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Made in us
Steady Space Marine Vet Sergeant




Hanging out on the Great Plains

I know in the Space Marine Codex, now you have to pick a chapter for your army. What do are the chances are that they do the same thing with the Ork Klan. And which klan would you like to play.

I want Blood Axez, maybe so I can include as IG as a ally.


Eastern Frontier Exploratores
224th Astra Legion (main army)
628th Praetorian Guard Cohort (wife's army)
827th Auxilia Cohort (ad mech fun)
825th Foderati Cohort (in the beginning army)
1212th Foederati Cohort - Jokaero (cause I like apes with guns) 
   
Made in us
Longtime Dakkanaut





I believe if you google ork 6th rumors, you will see some stuff.

Long story short, rumors include Klans will happens, one of the rumors states the ork codex will come with a supplement for klan blood axe, which will be the first clan done.

All the major clans are supposed to be support.

Not sure if they will support factions like Kult of Speed, Dread mob. I think dread mob being covered by FW already and GW usually doesn't like to shoot its left foot with its right hand and all, and evil sunz will probably cover kult of speed.

you can already include IG as allies as orks, Allies of Convenience. I would be surprised if they said Orks and IG would be battle brothers, but AoC is enough.

This message was edited 1 time. Last update was at 2014/03/13 13:57:13


 
   
Made in us
Steady Space Marine Vet Sergeant




Hanging out on the Great Plains

Thanks for the answer.


Eastern Frontier Exploratores
224th Astra Legion (main army)
628th Praetorian Guard Cohort (wife's army)
827th Auxilia Cohort (ad mech fun)
825th Foderati Cohort (in the beginning army)
1212th Foederati Cohort - Jokaero (cause I like apes with guns) 
   
Made in us
Dakka Veteran




I *hope* so! The Fandex I'm working on is using the following:

Goff - Feel No Pain 6+
Blood Axe - Stealth
Evil Suns - Fleet
Snakebites - Melee attacks are Poisoned (4+)
Bad Moons - 1 pt of upgrades free per model in the unit

I don't have anything for Deathskulls yet, and I'm wary of the Bad Moon bonus as it can get out of hand (By 1650 pts vs your 1500!) but I *think* it'll wind up okay. Think.

I expect the official rules to be quite a bit larger, natch.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Could we please stop repeating that 6+ FNP nonsense? That's pretty much the last rule you want on a 180 model army.

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 us
Dakka Veteran




 Jidmah wrote:
Could we please stop repeating that 6+ FNP nonsense? That's pretty much the last rule you want on a 180 model army.


Counter-charge, then? "Goffs *always* get stuck in!"
   
Made in us
Beautiful and Deadly Keeper of Secrets





Give Badmoons back their BS5/6 Warboss and the ability to shoot at BS3+ again.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Wakshaani wrote:
 Jidmah wrote:
Could we please stop repeating that 6+ FNP nonsense? That's pretty much the last rule you want on a 180 model army.


Counter-charge, then? "Goffs *always* get stuck in!"


I agree my image of a sterotype Goff would be a nob hanging onto the side of a battlewagon with one hand, wielding his big choppa in the other and jumping into a Space Marine veteran's face chopper first as soon as possible.

I'd rather pick something more orky, like rage, reroll to hit in combat or something. Some sort of of close combat buff to display extra choppiness.

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 us
Tough-as-Nails Ork Boy





USA

The +6 FNP makes sense from a fluff perspecive to me for orks, their heads live after being cut off for awhile, afterall.

Hell though, I'll take anything at this point. I personally just want something to make my Orks swing at least at the same time as a space marine I just charged.

Never made any sense to me that a race designed for war, that does nothing but fight, charges a space marine with a large piece of metal strapped to a stick and then........gets hit in the face first. Though the old rules for furious charge did give +1 ini, so I guess once upon a time, GW felt a charging ork should attack faster than it does too.

This message was edited 1 time. Last update was at 2014/03/14 13:26:11


"If the application of force does not solve a problem; apply more force." 
   
Made in gb
Hallowed Canoness





Between

 Saevus wrote:
The +6 FNP makes sense from a fluff perspecive to me for orks, their heads live after being cut off for awhile, afterall.

Hell though, I'll take anything at this point. I personally just want something to make my Orks swing at least at the same time as a space marine I just charged.

Never made any sense to me that a race designed for war, that does nothing but fight, charges a space marine with a large piece of metal strapped to a stick and then........gets hit in the face first. Though the old rules for furious charge did give +1 ini, so I guess once upon a time, GW felt a charging ork should attack faster than it does too.


For Orks, the FnP kind of makes sense. For a Goff specific ability, not so much.

Waagh also used to double your initiative on the first turn of combat when you assaulted, making them strike simultaneously with Marines when charging.

Also, when did they start being Klans? The Ork codices I've seen (admittedly, nothing newer than 3e/armageddon) have always called them Clans to avoid the KKK reference.

This message was edited 1 time. Last update was at 2014/03/14 13:53:04




"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad. 
   
Made in us
Dakka Veteran




Klan is just a side effect of all the C-to-K switches in the language, along with s-to-z for plurals.

Made more amusing by the excellent grammar they show with, for example, the LungBursta. Busta? Oh no, da Orks know betta dan dat. Iz buRsta!

Still unsure on Death Skulls. Blue's a lucky color, so a reroll of some kind's not out of line, but "Reroll failed armor saves" isn't exactly a winner. Maybe *they* get the 6+ FNP for "Lucky miss?"
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Saevus wrote:
The +6 FNP makes sense from a fluff perspecive to me for orks, their heads live after being cut off for awhile, afterall.

Hell though, I'll take anything at this point. I personally just want something to make my Orks swing at least at the same time as a space marine I just charged.

Never made any sense to me that a race designed for war, that does nothing but fight, charges a space marine with a large piece of metal strapped to a stick and then........gets hit in the face first. Though the old rules for furious charge did give +1 ini, so I guess once upon a time, GW felt a charging ork should attack faster than it does too.


I don't care about fluff in this case. 6+ FNP has little to no effect on any shooting or melee outcome, it just forces you to roll an additional dice every time an ork is wounded. I had the "honor" of getting three mobs of boyz with 6+ FNP as veteran skill during a campaign. Rolling one or two hundred dice a game for this is nothing but a major waste of time. I'm all for making orks more durable, but we already take thrice as long to complete our turn than our opponent, there is absolutely no need to waste even more time.

If you want orks to be tougher, increase toughness. It didn't break nurgle, it shouldn't break orks. Attach an appropriate point cost and done. Or not, and we become the next cookie-cutter army due to 5 point T5 models in units of 30

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 us
Longtime Dakkanaut




Wichita, KS

 Furyou Miko wrote:
 Saevus wrote:
The +6 FNP makes sense from a fluff perspecive to me for orks, their heads live after being cut off for awhile, afterall.

Hell though, I'll take anything at this point. I personally just want something to make my Orks swing at least at the same time as a space marine I just charged.

Never made any sense to me that a race designed for war, that does nothing but fight, charges a space marine with a large piece of metal strapped to a stick and then........gets hit in the face first. Though the old rules for furious charge did give +1 ini, so I guess once upon a time, GW felt a charging ork should attack faster than it does too.


For Orks, the FnP kind of makes sense. For a Goff specific ability, not so much.

Waagh also used to double your initiative on the first turn of combat when you assaulted, making them strike simultaneously with Marines when charging.

Also, when did they start being Klans? The Ork codices I've seen (admittedly, nothing newer than 3e/armageddon) have always called them Clans to avoid the KKK reference.

There goes my idea for Klan White Sheets. Also Klan Killa Killa is probably a bad idea.
   
Made in us
Slashing Veteran Sword Bretheren






Or Killa Kan Klan. also a bad choice.

Either way, I think thet Deathskulls should get better Meks, or the ability to use any shooting weapons from any unit they defeat in melee. So if my boys assault a devastator squad, after they win, they now have lascannons!

DR:80+S++G++MB--IPw40k12#+D++++A++/fWD013R++T(T)DM+

"War is the greatest act of worship, and I perform it gladly for my Lord.... Praise Be"
-Invictus Potens, Black Templar Dreadnought 
   
Made in gb
Towering Hierophant Bio-Titan





Fareham

Marines get chapters, so it would be nice to see orks getting klanz back.
Its not as if the fanbase for orks wasnt big enough to warrant it either.


Im not really an ork player anymore, but if snakebites got back into it with options, i'd be tempted again.

I do miss the days of running boar boyz with bangstikks backed up by a squiggoth while weirdboyz zapped everything near by.
That was a rules update from an old WD mag years ago, but since then, nothing :(

Granted, you can run a feral ork army, swapping out models and such, but its still not the same really.

   
Made in us
Battlewagon Driver with Charged Engine




Between Alpha and Omega, and a little to the left

Meh, I'd rather not see GW give everyone Chapter Tactics. Ork can already be interesting and diverse and don't need a "Okay guys, this is totally a X army, my codex says so" mechanic.

@the 6+ FNP: Space Marines automaticly clot wounds, their bones are bulletproof, immune to shock and similar effect, and have many other redundant organs. They are also toughness 4. Orks are tough, yes, but not tougher than SM. I would rather have something that makes us better in an actual fight rather than something lame like FNP on everyone.

Want to help support my plastic addiction? I sell stories about humans fighting to survive in a space age frontier.
Lord Harrab wrote:"Gimme back my leg-bone! *wack* Ow, don't hit me with it!" commonly uttered by Guardsman when in close combat with Orks.

Bonespitta's Badmoons 1441 pts.  
   
Made in us
Gore-Soaked Lunatic Witchhunter




Seattle

... actually, Orks often are tougher than SM.

After all, an Ork can be decapitated and simply staple his head back on... and it doesn't even have to be his original body.

It is best to be a pessimist. You are usually right and, when you're wrong, you're pleasantly surprised. 
   
Made in us
Battlewagon Driver with Charged Engine




Between Alpha and Omega, and a little to the left

 Psienesis wrote:
... actually, Orks often are tougher than SM.

After all, an Ork can be decapitated and simply staple his head back on... and it doesn't even have to be his original body.

While that is true, an ork without his head is an ork that's not fighting (even if he does survive till after the battle). Casualties in this game does not necessarily mean a model's death, rather that they can no longer fight at it's full capacity.

Want to help support my plastic addiction? I sell stories about humans fighting to survive in a space age frontier.
Lord Harrab wrote:"Gimme back my leg-bone! *wack* Ow, don't hit me with it!" commonly uttered by Guardsman when in close combat with Orks.

Bonespitta's Badmoons 1441 pts.  
   
Made in gb
Roarin' Runtherd





Paisley, Scotland

I'd definitely like to see the Clans brought back to the fore with some rule buffs for Clan specific lists, at the cost of some unit restrictions on what you could take in said list.

They shouldn't be over-powering or overly restrictive, or imo make non-Clan lists unworkable, but just encourage diversity in list making while being true to the fluff.

As for me, I'm a Goff guy - for them, giving a modest CC effectiveness boost, while say insisting on at least 1 unit of standard Nobz and restricting one or more 'Un-Orky' units like Kommandos to 0-1 would be fine.

The others can then follow suit with Bad Moons being better at shooting, Snakebites more durable, Evil Sunz having cheaper transports (free red paint jobs) and so on.
   
Made in gb
Thunderhawk Pilot Dropping From Orbit





 Saevus wrote:

Never made any sense to me that a race designed for war, that does nothing but fight, charges a space marine with a large piece of metal strapped to a stick and then........gets hit in the face first.


Makes perfect sense when you consider all marines have a bolt pistol

Yeah sluggaboyz have pistols too, but since they can't hit the side of a barn it doesn't effect the outcome.

 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Tennants Lager wrote:
As for me, I'm a Goff guy - for them, giving a modest CC effectiveness boost, while say insisting on at least 1 unit of standard Nobz and restricting one or more 'Un-Orky' units like Kommandos to 0-1 would be fine.


Good game design would just make other, more fluffy choices better than kommandoz. For example by allowing MANz to lead mobs, but in turn makes them lose infiltrate. That way a goff player is rewarded for playing a pure goff army, while not restricting the other guy who really loves kommandoz with checkerboard armor.

Then again, GW wouldn't know good game design when you rub their faces in it.

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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