want plastic MANZ, and sluggas and shootas should be both equally viable.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/05 21:34:04
Subject: Re:New Ork Codex
|
 |
Dusty Skeleton
|
I agree that we need a better WAAAGH!
I mean it is a bit pathetic really, I think the ability to re-roll a charge has helped me maybe once. I only use it to give my dakka jet twice it's firepower on the turn it arrives before it gets shot down.
Perhaps if a WAAAGH gave orks +1 attack for a turn or FNP (or 1 better FNP if the rumours are true) It might be worth using.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/05 22:10:31
Subject: New Ork Codex
|
 |
Huge Hierodule
United States
|
Overall, I think the new Ork Codex needz mo' dakka.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/06 03:44:53
Subject: New Ork Codex
|
 |
Insect-Infested Nurgle Chaos Lord
|
I'd settle for something that would allow my nobz to swing in a challenge without dying first every single fething time...
Pretty much these days you challenge nob, kill off the PK (or Big Choppa..but why? ) and then butcher the boyz with impunity.
Something like 'Low Blow'
The nob knees your champion in the happy sacks on a successful S roll, crippling him with pain and reducing his I to 1...
|
The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/06 04:21:06
Subject: New Ork Codex
|
 |
Sneaky Kommando
|
zammerak wrote:No, I have not heard anything about a new Ork codex but I was wondering what my fellow ork players would like to see in the new codex?
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?
What I'd love is the design /play test teams was to use this sneaky idea of asking "us" the games forums what ideas would like to see,
Yes a lot of people when asked, want X Y or Z to make there army better, but a lot of the ideas here are funky/cool Not OVER powering just fluffy. And that's What I want.
sure we all can Dice hammer the codex and only use the best, but if a codex had special characters that unlocked units, eg
grot HQ = no orks but cool grot tanks etc. grot troops get D6 ramdom weapons in unit (plasma gun,metlagun,hand flamer, bolter etc)
Different clan leaders like the chaos marks. but no mixing marks , death skulls = lootas as troops Gof etc ( example )
Goffs= extra leadership, Bad moons = meganob troops, Blood axes= Kommandos as troops
Mek Hq = meganobs can tellport in.
upgradeable looted Vehicles Like the old days taking a Leman russ, BUT more ORKNESS
|
14,000pts ish
/ 2500pts ish
4500pts ish
/marine 8500pts ish
ON A 2+ I GET TO HIT YOU OVER THE HEAD WITH THE RULEBOOK
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/06 07:49:55
Subject: Re:New Ork Codex
|
 |
Unshakeable Grey Knight Land Raider Pilot
|
All I really want:
Slugga Boyz 5 points.
Waaagh rewrite: disallows Overwatch, re-roll 1's on charge distance, assault to-hit and to-wound.
Lootas reduced to d2 shots.
Total Weird boy rework.
Painboyz.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/06 12:17:36
Subject: New Ork Codex
|
 |
Ork Admiral Kroozin Da Kosmos on Da Hulk
|
Why reduce loota shots? They would see a lot less play if anything else in the codex could actually do something similar (i.e. efficiently kill something besides light infantry) or if there were more good elite choices.
Right now they are almost equal to autocannon heavy weapon teams, and those don't exactly see a lot of play.
|
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. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/09 13:26:43
Subject: Re:New Ork Codex
|
 |
Lead-Footed Trukkboy Driver
|
Daemons work as an assault army right now because almost every unit but troops can move 12 inches base. They are hideously fast, so are able to actually get into CC.
The amount of firepower available to most 'modern' armies is disgusting. It only gets worse in rapid fire range. Tau firewarriors with rapid fire and an ethereal, castled correctly, can absolutely devastate any ork mob that gets into range. And lets not even talk about what DA can do at 24 inches with a bolter banner.
Orks aren't daemons, their whole style is massive blocks of infantry slowly grinding up the field. The enemy shoots, and shoots, and shoots, but simply can't thin out the green wave, until the orks are in charge range, a massive WAAAAAAGH is given across the ork line, and they crash into the gunline in a fury of choppa and slugga.
That can't happen right now because orks don't have the durability to survive the close range fire, nor do game mechanics support this.
I don't want more boyz on the table. You can already COVER the table in boyz, no problem. Getting more boyz is a financial burden, a physical burden, and a rules burden. Boyz are almost as expensive as space marines, model per model, but you need 3-4x as many. More boyz also means more models to move. Leaning over a table and moving 180 boyz is not an enjoyable experience on my back. Finally, having more boyz on the table only makes games take even longer. Most players will need 3-4 hours to finish a game with that many boyz.
I'd much rather boyz stay the same cost, but actually get a durability bump to have them survive the onslaught of close ranged fire. Second, I'd like to see a rule where orkish casualties\, are removed from the rear, during the shooting phase, not from the front. This allows orks to actually cover ground, rather than endlessly move forward, lose 2-3 inches as the first and second rank of boyz are removed. Since this only occurs during the shooting phase, this still gives armies overwatch a chance to still kill them out of charge range during that key point of a charge.
Finally, as everyone knows, everything in the ork list, except for the boyz, needs to get cheaper. Boyz are the only point efficient thing (other than big gunz now), that they have to do all the heavy lifting in the list. I'd really like to see a list where we, like the other races, have to make a hard choice between troops and other slots. Right now, its a no brainer that you max your troops, and pretty much ignore all the other choices in the army.
Orks are an assault army that doesn't work without expensive battlewagons. I'd like to see a return to greater flexability.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/09 14:03:00
Subject: New Ork Codex
|
 |
Foolproof Falcon Pilot
Livingston, United Kingdom
|
Some good observations, Goresaw. I also think that Kult of Speed is in critical condition right now. I tried it repeatedly at the start of 6th, and it just doesn't work. At all. And that makes me sad, because I am SO BORED of moving massive mobs around the place.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/09 14:44:58
Subject: Re:New Ork Codex
|
 |
Lurking Gaunt
|
I'd just like them to not get owned in assaults!
Was rumours of feel no pain (6+) for all models as a standard! Sounds good to
Me! Fits with their cannon really.
As for additions, just more options for nobs, like the ability to take pretty much any hardware!
I'd like a squad all with big shootas or rokkits!
As for previous comments about BWagons. Ate you crazy, the wagon is immense! 14F armour!! Deff rolls, 2big shoots! Smash that into Emmy ranks for 120pts?!?!! KRUNCHY!!!
|
Clan Grimgor 12000
Brotherhood of redemption 4000
Children of the grave 8000
Errendor militia 3500 |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/09 21:31:53
Subject: New Ork Codex
|
 |
Battlewagon Driver with Charged Engine
|
I love battlewagons and I think they are fairly priced, but I wish that they either were not as long on the sides (as it is easy to hit Side armor as opposed to front) or you could take them as dedicated transports for more than just nobs. Im sick of only being able to load up boyz into 3 wagons :(
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/09 21:51:13
Subject: New Ork Codex
|
 |
Slashing Veteran Sword Bretheren
|
I'd say deep striking ability will be a must.
Also couple more units with BS 3. including Kommandos. and give Kommandos the stealth or shroud ability. Would be nice
Honestly I think if the Looted wagon as it was had a BS of 3, we would see a much larger fielding of them in general.
MORE SQUIGS
|
DR:80+S++G++MB--IPw40k12#+D++++A++/fWD013R++T(T)DM+
"War is the greatest act of worship, and I perform it gladly for my Lord.... Praise Be"
-Invictus Potens, Black Templar Dreadnought |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/10 01:58:23
Subject: New Ork Codex
|
 |
Growlin' Guntrukk Driver with Killacannon
|
Billagio wrote:I love battlewagons and I think they are fairly priced, but I wish that they either were not as long on the sides (as it is easy to hit Side armor as opposed to front) or you could take them as dedicated transports for more than just nobs. Im sick of only being able to load up boyz into 3 wagons :( They're useful and fair-priced only as long as you kit them as "battle taxis", but they were meant to be a versatile unit able to take different loadouts to perform different roles. Right now they excel as assault transports but suck at pretty much everything else they can equip for: Battle tank, close support... A couple upgrades and they slide into Land Raider territory, at half their efficiency. But yes, making them Dedicated Transport options for other elites than nobs would be great.
|
This message was edited 2 times. Last update was at 2013/05/10 02:00:43
War does not determine who is right - only who is left. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/10 04:58:22
Subject: Re:New Ork Codex
|
 |
Stalwart Tribune
|
I think it would be cool if instead of burnas and lootas having the option to take meks to just have unit in elites or troops or as a royal court type that was just meks to really keep a vehicle going. Also they could add some sort of non forge world artillery unit like big trakk w/supa kannon and perhaps some kind of grott specialist units like grot heavy weapon teams: 4 grots on a base firing a rokkit launcha or something or some kind of grot infiltrator unit that has anti vehicle grenades, basically just more reliable anti tank in general other than PK nobz.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/10 07:42:49
Subject: Re:New Ork Codex
|
 |
Ork Admiral Kroozin Da Kosmos on Da Hulk
|
Mad Boss Morgrot wrote:I'd just like them to not get owned in assaults!
Was rumours of feel no pain (6+) for all models as a standard! Sounds good to
Me! Fits with their cannon really.
As for additions, just more options for nobs, like the ability to take pretty much any hardware!
I'd like a squad all with big shootas or rokkits!
As for previous comments about BWagons. Ate you crazy, the wagon is immense! 14F armour!! Deff rolls, 2big shoots! Smash that into Emmy ranks for 120pts?!?!! KRUNCHY!!!
The battlewagon was the perfect ork transport in 5th, if you ignore the hideous inefficient killkannon. In 6th it kills half its passengers when exploding, which puts a huge damper on them, especially when transporting valuable cargo like tankbustaz or burnaz. Even a surviving boyz mob can hardly take on any unit in the game anymore. And experience shows that battlewagons are lot more likely to explode than wreck due to losing all four hull points.
|
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. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/10 10:28:28
Subject: Re:New Ork Codex
|
 |
Regular Dakkanaut
Portland, OR
|
I really hope they do go back and look at some of the better bits of 3E Orks. They could also look closely at the more fun bits of FW. I'd like:
Seconded/ continuing thoughts from previous posters:
Painboss HQ, or possibly as a 1-3 (free) choice attached to mobs.
Tankbustas with TH. Seriously.
Choppas either ap4 or giving -1 to saves. Ditto on Big Choppas. The old Choppa rule was honestly too good, I had zero respect for MEQ.
Armor Plates as a 6++ again.
I like FNP 6+.
WAAAGH really needs to be fixed, go back to the old rule.
Mob Up Rule was sweet but they seem to be moving away from mixed saves, which this tended to create.
Burnas were great when they had like a half dozen or four to six guys with burnas and some meks. I always ran them up as fire support behind my kan wall (with KFF) and they were a great one-two combination. Paying for every boy to have a burna seems like overkill. Same with Tankbustas, four was a good number.
Kommandos MAN and Flash Gits need an overhaul.
Univeral Ramshackle on all non-walker, non-flyers.
I would LOVE to see a great Warlord Traits table, especially if there's one table for each clan.
Krak Stikk Bomms in units?
As far as challenges go, I could see one of a couple of options (for the record, I hate the rule in general as it highly favors certain armies and is useless/detrimental to others).
1: Ork characters may not be challenged except by independent characters on the first turn (but may and in fact, must do so themselves when on the charge), representing our dim-witted hero taking the measure of the challenger to decide if he constitutes a proper challenge, or is too weedy to bother with.
2: Dirty tricks (representing low blow, attack squigs ("SIC 'EM!"), the WAAAGH, generally poor concept of honorable combat)- Ork characters benefit from the unengaged watchers rule (whatever it's called) on the first round of combat for all boyz in the mob even if those models are engaged in combat.
I don't think they need a lot of changes but they do need to Krump things far more reliably than they do now rather than relying so much on Dakka. I also support any random table that makes me chuckle and is mostly good for my boyz.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/10 11:57:06
Subject: New Ork Codex
|
 |
Warp-Screaming Noise Marine
|
I like the idea that the boys lend 'moral' support to the challenge even if they are engaged in combat.I think that gives a very characterful bonus to the nob involved.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/10 15:27:33
Subject: New Ork Codex
|
 |
Lieutenant Colonel
|
I kinda hate how back in 3rd edition (IIRC?) when they introduced the choppa rule where it make 4+ the max save against choppas, because somehow a CC army was a shooty army back then... and that isnt right for orks...
not saying that rule in particular needs to come back, but how in the heck did we come full circle to the point where orks are crappy in close combat AGAIN
serously, I hope there is something in sotre to make orks viable close combat army again.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/10 23:51:37
Subject: New Ork Codex
|
 |
Battlewagon Driver with Charged Engine
|
Agent_Tremolo wrote: Billagio wrote:I love battlewagons and I think they are fairly priced, but I wish that they either were not as long on the sides (as it is easy to hit Side armor as opposed to front) or you could take them as dedicated transports for more than just nobs. Im sick of only being able to load up boyz into 3 wagons :(
They're useful and fair-priced only as long as you kit them as "battle taxis", but they were meant to be a versatile unit able to take different loadouts to perform different roles. Right now they excel as assault transports but suck at pretty much everything else they can equip for: Battle tank, close support... A couple upgrades and they slide into Land Raider territory, at half their efficiency.
But yes, making them Dedicated Transport options for other elites than nobs would be great.
Yeah thats basically how I run the, Deffrolla, RPJ and a Big Shoota for 120 points. Pretty cheap for what you get, I just hate that open topped dosent get -1 str anymore to explosions on passengers.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/11 19:17:52
Subject: New Ork Codex
|
 |
Smokin' Skorcha Driver
|
Yeah thats basically how I run the, Deffrolla, RPJ and a Big Shoota for 120 points. Pretty cheap for what you get, I just hate that open topped dosent get -1 str anymore to explosions on passengers.
So how is open topped even helpful anymore?? Besides no access points?
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/11 20:39:12
Subject: New Ork Codex
|
 |
Insect-Infested Nurgle Chaos Lord
|
Open Topped vehicles are Assault vehicles. You can assault on the same turn you disembark.
Also the folks inside can ALL shoot out, rather than the couple who would have a firepoint that faces the enemy.
|
The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/05/16 13:36:52
Subject: New Ork Codex
|
 |
Smokin' Skorcha Driver
|
Ascalam wrote:Open Topped vehicles are Assault vehicles. You can assault on the same turn you disembark.
Also the folks inside can ALL shoot out, rather than the couple who would have a firepoint that faces the enemy.
This is true =)
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/06/03 21:39:48
Subject: Re:New Ork Codex
|
 |
Fresh-Faced New User
|
hoping for killa kans to become troops. that'd be killa. (of course, you have to bring a big mek)
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/06/03 21:50:47
Subject: Re:New Ork Codex
|
 |
Battlefortress Driver with Krusha Wheel
Norway (Oslo)
|
trentblack201 wrote:hoping for killa kans to become troops. that'd be killa. (of course, you have to bring a big mek)
*Cough* dreadmob *cough* (it'z bettah!)
|
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)
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/06/04 01:06:48
Subject: New Ork Codex
|
 |
Big Mek in Kustom Dragster with Soopa-Gun
|
Lootas getting Gets Hot would ruin the unit even if they gave them 'Eavy Armor or a -5 pt cost. You WILL lose about half of your unit every time you fire because they fire soooo much gak. Probably the only unit aside from random troops with troop guns that GetsHot is a horrible, horrible thing not just annoying. Marines? 3+ armor is pretty good odds to survive it. Tau? What has Gets Hot that you actually use that isnt multi-wounded and 2+? Dont even know if Eldar/Nidz have any Orks KMB has it, but who uses it? Tau can make a single unit fire Gets Hot if theyre close enough. Unless its a huge ball of troops or Lootas, it wont make the opponent think twice about shooting. I did it to a huge ball of cultists, he fired ~20-25 shots i think and lost 2 dudes. so what, theyre cultists lol. I wouldnt fire my Lootas if that happened to them. ___________________________________________ I say instead of giving us the Squiggoth for our MC, they instead revamp the walkers. Deffdreads: Now a MC with T7 and 3+ armor, 4 wounds. Has a special rule allowing it to fire up to 4 weapons, no longer comes with a stock DCCW, requires 2 but can take up to 4 weapon options (including the DCCW). Add Extremely Bulky (WEEE DREADS IN A TRUKK!!). Also Fearless and is affected by WAAAAAGH! Killakans: NOT a MC, but instead is close: -No longer has stock DCCW, but can take 2 upgrade options. -Can fire 2 weapons -T5, 2 wounded models with a 3+ save. -Bulky special rule. -Relentless -Fearless (NOTE: They are still not MC status because they lack Fear and Smash, which is important) This would give them a much needed defensive boost so they can actually get somewhere, and also opens some more options. Without any DCCW they can still make melee attacks, but are using base strength now and kans have no ap. But kans are usually a shooting platform anyway, so now its DUAL GROTZOOKAS! muhahhaha lol Since they are not vehicles, they can be transported. A trukk can wheel around a Deffdread, or 3 Killakans, giving them a good boost up the board (just take 10 Boyz with a dedicated transport and dont start the game with them in it, yes thats legal you just cant have another unit start in it, and have the boyz camp backfield objectives). My biggest complaint about our walkers is theyre geared for close range shooting or melee, and its impossible to get them there without a LOT of luck
|
This message was edited 2 times. Last update was at 2013/06/04 01:10:55
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
|
 |
 |
|