Toburk wrote:Hey guys long time reader, first time poster. Sorry for the wall of text.
General:
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Special army wide rule "animosity". A unit with this rule may accept a challenge, but not declare one.
BOOM problem solved. Possible secondary rule. "Let's krump this git!": If a unit with the animosity special rule receives a challange from a lone character (such as a single
IC or a
MC character), the entire unit may accept the challenge, and if you elect to do so, continue the combat as though a challenge had not been declared.
-Boyz are now 50% more expensive then termagants and cults! They can get some relative buffs to be worth it; we're talking the difference between tacs and sternguard, terminators and kitted out paladins. I don't think the venerable ork boy should drop to 5 points, they should be the "elite" beefy horde unit.
-Boyz and bigger getting a 6+
FNP (boys would still be taking more casualties from shooting with a 5+ cover\no cover and the 6+
FNP, than the unit wide 4+ cover in 5th edition, but would be tougher in melee and to ignore cover weapons). Also keep in mind that with termagants dropped to 4 points they now eat small arms fire with much more cost efficiency than boys. Previously this was the opposite with the boy's T4 being enough to make them tankier per point.
-Boyz and bigger getting hammer of wrath standard. It sounds outrageous until you run some theorycrafting on the outcomes. Against most units the
Str 3
HoW would only counteract a portion of the overwatch fire, and would only be a noteworthy boost against melee units with no shooting (poor poor bloodletters). This also preserves a mob's charge impact at lower model counts, such as shot-to-bits footsloggers or a unit of truck boys. Also compensates for the loss of +1Int on furious charge.
-the max number of wounds a model has counting for mob rule. This way Nobs provide a
Ld boost like other army's sargents do, and units composed of nobs are not crippled by being
Ld 7 without fearless.
-special
FOC change for orks to allow for more
HQs (like how Space wolves can take 4) and an extra 2 troops slots (8 total) to allow for greater viability in some list building. Our
HQs can be fairly cheap and really function more as an elite\heavy support slot (
sag, kkf, wierdboy etc), and a speedfreaks army can max out the 6 troops slots with just 642 points of truckboys.
-increase of the number of units with special WARRRGGGHH!! rules like dakkajets currently have.
-bikes get cheaper across the board. It's going to happen anyway, but we can still preemptively wish for it. A boy's bike costs almost as much as a chapter master's, the nob's bike now costs as much as Khan's moondrakken, and the bike for bosses and big meks is simply outrageous. Frankly, I'm rather terrified by how cheap our warbikers might become. Just look at the huge drop in cost for Eldar's jetbikes (eldar jet bikes! not even regular bikes) at the same time they gained a 5+ cover AND RENDING!
-speaking of bikes, exhaust cloud gives stealth rather than a flat 4+ cover.
-"controllable randomness", or "reliable randomness" that is both fun and useful. No more of the "on a 2-6 it works normally, and on a 1 it fails\dies"
-
WS values updated to reflect current standards (5 for nobs being heavy dedicated melee units, 6 for warbosses being melee
HQ, and 7 for Ghaz being a named beatstick)
-Ork chainfist upgrade and possibly an option to use a powerfist as a power maul for bosses and\or Ghaz.
-Choppas are likely going to be AP5, but Big Choppas should really be AP4 (the profile even exists in the Eldar codex for the scorpion exarch; +2S AP4 two-handed for 5 points!)
HQ's:
-Warbosses gain fearless, just like chaos lords. If boys\nobs get a 6+
FNP, warbosses could get regular 5+
FNP (they don't come with power armour standard you know!).Buffed to
WS 6 .
-I don't think the
KFF should give shrouded, but hell, venomthropes got it so most likely we will too.
-
SAG that is usable. 6 of the 7 random effects, on a weapon that has a random strength, are straight up unambiguously bad. The
SAG chart results should be some degree of "good" or at least "bad with upside". For example rather than a result that simply shoots the mek across the board to die in close combat, have them deliver a large number of
HoW hits at the strength and
AP the shot would have been normally, (Str6 AP2
iirc?) then include an amusing fluff blurb about the mek vanishing from reality, only to burst forth from the warp, visibly aged and riding a bloodcrusher of khorne sidesaddle into the original target of the
SAG as justification for the
HoW hits.
-Add Painboss\Big Doc as a vanilla version of Mad Doc Grotsnik. There are forgeworld rules for these guys in the dreadmob list apparently, but I've never read them.
-Weirdboy does NOT use the rumored waarrgh points system! Make 'eadbander occur on perils of the warp for reasons of fluff, sensibility, and to free up a spot in the power chart. Let the weirdboy roll two dice and choose which to use on the power chart (controllable randomness and player input hurrah!). Have the Warphead be
ML 2 and thus get a second roll on the chart. Also having the Weirdboys powers be buffed when a WAARRGGH!! is called would be pretty cool, like having the melta shot be a beam power, blast be a large blast, power weapon be an activated force weapon etc)
-Ghazghkull gets some solid buffs and special rules. He's really just a megaboss with an extra wound and eternal warrior. His WAARRGH really needs to be updated too, as the rules will likely be a full 3 editions out of date by the time out codex is out.
-Wazdakka needs a huge points drop, and since he apparently doesn't have cybork implants his bike should have a force field generator to give him a 5++
-Captain Badrukk can be made an
HQ, as a named warboss with unique wargear. 3+ armour save, a power sword, change his gun to be an assault 1 plasma cannon since his
BS is now 2, maybe even give him an orbital bombardment from his looted flagship.
Everything else:
-Allow bunas in boy squads, this will help sluggas as they want to run every turn they can't charge, thus big shootas and rokets are useless for them, and of course it is generally really really cool. Cost the buna at 5 points (same as a flamer) with the "two-handed"
USR. That they are able to be used as an AP3 power weapon if they are not used in the shooting phase or on overwatch breaks even at a cost of 5 points vs power armour and is much worse against anything that doesn't have a 3+ in terms of cost effectiveness. 10 points for just the weapon is over costed, and the current 15 for commandos (25 points total for the model) is ludicrous.
-Drop painboys to have a boy statline instead of a nob statline and allow them to be added to a number of units as an unit upgrade (like a nob, rather than having them as a group of
IC like
BA sag priests) make doc's tools improve a
FNP roll by 1 (boys would go from a 6+ to a 5+). This would allow painboys to be relatively cheap.
-Nobs need to get cheaper, they are simply overcosted right now (survivability of 12 points of boys, melee power of 10 points of slugga boys).
WS 5 would allow the warrgh banner to give a different effect.
-Lootas are actually underpowered after 2 editions of power creep and sit between
IG heavy weapon squads with autocannons and Chaos havos with autocannons in terms of power and cost if you run the numbers on them. As such they need a slight buff (preferred over a cost reduction). I propose making successful cover saves taken against them to be rerolled (like the
IG "fire on my target" order) name the rule some combination of "dakka" "hail" or "storm" (hail of dakka, dakkastorm etc.). It would be nowhere near as powerful as ignore cover, but would boost power against targets lootas should be good against without just making them cheaper or handing them more shots. Being able to add the
DOW 2 beamy deffgun at a reasonable cost would be interesting with having mixed autocannon and lascannon fire in the same unit.
-Tankbusters need to lose their 5th edition tank rage. They should be a dedicated anti-tank, anti-
MC unit, with tank hunters and preferred enemy (vehicles, monstrous creatures), these
USR would allow them to be costed at a reasonable level without being crazy good vs everything else. Give them a
DE wyche style invulnerable save (5++ or 4++) in close combat with walkers and
MCs as well as against vehicle explodes results. Tankhammers need an
AP value (AP3 as they are a krak missle?) and probably dropped to S8 but given armourbane so they don't instant death T5 models. Tankbusta bombs need a
AP value as well, and the options would be: AP4 making them better krak grenades, AP3 making them useful vs monstrous creatures, AP2 with unwieldly making them weak melta bombs.
-zapp guns become strength 6+
D6 (min of 7 max of 10) have them do something extra on a roll of 5 or 6 such as auto hit like they used to, but fry one the the grot gunners in exchange.
-commandos can swap slugga\choppa for a shoota. (on an interesting note, at 10 points commandos with twin-linked shootas would have the same shooting power as shoota boys, but with less
cc ability and fewer wounds). Give them stealth, and special smoke grenades that they use the turn they arrive on the board to give them shrouded.
-Snikrot is outrageously overcosted (he costs as much as a warboss with a powerklaw!
lol). One of the only models in the game that wouldn't be made overpowered by giving it both shred and rending. Coincidentally i propose giving Snikrot shred and rending. Assault from reserves seems to be a big no-no in 6th so how about ambush also disallowing overwatch against his unit? Also allow a
PK Kommando nob to be taken alongside him rather than having Snikrot replace the nob.
Deff Deads and Kans are broken right now due to the
BRB and require a huge overhaul to get them to work. How about these changes as a start:
-Deff Dread gets boosted to
AV 13 front like an ironclad or a furioso. Krak grenades got an incredible 3,600% buff vs these guys (gogo
GW play testing)so the
AV buff is the absolute minimum they could get; what is the purpose of a close combat walker that can be easily killed in close combat by anything you would plausibly want to charge?
-The Deff Dread gets something like the maulerfiend's huge list of special rules (that allow it to only mostly suck rather than totally suck). stuff like, 5++ from cybork body, rampage, fleet, 12" movement (always or just on the waarrggh turn), ignores crew shaken\stunned etc. Maybe even a 4th hullpoint to make a clear differentiation between killa kans, the "small" space marine dreadnoughts and the huge Deff Dread model.
-Killa kans get some survivability boosts to compensate for their measly 2 hull points, like the biker's exhaust cloud (giving stealth ie a 6+ in the open, or a 4+ in cover or with a KKF big mek), and a special rule to return grenades to only hit on a 6 instead of with
WS call it "unpredictable movements" or something.
-Kans need to be massively up gunned, or made cheaper with the ability to take squadrons of 5, or both.