Switch Theme:

Drop pods fair for tyranids, but orks would be broken with them?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Decrepit Dakkanaut




Niiru wrote:
BRB wrote:
Considering SW Droppods have become their own choice in the latest codex: couldn't you take an unbound orc army and take some SW droppods along for them to ride in?



Umm... Wait. Er.

...yes?

I mean it would be unbound only of course, cos only battle brothers can use each others transports, but Orks using looted space marine pods is almost sensible. Rule of cool may even get it on the table without complaint.

So, looted drop pod. Another to add to my list of crazy conversions.

This is only if I'm not missing some obvious rule.

Not how Unbound works. Armageddon works like that, though.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in dk
Bonkers Buggy Driver with Rockets




Denmark.

 Farseer Pef wrote:
 Wulfmar wrote:
With all these forces arriving by drop pod, why don't they just stay in space and fight. It's a bit like saying 'Hey, rather than fighting here with the big guns, why don't we both drive over here and fight'.

Dumb narrative.


They used to. It was called Battlefleet Gothic. It was quite fun. Then GW said "Let there be only gross profits!" and stopped production and support for it.

Please, don't you want to tell us a story of the times past? I'm far too young and in-experienced to have tried it, and it sounds so fun :(

This message was edited 1 time. Last update was at 2014/12/03 15:50:09


 
   
Made in gb
Longtime Dakkanaut




UK

Slayer-Fan123 wrote:
Niiru wrote:
BRB wrote:
Considering SW Droppods have become their own choice in the latest codex: couldn't you take an unbound orc army and take some SW droppods along for them to ride in?



Umm... Wait. Er.

...yes?

I mean it would be unbound only of course, cos only battle brothers can use each others transports, but Orks using looted space marine pods is almost sensible. Rule of cool may even get it on the table without complaint.

So, looted drop pod. Another to add to my list of crazy conversions.

This is only if I'm not missing some obvious rule.

Not how Unbound works. Armageddon works like that, though.



Isn't it? Have to admit I only ever make "proper" lists, but I thought unbound was pretty much "field what you like, no holds barred". So you can take your normal ork list, and then add in some drop pod "allies". If unbound vehicles are fine for anyone to use, then I dont see why drop pods arent?

Again, I haven't studied the unbound rules thoroughly, its just how I understood it.


Automatically Appended Next Post:
Oh, upon further research, it seems the allies matrix still applies even for unbound. Too bad.

I may loot a drop pod one day anyway lol. maybe put on some legs and call it a morkanaut.

This message was edited 1 time. Last update was at 2014/12/03 16:09:50


 
   
Made in dk
Bonkers Buggy Driver with Rockets




Denmark.

Isn't it? Have to admit I only ever make "proper" lists, but I thought unbound was pretty much "field what you like, no holds barred". So you can take your normal ork list, and then add in some drop pod "allies". If unbound vehicles are fine for anyone to use, then I dont see why drop pods arent?

Again, I haven't studied the unbound rules thoroughly, its just how I understood it.


Automatically Appended Next Post:
Oh, upon further research, it seems the allies matrix still applies even for unbound. Too bad.

I may loot a drop pod one day anyway lol. maybe put on some legs and call it a morkanaut.


Five legs and you're golden

This message was edited 1 time. Last update was at 2014/12/03 16:22:07


 
   
Made in be
Flashy Flashgitz




Antwerp

Niiru wrote:
Slayer-Fan123 wrote:
Niiru wrote:
BRB wrote:
Considering SW Droppods have become their own choice in the latest codex: couldn't you take an unbound orc army and take some SW droppods along for them to ride in?



Umm... Wait. Er.

...yes?

I mean it would be unbound only of course, cos only battle brothers can use each others transports, but Orks using looted space marine pods is almost sensible. Rule of cool may even get it on the table without complaint.

So, looted drop pod. Another to add to my list of crazy conversions.

This is only if I'm not missing some obvious rule.

Not how Unbound works. Armageddon works like that, though.



Isn't it? Have to admit I only ever make "proper" lists, but I thought unbound was pretty much "field what you like, no holds barred". So you can take your normal ork list, and then add in some drop pod "allies". If unbound vehicles are fine for anyone to use, then I dont see why drop pods arent?

Again, I haven't studied the unbound rules thoroughly, its just how I understood it.


Automatically Appended Next Post:
Oh, upon further research, it seems the allies matrix still applies even for unbound. Too bad.

I may loot a drop pod one day anyway lol. maybe put on some legs and call it a morkanaut.


Just use the most popular 7th edition house rule: if the model is suitably converted/painted/explained to be battle brothers with your main army it is now battle brothers with your army. If your opponent feels that battle brother status is not justified, treat the allies as allies of conveniance instead.

Allies matrix isn't bad, but this house rule opens up all the wackyness and I love it for it.

Krush, stomp, kill! 
   
Made in us
Boom! Leman Russ Commander





Princeton, WV

Didn't they have smaller (Drop Pod sized) ork roks in the Space Marine Video game? I don't remember them being really big and 10-20 orks usually came out of them.
   
Made in gb
Stitch Counter





The North

 Lord Scythican wrote:
Didn't they have smaller (Drop Pod sized) ork roks in the Space Marine Video game? I don't remember them being really big and 10-20 orks usually came out of them.



They did, though the majority of the Ork deep striking vehicles in that game where mole machines that come up from underground

Thousand Sons: 3850pts / Space Marines Deathwatch 5000pts / Dark Eldar Webway Corsairs 2000pts / Scrapheap Challenged Orks 1500pts / Black Death 1500pts

Saga: (Vikings, Normans, Anglo Danes, Irish, Scots, Late Romans, Huns and Anglo Saxons), Lion Rampant, Ronin: (Bushi x2, Sohei), Frostgrave: (Enchanter, Thaumaturge, Illusionist)
 
   
Made in dk
Bonkers Buggy Driver with Rockets




Denmark.

 Wulfmar wrote:
 Lord Scythican wrote:
Didn't they have smaller (Drop Pod sized) ork roks in the Space Marine Video game? I don't remember them being really big and 10-20 orks usually came out of them.



They did, though the majority of the Ork deep striking vehicles in that game where mole machines that come up from underground

We could have them instead... I know they are the Hades Breaching Drill looted, but the're still cool and orky.
   
Made in gb
Stitch Counter





The North

I prefer that idea - Mud Orks = Morks, or is it the Ground Orks = Gorks?


Better fight over it

Thousand Sons: 3850pts / Space Marines Deathwatch 5000pts / Dark Eldar Webway Corsairs 2000pts / Scrapheap Challenged Orks 1500pts / Black Death 1500pts

Saga: (Vikings, Normans, Anglo Danes, Irish, Scots, Late Romans, Huns and Anglo Saxons), Lion Rampant, Ronin: (Bushi x2, Sohei), Frostgrave: (Enchanter, Thaumaturge, Illusionist)
 
   
Made in us
Foolproof Falcon Pilot





Roks are already part of the game. In apoc you can grab one. Str D AP1 10" blast. Scatters 1d3 FEET. If you roll i hit, you subtract one from that number, but it still scatters. Thats your precision drop pod?

"Ask not the Eldar a question, for they will give you three answers, all of which are true and terrifying to know."
-Inquisitor Czevak
~14k
~10k
~5k corsairs
~3k DKOK 
   
Made in ca
Dour Wolf Priest with Iron Wolf Amulet






Canada

I wouldn't say that it would be broken, but it is unnecessary. Without pods, Nids require footslogging or some limited reserve manipulation to get anywhere, whereas Orks have plenty of vehicles and aren't totally screwed if they attempt to footslog since they're more of a pure horde army anyway.

   
Made in us
Fixture of Dakka





There is a quadi-recent proposed rules thread
   
Made in be
Flashy Flashgitz




Antwerp

 Andilus Greatsword wrote:
I wouldn't say that it would be broken, but it is unnecessary. Without pods, Nids require footslogging or some limited reserve manipulation to get anywhere, whereas Orks have plenty of vehicles and aren't totally screwed if they attempt to footslog since they're more of a pure horde army anyway.


It mostly has to do with this. Nids have no vehicles, they had no transports outside of the old spore that the tyrannocyte has now replaced. Orks can do trukk rush if you want cheap transports and we have wagons if you want better odds on making it across the table. As cool as ork pods would be, they might be a bit redundant. I wouldn't say broken though. We can't get into close combat from deep striking, so I don't see how ork pods would be gamebreaking. If 20-30 shoota boys shooting one of your units causes your entire plan to crumble it wasn't a very good plan to begin with, was it?

Krush, stomp, kill! 
   
Made in us
Battlefortress Driver with Krusha Wheel






 Kanluwen wrote:
Orks aren't missing Drop Pods.

Waagh! Ghazghkull and its Detachment has Deep Strike for everything that is not a flyer.


Have you tried to deep strike a 30 strong mob of boyz? Because it dosent work. There is no way to avoid a mishap or losing like 10 guys to dangerous tests. Drop pods that move the minimum to avoid these issues are much more reliable.

warhammer 40k mmo. If I can drive an ork trukk into the back of a space marine dread and explode in a fireball of epic, I can die happy!

8k points
3k points
3k points
Admech 2.5k points
 
   
Made in us
Implacable Black Templar Initiate





Purgatory... aka Ohio

 The Wise Dane wrote:

Please, don't you want to tell us a story of the times past? I'm far too young and in-experienced to have tried it, and it sounds so fun :(


Gather round, lads, and listen to a tale of times of yore. When model position was just as important as model facing. When capital ships could fire at two targets in two different firing arcs. When each special command you gave was a heavy choice of risk-vs-gain.

Played some time back with a friend. Had my Chaos fleet decked up with some Lances and Hangars. His Imperial Navy took some beefy Weapon Batteries and a Nova Cannon. Right out the gate, when the distance was extreme, he fired the Nova Cannon. I knew probability was on my side, so I didn't "Brace For Impact" (similar to Jink, 4+ Invuln save, but half Weapon Str next turn). When he rolled the scatter die, it HIT! And he got a 6 on his D6 hits! Out the gate one of my ships was crippled!
I drove my fleet to close the distance behind some asteroids while releasing Bombers. He smelled blood in the water, and split his force to meet me on either side of the asteroid field. Fool! My Bombers successfully navigated through the asteroid field and raked his Nova Cannon ship. He had a lot of Turrets, so he passed on "Brace For Impact." His turrets knocked off a few, but the rest of my bombers rolled 12 attacks (D6 per) and scored several hits! His Nova Cannon was useless as he was crippled!
Compounding my good fortune, my ships sailed past the asteroid field and put down a salvo of Lance Fire with "Lock On" (re-roll misses, you can't change heading this turn). His ship survived, but had to "Brace For Impact," ensuring it was weak in the next turn.
His return fire did pitiable damage. My flagship moved to board one of his good remaining ships. Having a Chaos Lord with MoK aboard, my boarding value was staggering. I handily crippled his formerly unscathed ship.
At this point, the game was easy to call, so we shook hands.

Really enjoyed that game. Brings a tear to my eye to remember it.

3000+. 2000+.
"I have no enemies, only topographies of ignorance." - JC Denton (Deus Ex)

The One True Way to Strip Paint:
http://www.dakkadakka.com/dakkaforum/posts/list/365067.page 
   
Made in dk
Bonkers Buggy Driver with Rockets




Denmark.

 Farseer Pef wrote:
 The Wise Dane wrote:

Please, don't you want to tell us a story of the times past? I'm far too young and in-experienced to have tried it, and it sounds so fun :(


Gather round, lads, and listen to a tale of times of yore. When model position was just as important as model facing. When capital ships could fire at two targets in two different firing arcs. When each special command you gave was a heavy choice of risk-vs-gain.

Played some time back with a friend. Had my Chaos fleet decked up with some Lances and Hangars. His Imperial Navy took some beefy Weapon Batteries and a Nova Cannon. Right out the gate, when the distance was extreme, he fired the Nova Cannon. I knew probability was on my side, so I didn't "Brace For Impact" (similar to Jink, 4+ Invuln save, but half Weapon Str next turn). When he rolled the scatter die, it HIT! And he got a 6 on his D6 hits! Out the gate one of my ships was crippled!
I drove my fleet to close the distance behind some asteroids while releasing Bombers. He smelled blood in the water, and split his force to meet me on either side of the asteroid field. Fool! My Bombers successfully navigated through the asteroid field and raked his Nova Cannon ship. He had a lot of Turrets, so he passed on "Brace For Impact." His turrets knocked off a few, but the rest of my bombers rolled 12 attacks (D6 per) and scored several hits! His Nova Cannon was useless as he was crippled!
Compounding my good fortune, my ships sailed past the asteroid field and put down a salvo of Lance Fire with "Lock On" (re-roll misses, you can't change heading this turn). His ship survived, but had to "Brace For Impact," ensuring it was weak in the next turn.
His return fire did pitiable damage. My flagship moved to board one of his good remaining ships. Having a Chaos Lord with MoK aboard, my boarding value was staggering. I handily crippled his formerly unscathed ship.
At this point, the game was easy to call, so we shook hands.

Really enjoyed that game. Brings a tear to my eye to remember it.

And I'm smiling like an idiot reading it Where have the glorydays gone... Sniff.

So, what are your verdict on the game? Is it something worth picking up and kitbashing for, or should I wait for that Dropzone Commander game? Is it as unbalanced as some people say? Was it really that good? Or, even better, was it actually tactical?
   
Made in us
Warning From Magnus? Not Listening!





IL

zerosignal wrote:
Orks have vehicles, Tyranids do not. They completely lacked any form of mobility - hence the new spore pod, er I mean Tyrannocyte.


Andilus Greatsword wrote:
I wouldn't say that it would be broken, but it is unnecessary. Without pods, Nids require footslogging or some limited reserve manipulation to get anywhere, whereas Orks have plenty of vehicles and aren't totally screwed if they attempt to footslog since they're more of a pure horde army anyway.


It mostly has to do with this. Nids have no vehicles, they had no transports outside of the old spore that the tyrannocyte has now replaced. Orks can do trukk rush if you want cheap transports and we have wagons if you want better odds on making it across the table. As cool as ork pods would be, they might be a bit redundant. I wouldn't say broken though. We can't get into close combat from deep striking, so I don't see how ork pods would be gamebreaking. If 20-30 shoota boys shooting one of your units causes your entire plan to crumble it wasn't a very good plan to begin with, was it?

This is the entire point. Orks have vehicles like trucks and battlewagons to get across the boards. Nids had absolutely nothing other than the hive tyrant upgrade. I'm not saying that orks wouldn't be fun with a drop pod - I'd definitely allow a friend to use some homebrew rules - but nids definitely needed their drop pods more.

This message was edited 2 times. Last update was at 2014/12/04 02:14:07


Necrons - 3000 pts
HH Imperial Militia/Cults - 1000 points Check out my P&M blog! (https://www.dakkadakka.com/dakkaforum/posts/list/805464.page)
Bretonnia - 4500 pts

Dakka trades (50): Gav99 (3), FenrisianStuart21 (2), gardeth, norrec65, syypher, Sargow, o Oni o, Rommel44, Lloyld, riverrat88, GloboRojo (2), Cocking_08, mickmoon (2), Acardia, Twoshoesvans, Prandtl, Thedragisal, CptJake, toasteroven, allworkandnoclay, CleverAntics (2), system seven, Siphen, Craftbrews, jmsincla, ellis91, HurricaneGirl, Bionic Reaper, quickfuze, VanHallan, quiestdeus, -iPaint-, Shadowblade07, Dez, Gremore, Ph34r, SwordBird, slyndread (2), JoeBobbyWii, VeternNoob, Madoch1, Dax415, CaptainRexKrammer, francieum, Telmenari, Melevolence 
   
Made in au
Ancient Chaos Terminator





'Straya... Mate.

 Orock wrote:
 Kanluwen wrote:
Orks aren't missing Drop Pods.

Waagh! Ghazghkull and its Detachment has Deep Strike for everything that is not a flyer.


Have you tried to deep strike a 30 strong mob of boyz? Because it dosent work. There is no way to avoid a mishap or losing like 10 guys to dangerous tests. Drop pods that move the minimum to avoid these issues are much more reliable.

If an ork drop pod was more reliable, it wouldn't represent their technology haha.

 
   
Made in us
Sneaky Sniper Drone






 Rippy wrote:

If an ork drop pod was more reliable, it wouldn't represent their technology haha.

exactly da ork tooby bits and oil parts never work quite as deh should but wid da right Mek at least they'll work
   
Made in nl
Devious Space Marine dedicated to Tzeentch





The Hague (NL)

 zephoid wrote:
Roks are already part of the game. In apoc you can grab one. Str D AP1 10" blast. Scatters 1d3 FEET. If you roll i hit, you subtract one from that number, but it still scatters. Thats your precision drop pod?

Hi, I'm Hans Roks (True story!)

I am part of the game?

12k+ pts Chaos Marines, Heretic Guard and Daemons (The Scourged)
2k pts Tyranids (Hive Fleet Hornet) 
   
Made in us
Dakka Veteran




 Freytag93 wrote:
zerosignal wrote:
Orks have vehicles, Tyranids do not. They completely lacked any form of mobility - hence the new spore pod, er I mean Tyrannocyte.


Andilus Greatsword wrote:
I wouldn't say that it would be broken, but it is unnecessary. Without pods, Nids require footslogging or some limited reserve manipulation to get anywhere, whereas Orks have plenty of vehicles and aren't totally screwed if they attempt to footslog since they're more of a pure horde army anyway.


It mostly has to do with this. Nids have no vehicles, they had no transports outside of the old spore that the tyrannocyte has now replaced. Orks can do trukk rush if you want cheap transports and we have wagons if you want better odds on making it across the table. As cool as ork pods would be, they might be a bit redundant. I wouldn't say broken though. We can't get into close combat from deep striking, so I don't see how ork pods would be gamebreaking. If 20-30 shoota boys shooting one of your units causes your entire plan to crumble it wasn't a very good plan to begin with, was it?

This is the entire point. Orks have vehicles like trucks and battlewagons to get across the boards. Nids had absolutely nothing other than the hive tyrant upgrade. I'm not saying that orks wouldn't be fun with a drop pod - I'd definitely allow a friend to use some homebrew rules - but nids definitely needed their drop pods more.


I would say a pod for orks would make more sense game play wise. The nid pod was completely unnecessary and should not have been brought back, a few units may have issues with getting across the board, but there are more than enough ways around this. One way to mitigate it is by Nids deepstriking units are great, such as the mawloc, which just evaporates units. Also nids have ways of creating more units, with no downside other than a bad roll can stop producing more and then hormagaunts get an extra 3 inches to run; and fleet, which quite a few nids have. Then there are the psychic powers that allow units to shoot and run or just giving multiple units FNP with a single roll

Orks have none of these abilities yes trukks and battlewagons can get units across the board, but still they are pretty easy to crack open with the trukks only being armor 10 and ramshackle getting a nerf. Also both these cannot bring maxxed out units of boys which is where orks really shine. Their few units that can deepstrike are nowhere as resilient as tyranids deepstrikers.
   
Made in us
Dakka Veteran




What you have with a Rok is a Bastion (Durability), Manta (Transport capacity), and possibly a deff-arsenal with the fire-power of a few of the imperial redoubt's rolled into one (It says roks are laiden down with guns and targeting systems, some of which can threaten fortresses).

Assuming this thing wouldn't wreck the table when it lands, it would definitely be orky.
   
Made in us
Resentful Grot With a Plan





Seattle

Best 40k moment ever.....Deep striking my Gorkanaut. This should cause some sort of fear test because lets be honest if that thing falls in from the sky behind your lines you likely need to change your underwear.

Insert inspiring text here.
3K 
   
Made in us
Waaagh! Ork Warboss on Warbike





Waiting at the Dark Tower steps..

It is worth bring up the Grukk the face-rippa formation is for the whole army to deepstrike the first turn so yes orks could be deep striked into combat.

Grukk is a great hero for that and the other stuff he does. MUCH better then krom the waste of air he is...

But like I said you can do it but have to abide to Grukks formation.


First rule of Avatars in a room is: you never call the mods. Second rule of Avatars in a room is: you never call the mods. -Tyler Durden 
   
Made in fr
Nurgle Predator Driver with an Infestation





Calixis sector / Screaming Vortex

 Wulfmar wrote:
I prefer that idea - Mud Orks = Morks, or is it the Ground Orks = Gorks?


Better fight over it


He He...
Funniest thing I read today.
Well done man!

Just as planned


CSM
Militarum Tempestus
Dark Angels (Deathwing)
Inquisition 
   
Made in us
Blood Angel Terminator with Lightning Claws



Sioux Falls, SD

 Orock wrote:
 Kanluwen wrote:
Orks aren't missing Drop Pods.

Waagh! Ghazghkull and its Detachment has Deep Strike for everything that is not a flyer.


Have you tried to deep strike a 30 strong mob of boyz? Because it dosent work. There is no way to avoid a mishap or losing like 10 guys to dangerous tests. Drop pods that move the minimum to avoid these issues are much more reliable.


More reliable and avoiding issues really does not sound Orky at all.

Blood for the bloo... wait no, I meant for Sanguinius!  
   
Made in us
Gore-Soaked Lunatic Witchhunter




Seattle

 Wulfmar wrote:
Guns on ships would be more powerful than on a planet, plus they're not fighting against gravitational pull to get the shells to escape velocity.

You could make up stories for it, but it still seems sloppy


... neither are ground-based laser cannons shooting at ships in space. Well, they are fighting against gravity, but gravity is putting up so little of a fight that it doesn't make a difference, in the end.

It is best to be a pessimist. You are usually right and, when you're wrong, you're pleasantly surprised. 
   
Made in us
Longtime Dakkanaut





Don't think it would be OP at all, in fact it would add another fun, silly and insane part to an army that defines all those characteristics. However like the Tyranid Drop Pods one of the biggest disappointments for me is that they probably would not get Drop Pod Assault allowing them to come in on turn one (silly bias towards Space Merheens). However unlike Roks that everyone is thinking of I could easily imagine the Orks just flying out of the Rok in crazy Drop Pod like machines as the Rok is entering the planets atmosphere scattering in all directions.

19th Krieg Siege Army 7500pts.
40k/HH Night Lords 5000pts.
Orks Waaaghmacht Spearhead 2500pts.
 
   
Made in gb
Wicked Ghast





Carmarthen, Wales

Rok is a general ork term for anything from a drop pod size to a spacehulk it is literally an asteroid with engines and guns attached
   
Made in us
Slaanesh Chosen Marine Riding a Fiend



Maine

 Kanluwen wrote:
Orks aren't missing Drop Pods.

Waagh! Ghazghkull and its Detachment has Deep Strike for everything that is not a flyer.


Let's put it this way: Reliable Deep Strike. The detachment's odds of giving you the deep strike are not reliable enough to build proper lists around like every other army has. true, Orks are the 'random' faction, but when it comes to something of this magnetude, we NEED some sort of assurance to make it worth taking with the drawbacks of the Waagh detachment rules, which are worse than the normal book's.

a 5+ for troops or 6+ for anything else are God awful odds. And the Weirdboy can't even promise us Deep Strike because...you guessed it...random odds of pulling the proper Pyshic power on bs dumb dice rolls and charts. (I understand they make Psychic powers random, so you can't make broken lists, but it's still stupid as hell. Warlord Traits and Psychic Powers should cost points and have restrictions so we can build far more varied and themed lists.)

   
 
Forum Index » 40K General Discussion
Go to: