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Made in us
Krazed Killa Kan




Homestead, FL

So what would the units of the Ork Codex look like if they were buffed to the same extreme that Eldar got?

*I am not saying I want this to happen im just curious what others think would qualify as Ork OPness

My First suggestion would be the Mork/gorkanaught receiving Super Heavy Status and about doubling their weapon load outs. So Morky gets 2 KMK's 4 Rokkitz 4 TL Big Shootas and probably just get rid of the KMB because nobody likes that thing anyway .

Another suggestion would be to make Ghazkuul OP as hell and give him a 3+ invul or maybe even just a 4++ but increase his PK to be striking at initiative.

Or lastly, Making Ork Deff Koptas comparable to Eldar Shenanigans by giving them 3+ Armor, +1 BS, (no reason but who cares), giving them the option of taking a Nob, and doubling their weapon output, so 2 TL Rokketz instead of 1

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 ie
Norn Queen






Dublin, Ireland

I still dont think the Orks need a massive overhaul, just some tweaks here and there.
Mob rule this edition pretty much sucks, older editions were much more viable and coherent.
Gorka/morka definitely need a redo, reduce PK cost slightly, buff Gazzy if hes supposed to be the Alpha Ork, move some slots around (HS is waaaay too crowded) and give them some more universal play stlye mechanices, like deepstriking, outflanking, scouts etc.
A lot of Ork builds, characterful as they are, simply rely on the straightup headlong charge. Effective, maybe even fun for a while but ultimately one dimensional and boring.

Dman137 wrote:
goobs is all you guys will ever be

By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.

"Feelin' goods, good enough". 
   
Made in us
Dakka Veteran




While I feel there's definitely some missed opportunities with the book overall I really really like where orks are at. I think the 'eldar treatment' would ruin it for me. I pretty much quit using my eldar allies when the new book dropped. I hate books like that where you can pretty much disengage your brain and just win in the list building phase.

This message was edited 1 time. Last update was at 2015/10/02 15:10:20


 
   
Made in nl
Longtime Dakkanaut






Special rules

Or re writing mob rule in a way that it gives buffs.
1-10+ = Ld if higher then current LD max 10
10+ Fearless
15+ FnP
20+ Rage

Waagh = fearless, +1I and oldskool fleet

Equipment

IA:8 style lifta droppa's as options on mek guns and vehicles.
Reduce power klaw price to 15 points.
Make wrecking balls 1d3 auto hits, ignore cover.
Bosspole gives Zealot
Cybork = 5++ All non vehicle can buy cybork
KFF = Void shield regenerate on 5+
Deffkopta and melta bombz in orky know whots.
Kustom Cybork body = 4++ Hq's only
Big choppa becomes ap 3

HQ
Huge point cost reduction for wierdboyz
Make Meks and pain boyz 1-3 for 1 elite choice.
Pain boy in unit gives gives +1 FNP and +1 invsaves that stacks with mob rule and Cybork. Multiple Pian boyz don't stack.
Warlord fearless aura
Freebooter HQ with lots of upgrades stolen from other codexes

Elite
Loota's back to elite
Point reduction to burna's, loota's and tan busta's and max unit size of 30.
Manz can all get the telleport weapon or non combi skorcha's

Vehicles
Make our warkers dunestriders skitarri style
Give trucks an not wrecked instead of explode rule on a 4+
Increase transport capacity of all transports with 10.
.
Fast
Deffkopta unit size max 20 and can take nobz
point reduction of fliers
New flyer transport model
Skorcha buggies gain torrent.
Burna flier gets torrent flamer bombz

Heavy
Gork an Morkonaut gargantuans and assault vehicles
point cost redcution battle wagon
Bubblechukka S = 1d6+3 Ap= an other 1d6
Point cost reduction of zapp gunz

LOW
Squiggoths gargantuan creatures, and radical price drop.
Kustom stompa in codex.
Gaz at least as strong as a primarch
Badrukk and gains a lot of buffs

Formations
formation of wierdboyz + minders.
Stompa + meks formation.
Speed cult formation.
SAG formation that spews out vortex blasts ( like the old appoc one )

Detachments
Snakebite detachment with drugs options and squiggoths as dedicated trasnports but no vehciles

Allways waaagh detatchment witth with 6+ boyz squads minimum

Detachment with looted wagons as dedicatd transports and loota's as troops. also gives
Looted wagon + Loota's formation giving re rolls on amount of shots and on don't press that.

Speedcult detachment that gives skilled rider and bikes + buggies as troops but no mek guns or walkers.

This message was edited 16 times. Last update was at 2015/10/02 16:17:43


Inactive, user. New profile might pop up in a while 
   
Made in us
Ultramarine Librarian with Freaky Familiar





Southern California, USA

Day 1: Yaaaay Orks are viable again! Time to dust off the collection.
Day 2: Tactics: How to play the NEW Orks gets over a few hundred posts.
Day 3: Are Orks OP? Orks OP?
Day 4: Why I think Orks are OP. ORKS OP PLZ NERF
Day 5: Only TFGs and WAAC band wagoners play Orks.
Day 6: Tales of TFGs: This one kid tried coming in with his overpowered Orks. We told him to take his cheese and stuff it. We are a friendly, casual community!
Day 7: Orks are OP why do people still complain about Eldar? My Eldar list got beat.'
Day 8: How do beat Orks with Eldar/Space Marines/Tau etc.
Day 14: Why I think Orks should be banned from local tournaments (Warning: Rant)
Day 31: Why do people thinks Orks are OP? I just lost to a Space Marine list
Day 32: Competitive Orks? How to play competitive Orks?
Day 80: Actually, I would argue that Orks are actually overcosted for what they do.
Day 100: How do I create an Ork list without the cheese?

That is what it would look like if Orks got buffed to Eldar levels.

This message was edited 1 time. Last update was at 2015/10/02 15:32:45


Thought for the day: Hope is the first step on the road to disappointment.
30k Ultramarines: 2000 pts
Bolt Action Germans: ~1200 pts
AOS Stormcast: Just starting.
The Empire : ~60-70 models.
1500 pts
: My Salamanders painting blog 16 Infantry and 2 Vehicles done so far!  
   
Made in nl
Longtime Dakkanaut






can be deleted

This message was edited 2 times. Last update was at 2015/10/02 15:37:20


Inactive, user. New profile might pop up in a while 
   
Made in us
Krazed Killa Kan




Homestead, FL

oldzoggy wrote:
IA:8 style lifta droppa's as options on mek guns and vehicles. That would be op

Automatically Appended Next Post:
Or re writing mob rule in a way that it gives buffs.
1-10+ = Ld if higher then current LD max 10
10+ Fearless
15+ FnP
20+ Rage

Automatically Appended Next Post:
Make wrecking balls 1d3 auto hits, ignore cover.

Automatically Appended Next Post:
Make our warkers Skitarii fast.

Point reduction to burna's, loota's and tan busta's and max unit size of 30.

Increase transport capacity of all transports with 10.

Give trucks an not wrecked instead of explode rule on a 4+

Reduce power klaw price to 20 points.

Make Meks and pain boyz 1-3 for 1 elite choice.

Cybork = 5++
All models can buy cybork.

Pain boy in unit gives gives +1 FNP and +1 invsaves that stacks with mob rule and Cybork. Multiple Pian boyz don't stack.

Huge point cost reduction for wierdboyz

formation of wierdboyz + minders.

KFF = Void shield regenerate on 5+

Deffkopta unit size max 20 and can take nobz

Deffkopta in orky know whots.

Squiggoths gargantuan creatures, and radical price drop.

Kustom stompa in codex.

Stompa + meks formation.



Snakebite detachment with drugs options and squiggoths but no vehciles

Allways waaagh detatchment.


this is the stuff i was looking for, not 3-5 comments about how Eldar are cheeze and I don't want orks to be that way. I dont either, I Just wanted to know what most people would consider to be OP for Orks.

And actually Zog'z is a bit of a "we need this" and less OP

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 nl
Longtime Dakkanaut






I'm done editing Its now

Inactive, user. New profile might pop up in a while 
   
Made in us
Screaming Shining Spear





Northern California

oldzoggy wrote:
Special rules

Or re writing mob rule in a way that it gives buffs.
1-10+ = Ld if higher then current LD max 10
10+ Fearless
15+ FnP
20+ Rage

Waagh = fearless, +1I and oldskool fleet

Equipment

IA:8 style lifta droppa's as options on mek guns and vehicles.
Reduce power klaw price to 15 points.
Make wrecking balls 1d3 auto hits, ignore cover.
Bosspole gives Zealot
Cybork = 5++ All non vehicle can buy cybork
KFF = Void shield regenerate on 5+
Deffkopta and melta bombz in orky know whots.
Kustom Cybork body = 4++ Hq's only
Big choppa becomes ap 3

HQ
Huge point cost reduction for wierdboyz
Make Meks and pain boyz 1-3 for 1 elite choice.
Pain boy in unit gives gives +1 FNP and +1 invsaves that stacks with mob rule and Cybork. Multiple Pian boyz don't stack.
Warlord fearless aura
Freebooter HQ with lots of upgrades stolen from other codexes

Elite
Loota's back to elite
Point reduction to burna's, loota's and tan busta's and max unit size of 30.
Manz can all get the telleport weapon or non combi skorcha's

Vehicles
Make our warkers dunestriders skitarri style
Give trucks an not wrecked instead of explode rule on a 4+
Increase transport capacity of all transports with 10.
.
Fast
Deffkopta unit size max 20 and can take nobz
point reduction of fliers
New flyer transport model
Skorcha buggies gain torrent.
Burna flier gets torrent flamer bombz

Heavy
Gork an Morkonaut gargantuans and assault vehicles
point cost redcution battle wagon
Bubblechukka S = 1d6+3 Ap= an other 1d6
Point cost reduction of zapp gunz

LOW
Squiggoths gargantuan creatures, and radical price drop.
Kustom stompa in codex.
Gaz at least as strong as a primarch
Badrukk and gains a lot of buffs

Formations
formation of wierdboyz + minders.
Stompa + meks formation.
Speed cult formation.
SAG formation that spews out vortex blasts ( like the old appoc one )

Detachments
Snakebite detachment with drugs options and squiggoths as dedicated trasnports but no vehciles

Allways waaagh detatchment witth with 6+ boyz squads minimum

Detachment with looted wagons as dedicatd transports and loota's as troops. also gives
Looted wagon + Loota's formation giving re rolls on amount of shots and on don't press that.

Speedcult detachment that gives skilled rider and bikes + buggies as troops but no mek guns or walkers.

Believe it or not, all of these ideas are quite reasonable, except for the Lifta-Droppa.

If you want to get to Eldar levels of cheese, you need the ability to spam undercosted D-weapons and make Lootas troops.


Automatically Appended Next Post:
 TheCustomLime wrote:
Day 1: Yaaaay Orks are viable again! Time to dust off the collection.
Day 2: Tactics: How to play the NEW Orks gets over a few hundred posts.
Day 3: Are Orks OP? Orks OP?
Day 4: Why I think Orks are OP. ORKS OP PLZ NERF
Day 5: Only TFGs and WAAC band wagoners play Orks.
Day 6: Tales of TFGs: This one kid tried coming in with his overpowered Orks. We told him to take his cheese and stuff it. We are a friendly, casual community!
Day 7: Orks are OP why do people still complain about Eldar? My Eldar list got beat.'
Day 8: How do beat Orks with Eldar/Space Marines/Tau etc.
Day 14: Why I think Orks should be banned from local tournaments (Warning: Rant)
Day 31: Why do people thinks Orks are OP? I just lost to a Space Marine list
Day 32: Competitive Orks? How to play competitive Orks?
Day 80: Actually, I would argue that Orks are actually overcosted for what they do.
Day 100: How do I create an Ork list without the cheese?

That is what it would look like if Orks got buffed to Eldar levels.

Replace Orks with Tau and you have Dman137's posting schedule for the rest of the year!

This message was edited 1 time. Last update was at 2015/10/02 16:34:39


~3000 (Fully Painted)
Coming Soon!
Dman137 wrote:
goobs is all you guys will ever be
 
   
Made in us
Battlewagon Driver with Charged Engine





Just make power klaws strength D.
   
Made in us
Longtime Dakkanaut




Add 5 points to power claws to let them strike at initiative.

   
Made in us
Krazed Killa Kan




Homestead, FL

Lythrandire Biehrellian wrote:
Add 5 points to power claws to let them strike at initiative.


that sounds OP until you realize that MOST orks are I2 and this wouldn't alleviate the problem of your Nobz dying in CC to any average Close combat unit because they will 9/10 get to swing first.

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
Decrepit Dakkanaut






SoCal, USA!

All Orks need is an overarching Decurion Formation and a few minor points tweaks here and there. It's not like Orks are inherently bad at what they're supposed to do: WAA! with a cheap horde of Boyz and smash face when they get there.


   
Made in us
Ultramarine Librarian with Freaky Familiar





Southern California, USA

The Ork Kustom Force Field can be boosted to a 3++ rerollable save if the Big Mek passes a leadership check.

Thought for the day: Hope is the first step on the road to disappointment.
30k Ultramarines: 2000 pts
Bolt Action Germans: ~1200 pts
AOS Stormcast: Just starting.
The Empire : ~60-70 models.
1500 pts
: My Salamanders painting blog 16 Infantry and 2 Vehicles done so far!  
   
Made in us
Krazed Killa Kan




Homestead, FL

 TheCustomLime wrote:
The Ork Kustom Force Field can be boosted to a 3++ rerollable save if the Big Mek passes a leadership check.


sadly even that doesnt sound really op. mekz being ld 7 or 8 means they fail half the time lol

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
Ultramarine Librarian with Freaky Familiar





Southern California, USA

Hrr. 3++ Rerollable save and the Mek gets a rerollable leadership check and Big Meks are now LD10.

Thought for the day: Hope is the first step on the road to disappointment.
30k Ultramarines: 2000 pts
Bolt Action Germans: ~1200 pts
AOS Stormcast: Just starting.
The Empire : ~60-70 models.
1500 pts
: My Salamanders painting blog 16 Infantry and 2 Vehicles done so far!  
   
Made in us
Krazed Killa Kan




Homestead, FL

 TheCustomLime wrote:
Hrr. 3++ Rerollable save and the Mek gets a rerollable leadership check and Big Meks are now LD10.



Yea thats completely broken. Granted your shooting a bit high but I like it

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
Decrepit Dakkanaut





Personally...

I would probably like to see some fluffy, yet useful rules put in. Boyz aren't all that special anymore right? So, as long as your Nobs/Boss are alive and on the field, the boyz are fearless. As a bit of a counter to that, if the Boss dies, the whole army takes a straight up leadership check. If they fail, they immediately disengage and move d6" away. IF the unit has some form of "SGT" on your subsequent turn, they become "all better" and can move/attack,etc. again (basically, an ATSKNF type deal), only without the fearless.

Increase in I stat... if most Orks are I2, even an I3 base would help, then give weapon options (dual choppas give +1 to I?)

But, it still needs to be a "fun" codex. So things like painting vehicles red NEEDS to make them faster. Wierdboyz need some fun mishaps on their table, etc.
   
Made in us
Krazed Killa Kan




Homestead, FL

 Ensis Ferrae wrote:
Personally...

I would probably like to see some fluffy, yet useful rules put in. Boyz aren't all that special anymore right? So, as long as your Nobs/Boss are alive and on the field, the boyz are fearless. As a bit of a counter to that, if the Boss dies, the whole army takes a straight up leadership check. If they fail, they immediately disengage and move d6" away. IF the unit has some form of "SGT" on your subsequent turn, they become "all better" and can move/attack,etc. again (basically, an ATSKNF type deal), only without the fearless.

Increase in I stat... if most Orks are I2, even an I3 base would help, then give weapon options (dual choppas give +1 to I?)

But, it still needs to be a "fun" codex. So things like painting vehicles red NEEDS to make them faster. Wierdboyz need some fun mishaps on their table, etc.


I agree with a lot of that except the mishaps, GW already did that by making weirdboyz take leadership checks now so they pretty much auto fail and suffer a perils result.

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
Longtime Dakkanaut





changes to orks-
Cybork body graints +1 to FnP rolls, or FnP 6+ if the model has no other source of FnP.

Grot orderlies- you can expend a grot orderly to reroll a failed FnP roll, or to allow a FnP roll against Instant death attacks, but not destroyer attacks. Only 1 grot orderly can be used per painboy per phase.

Bosses- Add Big Boss in, would be between nob and warboss. Slotless HQ unit that lets you purchase up to two big bosses, they are ICs and can be placed in units. Can select one big boss unit if the detachment for each Warboss selection.

Odd-bosses. Warphead, PainBoss, MekBoss, use a HQ slot, allow you to buy 1 slotless weirdboy unit, big mek unit, or painboy unit. Painboyz, weirdboyz, big meks are 1-2 ICs each.

Warboss allows up to two units of nobz/meganobz to be taken as troops
Warphead, can take battlewagon upgrade- weirdboy tower. Modifies warphead powers- think c'tan powers upgrade when in tesseract thing. Warphead cannot voluntarily leave tower, if vehicle is destroyed takes additional damage test from falling out of tower+wreckage- if her survives may be placed as normal on table. Can fire separately from battlewagon/embarked models during psychic phase.
Painboss- Allows up to two units of deff dredz, or kanz to be purchasedt as a troops slot.
Mekboss- Allows up to two units of buggies/koptas to be purchased as a troops slot.

Shoota Boyz- 10 models is 60pts, each additional model is 4pts, yes 4 pts.

Slugga Boyz- 10 models is 60pts, each additional model is 4pts.

Nobz- 3 models is 30pts, each additional model is 8pts.

Grots- For every full 10 models of shoota boyz/slugga boyz/nobs you receive 5 grots- free. They must be organized into units of 10-30. You may take runtherders for each unit of grots for +10pts per slaver, a max of 1 runtherder per 10 grots. You can take additional grots for 2 points per model.

Choppas- On the turn a model charges with a choppa it is +1str AP5, all other times it is S AP6.

Big Choppas- On the turn a model charges with an Uge Choppa it is +3 Str AP 3, all other times it is +2 Str AP 4. Two Handed.

Gorkanauts- become SHV, stay at 6 HP, Defstorm megashoota becomes 6+2d6 shots, has 2 other weapon slots + 1 skorcha Options are twin linked big shootas, twin linked rokkits, kannon, skorchas. Assault vehicle rule. +20pts, the other weapon slots cost points and are required to fill, ie must take two weapons.

Morkanauts- become SHV, stay at 6hp, Can take a Mek Gun for main gun(does not have to be KMK) , has 2 other weapon slots + 1 mega blasta Options are twin linked big shootas, twin linked rokkits, zzap gun, mega blastas. Assault vehicle rule. +no points, must pay cost for Mek gun option, and other two weapon slot options.

Stormboyz- Can assault from deepstrike, counts as disordered charge and must use rokkit packs to assault with.

Zagstrukk- On the turn he charges he causes d3 Sx2 ap 2 HOW attacks

Kommandos- Can take 2 special/heavy weapons per 5 models.

Snikrot- gains the special rule "Sneaky Killy"- Snikrot and any unit of kommanodos he has joined can assault on the turn they arrive from outflanking, and can ignore any restriction assaulting from infiltrating.

Flash Gitz- Points cost remains the same, option to take Dakka Runts +5 points per model, all models in unit must take or must not take, no partial unit upgrades.

Dakka runts- Upgrade for flash gitsl -Grots especially trained to sort and carry ammo, they are often, but not always able to distinguish between different types of ammo and load them for their boss. If the ork player wishes to change the ammo type for their flash gits-After selecting a target for an unit with dakka runts make a LD test for the unit, if they succeed you may pick the ammo type- all the runts load the same type of ammo, if they fail roll a d3 to determine the type of ammo the runts have loaded. The Ork player may select the starting ammo type for the flash gits during deployment from any of the results without needing to roll an LD test, it is assumed the flash gits fired off some rounds to sound extra flashy before the fight and any improper ammo was sorted out by violence towards the dakka runts.
1- Extra Dakka= shots become assault 4 and re-roll misses.
2- Blasta rounds= +1 Strength and AP is 1 lower(ap D6-1) has the GETS HOT rule.
3- BOOM-FLAKK rounds= Shots gain the skyfire and ignores cover rule. AP is D6+1 roll of 6 is ap -

The special ammo lasts until the ork player attempts to switch to a different special ammo type. The dakka runts do not get used up and may be used every ork shooting phase if the ork player chooses.

Mega armor-
gains the Thick armor rule- may re-roll failed armor saves, re-roll blocks the shot on a 4+ but uses the armors original value for AP.

Ghaz-

Big shoota becomes twin linked.
Warlord traits- prophet of the waaagh, plus two other traits. Traits from any ork related table may be selected instead of rolled
Gains adamantium will

'Adamantium headbutt!' if ghazkull hits with any attacks during an assault phase he may make an additional attack at the end of combat after all blows have been struck and resolved but before combat results are determined. The headbutt hits once automatically against any model in base to base with ghazghkull of the ork players choice at ghazghkulls Sx2 ap2 with no additional special rules from any source.

This message was edited 9 times. Last update was at 2015/10/02 18:33:27


 
   
Made in us
Sneaky Kommando






I'd really like to see some mc's in the new Dex, but not just changing walkers to be a MC. There was a rumor prior to the last codex for a unit called "behemorks" which really stuck with me. I think a huge ork, or group of orks, would work well as they are often said to grow to sizes that would trump a daemon prince but it's never really represented on the table.

From a fluff perspective, I imagine these orks could be veterans from their stalemate with tyranids, who have grown so massive in size due to the prolonged battle that they would essentially be considered a mc.

From a rules perspective, I could see these guys being taken in squads of 3 with T6 (maybe 7?) and just being brutal in Melee. Maybe even give a leadership buff to boys in proximity or a detractor if they are in proximity to a warboss due to being bigger than the boss & scrapping over who's in charge. I think something like that could be a pretty nice boost to a footslogging army as orks (in my mind) are really more about the melee than the shooting.

My ork Blog
Nova's Mek Shop 
   
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Seattle

All Orks: Fearless
Army-wide SR: "More Boyz for da WAAAGH!" At the beginning of the controlling player's turn, roll 2d6. This many Boyz may be added to a squad, even if that squad (especially if that squad...) is currently stuck in.

Army-wide SR: "Orks kin loot ANYFING!" If the Orks manage to surround a Vehicle, a non-flying Monstrous Creature, a non-flying Gargantuan Creature for more than 1 Turn, each player rolls 2d6 and adds the unit's Ld to the results. If the Orks win, remove both the Orks and the surrounded Unit from play. On subsequent turns, the Ork player may roll to return the captured unit to play, deploying it from Reserves.

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






SoCal, USA!

An Ork that grows to the size of a MC cannot be led by any Warboss that is smaller. Orks only respect might, and if one of those Big Boyz can easily beat the gak out of the current Warboss, HE becomes the Warboss. So it's actually the opposite of the old SM Captain rule unlocking Bikes / ASMs as Troops: If your Warboss is Monstrous, then you may take Big Boyz as Elites; otherwise, you may not take Big Boyz may not be taken. But the fix is even easier than that: ALL Warboss' become MCs. Problem solved. You're all welcome.

   
Made in ca
Blood-Raging Khorne Berserker





Ottawa, Canada

-Stompa lowered to 380 points

-Deffkoptas gain 2+ rerollable jink saves

-Bikers can upgrade dakka guns to kill cannons for 20 points (every model can do this)

-A unit of burnaboyz can 'focus flame' for every 5 burnaboyz you can replace their 5 regular flame attacks with a str D template

-New detachment, If you take 6 units of boyz and a unit of nobz then they can all have trukks for free

-New formation, if taken gives army wide +1 to feel no pain rolls

-New 'battle waagh' formation, if you take 1 of each different ork unit in the codex and a stompa then you can take every upgrade for every unit for free and can waagh every turn

-New teleporta-smasha formation, if you take 2 units of nobz and 2 units of stormboyz then they can teleporta deep strike turn 1 and assault right away

-Battlewagons can squad into groups of 3, if they all have battlecannons then you can instead declare a single shot from 1 Battlewagon which hits at str 8 ap3 apocalyptic blast

-Deffdreads can squad into 3 and gain +2 attacks

...

Actually that would all make it just even to the last couple dataslate/codex releases
   
Made in us
Nasty Nob






 TheCustomLime wrote:
Day 1: Yaaaay Orks are viable again! Time to dust off the collection.
Day 2: Tactics: How to play the NEW Orks gets over a few hundred posts.
Day 3: Are Orks OP? Orks OP?
Day 4: Why I think Orks are OP. ORKS OP PLZ NERF
Day 5: Only TFGs and WAAC band wagoners play Orks.
Day 6: Tales of TFGs: This one kid tried coming in with his overpowered Orks. We told him to take his cheese and stuff it. We are a friendly, casual community!
Day 7: Orks are OP why do people still complain about Eldar? My Eldar list got beat.'
Day 8: How do beat Orks with Eldar/Space Marines/Tau etc.
Day 14: Why I think Orks should be banned from local tournaments (Warning: Rant)
Day 31: Why do people thinks Orks are OP? I just lost to a Space Marine list
Day 32: Competitive Orks? How to play competitive Orks?
Day 80: Actually, I would argue that Orks are actually overcosted for what they do.
Day 100: How do I create an Ork list without the cheese?

That is what it would look like if Orks got buffed to Eldar levels.


QFT.

Really, I'd be pretty happy if Mob Rule was fixed, Cybork gave a bonus to FNP or returned to an Invuln, the cost of the Gorkanaut lowered, and more options for Fearless. Sure you could make other tweaks, (fix Ghazzy, give us more formations) or ask for crazy things. e.g.:
Wrath of Squigzilla:
'If 5 units of Gretchin all die in the same turn, summon Squigzilla.' WS4 BS2 S10 14/13/10 I1 A5 HP6, Fast, FNP, Rampage, Armourbane, Fleshbane, Stealth, Melta Exhaust Cloud (get it? )


My P&M blog: Cleatus, the Scratch-building Mekboy
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Longtime Dakkanaut




All the models able to take power klaw are initiative 3 or 4. Basic boyz are at a 2, but they can't take them. I don't believe anyone should have what the eldar do (including the eldar) but the addition of the at initiative powerklaws plus my houserules would go a long way towards it.

I've posted my houserules for orks before but I'll add them to the discussion here.
Trukks and looted wagons drop to 25 points each
Battlewagons drop to 90
Killkannon is 20 points
Killakans are 40
DeffdreddsDeffdredds should have an extra attack and 'ere we go
Kustom mega dredd has 4 hullpoints
Gorkanaught and morkanaught are superheavy walkers with 6 hullpoints
Boss nobz gain one wound and leadership 8
Cybork bodies gives +1 to feel no pain rolls.

The reason for these changes comes primarily from my work with the vehicle design rules, the vehicles all seemed to pay points for being assault vehicles in addition to being open topped, the gork/morkanaught are literally priced as superheavies without the benefits (what the devil GW!?!) The rest are fluffy and similar to the current codex space marines.

This message was edited 1 time. Last update was at 2015/10/02 22:10:43


   
Made in ie
Norn Queen






Dublin, Ireland

Sorry guys, some hit and very miss suggestions in here. I mean some of them are really WTF?
We all know power level has ramped up recently but yee Gods, lets not make it a Stompa (read: curb: Stomp) .

Dman137 wrote:
goobs is all you guys will ever be

By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.

"Feelin' goods, good enough". 
   
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Spawn of Chaos





Dreaming of Electric Sheep

Am I the only one who would like to see Burnas and Tankbustas go back to the way they were in 3rd edition?

They were 0-2 choices, and came with sluggas and choppas base, but could buy more special weapons than normal boys.

Tankbustas all have melta bombs and tank hunters, so basically like they are now, but with some extra infantry killing power.

Burnas are lead by a mekboy, and have 2d6 armour pen. Once again, now they can kill vehicles and infantry.

This was great because it meant they didn't suffer the crippling overspecialization that has plagued Orks since 4th.

You only buy the weapons you need and the rest are chaff, so you don't overpay. Current Tankbustas/Burnas are just overkill.

Best of all, it frees up elites slots for other things. Lootas should go there BTW.

Also, are Skarboyz still gone? Give me back my Str4 Boyz.

This message was edited 1 time. Last update was at 2015/10/02 22:57:20


Get Some.
 
   
Made in gb
Revving Ravenwing Biker




England

I could legitimately see something like this happen, mostly due to a crazy stupid OP Decurion-style MFD thingy.
I will take a leap and make some more predictions:
The combination of GW's current rules-writing prowess with trying to make things sound Orky would make the book damn near unreadable and we'd be flooded with YMDC threads trying to figure out what the bloody piss anything means.
People would be split between being happy the Orks finally got boosted up nicely, and being pissed that they're OP now and categorically hating them, plus everything inbetween. Based off the Dark Angels apparently going from 0 to top four in one book (apparently).

Would you guys say I have the right idea?

Don't believe me? It's all in the numbers.
Number 1: That's terror.
Number 2: That's terror.
Dark Angels/Angels of Vengeance combo - ???? - Input wanted! 
   
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Fresh-Faced New User





Its been said for years and I'll say it again.

Give Gretchin/Grots the same amount of representation Goblins are given in fantasy.

Giving Gretchin a few more special units/characters would add a whole other dimension of playstyle, cowardly, cunning, sneaky little gits could really open a world of opportunity to space Orks. Like in fantasy remember what Goblins did with spiders? Do something similar with Gretchin riding around on a captured Carnafex or something similar I dont know, there you have your MC now.
   
 
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