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Made in ca
Gargantuan Gargant






One of the saddest things about the new Ork codex when it was released was the Deff Rolla change. It was already slowly falling out of favour due to people being able to premeasure everything in 6th but someone clearly at GW suffered a good krumping from a Deff Rolla Battlewagon as it was nerfed into oblivion.

After that I also noticed how much of the Ork vehicle upgrades have been relegated to being ignored and unused. Stikkbomb chukkas became even more useless now that Ork units started off with stikkbombs base (barring Grotz), and the wrecking ball became marginally better having more potential shots but largely useless due to its range.

As a result, I'd like to propose the following revisions:

'Ard Case - Becomes 5 points instead since its typically a downgrade rather than upgrade for most Ork vehicles, barring shooty ones that are also overpriced.

Reinforced Ram - As is.

Red Paint Job - Make it like the old version of RPJ from the previous codex, don't fix what ain't broke.

Stikkbomb Chukka - Same points but it shoots D3 S3 AP- blasts instead with the Pinning special rule. That way it can actually be useful shooting ahead of charging units to give them a chance to charge in without worrying about overwatch.

Extra Armour - Make it so that it is 5 points for all vehicles with 2HP and 10 points for vehicles with 3 or more HP.

Grot Riggers - Keep it 5 points for all vehicles 3HP and lower, 10 points for vehicles 4HP and higher.

Boarding Planks - This is one that's fine but just needs to be cheaper, 10 points rather than 15.

Wreckin' Ball - Priced down to 5 points. I think this one should be based on movement rather than a shooting attack. At the start of the Assault phase, pick an unengaged enemy unit within 3" of the Wreckin' Ball. If you moved up to 6" with the trukk that turn the targeted enemy unit takes a single S9 AP3 hit on a 3+. If you moved more than 6" and up to 12" that turn with the trukk, the targeted enemy unit takes D3 S9 AP3 hits on a 3+. If you moved more than 12", the targeted enemy unit takes D6 S9 AP3 hits from the trukk on a 3+. This way it shows the momentum of the wreckin' ball smashing through hapless enemy units. Also makes trukks and battlewagons potentially dangerous even after they've dropped off their cargo. Against vehicles, the damage is directed towards the facing closest to the wrecking ball.

Deff Rolla - The biggest disappointment of all. Make it 15 points but have it similar to the what the Genestealer Cults pretty much stole with the Goliath's Rockgrinder. When you tank shock or ram an enemy unit/vehicle, the enemy unit suffers D3 S10 AP2 hits on a 4+. If an enemy unit chooses to Death or Glory a vehicle with a Deff Rolla, the enemy unit suffers an additional D3 S10 AP2 hits. A vehicle with a deff rolla automatically passes dangerous terrain checks.

Grabbin' Klaw - Thisis an interesting one. Unfortunately, as far as I know, only the battlewagon can take it, and it being limited to only stopping vehicles (barring skimmers and flyers) makes it a somewhat pointless choice. I think that it should be either one of 2 things:

1. Disruptive upgrade. Make it 10 points, but at the beginning of the enemy movement phase nominate an enemy unit within 3" of the grabbin' klaw, which attempts to swing around grabbing onto soldiers or latching onto the parts of a vehicle or creature. If the target was vehicle or monstrous creature, on a 4+ they may not move that turn and skimmers affected by it cannot Jink that turn. If the target is anything else, on a 4+ it scatters the enemy unit as they attempt to avoid its clanking claw. The enemy unit can only move up to a maximum of 2D6-2" that turn (to a minimum of 2"). It does not affect flyers, gargantuan monstrous creatures or super-heavy vehicles/walkers.

2. Grabby upgrade. 10 points. Same thing as above for grabbing enemy vehicles/monstrous creatures, but instead of hindering normal unit's movement, it picks up a model within 3" (you pick) on a 4+ and crushes the model, making it suffer a S8 AP2 hit. Not sure if I would allow LoS saves against it. Makes it an interesting tool for taking out annoying IC's.

So what do you guys think? Does it make them worth considering or are vehicles this edition so weak that tweaking them is pointless until vehicles are more viable again?

   
Made in ru
!!Goffik Rocker!!






I'd also like RPJ to actually do something to flyers. Like a +to jink save or something.
   
Made in ca
Gargantuan Gargant






 koooaei wrote:
I'd also like RPJ to actually do something to flyers. Like a +to jink save or something.


Yeah, that's true. I guess maybe specify it that in the case of flyers upgraded with it that they get a 6+ cover save standard and when they jink they get a 3+ cover save instead?
   
Made in us
Bonkers Buggy Driver with Rockets






I like the 'ard case upgrade, unlike the codex writers you understand that not being open-topped is a downside on non-assault vehicles. Your point about the stikkbomb chukka is valid, with basically everything having them already it would be just as easy to give them to everyone that doesn't have them (barring grots) and remove them from the codex. Honestly I've always thought of the wrecking ball as on a swinging crane arm that can be used even when immobile, but your suggestion seems cool though pretty strong for 5 points (It's basically a strict upgrade over the reinforced ram). The 7e deff rolla nerf was uncalled-for, and making it the rock grinder thing seems fair.

This message was edited 1 time. Last update was at 2016/10/05 19:29:29


40k drinking game: take a shot everytime a book references Skitarii using transports.
 
   
Made in us
Stabbin' Skarboy




Pittsburgh

Currently I like the grabbin klaw for the point that it can hold superheavies and such still so they can't be as irritating.

My Armies:
Orks about 15000-16000 mostly unpainted but slowly being worked on
Militarum Tempestus about 2000 points just built
Inquisition about 2000 points unpainted
Officio Assassinorum 570 unpainted
I dont paint quickly 
   
Made in ca
Gargantuan Gargant






 gnome_idea_what wrote:
I like the 'ard case upgrade, unlike the codex writers you understand that not being open-topped is a downside on non-assault vehicles. Your point about the stikkbomb chukka is valid, with basically everything having them already it would be just as easy to give them to everyone that doesn't have them (barring grots) and remove them from the codex. Honestly I've always thought of the wrecking ball as on a swinging crane arm that can be used even when immobile, but your suggestion seems cool though pretty strong for 5 points (It's basically a strict upgrade over the reinforced ram). The 7e deff rolla nerf was uncalled-for, and making it the rock grinder thing seems fair.


I kept the wrecking ball cheap simply because if its going to be spammed it'll be spammed most likely on trukks which will have at best a turn to survive in most cases. It also forces them to move after units that can promptly assault or shoot it to death so its an all-in situation which I think fits.

Also I think the reinforced ram would be almost always used in conjunction with the wrecking ball rather than being replaced by it because of how it gives insurance for the trukk to actually get to their wreckin' ball target since you're likely to have to move through terrain.

With regards to the grabbin' klaw affecting super heavies, it's always something that I thought was funny but ultimately a bit odd IMO since I would think that super heavies have the engine power or brute force to break free of a spindly ork grabbing klaw. I can't imagine a reaver or Emperor Class titan being held up by a battlewagon. Ideally, these changes would be alongside others that allow Orks to handle superheavies/GMC in away that we wouldn't have to rely on gimmicks like this do deal with them.
   
Made in us
Longtime Dakkanaut




I made the deffrolla do d3 str10 ap4 hits on a ram/tank shock and immune to dangerous terrain checks for 20 points.

Boarding planks should stay current points, but remove the limitation to 12" on the charge. Give the unit inside the chance at a 14" charge range!

For 'ard case, why not just add the assault special rule instead of changing the points?

   
 
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