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![[Post New]](/s/i/i.gif) 2013/06/25 00:23:41
Subject: Codex - Orks 2.0
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Consigned to the Grim Darkness
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Certainly a lot of interesting ideas being thrown around. Perhaps when I'm better rested, I can join in. Orks need some lovin'. And some WAAAGH!in'.
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The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog |
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![[Post New]](/s/i/i.gif) 2013/06/25 00:29:11
Subject: Codex - Orks 2.0
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Fixture of Dakka
Temple Prime
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Welcome aboard. Next stop, KRUMPIN' GITZ!
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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) 2013/06/25 01:59:58
Subject: Codex - Orks 2.0
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Tough-as-Nails Ork Boy
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I havent seen anything about Weird boy power changes but as they are my favorite characters I would like to comment.
I think Old Zogwort being the best weird boy should have 3 warp charges and warphead should have 2 while regular weird boys have 1.
Old Zogwort definitely needs at least a 3++ involve save and higher strength and initiative, it does not even remotely make sense that his initiative is only 2. I like his attack system but it would be nice if he had the option to discard nest of deadly vipers for a force weapon, or something similar. In terms of spells, I would love the option to have biomancy for the orks.
Finally I Old zogwart is taken as a War lord you should have the option to take more weird boys then usually and this would constructivly work as the nids with shadow in the warp. This would work perfectly with ork fluff since high concentrations of weird boyz disrupt other psycher powers.
I would also like to see extra power included when Waaaagh declared which I also agree should be restricted to War lord, which as mentioned early could be Old Zogwort. this would booast DTW or act as shadow in warp for other psycers. As an ork player Im just tiered of have no answer to strong psycher armys.
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![[Post New]](/s/i/i.gif) 2013/06/25 02:13:02
Subject: Codex - Orks 2.0
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Disguised Speculo
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Ew, warp charges. When I found out Zogwart has to use these I never used him again. CBF learning the psyker rules.
With regards to the Weirdboy, I reckon they should give warpaint saves (6++) to any one unit for 1 point per model. I also like the idea mentioned way back in the thread of your Warboss influencing the type of WAAAGH you get depending on various (clearly clan defined) upgrades he could get. The Goff Bigga Boss would get a toughness bonus or FNP or something, and transfer a meaner and greener bonus of some kind to the boys on the WAAAGH (6+ FNP?)
For powers, I'd love to see assault from 'ere we go. Give me that and I will use these dudes every game.
Mainly though, would like to see them perhaps as an elites choice, with 1-3 Weirdboys per slot. Warphead could perhaps be the HQ variation or just an upgrade for any old Weirdboy to take. Non-warpheads also need to be cheaper, because really, even with better powers they'd still be pretty suck.
gmaleron wrote:Definitely less complicated I agree, just loved the imagery of orks with rocket packs slamming into a flyer trying to get their "rockets" to blow up 
Pfft, no reason why it has to be fliers only that can be targeted by such an attack. They could have a suicide bomb attack like in DoW 2. If they fly over a unit, sacrifice models to perform bombing attacks. They can take a wargear option that makes the explosion bigger.
Edit: Oh look, another "me". This avatar is too damn popular.
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This message was edited 1 time. Last update was at 2013/06/25 02:13:31
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![[Post New]](/s/i/i.gif) 2013/06/25 02:41:25
Subject: Codex - Orks 2.0
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Tough-as-Nails Ork Boy
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Dakkamite wrote:Ew, warp charges. When I found out Zogwart has to use these I never used him again. CBF learning the psyker rules.
With regards to the Weirdboy, I reckon they should give warpaint saves (6++) to any one unit for 1 point per model. I also like the idea mentioned way back in the thread of your Warboss influencing the type of WAAAGH you get depending on various (clearly clan defined) upgrades he could get. The Goff Bigga Boss would get a toughness bonus or FNP or something, and transfer a meaner and greener bonus of some kind to the boys on the WAAAGH (6+ FNP?) .
I dont think it would be war paint save but more of a power generating save. Thats why I wouldn't say armour save. But at his price and with the fluff of being the most powerful weird boy I think a strong involve save is still warranted. He proble still die at the drop of hat even with a 3++
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![[Post New]](/s/i/i.gif) 2013/06/25 18:24:57
Subject: Codex - Orks 2.0
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Battlewagon Driver with Charged Engine
somewhere in the northern side of the beachball
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I didn't read every post but here are my ideas Flasgitz are mercenaries so adding rules that allow you to take them as troops is silly. I think the best idea would be to remove flasgitz from the foc completely and treat them as elites but they can't ever score. Second thing is that flashgitz are generally hired as crews and not as individual pirates so making a single flasgit unit cost: 300pts 10 flashgitz all have snazzguns, ammo runt, eavy armor and nob statline. The unit also has a chinork (basically a skimmer trukk) Lastly unit may choose 1 snazzgun upgrade for free to represent why a warboss would want to hire a specific gang of flashgitz. For 400pts unit flasgit unit maybe the famous Kaptin Badrukk's crew which has 9 flashgitz (with the above bling) and kaptin himself. Unit may also pick 2 free snazzgun upgrades. Snazzgun's stats are 5str, 1 attack, 24 range assault, ignore cover, d3+2 ap Snazzgun upgrades are more killy = +1 str more dakka = extra shot more melty = -2 ap (basically snazzgun ap is d3), gets hot
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This message was edited 1 time. Last update was at 2013/06/26 09:36:04
Every time I hear "in my opinion" or "just my opinion" makes me want to strangle a puppy. People use their opinions as a shield that other poeple can't critisize and that is bs.
If you can't defend or won't defend your opinion then that "opinion" is bs. Stop trying to tip-toe and defend what you believe in. |
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![[Post New]](/s/i/i.gif) 2013/06/26 04:52:59
Subject: Re:Codex - Orks 2.0
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Yellin' Yoof
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Idk, I think 30pts a model would still force them into irrelevance with just what you're saying.
I think Three for the base squad(like Nobz), and the Snazzguns having 36" inch range, maybe 6 strength, and two base shots in addition to what you're saying should be done. Basically a suped up Shoota, which was the point.
I mean, why pay extra for something a Big Shoota will do more reliably for cheaper?
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![[Post New]](/s/i/i.gif) 2013/06/26 09:45:21
Subject: Codex - Orks 2.0
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Battlewagon Driver with Charged Engine
somewhere in the northern side of the beachball
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3 big issues with flashgitz are that they are in hs, lack transport and cost alot.
Taking them out of foc is fluffy and makes them free of competition.
Giving them a free trasport also solves the fact that you don't need to buy a separate trasport from hs.
300 points is pretty cheap for what you get.
Giving snazzguns more range, str and attacks makes them deffgunz.
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Every time I hear "in my opinion" or "just my opinion" makes me want to strangle a puppy. People use their opinions as a shield that other poeple can't critisize and that is bs.
If you can't defend or won't defend your opinion then that "opinion" is bs. Stop trying to tip-toe and defend what you believe in. |
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![[Post New]](/s/i/i.gif) 2013/06/26 10:56:00
Subject: Codex - Orks 2.0
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Fixture of Dakka
Temple Prime
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illuknisaa wrote:3 big issues with flashgitz are that they are in hs, lack transport and cost alot.
Taking them out of foc is fluffy and makes them free of competition.
Giving them a free trasport also solves the fact that you don't need to buy a separate trasport from hs.
300 points is pretty cheap for what you get.
Giving snazzguns more range, str and attacks makes them deffgunz.
I think it would be better to make them Big shootaz as base and let you mod them from there.
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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) 2013/06/27 04:28:51
Subject: Codex - Orks 2.0
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Yellin' Yoof
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illuknisaa wrote:3 big issues with flashgitz are that they are in hs, lack transport and cost alot.
Taking them out of foc is fluffy and makes them free of competition.
Giving them a free trasport also solves the fact that you don't need to buy a separate trasport from hs.
300 points is pretty cheap for what you get.
Giving snazzguns more range, str and attacks makes them deffgunz.
I would actually applaud having Flashgitz Snazzguns be the new Deffgunz in any new codex. Fluff-wise that's what they should be in every single respect. There's no justification in the fluff whatsoever for the Lootas to have a standard gun. I really, really hate that about them, it's one of the few things I thought was a step backward from the previous Ork Codex.
So, really, my ideal situation would be for Flash Gitz to take the current Deffgun role, and Lootas go back to having the option of taking weapons from other codexes with a stats decrease, as their fluff would entail.
The same for Looted Vehicles, imo.
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![[Post New]](/s/i/i.gif) 2013/06/27 05:07:01
Subject: Codex - Orks 2.0
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Disguised Speculo
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I'd like that. It'd make Lootas more interesting and fluffy, and make the "new Lootas" less efficient (who needs Nob stats on a gun platform?) and so no longer an auto-include
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![[Post New]](/s/i/i.gif) 2013/06/29 07:34:05
Subject: Re:Codex - Orks 2.0
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Disguised Speculo
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Replacement for "Gretchin Mob", first draft.
Runtz Mob
"Runtz" is a word used by Orks to describe all the small, annoying creatures that infest any given Greenskin camp. When the time comes for battle, Ork Slavers (known as Runtherds) and Squig-Farmers (Pigdoks) assemble da runtz into mobz and use them for mine clearance, mobile cover, and any number of other horrible tasks
~ Unit Type: Troops, Infantry
~ Unit Size: One Runtherd or Pigdok, and between five and thirty Gretchin or Squigs (unit may contain a mixture of these)
~ Wargear: Gretchin are equipped with a Grot Blasta. Runtherds have a Slugga, Grabba Stikk, and Squig Hound. Pigdoks have an 'urty syringe and Pigdok's tools
Grabba Stikk: Runtherds may choose to exchange all of their attacks in a melee phase for the same number of Grabba Atakks. Grabba Atakks are resolved at initiative step 10 against any model within 2" of the Runtherd, and roll to-hit like any other melee attack. However, if you hit, no wounds are inflicted ~ instead reduce the INT and attacks of the target by 1 (to a minimum of 1). This does not work on any model with a Strength value double or higher that of the Runtherd. You may freely choose which model or models within 2" to target, there is no need to spread the attacks evenly, though you must decide who to attack before rolling any to-hit dice.
Squig Hound: If you fail a morale test, remove 1d3 Gretchin to attempt the test again. A Squig Hound also counts as a Squig for the purposes of Get 'em boy and Gone Wild - note that it *will* be removed in the latter case.
Pigdok's Toolz: Pigdok's spend their whole lives raising Squigs, and the frequent and bloody fights in the Squig Pens have taught them a thing or three about patching up wounded beasts! Each set of Pigdok's tools confers a 6+ Feel No Pain effect on the Squigs in the unit. This effect will stack, becoming 5+ with two sets, and 4+ with three sets Remember, you cannot take Feel No Pain saves against Instant Death, which will affect Squigs a heck of a lot with only T2.
~ Special Rules: Furious Charge (Orks, Squigs), Beasts (Squigs), Stealthed (Gretchin), It's a Runts Life (Gretchin, Squigs), Get 'em boy! (Squigs), Gone Wild! (Squigs)
It's a Runts Life: If a Runtz Mob is in close combat with the enemy, any number of your units may shoot at that enemy unit as per usual with non-template weapons. Any shots fired in this fashion are resolved as snap-shooting in every regard, except on a to-hit roll of 1 or 2, remove the closest model from the Runtz unit as a casualty. If any units choose to shoot in this fashion, even if no hits are scored and no Runtz removed, the Runtz Mob must pass a morale test at the end of the shooting phase or flee from combat. Count all casualties recieved from shooting into this combat towards Combat Resolution in the following melee phase.
Errata: If any other friendly unit is in the combat, or any IC attached to this unit, then you cannot fire into the combat. If multiple Runtz units are involved in the same combat, only remove one model per to-hit roll of 1, not one from each unit. A Runtz mob cannot fire while in close combat to take advantage of this rule!
Get 'em boy!: If an enemy unit of infantry attempts to flee a combat with a Runtz mob, roll 3d6 and compare this value to the number of Squigs in the unit. If it is lower, reduce the opponent's INT value by half (round up) for the purposes of attempting to break from combat, and in addition, inflict a number of wounds on the fleeing unit equal to the amount you beat this roll by (armour saves may be taken as usual)
Gone Wild!: If a Runtz mob ever fails a morale test and flees, the Squigs in the unit go wild and attack everything around them! Remove every Squig model from the unit as a casualty, and for every three squigs removed in this fashion, inflict 1d6 S3 automatic hits on every unit (friend or foe) within 6" of a model from the Runtz mob as well as the Runtz mob itself!
Errata: Roll all the dice only once, not seperately for each unit
~ Options
Add Gretchin or Squigs to the unit for...........................................................3 points per model
For every ten Squigs in the unit, you may add one Pigdok for.........................10 points
For every ten Gretchin in the unit, you may add one Runtherd for...................10 points
For every ten Gretchin in the unit, you may join two of them into a weapons team armed with;
A Grotzooka..............................................................................................20 points
A Rokkit Launcha.......................................................................................10 points
A Big Shoota.............................................................................................5 points
Gretchin Weapons Teams
Gretchin Weapon Teams count as regular Gretchin for the purposes of being attacked, though they may only suffer Instant Death from blast and template weapons. If a wound is recieved by the unit (and doesn't cause Instant Death), roll a dice on the following chart;
1-2: A Grot has been cut down, but another takes his place! Remove one Gretchin from the unit and the team remains intact
3-4: The gun has been smashed! Remove the team, but add two Gretchin to the unit
5-6: The entire team has just gone SPLAT. Remove it as a casualty
If a Runtz mob runs during the shooting phase, any Grot Weapons Teams it possesses will be dissolved, adding two Grots to the unit. If a Runtz mob flees at any point, dissolve all Grot Weapons teams in the same manner.
Thoughts?
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![[Post New]](/s/i/i.gif) 2013/07/01 14:40:20
Subject: Codex - Orks 2.0
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Agile Revenant Titan
In the Casualty section of a Blood Bowl dugout
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^ A few things:
Firstly, for every 10 Gretchin/Squigs it should be that you MUST take a Runtherd/Pigdok. That keeps in line with the background of these sorts of mobs.
Secondly, I'm not agreeing with some of your points values. It's the same number of points for a Grot as it is for a Squig. One has 1 S2 attack, and the other has 2 S3 attacks. Even so, I personally think Squigs should be tougher anyway.
Thirdly, while I like the idea of the weapon teams (and some BS3 Weapon Teams is a nice niche in an Ork army), your rules are far too overcomplicated. For starters, I'd stick with just offering Grotzookas as an option. Grotzookas are, after all, guns of stuff gathered together by Grots. They're good guns, so there's no problem there. I would, however, forget about the ID and the chart and all those shenanigans. Just say the gun gets hot or something. And as a final note, "dissolved" is a weird word to be using in wargaming rules...
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![[Post New]](/s/i/i.gif) 2013/07/31 00:31:24
Subject: Codex - Orks 2.0
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Hangin' with Gork & Mork
The Ruins of the Boston Commonwealth
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My biggest problem is that buying a Nob a PK makes him moar expensive than a Meganob.
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This message was edited 1 time. Last update was at 2013/07/31 00:31:58
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![[Post New]](/s/i/i.gif) 2013/08/01 08:16:02
Subject: Codex - Orks 2.0
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Fixture of Dakka
Temple Prime
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Thoughts on giving Gazghkull a carnifex sized model and a monstrous creature statline? He is twenty feet tall after all.
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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) 2013/08/01 15:39:03
Subject: Codex - Orks 2.0
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Mutated Chosen Chaos Marine
*bursts though room with axe* HEEEAAARRRS JHONNY!!!
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Just had a thought that just popped up:
Why not give a BW a massive Chainsaw upgrade, about the size as one of those Stompa Chainsaws lobbed onto the back? like a massive battering ram to open really heavy duty gates that a normal BW with a deffrolla simply wouldn't be able to do?
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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) 2013/08/02 05:12:42
Subject: Codex - Orks 2.0
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Disguised Speculo
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I have lots of Epic Ork stuff, and there seemed to be an upgrade you could get back in the day to equip what look like massive deff dread arms to the front of the vehicle.
Would be so keen to be able to do that
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![[Post New]](/s/i/i.gif) 2013/08/02 09:05:06
Subject: Codex - Orks 2.0
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Fixture of Dakka
Temple Prime
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Dakkamite wrote:I have lots of Epic Ork stuff, and there seemed to be an upgrade you could get back in the day to equip what look like massive deff dread arms to the front of the vehicle.
Would be so keen to be able to do that
Perhaps it could give the deffrolla AP2 and armor bane?
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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) 2013/08/07 23:37:02
Subject: Re:Codex - Orks 2.0
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Battlewagon Driver with Charged Engine
somewhere in the northern side of the beachball
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Maurepas wrote: illuknisaa wrote:3 big issues with flashgitz are that they are in hs, lack transport and cost alot. Taking them out of foc is fluffy and makes them free of competition. Giving them a free trasport also solves the fact that you don't need to buy a separate trasport from hs. 300 points is pretty cheap for what you get. Giving snazzguns more range, str and attacks makes them deffgunz.
I would actually applaud having Flashgitz Snazzguns be the new Deffgunz in any new codex. Fluff-wise that's what they should be in every single respect. There's no justification in the fluff whatsoever for the Lootas to have a standard gun. I really, really hate that about them, it's one of the few things I thought was a step backward from the previous Ork Codex. So, really, my ideal situation would be for Flash Gitz to take the current Deffgun role, and Lootas go back to having the option of taking weapons from other codexes with a stats decrease, as their fluff would entail. The same for Looted Vehicles, imo. Orks lack a mid range shooting unit. I still prefer my suggestion but lootas could use some tweaking: ------------------------------------------------ Lootas unit composition 5-15 models, heavy support 15pts per model wargear autocannon Any loota may replace his autocannon for missile launcher with flakk for 15pts lascannon for 10 pts up to 5 lootas may replace autocannon for 30pts with plasma cannon One model maybe a mekboy for free with kustom mega blasta Mekboy may install "extra gubbins" for 25pts Extra gubbins A mek has "improved" looted gunz with his own designs. Before the lootas fire on a 4+ lootas gain 1 extra shooting dice (ie two plasma blasts, 3 autocannon shots etc.) If the roll fail the loota may not fire and suffers a str 3 hit for his weapon doing something other than shooting. Looted weapons Due to the non-ork tech. All looted which roll 1 during roll to hit may not fire the next time they are about to shoot (aka overwatch or normal shooting). ----------------------------------------------------- Kain wrote: Dakkamite wrote:I have lots of Epic Ork stuff, and there seemed to be an upgrade you could get back in the day to equip what look like massive deff dread arms to the front of the vehicle. Would be so keen to be able to do that Perhaps it could give the deffrolla AP2 and armor bane? That is just silly.
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This message was edited 1 time. Last update was at 2013/08/12 11:31:38
Every time I hear "in my opinion" or "just my opinion" makes me want to strangle a puppy. People use their opinions as a shield that other poeple can't critisize and that is bs.
If you can't defend or won't defend your opinion then that "opinion" is bs. Stop trying to tip-toe and defend what you believe in. |
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![[Post New]](/s/i/i.gif) 2013/08/08 00:11:12
Subject: Codex - Orks 2.0
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Disguised Speculo
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Perhaps it could give the deffrolla AP2 and armor bane?
Nah I'd rather the arms were more dynamic, not just an upgrade to something thats already on the vehicle.
What would make the most sense is their being DCCW, but that would make Dreads useless. Maybe they could simply be wrekker ball/grabber klaw combined. Each turn for each such klaw on the vehicle you can pick a target within 2" of the klaw model and roll a d6 on the following table;
~1; The klaw has missed, no effect
~2-3; The target, if it is a vehicle, has been grabbed as per a Grabber Klaw effect
~5-6; The target recieves a S9 hit like a wrekker ball
~6; The target is both grabbed and struck with a S9 hit
Lootas
unit composition 5-15 models, heavy support
12pts per model
wargear
autocannon
Any loota may replace his autocannon for
missile launcher with flakk for 15pts
lascannon for 10 pts
up to 5 lootas may replace autocannon for 30pts
One model maybe a mekboy for free with kustom mega blasta
Mekboy may install "extra gubbins" for 25pts
Extra gubbins
A mek has "improved" looted gunz with his own designs. Before the lootas fire on a 4+ lootas gain 1 extra shooting dice (ie two plasma blasts, 3 autocannon shots etc.) If the roll fail the loota may not fire and suffers a str 3 hit for his weapon doing something other than shooting.
Not super keen on this. Would prefer, if Imperial Weapons are an option, to essentially go back to the days of using any or at least most Imperial weapon options. An "extra gubbins" style rule should not be optional.
Lootas certainly don't need to be made cheaper and more powerful either, though they definitely need to shift to heavy support
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This message was edited 1 time. Last update was at 2013/08/08 00:12:04
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![[Post New]](/s/i/i.gif) 2013/08/08 00:31:26
Subject: Codex - Orks 2.0
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Battlewagon Driver with Charged Engine
somewhere in the northern side of the beachball
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Dakkamite wrote:
Not super keen on this. Would prefer, if Imperial Weapons are an option, to essentially go back to the days of using any or at least most Imperial weapon options. An "extra gubbins" style rule should not be optional.
Lootas certainly don't need to be made cheaper and more powerful either, though they definitely need to shift to heavy support
How are lootas more powerfull? While they are cheaper (by 3pts) they lose 1 potential shot and get moved to heavily contested heavy support.
I don't think it is smart to have a wide range of weapons for lootas to pick. What would happen to burnas? or tankbustas when lootas can take meltaguns and flamers?
Also not every loota pays a mek to pimp his gun. Some guns may even be fresh loot so thats why "gubbins" is optional.
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Every time I hear "in my opinion" or "just my opinion" makes me want to strangle a puppy. People use their opinions as a shield that other poeple can't critisize and that is bs.
If you can't defend or won't defend your opinion then that "opinion" is bs. Stop trying to tip-toe and defend what you believe in. |
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![[Post New]](/s/i/i.gif) 2013/08/08 01:53:06
Subject: Codex - Orks 2.0
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Disguised Speculo
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-They aren't just "3 points" cheaper but rather 20%, which is an enormous price drop.
-Going from D3 shots to 2 shots is at least equal and more likely an improvement. I know I'd take 2 shots per turn over D3 and I imagine most other players would as well.
-They can now take Lascannons. Lascannon style shooting is the gaping hole in the Ork codex.
-Theres no chance of a misfire without the gubbins rule. Old style Lootas had a misfire rule, and I feel that any Orks using Imperial Tech definitely should have such a rule, and as your rules stand non-gubbins Lootas have very little about them thats Orky at all
-The point about Burnas and Tankbustas is valid, but we can simply restrict those weapons (ie, the guys who looted flamers are now Burnas not Lootas) as opposed to allowing just three different ones
-I'd be interested to see what Lootas are able to swap their autocannon for at a 30pt cost, you seem to have not added that part in
-The heavy support/elites thing isn't necessarily a nerf, though I would argue they are worse off for it. It definitely doesn't offset a 20% points drop nor the more reliable shooting or the Lascannon and flakk options
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![[Post New]](/s/i/i.gif) 2013/08/08 04:43:48
Subject: Codex - Orks 2.0
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Big Mek in Kustom Dragster with Soopa-Gun
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Honestly, if they just did a massive overhaul on how orks get into and behave in assault but got rid of Lootas entirely (or changed their role) i'd be happy. I only use them because i HAVE to, i dont like them. They are the only unit in the entire dex that you do NOT want in melee whatsoever, which goes against the orky code. The amount of changes i think would be needed for this though would be far more than i could pull out of my arse in a half hour or so, so im not going to bother.
Ive always been a fan of the idea that orks should be able to steal vehicles that have been wrecked, but not exploded, during a battle. I mean, Looted Wagons are literally shiny vehicles with a big gun the orks liked and decided to steal. Why not give Meks (or maybe Big Meks) the option to repair a fallen vehicle, friend or foe, and cause some chaos.
Obviously it wouldnt be AS strong as it was before, nore would it be a solid revival. Say roll a D6 and do the following...
1: Krap! - The Big Mek accidentally welded something he shouldnt have, and the wrecked vehicle explodes following normal exploding rules. (Vehicles with Ramshackle do not Ramshackle)
2: Botched it - Repairs unsuccessful and the ork accidentally damaged the vehicle further, preventing any further attempts.
3: So Close! - The Big Mek didnt revive the vehicle, but he can try again later.
4: Wirrrrr! - The Big Mek repairs the vehicle, but it goes berserk. Resolve a Ramshackle regardless of what the vehicle is, and it may tankshock both enemy and friendly units as it has no driver. If the vehicle does not explode after a Ramshackle, the Mek may try again. Vehicles that normally cannot tank shock or ram may still perform this action.
5: Sub-par Workmanship - The vehicle is revived with 1 HP, but is immobilized and can fire 1 of its weapons at BS2.
6: Orkish Satisfaction - The vehicle is repaired with 1 HP and may behave normally, but has BS2 instead of what it had before.
This would be done like normal Mek Tools so it would be in the shooting phase. It wouldnt be able to move unless your opponent didnt pop the vehicle again, but depending on the vehicle it could still cause a bit of trouble that shooting phase, or go Flat Out to get in cover for future repairs. Obviously it would give you a small point advantage depending on what the vehicle was (reviving a wrecked Railhead for instance could be ... devastating) so it has more chances to fail than succeed, but face it what Big Mek does anything anyway? Unless he has a SAG, in which case he wont be anywhere near a vehicle to repair, hes not doing anything but walking around.
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This message was edited 4 times. Last update was at 2013/08/08 04:52:19
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) 2013/08/08 04:55:38
Subject: Codex - Orks 2.0
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Disguised Speculo
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I like Lootas, I just hate that the least choppy unit in the whole dex is an auto-include in every Ork army. Plus Deffguns are so lame compared to looted Imperial Guns
Ive always been a fan of the idea that orks should be able to steal vehicles that have been wrecked, but not exploded, during a battle. I mean, Looted Wagons are literally shiny vehicles with a big gun the orks liked and decided to steal. Why not give Meks (or maybe Big Meks) the option to repair a fallen vehicle, friend or foe, and cause some chaos.
I came up with a unit dedicated to this task a while back, you can see it here; http://www.dakkadakka.com/dakkaforum/posts/list/524390.page
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![[Post New]](/s/i/i.gif) 2013/08/12 11:28:38
Subject: Codex - Orks 2.0
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Battlewagon Driver with Charged Engine
somewhere in the northern side of the beachball
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Dakkamite wrote:-They aren't just "3 points" cheaper but rather 20%, which is an enormous price drop.
Hmm I guess you are right.
-They can now take Lascannons. Lascannon style shooting is the gaping hole in the Ork codex.
Lootas would also cost five bigshootas per model and shoot once per turn with bs 2.
-Theres no chance of a misfire without the gubbins rule. Old style Lootas had a misfire rule, and I feel that any Orks using Imperial Tech definitely should have such a rule, and as your rules stand non-gubbins Lootas have very little about them thats Orky at all
I personally would like to keep gubbins as an optional wargear. Maybe every roll of 1 during roll to hit prevents the model from shooting next ork turn (or firing overwatch during enemy's assault phase). This would make it stack with gets hot and extra gubbins
-I'd be interested to see what Lootas are able to swap their autocannon for at a 30pt cost, you seem to have not added that part in
Oops. I intended lootas were able to take plasma cannons for 30pts. I'll edit my post.
-The heavy support/elites thing isn't necessarily a nerf, though I would argue they are worse off for it. It definitely doesn't offset a 20% points drop nor the more reliable shooting or the Lascannon and flakk options
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Every time I hear "in my opinion" or "just my opinion" makes me want to strangle a puppy. People use their opinions as a shield that other poeple can't critisize and that is bs.
If you can't defend or won't defend your opinion then that "opinion" is bs. Stop trying to tip-toe and defend what you believe in. |
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![[Post New]](/s/i/i.gif) 2013/08/14 08:36:30
Subject: Codex - Orks 2.0
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Big Mek in Kustom Dragster with Soopa-Gun
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On a hilarious factor, it would be interesting if ork lootas Misfiring ended up firing at a different target within 10" of the unit originally being fired at. Just decide which units there are and roll a dice to find which one is hit, but it would of course require your own units to be a possibility since its representing an ork going "Ohhh, gak!" Be something like Dont Press Dat! most likely. Roll a D6 before shooting but after declaring your target, if its a 1 something happened to the weapon unexpectedly and the ork veered off target, surprised at what his big gun just did. Cannot misfire onto units out of range or sight. If there are no other units within 10" if the intended target, the Lootas automatically miss instead. That, or every To Hit of 1 veers off to a random unit nearby. That would be a little more lengthy of a shooting phase though unless you just had them all hit the same unit, rather than each 1 roll is randomized who got hit. yaknow, something unlikely but if it happens something zany just happened lol.
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This message was edited 2 times. Last update was at 2013/08/14 08:39:11
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) 2013/08/17 19:38:24
Subject: Codex - Orks 2.0
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Hangin' with Gork & Mork
The Ruins of the Boston Commonwealth
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So I drew up this after going through the entire thread, compiling many other peoples ideas and adding a few ideas of my own. DISCLAIMER: I didn't come up with many of these. Some are my ideas, most aren't. So there All units +1 str (Boyz str 4, Nobz str 5 etc) Warboss, Ghazzy, Wazdakka, Zagstruk, Grotsnik, Snikrot+1 WS. (Ghazzy having lower WS than a Company master? Seriously?) Special Rule: Orks don’t aim, they point and shoot. Orks use BS 2 for anything including snapshots I’z da boss! Special rule: If a mob with led by a character fails a charge roll then you may choose to inflict a wound on the mob and re-roll the charge. If you fail again you may NOT inflict another wound and roll again ‘Eavy Armor price reduced to 2 points per model Nobz PK now 20 points That goes for Nobz in boys mobz and Nobz mobz Warboss upgrades +10 points each (You may only pick one. You buy them during list making so no picking them before a match) Dead 'ard: The wasboss has +1 toughness. When a unit successfully Waaagh!s, they gain +1 toughness for that combat round Poison drinka: The warboss and the unit he is attached to is immune to the Posion special rule (any poison weapon that does not have a Str characteristic counts as str 3. When a unit successfully Waaagh!s, they are immune to the Poison special rule. for that combat round Loota: Designate a Vehicle at the beginning of the match. If that vehicle is immobilized, wrecked, or explodes, place a marker next to that vehicle. This marker counts as a separate objective for the Ork army, and may be captured by any troops, Lootas squads, or the warboss with this rule Flash Boss: The warboss's weapons and the unit he is attached to have their AP reduced by 1. When a unit successfully Waaagh!s, their melee weapons have their Ap reduced by 1 for that combat round (this stacks with the Choppas rule) Speed King: the warboss and the unit he's attached to and any vehicle he is embarked on have skillful rider. All vehicles in the army may add +1 inch to their move in their movement phase but do not incur penalties for this extra inch. This stacks with Red Paint Job. Sneaky: During deployment, d3 ork units in the Warboss' detachment may move 6 inches immediately after all units have been placed (including infiltrating units). When a unit successfully Waaagh!s, they count as having assault grenades New Independent character: The Arch Arsonist of Charadon. Equipment: Skorcha, ‘Eavy Armor, Big mek statline with +1 wound, Bosspole, Powered Power Klaw, (Counts as Chainfist) Same special rules as a warboss. 190 points? Kaptain Baddruk now HQ choice, Unaltered Warboss statline, 190 points, Assault Weapons +1 Attack for the mob he’s currently in. Boss Zagstruk now HQ choice, Unaltered Warboss statline, 120 points Boss Snikrot now HQ choice. Unaltered Warboss statline. Gives move trough cover to unit. Gives Infiltrate if he starts in a unit with out any armor upgrades. (6+ save) 110 points Old Zogwort has Warp charge 3 Warboss on bike allows for one Warbikers mob to be troops Big Mek +20 points Teleporta: A mek and any unit he is attached to may be moved to another location on the board as if they had deep-striked. If the Mek is held in reserved, the Mek and one unit of the play's choice may deep strike when he is deployed from reserve Weirdboy price reduction to 45 points. Warp heads have warp charge 2 Nobz 15 points per model Meganobz Bosspole upgrade Burnas. Option for Trukk transport. Option for Nob with Skorcha Tankbustas price reduce to 10 points per model. Option to take Trukk, Tank Hunters Kommandos have stealth special rule. Price reduction to 8 points Trukk price reduction to 30 points Stormboyz price reduction to 10 points. Warbikers Fearless special rule Deffcoptas Nob and BP upgrade options Battlewagon Kilkannon has 30” inches range Dread has 13 AV on front Kans unit size 1-5 Kustom Mega blasta +15 points, Rokkit Launcha +10 points Looted wagon 12AV on front FLASH GITZ Price reduce to 20 points Gitfinda: Flash Git weapons are twin linked ~Shootier: +1 strength ~More Dakka: +1 shots ~Blasta: As per usual, but the Gitz can choose not to fire it by passing a leadership test. +5 points ~Longa Barrel: Weapon range increased by 6"
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This message was edited 16 times. Last update was at 2013/08/18 14:13:10
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![[Post New]](/s/i/i.gif) 2013/08/17 22:15:43
Subject: Codex - Orks 2.0
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Longtime Dakkanaut
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I'd love to see a squiggoth with rules like in dawn of war (but obviously smaller) where it can ram, basically i'm thinking a deffrolla-equivalent impact hits when it charges. I'd love for orks to get loads of extra, quirky options for low costs with low likelihoods of success.
I'd also like to see nobs and flashgits being built from the same unit, in elites - lootas should be moved to heavy, as they're the only orks with heavy weapons, and the heaviest firepower orks have.
can you imagine the fun of bringing flashgits, with snazzguns, on bikes. or have the option to include a flashboss, who boosts the nobs shooting, or a warboss, which is obviously the close-combat buff. warboss becomes WAAAGH!lord, to avoid confusion. I'd love to have nobs on bikes with snazzguns.
lootas as troops should never, ever, EVER be alllowed. ever. just because panzees are bringing massed S7 shots for troops doesn't mean we all have to.
the best thing they could do for orks, though, is have them as a parody race - they saw a stormraven, decided to make their own, it doesn't work so well 'cos they didn't stop adding armour and guns to it - a skimmer gunship, not a flier, with 1 turn of being a flier due to rokkit boostas.
if weirdboys could get a power which makes any vehicle within 6" (or the one their in, if they're embarked) a flier for 1 turn. as soon as the power stops working, they vehicle lands heavily, taking D6 S6 hits to the rear armour - you'll get to the enemy, but the vehicle probably won't survive.
i think lootas should have a random chart to roll on to see what gun they fire, like a weak, unreliable version of an obliterator. 1 it's a grot blaster, 2 a twin-linked big shoota, 3 it's an assault cannon type gun, 4 a deffgun, 5 it's a rokkit and 6 it's something mega, like a lascannon, or even a zzapp gun. roll after you declare a target, long as you're in 24" range, you'll probably get to shoot it. it just stops them from being the orks overpowered unit of doom, the go-to guy for standing a chance in a competitive game - with an updated codex, they hopefully won't need to be so good.
man i wish GW would read threads like this...
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This message was edited 1 time. Last update was at 2013/08/17 22:20:12
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![[Post New]](/s/i/i.gif) 2013/08/18 10:04:55
Subject: Codex - Orks 2.0
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Disguised Speculo
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@Overlord Thrakka
Glad to see people are reading our ideas! Just seeing them here like this, I looked at everything in that post and thought "hell yes, give me that gak and Orks will be amazing"
As for the above post, I think the 1 turn fliers are the single best idea in this entire thread
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![[Post New]](/s/i/i.gif) 2013/08/18 10:53:10
Subject: Codex - Orks 2.0
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Fixture of Dakka
Temple Prime
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I'm liking what I see there Thrakka.
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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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