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Made in us
Krazed Killa Kan




Homestead, FL

So, I was thinking about making a new Ork walker, but I immediately ran into the problem that they tend to die to a slight breeze. The best way to counter this is go change the walker into a MC. SO lets get down to it shall we


HQ:
BossDread: 300pts
WS: 5
BS: 3
W: 6
A: 5
T: 8
I: 4
S:7
Sv: 2+

Gear and Special Rules:
Relentless
Gitfinda (Factored into stats already)
Weapons: 2 PowerKlaws each equipped with a under slung Skorcha.
DakkaKannon: S10 AP3 Range 36 Assault 2 Small Blast Barrage.
Kustom Mega Force Field (Personnel): Gives the bearer a 4++
Mad Dokz Pain Killaz: Gives the Bossdread a 5+ FNP roll.
Fear the Waaagh: If the Bossdread is chosen as your armies warlord he and all units within 6 inches of him gain Fearless



So this guy is basically a warboss that they put into a Deff dread and for reasons unknown to us he has grown to become part of the Dread, hence toughness instead of AV. The DakkaKannon is over powered like Crazy for its points but meh whatever.

overall let me know if you think this is a good idea or if its to under powered/over powered.

This message was edited 4 times. Last update was at 2015/09/26 12:26:49


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Made in ca
Gargantuan Gargant






 Ghazkuul wrote:
So, I was thinking about making a new Ork walker, but I immediately ran into the problem that they tend to die to a slight breeze. The best way to counter this is go change the walker into a MC. SO lets get down to it shall we

BossDread: 380pts
WS: 5
BS: 3
W: 6
A: 5
T: 8
I: 4
S:7
Sv: 2+

Weapons: 2 PowerKlaws that swing at initiative.
DakkaKannon: S10 AP3 Range 36 Assault 2 Small Blast Barrage.


So this guy is basically a warboss that they put into a Deff dread and for reasons unknown to us he has grown to become part of the Dread, hence toughness instead of AV. The DakkaKannon is over powered like Crazy for its points but meh whatever.

overall let me know if you think this is a good idea or if its to under powered/over powered.


Personally not crazy about it having MC rules given that it seems like a cop-out and lowering it to the standards of guys like Tau or Eldar. Have you seen the rules for Mega Dreadz and Kustom Meka Dredz? I feel they give a good example of what you're looking for and they aren't shabby rules-wise either. In any case, MC and Walkers ignore unwieldy so you can just make him have a pair of normal power klaws. The Dakka kannon is pretty underpowered IMO since its only small blast and AP3, meaning at best you might be able to snipe some special weapons with it. 380 points for a non-GMC is pretty overpriced IMO so you may as well make it large blast. He should at least have FNP or some form of invulnerable save given his price tag, if you prefer not too I would drop his points a lot, simply because he doesn't bring that much to an ork army besides another slow unit that does its best in CC. Being a Boss-dread, giving some form of force multiplier effect if you don't want to hammer home too hard on his survivability (even if its just WAAAGH! or giving fleet or something to other walkers).

Also, any ideas as to what slot in the FOC this would be in?
   
Made in us
Krazed Killa Kan




Homestead, FL

lol how about now

I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all

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Made in ca
Gargantuan Gargant






Job's a good 'un. Gives an idea of what bigger warbosses like Gharkhul Blackfang might look like. Even Smashfether would have trouble cracking this nut.
   
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Mutilatin' Mad Dok





I love those guns.

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San Diego

I know it is gonna sound weird, but BS of 3 is not orky at all, I feel it should be 2, which wont make too much of a difference for his guns.

 
   
Made in us
Krazed Killa Kan




Homestead, FL

 Mojo1jojo wrote:
I know it is gonna sound weird, but BS of 3 is not orky at all, I feel it should be 2, which wont make too much of a difference for his guns.


Ive started a new trend of giving all mech units BS of 3 to factor in the common fething sense of equipping each one with a bloody gitfinda.

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Made in us
Ruthless Interrogator





Is a 6 wound T8 S10 ap2 at initiative attacks, 2+ armor save Monstrous Creature with a FNP save and that buffs other units around him balanced?

Plus he's got a pretty decent gun as well.

You are going to have to test this out, but I have a feeling that it needs to be more expensive pts wise


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Longtime Dakkanaut





Nottingham

Should be bs 2. Also, 2+, 4++ and fnp? That's a much better save than a terminator strapped into a dreadknight, and I don't think orks should be making better armour than the best the imperium has to offer.

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Made in us
Krazed Killa Kan




Homestead, FL

 JamesY wrote:
Should be bs 2. Also, 2+, 4++ and fnp? That's a much better save than a terminator strapped into a dreadknight, and I don't think orks should be making better armour than the best the imperium has to offer.


And it costs more then a dreadknight. Orks already have 2+ armor, as far as the 5+ FNP? they already have that to with mad dokz, and the 4++ they have that as well its called a MFF and in this case its a Kustom Mega Force Field that only protects the user. I think its rather good Its not stupidly broken like the Wraithknight but it at least makes our walkers not complete trash.

I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all

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Made in gb
Longtime Dakkanaut





Nottingham

Yes I'm aware of what orks have, I have an ork mech army (morkanaut, 3 deffs and 9 kans). But that doesn't mean that everything they can do should go on one model. By that logic I should be able to give my dreadknight a stormshield, cast sanctuary on it and have an apothecary manning it for a 2+2++ and fnp. For ork walkers not to be complete trash all that really needs to happen is returning kan klaws to dreadnought ccw.

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Made in us
Krazed Killa Kan




Homestead, FL

 JamesY wrote:
Yes I'm aware of what orks have, I have an ork mech army (morkanaut, 3 deffs and 9 kans). But that doesn't mean that everything they can do should go on one model. By that logic I should be able to give my dreadknight a stormshield, cast sanctuary on it and have an apothecary manning it for a 2+2++ and fnp. For ork walkers not to be complete trash all that really needs to happen is returning kan klaws to dreadnought ccw.


and how do you fix the leadership problem for kanz? or the issue of anything with an AV under 13 dying to stiff breeze?

I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all

Marine General James Mattis, to Iraqi tribal leaders 
   
Made in gb
Longtime Dakkanaut





Nottingham

I run them singly, and get them across the table as fast as I can. Numbers and a kustom force field on the morka makes sure half the army get to combat. I only use them for fun, 1k games, so I don't care if they take a pasting. Ork vehicles should fall apart easily in my opinion, but hit like a train when they get there.

Have a look at my P&M blog - currently working on Sons of Horus

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Previous projects
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Made in gb
Lord of the Fleet






London

 Ghazkuul wrote:
 JamesY wrote:
Yes I'm aware of what orks have, I have an ork mech army (morkanaut, 3 deffs and 9 kans). But that doesn't mean that everything they can do should go on one model. By that logic I should be able to give my dreadknight a stormshield, cast sanctuary on it and have an apothecary manning it for a 2+2++ and fnp. For ork walkers not to be complete trash all that really needs to happen is returning kan klaws to dreadnought ccw.


and how do you fix the leadership problem for kanz? or the issue of anything with an AV under 13 dying to stiff breeze?


Careful use of cover and targeting AT enemies is what prevents your AV13 guys dying. Get over it.

It's a bit ridiculous to begin with. You have a T8 2+ 4++ walker with BS3 for no reason (and a bit pointless since it has Blast/Template weapons). I would change the 4++ and FNP rules to upgrades, of which he can only take one. But to be honest it's pointless; with something this tough you're going into Knight territory in terms of size, and Orks already have Mork/Gorkanoughts and Stompas.

Tone it down a bit and look at the Mega/Meka Dreads for ideas.
   
Made in nl
Longtime Dakkanaut






I like the idea of making a viable walker but I really feel like it should be a Bs2 Av13 front vehicle.


Automatically Appended Next Post:
Giving it (Inv) saves and some short of faster movement would help a lot

This message was edited 2 times. Last update was at 2015/09/27 21:51:59


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Longtime Dakkanaut




With my vehicle/monstrous creatures design rules it would cost 291 points without factoring in the fearless bubble. Normally an ability like that would be worth 5-10 points, so you are spot on in regards to the points. Well done on a fine example of a balanced and useful new unit!


Automatically Appended Next Post:
You could make it 13/13/12, drop feel no pain, and remove the power claws and make it a superheavy walker for only 20 more points.

The ork 'naughts are priced as superheavy walkers, I don't know why GW decided to take away that bonus from them, but they did and it was unnecessary.

This message was edited 1 time. Last update was at 2015/09/27 22:40:12


   
Made in us
Krazed Killa Kan




Homestead, FL

Lythrandire Biehrellian wrote:
With my vehicle/monstrous creatures design rules it would cost 291 points without factoring in the fearless bubble. Normally an ability like that would be worth 5-10 points, so you are spot on in regards to the points. Well done on a fine example of a balanced and useful new unit!


Automatically Appended Next Post:
You could make it 13/13/12, drop feel no pain, and remove the power claws and make it a superheavy walker for only 20 more points.

The ork 'naughts are priced as superheavy walkers, I don't know why GW decided to take away that bonus from them, but they did and it was unnecessary.


I am against making it a "Super Heavy"or a vehicle in general due to how unbalanced the game currently is against vehicles. Or If it was turned into a super heavy or a vehicle I would add in some kind of rule where Armorbane/Melta stuff doesn't work against it because I am just truly annoyed at the sheer level of anti vehicle in almost every codex right now. Ranging from the actual Anti Tank stuff to the BS Eldar shenanigans of Scat bikes glancing everything to death in 1 turn.


Automatically Appended Next Post:
Also out of curiosity, using your charts,how much should Ork DeffDreadz and Killa Kanz cost?

This message was edited 1 time. Last update was at 2015/09/27 23:30:42


I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all

Marine General James Mattis, to Iraqi tribal leaders 
   
Made in us
Krazed Killa Kan






Lythrandire Biehrellian wrote:
The ork 'naughts are priced as superheavy walkers, I don't know why GW decided to take away that bonus from them, but they did and it was unnecessary.


The Orkanauts are ork tech heresy, sacrilegious to Gork (or Mork?), and worse of all it looks like it was build by a bunch of umies and not proppa boyz....


As to the OP's idea. I think the walker idea should stay a walker instead of going down the problematic route of MCs. Take the Deffdread rules but increase to AV13, +1 Hull Point, +1 attack, +1 WS, +1 Str, +2 I for the Boss Dread. Add to Deffdreads and this Boss Dread the "Supa Charga" special rule. Boss Dread should be 160 points and a HQ.

"Supa Charga": Walker models with this special rule can activate the Supa Charga at the beginning of the movement phase to choose one of the following effects.
-Add 3 inches to its movement in the movement phase plus gain the fleet special rule.
-Gain a 4+ invulnerable save.
-Gain the Rampage special rule.

In addition when you activate the Supa Charga roll a D6, on a 1 result the model suffers a penetrating hit at AP- with no saves allowed, on a 2+ nothing happens. The effects of the Supa Charga last until the beginning of the player's next turn.

Make the Deffdread 100 points to balance for having the Supa Charga.

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Deff dredds should have an additional attack like the space marine dreads did, but they math out correctly as it stands now. The kans gain no benefit from the cowardly grots rule, and no points drop for it either. I would say they should be 10 points cheaper because of it and would go a long way towards paying for the dredd.

Interestingly enough, the power klaw for ork walkers is actually 10 points cheaper than the power fist for imperial equivalents. My guess as to why is due to their lower initiative. If you pay points to raise it they come to within one or two points of each other.


Automatically Appended Next Post:
Also, I don't give gargantuan creatures any sort of resistance to poison and sniper in my house rules. That really brings them in line with superheavy walkers.

This message was edited 1 time. Last update was at 2015/09/28 01:03:09


   
 
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