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![[Post New]](/s/i/i.gif) 2013/08/11 06:04:03
Subject: One ork rule
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Disguised Speculo
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Vineheart01 wrote:Yes, mob up needs to return. Ork Boyz biggest problem is when they do drop below 11 models they are usually gone. Not dead, just permanently running away. They should be able to merge into another group, even if theres a model cap (say 50) a single unit can have it would still be epic because it would keep them from running away!!!
No idea how many games ive had where at least 1 of my ork boyz, 6-7 strong, refuses to regroup and runs 48+ inches to my board edge and goes away. It irritates the crap outta me that once they lose fearless theyre garbage, and especially with trukks its not that hard to remove fearless. What sucks, is usually the Nob is still in that unit so i still have a reason to want it around.
Liftadroppa should NOT be normal lol any idea how broken that would be? Suddenly taking vehicles against Orks is utter suicide as even a landraider would just go poof! in a matter of seconds. However, Supa Kannon should be in normal dex. Kill Kannon is slowed. Crap range, low strength for a big gun, expensive as hell.... wth is that even in the dex for?
And 2+ FNP on overwatch is a little far lol.
Kill Kannon is an example of what pie plate weapons would be like in any game that had any semblance of tactics or balance.
Instead we have S10, hit anywhere it likes, infinite range multi shot pie plates.
I'm against having Supa Kannons in the dex - heaven forbid Orks have a weakness in long range shooting
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![[Post New]](/s/i/i.gif) 2013/08/11 06:51:57
Subject: Re:One ork rule
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Yellin' Yoof
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something i would like to see for ork characters is an ability from the dawn of war computer game the one called fightin juice, the orks would take damage as usual but wouldn't die until it wore off.
I'm not saying it should be something that all the orks could take but have it as an
upgrade for your characters and i would see it working as this ,
you buy it as a piece of wargear, it's one time use only and only able to use it in a assault after overwatch has been resolved ,
but the ability that it would grant you is that if you use it the ork character suffers unsaved wounds as normal but will not be removed as a casualty until his close combat attacks have been resolved
for weird boyz i would like to see a gork and mork charts for the psychic powers
For nobs i say make the big choppa like this +1str, -ap , two handed , rending
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![[Post New]](/s/i/i.gif) 2013/08/11 09:11:09
Subject: One ork rule
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Big Mek in Kustom Dragster with Soopa-Gun
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I like that juice idea. One use only, rest of the turn that model will not die until the end of your turn (including assault) and can be used at any point.
Instapaste still overrides it though, otherwise it wouldnt make sense. Think of it like a delayed feeling of pain rather than feel no pain lol.
Supa Kannon was 60" wasnt it? We already have the SAG which fires that far and Lootas which arent much lower. Quite frankly we dont need more than 48, but 24 is fething dumb especially for the cost and lack of durability at that range (since BW are way weaker when they cross the no-mans-land in the middle of the board).
What i want is something that atleast is still in our deployment zone and can hit most things, like lootas do. Difference between a pi plate and lootas is how easy its removed. Once anything hits the lootas the entire unit usually evaporates...unless you assault a BW you arent going to punch it that easily at range since youre probably facing its AV14 not 12. Also its immune to the baleflamer's initial divebomb attack since S6 cant hurt 14 and only glance 12, so they cant insta-gib our long range support.
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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) 2013/08/11 10:42:30
Subject: One ork rule
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Powerful Phoenix Lord
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I would like to see the old Loota rules make a comeback. Sure it sucks when you roll 4 1's on those plasma cannons, but man was it entertaining to see the lootas blow themselves up.
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Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia |
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![[Post New]](/s/i/i.gif) 2013/08/11 10:59:01
Subject: One ork rule
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Trigger-Happy Baal Predator Pilot
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I like current lootas but I wouldn't be too disappointed to see them move to heavy and gain a boss pole and a loota boss.
I would like to see bad doks as ICs for fnp bubbles and cybork for 1 unit kinda like a cut down grotsnik.
Nobs should be like wolf guard buy them as a unit and distribute them to squads, this would fluffily reflect the warboss ordering his retinue to go get some some lads together and get krumping! This would also allow for MAN waaagh banners, pain boyz and boss poles.
Old looted wagon rules purely because the current ones suck, who takes heavy support choices other than BW these days?
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![[Post New]](/s/i/i.gif) 2013/08/11 15:45:40
Subject: Re:One ork rule
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Pyromaniac Hellhound Pilot
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6+ FnP across the codex with a few exceptions.
5+ for Nobz, Big Meks,
4+ for warboss.
gretchen get no FnP, sorry guys. Keep all the other saves where they are.
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javascript:emoticon(' '); 3,000 pointsjavascript:emoticon(' ');
2,000 points
265 point detachment
Imperial Knight detachment: 375
Iron Hands: 1,850
where ever you go, there you are |
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![[Post New]](/s/i/i.gif) 2013/08/12 07:22:22
Subject: One ork rule
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Dakkamite wrote:What I'd like to see;
~Burna's and Big Choppas as weapons choices for Boyz mobs
An option would be to allow upgrading a boy to a big choppa nob instead of special weapon boyz. Make it slugga boyz only and you suddenly have a dangerous close combat unit which isn't outdone by shoota boyz in every aspect.
~Pretty much everything should be able to take a trukk.
And a battlewagon. They aren't exactly free and you can get a whole lot by doubling FOC. It would just open up some options for new builds, and I like options.
~Ork Klan effects that have a solid but not "codex supplement" level of influence on the game
A friend of mine came up with the idea of "klaning" mobs like you mark chaos marines. Evil Sunz move an additional inch, Goff get a bonus attack, Bad Moonz increase their armor by one, Deff Skullz have +1S when shooting, and Blood Axes get the Stealth USR. Of course, points would vary (like they do for the chaos gods), because some bonuses are better than others.
~Something like the FW Goffs Boss, who makes 'eavy armour unlimited. 'eavy armour 2-3pts instead of 4
Where do I find that one?
Edit; Also lifta droppas in the main codex, and able to aim where they fling gak
It would have to be severely weakened though. It would probably already be great if you could just mess with your opponent's vehicle placement, like dragging it towards your tankbustaz, without further damage. It should definitely not be able to instantly wreck anything.
CthuluIsSpy wrote:
Yeah, Orks should be S4 base then. Of course, this means nobs would become S5 and Warbosses would become S6. Not sure if that's balanced.
Well, you could drop furious charge in exchange - or just give it to select units or just during the Waaagh. As one of my IG opponents once pointed out, it's just ridiculous that puny guardsmen are just as strong as an ork, whose biceps is bigger than the guardsmen's torso.
Vineheart01 wrote:Kill Kannon is slowed. Crap range, low strength for a big gun, expensive as hell....wth is that even in the dex for?
If it were around 15-20 points, it wouldn't be that bad. It's decent strength and has a nice AP value, it's just priced as if it were an Imperial Battlecruiser's main cannon, rather than a welded pipe which shoots scrap, some explosives and an occasional too-curious grot at short distance. It's really an upgraded grotzooka, and should be costed as such. On the Megadread the Killkannon is nothing but awesome - simply because it's free (or 20 Points if you consider the usual price of rippa klaws).
Dakkamite wrote:Kill Kannon is an example of what pie plate weapons would be like in any game that had any semblance of tactics or balance.
Instead we have S10, hit anywhere it likes, infinite range multi shot pie plates.
I'm against having Supa Kannons in the dex - heaven forbid Orks have a weakness in long range shooting
A poorly thought-out weakness I must say. While "our weapons are as efficient as throwing the ammunition with our hands" might be a nice attempt at fluff, it really doesn't fit the game. There is literally no counter-balance to the advantage of getting the first turn, and most long-range weapons are just balanced by being very fragile. In addition, two out of three deployments allow other armies to deploy so far away, that footslogging close combat units have virtually no chance of ever getting there. Everyone and their squig is taking lootaz right now, just because of this. We need some sort of viable long-range shooting to stay in this game. It doesn't have to be the supa-kannon though. Mounting a SAG on a battlewagon or a new type of grot artillery would be fine, too.
GnarYoFace wrote:something i would like to see for ork characters is an ability from the dawn of war computer game the one called fightin juice, the orks would take damage as usual but wouldn't die until it wore off.
Both Dawn of War games have a lot of great ideas for orks. For example, tank bustaz have the option to just barrage an area with their rokkits (S:X AP3 large blast, X = number of rokkits?), lootaz can upgrade their deffgunz to "zappy deffgunz" (= lascannons). The big mek can zap vehicles to temporarily disable them, and a Warboss has a warshout to empower his unit.
Ugly Green Trog wrote:I like current lootas but I wouldn't be too disappointed to see them move to heavy and gain a boss pole and a loota boss.
At the very least, meks should be able to get boss poles. The model itself has one, for Christ's sake.
Nobs should be like wolf guard buy them as a unit and distribute them to squads, this would fluffily reflect the warboss ordering his retinue to go get some some lads together and get krumping! This would also allow for MAN waaagh banners, pain boyz and boss poles.
I think in fluff, it works the other way around. The boss picks the biggest and baddest orks from his boyz and makes them his retinue. Either way, I think MANz should get all upgrade that nobz can get, except the painboy. It's hard to fix other orks while wearing mega armour.
Old looted wagon rules purely because the current ones suck, who takes heavy support choices other than BW these days?
This, you can get any vehicle you want via allies anyways. Alternatively, make it a toolbox which is able to represent any vehicle in the game.
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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) 2013/08/12 10:45:49
Subject: One ork rule
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Big Mek in Kustom Dragster with Soopa-Gun
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Looted Wagon option is maybe 200pts cheaper than allying in IG LRBTs, but those extra 200pts give you table-range instead of 36" and AV14 instead of 11. The gun is awesome, its the range AND the armor that sucks. If it was AV13 and had the same stats otherwise, it would be fine because that atleast requires an anti-tank shot while the rhino dies to infantry or evaporates because of the anti-tank and doesnt have a chance.
I mean, yeah its technically a rhino body but you'd think the orks would "tough it up" some more by slapping so much extra plating on it.
Looted Wagons should be something crazy wild on the options available. Let it cost however you upgrade it, and its upgrades are almost endless since its a STOLEN vehicle. Transport? Add 30pts for 12models, 50pts for 20. Each armor higher than 10? 10pts front, 15pts side, 30pts rear per armor. Big shootas/rokkits/scorchas attached? 5/10/10pts each (max of 2 overall). Pi plate weapon? 60pts. Stolen hammerhead railgun? 80pts. List goes on and on (and im just throwing numbers out btw not actually trying to balance it).
We should be able to just build the most whacked up vehicle possible, and field it as such. Even if its not viable because of the cost for such things, being able to take it and throw our opponents off would be awesome.
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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) 2013/08/12 11:34:11
Subject: One ork rule
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Or they could just tell you to pick whatever vehicle you want, reduce BS and HP to 2, keep "Don't press dat!" and allow ork vehicle upgrades. Done.
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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) 2013/08/12 22:29:41
Subject: One ork rule
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Big Mek in Kustom Dragster with Soopa-Gun
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im also just speaking wishfully because im one of those ork players that wants to build a complete WTF IS THAT? type vehicle, but i refuse to use looted wagon rules and BW dimentions are a little restrictive. Automatically Appended Next Post: im also just speaking wishfully because im one of those ork players that wants to build a complete WTF IS THAT? type vehicle, but i refuse to use looted wagon rules and BW dimentions are a little restrictive.
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This message was edited 1 time. Last update was at 2013/08/12 22:30:21
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) 2013/08/12 22:36:33
Subject: One ork rule
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Secret Inquisitorial Eldar Xenexecutor
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Grot shield
In a challenge, an ork character can transfer a single wound per turn (controlling characters choice) on to a nearby grot. This represents the character picking up and throwing said grot in harms way to better protect himself.
Grots do not need to be represented in the squad and have no other bearing in game.
It just sounds cool...
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![[Post New]](/s/i/i.gif) 2013/08/12 22:42:37
Subject: One ork rule
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Charging Orc Boar Boy
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I really don't want FNP 6+ I just think it would make the game so much longer, I know that some think that it wouldn't but I do.
Mob up for sure.
Maybe Mixed armor so you can take a 4 up in the front rank of your boyz squad but not have to pay for it for the rest of the boyz.
Remember Nazdreg? I want him back.
Some access to Inv saves for mega nobs.
Pain bosses back
maybe grots can have living shield back? ignores ignores cover? grots die for each cover you take
Higher ork I and strength acroos the board. It makes no sense to me that an ork is bigger than a space marine in his armor but has a lower strength...
what bout ork shootas get the same as the WAAAAGH plane and sluggas get an extra attack?
Really I would just like to play the 3rd ed codex instead of the 4th ed codex this edition... Can I there is no rule saying you have to use the newest codex is there? lol
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This message was edited 1 time. Last update was at 2013/08/12 22:48:33
Stikk bommas are special among ork society for one reason - They know when you pull the pin out of a stikk bomb you throw the bomb not the pin!
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![[Post New]](/s/i/i.gif) 2013/08/13 01:38:09
Subject: One ork rule
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Disguised Speculo
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I'm with Rothrich on the FNP, seems pointless to have one thats so crap.
A friend of mine came up with the idea of "klaning" mobs like you mark chaos marines. Evil Sunz move an additional inch, Goff get a bonus attack, Bad Moonz increase their armor by one, Deff Skullz have +1S when shooting, and Blood Axes get the Stealth USR. Of course, points would vary (like they do for the chaos gods), because some bonuses are better than others.
Nice. I'd had a similar idea but hadn't put pen to paper to get some bonuses
It would have to be severely weakened though. It would probably already be great if you could just mess with your opponent's vehicle placement, like dragging it towards your tankbustaz, without further damage. It should definitely not be able to instantly wreck anything.
Right now it's more of a long range Meltagun than a big magnet that flings stuff about, I don't use my Lifta Droppa to kill vehicles, I use it to send them *soaring*. I lucked out and put a rhino on top of a pillar once, never since have I given a damn about the damage output of this thing when it can do *that*
Where do I find that one?
Back of IA:8, in one of the missions IIRC. He's pretty crap though, like most of the named characters he has no cybork
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![[Post New]](/s/i/i.gif) 2013/08/13 06:44:33
Subject: One ork rule
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Big Mek in Kustom Dragster with Soopa-Gun
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pfffft HAHAHA ohh i bet that Rhino owner was like "wait..what?" oh i wish i could see that.
i like the clan idea similar to chaos marks. It makes sense actually. Without giving us a crapton of extra units that are literally just clan variants of the same thing, this would be the best way to do it.
Blood Axe Green Tide with a KFF....everything has a 4+ cover muhahahahaha
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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) 2013/08/13 07:05:49
Subject: One ork rule
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Oh, that one. He is so unspectacular, I totally forgot about him. During that campaign, I fielded Thrakka instead Automatically Appended Next Post: Vineheart01 wrote:pfffft HAHAHA ohh i bet that Rhino owner was like "wait..what?" oh i wish i could see that.
i like the clan idea similar to chaos marks. It makes sense actually. Without giving us a crapton of extra units that are literally just clan variants of the same thing, this would be the best way to do it.
Blood Axe Green Tide with a KFF....everything has a 4+ cover muhahahahaha
What intrigued me most about the idea was that it actually made you pick fluffy choices. You'd want deff skulls lootaz and tankbustaz, goff boyz and nobz and bad moon 'ard boyz.
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This message was edited 1 time. Last update was at 2013/08/13 07:10:53
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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