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Made in au
Crazed Spirit of the Defiler





Medrengard

An absurd amount of randomness, deffkopta meks (as in an actual unit called "Flyboy mek" or something) that can take large weapons, shokk attakk gun comes to mind.

Also warbosses with rokkit packs.

oh...and EVERY DAMN UNIT VIABLE for competitive

   
Made in us
Powerful Phoenix Lord





Buffalo, NY

I want 3rd ed Lootas. I miss being able to have the potential for 4 Plasma Cannons to wipe out the firing unit.

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 
   
Made in ca
Tough-as-Nails Ork Boy





Hey guys long time reader, first time poster. Sorry for the wall of text.



General:

-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.


   
Made in us
Flashy Flashgitz






NJ

 Toburk wrote:
Hey guys long time reader, first time poster. Sorry for the wall of text.



General:

-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.





I agree with literally everything you said, and I truly hope GW shares the same sentiments. All except one, animosity. I don't see how that would help with challenges if we can't declare them? Maybe I'm just reading it wrong.

Just to throw my two cents in, I love the random fun involved with orks, but it needs to be USEFUL! Or, if there is a chance that the unit hurts itself, it better Damn well be cheaper than the other race's equivalents, which it very often isn't.

   
Made in ca
Tough-as-Nails Ork Boy





 Awesomesauce wrote:


I agree with literally everything you said, and I truly hope GW shares the same sentiments. All except one, animosity. I don't see how that would help with challenges if we can't declare them? Maybe I'm just reading it wrong.

Just to throw my two cents in, I love the random fun involved with orks, but it needs to be USEFUL! Or, if there is a chance that the unit hurts itself, it better Damn well be cheaper than the other race's equivalents, which it very often isn't.


Indeed! That was a massive oversight in how I presented it. I intended that characters (the boyz' nob, warbosses etc) would still be able to declare and accept challenges as normal. Include something along the lines of "unless they would otherwise be able to" or some such thing.


The intent is that a random sarg couldn't be thrown in front of the nob to absorb the PK hits which make up so much of the mobs offensive power, and to avoid the biggest problem, MC characters challenging out the nob, particularly when they have Iron Arm as T7 makes them totally immune to boyz S3.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Toburk wrote:
-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.

Please, no 6+ FNP across the army. It just adds a lot of dice to be rolled with little to no effect while stealing game time. I once played a campaign and got 6+ FNP for three mobs of my boyz, it was a pain in the rear to roll all those dice whenever anything shot at them. The extra survivability is not worth the effort it takes.


-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.

It's basically a big mek with dok tools instead of mek tools (and no access to mek-only gear) that allows you to cybork one unit of boyz. While one of the better HQs from the dreadmob, by no means overpowered. It could potentially just be copy&pasted into our codex.


-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.

That would make the pain boy to easy to snipe out. Keep in mind that orks have little to survive precision shots. There also are rules in place to add them without being ICs, like the necron or seer councils - you could just buy 0-5 painboyz and distribute them across certain types of units.

I agree with everything else you said though.

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. 
   
Made in gb
Been Around the Block





an update would be nice :p

750 points

wins: 0 losses:1 ties:2 
   
Made in us
Longtime Dakkanaut





Would like to see a revamped:

HQ structure

You buy a Warboss, a Pain Boss, or a Mek Boss for an HQ slot.

Lets you buy some amount of other lesser characters that are between a Boss and a Nob, and unlocks something as troops. These would be the Bosses War Council, and represent their enforcers and number twos that make sure the ladz do what the boss wants. The war council can be divided up into boys mobs as you see fit but you may not have more than 1 council member per warboss in any mob.

Council Members-
Painboy
Big Boss [stats between Nob and Warboss, has expanded wargear selection past Nobs]
Mekboy
Weirdboy

Buying a Warboss lets you buy 1-3 Big Bosses, 0-1 Painboys, and 0-1 Wyrdboys. Warboss lets you buy a unit of Nobs as troops.

Buying a Painboss lets you buy 1-3 Painboyz, 0-1 Big Bosses, and 0-1 Wyrdboys. Pain boss lets you buy cyborks as troops [or maybe lets you upgrade any ork model to cybork for +x points, but whole squad must receive upgrade.]

Buying a Mekboss lets you buy 1-3 Mekboys, 0-1 painboys, and 0-1 Wyrdboys. You may take 1 Deff dread as a troop selection, or a unit of killa kanz as a troop selection. They count as scoring.

Wyrdboys revamped-

New ork psyker powers, Ork weirdboys ML-2 Warpheadz ML-3. You roll for your ML-1[normal weirdboy rolls 1, warphead rolls 2] powers on an orky chart [just like generating a psychic power for other races now] at start of game, chart powers are things that generally buff orks in orky ways. The remaining power you do not roll for at start of game is a chart that you roll at start of each turn on a special Wyrd Chart. Each ork unit in on table generates 1 wyrd token per 10 full boys in the mob at the start of the ork players turn before anything else happens, Generates an additional wyrd token if locked in assault at this time, any unit with a wyrdboy generates an additional wyrd token at this time.

Wyrdboy rolls on Wyrd chart immediately after tokens for all units are placed. Wyrd chart will be similar to current ork chart, in that it generates mostly damaging attacks, or things that allow you to affect the entire ork army [waaagh] or lets you teleport. No buff/debuff type powers. Chance you blow up in giant ball of green wyrd energy.

Wyrdboy may use their other ork psyker powers when relavant during the turn, uses wyrd tokens from the orks unit. These "buff" type powers affect the wyrdboy and his unit, as well as any ork unit with models within some distance of the wyrdboys unit may "buy into" the power by spending their units wyrd tokens.

This represents the wyrdboy being a conduit for the orks gestalt psychic power and affecting other orks around the wyrdboy.

Kommandos

Would like to see them revamped, so that either they can assault from outflanking/infiltrating, or have different weapon selection, can pick where they outflank, or maybe acute sense for a reroll of outflanking [orky kommando goggles] points reduction.

Tank Bustas- Give them tank hunters, maybe monster hunters.

Let normal boys buy a burna as one of the weapons options along with rokkits and big shootas.

Remove 0-1 limit on ard boys.

Flash Gits = points reduction on the the weapon upgrades.

Looted wagon= let them be purchased as 1-3 in a squadron.

Blitz Bommer, make the blitz bomm ap 2, ap 4 for something with armourbane is wrong.

This message was edited 2 times. Last update was at 2014/03/10 16:42:52


 
   
Made in us
Dakka Veteran





Massachusetts

What I would like to see:
More boys in truck
Burnas back in with boys
Some sort of teleporter
Large walker to combact other large walkers (FW mega dredd)
1 Codex and NO supplements


What I do not want to see:
Supplements
Tubinators for orks
Errors

I wont get the book when it is first out. Ill wait and see what others say. With a 16 month old my gaming time is almost nothing so I have no issues not doing anything with them if the book is .


<--Bolt on Cuteness: S:20,No armour save, no invul save, no cover save, Range:unlimited---DEAL
Enough too have fun
 
   
Made in gb
Been Around the Block





UK

I would love to see loads of teleporting options like the Mek Boy has in DoW2 Last Stand .

Kings of War RC 
   
Made in us
Trustworthy Shas'vre




DFW area Texas - Rarely

While I don't play orks, I think they are a ton of fun, and several of my friends play them;

Here is what I want for my ork friends;

A strong codex that had both good internal and external balance that supports multiple successful builds while maintaining the Ork "mentality" and style.


DavePak
"Remember, in life, the only thing you absolutely control is your own attitude - do not squander that power."
Fully Painted armies:
TAU: 10k Nids: 9600 Marines: 4000 Crons: 7600
Actor, Gamer, Comic, Corporate Nerd
 
   
 
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