Switch Theme:

Orks: Fixes and Changes for the New Codex  [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
Longtime Dakkanaut




CaffeineIsGood wrote:
Dannohawk wrote:

One personal wish is a unit of Gretchen snipers, with only 4s to hit but to mitigate that you have groups of 15 and mortal wounds on a 6.


I'd love some gretchin snipers, a low-points elite shooting choice sounds great, bit like ratlings.

What i'd suggest is maybe have them shoot with with...
Grot Scope-Blasta: Heavy 18" 3S -1AP 1D
And then give them a special model like...
Grunt-Spotta: D6 models within unit can hit on 3+ against any enemy-unit within the visible to the unit, regardless of proximity (i.e. characters).

And for lols allow up to 2 stray-squigs in a unit of Gretchin that deal D3 attacks, but on a 1 it deals a wound to its own unit, the models exist in fantasy and it'd be great to import them in some regard.

Something like, but not quite, the dakkadakkadakka rule for shootas would be good, maybe if 20+ models are shooting the same unit they get a "lead-rain" ability that gives it some kind of boost, +1 against units out of cover, no idea just spitballing.

Similarly maybe something for the vehicles like "Snazziest Ride" could exist that provides a bonus to one vehicle a turn, i.e "My tank is da best, it's better than all these gitz", maybe a +1 save or +1BS or both.

Points wise, I'd like to see some cost reductions on Kustom-Shootas, dakkajets, power-klawz, and the mega-nobz.


You want an elite, sniper unit of grots who have 18in rifles.....this right here is the problem with ork players, we have been crapped on so long and so often that the idea of an 18in sniper rifle seems good to you.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in us
Daemonic Dreadnought





Eye of Terror

I agree with the idea of Dakka Dakka Dakka.

Ballistic Skill modifiers should not apply when the shooter is not really trying to hit something & just firing loudly in a certain direction. This would be a fluffy way to deal with the situation.

I was thinking an Ork equivalent to Legion Traits could also apply, given what they are going with AM and AdMech.

Goffs: Advance and charge.

Blood Axes: Ignore enemy modifiers on morale rolls.

Snakebites: Anything better than a shoota gets BS 4.

Evil Suns: Vehicle charges are 3d6.

Would love for someone to suggest more.









   
Made in us
Battlewagon Driver with Charged Engine





A possible Grot sniper would be any Big Gun or Mek Gun, but hits characters on a 6.
   
Made in gb
Been Around the Block





You want an elite, sniper unit of grots who have 18in rifles.....this right here is the problem with ork players, we have been crapped on so long and so often that the idea of an 18in sniper rifle seems good to you.


I'd go as far 24", but I was thinking cheap and in terms of what a grot might have, I usually have some elite slots free in games so dirt-cheap shootas just to pepper a target might work in the right slot
Again spitballing, but grot snipers are described in the lore, so it'd be great to see.

A possible Grot sniper would be any Big Gun or Mek Gun, but hits characters on a 6.

I don't know we'd want to give up the heavy slot for a unit of them, but as a model in the unit (which i think you're implying) yeah i'd dig that, but I think I'd probably prefer the kannon.
Perhaps a unit of 5-10 grots with 18" rifles, could take a 2-3 man eldar-like weapon platform, like a 1Heavy 24" "git-blasta" that deals -2AP and D3 Damage.

Would love for someone to suggest more.

For Klan Traits I like the idea of
Bad Moonz: up to X nobz in a unit can replace their kustom-shoota with a snazzgun.
Snakebites: up to X ork boys in a unit can replace their weapons with a big choppa
Goffs: On any ork charge unit has +1 strength
Blood Axes: +1 Cover Save on all orks
Evil Suns: Vehicles get +X inches on charge & advance, provided the model is partially red
Death Skullz: Up to 1 guaranteed save a turn, on any model that is partially blue
Freebooters: Nobz get +1 BS, provided the model has more than 3 primary colours

For the 3rd time just spitballing, I look forward to seeing what special abilities the orks get, and fingers crossed some new models.
   
Made in us
Potent Possessed Daemonvessel





CaffeineIsGood wrote:
You want an elite, sniper unit of grots who have 18in rifles.....this right here is the problem with ork players, we have been crapped on so long and so often that the idea of an 18in sniper rifle seems good to you.


I'd go as far 24", but I was thinking cheap and in terms of what a grot might have, I usually have some elite slots free in games so dirt-cheap shootas just to pepper a target might work in the right slot
Again spitballing, but grot snipers are described in the lore, so it'd be great to see.

A possible Grot sniper would be any Big Gun or Mek Gun, but hits characters on a 6.

I don't know we'd want to give up the heavy slot for a unit of them, but as a model in the unit (which i think you're implying) yeah i'd dig that, but I think I'd probably prefer the kannon.
Perhaps a unit of 5-10 grots with 18" rifles, could take a 2-3 man eldar-like weapon platform, like a 1Heavy 24" "git-blasta" that deals -2AP and D3 Damage.

Would love for someone to suggest more.

For Klan Traits I like the idea of
Bad Moonz: up to X nobz in a unit can replace their kustom-shoota with a snazzgun.
Snakebites: up to X ork boys in a unit can replace their weapons with a big choppa
Goffs: On any ork charge unit has +1 strength
Blood Axes: +1 Cover Save on all orks
Evil Suns: Vehicles get +X inches on charge & advance, provided the model is partially red
Death Skullz: Up to 1 guaranteed save a turn, on any model that is partially blue
Freebooters: Nobz get +1 BS, provided the model has more than 3 primary colours

For the 3rd time just spitballing, I look forward to seeing what special abilities the orks get, and fingers crossed some new models.


I hope they don't go that way for Klan Traits, that would make us one of the weakest factions, further tying bonuses to paint jobs is bad design as it limits creativity. Only the Goff trait here seems decent, not great but decent.
   
Made in us
Battlewagon Driver with Charged Engine





CaffeineIsGood wrote:
A possible Grot sniper would be any Big Gun or Mek Gun, but hits characters on a 6.

I don't know we'd want to give up the heavy slot for a unit of them, but as a model in the unit (which i think you're implying) yeah i'd dig that, but I think I'd probably prefer the kannon.
Perhaps a unit of 5-10 grots with 18" rifles, could take a 2-3 man eldar-like weapon platform, like a 1Heavy 24" "git-blasta" that deals -2AP and D3 Damage.

I don't worry about slots anymore, in fact usually I want fewer slots (ie more detachments.)

It might be nice to use lobbas on some HQs, like we used to. Probably not celestine, rowboat, mortarion, etc. For them we need the almighty bubblechukka of doom!
   
Made in gb
Been Around the Block





I hope they don't go that way for Klan Traits, that would make us one of the weakest factions, further tying bonuses to paint jobs is bad design as it limits creativity. Only the Goff trait here seems decent, not great but decent


Okay so since those traits seem a little weak I've tried to elaborate from them that's not too OP

Snake Bites : Primeval Mindset
Lore: Having rejected many advancements in ork technology these boyz live for da hunt
+1 Weapon Skill against Tougher opponents, any boy/nob may discard their slugga/ranged-alternative for an additional attack.

Goffs : Mean Spirited
Lore: A klan of bullies like this relish in lopsided fighting, provided they're on top of course!
+1 Damage against less Tough opponents, +1 Strength on turn unit charged.

Deff Skullz : Objectively Lucky
Lore: Decorated in stolen charms and blue paint, these orks manifest their own good fortune
+1 to Save verses ranged attacks, May force opponent to reroll 1 die a turn.

Bad Moonz : Mo'Teef Mo'Dakka
Lore: Their grotz know how to get to good stuff at a discount
Nobz get free kustom-shootas, any Warboss may take a snazzgun, Boyz may take an additional 2 'eavy weapons.

Evil Suns : Blaze of Glory
Lore: Hurtling towards the enemy is better than walking.
Opponent rolls -1 Ballistic-Skill against vehicles that have moved 8"+ from their initial position, D3+ Attacks on charge from non-flying vehicles for self-inflicted Wound, vehicles with Explode can be triggered on 2+.

Blood Axes : Surprise Party
Lore: Some Opponents need to be tricked into a good time.
Can substitute up to two slots for 2 fortifications, + 1 Ballistic & Weapon Skill on any unit's deployment turn.

Freebooters : Unork'odox Approach
Toof grabbing rejects that thought they were too good for mainstream ork society.
4+ Ballistic Skill -2 Leadership on all ORK Infantry and Airborne units, +1 Leadership on Gretchin units.

Feel free to suggest how you'd do them, I'm pretty new to the game but I've always been a fan of the lore.

This message was edited 2 times. Last update was at 2017/10/02 12:58:10


 
   
Made in us
Longtime Dakkanaut




Still crap for most of these traits. Blood axes, wtf?


 Tomsug wrote:
Semper krumps under the radar

 
   
Made in us
Battlewagon Driver with Charged Engine





SemperMortis wrote:
Still crap for most of these traits. Blood axes, wtf?


Obviously the poster doesn't play blood axes.

Blood axes: -1 to hit.

   
Made in gb
Battlefortress Driver with Krusha Wheel






After the ig codex i think we can now safely demand what ever we want!
   
Made in be
Waaagh! Warbiker





Lier, Belgium

 Grimskul wrote:

Lords of War:

Stompa - Needs a huuuuge price cut. Down to 700 points area. Make the Supa-Gatler 3D6 shots and have it deal 2 damage for each shot. Change the Deffkannon to be 2D6 shots base, with it increasing to 3D6 shots against units that are 10 or more in size. Make the slash option of the Mega Choppa to deal 3 flat damage instead of D3. Remove the limit of only firing 1 supa-rokkit a turn.



I'm so disappointed by the stompa. Played against necron and he used the stompa 4turns against me, so he actually saw 9 or 10 gameturns that game and did absolutely nothing... not against him, not against me. It did not murdered squads completely in CC (and then they resurrect).. If you manage to throw 4+ shots with the deffkanon, you still have to hit and wound so you end up doing nothing instead of sending blobs of enemys in orbit. damn the lost 10" template...

This makes me wanna go even further than OP's wishlist because the stompa lacks ALOT of offensive power.
my stompa wishlist additions:
- 600 point MAX! (seems me to be inline with baneblade)
-reduce the randomness: 6+d6 shots for deffkanon for example (yeah, I know this is never going to happen)
-grott gunner rule variant, hits on 4+
-give him stomp attacks back
-fear special rule in CC


8000 points fully painted
hive fleet belphegor 3500 points
1k sons killteam

Dakka is the ork word for shooting, but the ork concept of shooting is saturation fire. Just as there is no such thing as a "miss" in a target-rich environment, there is no such thing as a "dodge" in a bullet rich one

 
   
Made in us
Longtime Dakkanaut




I would take 2 Leviathan dreadnoughts over a stompa any day of the week and I would still have saved myself 400ish points easily.

Every gun on the Stompa is trash, the CC function is literally the only part worth mentioning, and ironically (Not kidding here) the stompa is now LESS durable then it was in 7th edition except against Melta, everything else it is LESS Durable.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in kr
Inquisitorial Keeper of the Xenobanks






your mind

 lolman1c wrote:
After the ig codex i think we can now safely demand what ever we want!


Safely cuz no one is listening.


   
Made in be
Waaagh! Warbiker





Lier, Belgium

SemperMortis wrote:
I would take 2 Leviathan dreadnoughts over a stompa any day of the week and I would still have saved myself 400ish points easily.

Every gun on the Stompa is trash, the CC function is literally the only part worth mentioning, and ironically (Not kidding here) the stompa is now LESS durable then it was in 7th edition except against Melta, everything else it is LESS Durable.


my point exactly

8000 points fully painted
hive fleet belphegor 3500 points
1k sons killteam

Dakka is the ork word for shooting, but the ork concept of shooting is saturation fire. Just as there is no such thing as a "miss" in a target-rich environment, there is no such thing as a "dodge" in a bullet rich one

 
   
Made in us
Potent Possessed Daemonvessel





SemperMortis wrote:
I would take 2 Leviathan dreadnoughts over a stompa any day of the week and I would still have saved myself 400ish points easily.

Every gun on the Stompa is trash, the CC function is literally the only part worth mentioning, and ironically (Not kidding here) the stompa is now LESS durable then it was in 7th edition except against Melta, everything else it is LESS Durable.



The close combat isn't really even worth mentioning, it is basically flat out worse than a Gorkanaut for almost the cost of 3 gorkanauts. Yeah it's strength 20 if it uses its 4 ATTACKS, 4 attacks for near 1000 points, and 6 damage per attack instead of D6, but I would almost always take 12 S16 attacks (just 2 Gorks) over the 4 from the Stompa, they both wound basically everything on 2s. -5 AP vs -4 is basically a non-issue, it only matters against 2+ save models without invul saves (so land raiders). But on averages the Stompa averages 13 wounds against a land raider (it's best target) but it is really 12 wounds. 2 Gorks against the same target average 19.444. If we go with the more attacks at base strength, both average 2 damage, but the Gorks get 36 attacks vs 12.
   
Made in us
Fresh-Faced New User




A couple more ideas I had. Not necessarily balanced, just wanted to write them down for fun and to keep them unique. Hopefully we don't get the basic copy-paste army traits that the other books are getting, but I have a grim feeling we'll get the predictable -1 to hit blood axes, 6++ FNP for Deathskulls etc.

Klan traits:

Goffs: +1 Leadership to all Ork units. Ork models have +1 attack in the fight phase against units with lower bravery.

-Aimed at taking advantage of Mob Rule, making large masses of Ork infantry even more devastating in melee.

Bad Moonz: In the shooting phase, all hit rolls of 6 generate an additional attack. Ork infantry do not suffer any penalties for assault weapons after advancing.

-Meant to represent the Bad Moonz preference for more dakka.

Evil Sunz: In the movement phase, when Ork units advance, they can roll two dice and pick the highest. Ork vehicles do not suffer any penalties for assault weapons after advancing.

-Makes the Evil Sunz the mobile army, getting the best use out of vehicles such as trukks and bikes

Snakebites: In the shooting phase, any Ork unit may skip firing with a pistol weapon, instead performing an attack with melee weapons as if it were the fight phase. Ork infantry gets +1 to their save characteristic when charging.

-Meant to highlight the Snakebite primitive preference for using choppas

Blood Axes: Ork units re-roll save rolls of 1 while in cover. In the movement phase, Ork infantry may move up to 5 inches vertically for free in addition to their normal movement.

-Blood Axes attack from unexpected angles, and can over navigate terrain to attack their enemies in seemingly impossible ways.

Deathskulls: Enemy AP characteristics are reduced against Ork units by 1. Ork characters may re-roll one dice during their actions per turn.

-Lucky in that opponents weapons seem to never be quite as effective against them. Deathskull characters would get the re-roll to represent them having accumulate more luck by nature of being more Orky

Weirdboy Powers:

Unsure of what ranges/cast value these might have. They would have be scaled for both to be appropriately balanced. I imagine both these would be particularly powerful in several situations, so they would probably have a high cast value, limited range, or both.

Diskombobulate - Until your next turn, switch a unit's ballistic skill with the unit's weapon skill (friend or foe).

-Imagine this coupled with the Da Jump with a mob of 30 shoota boyz. Could also be used to give grots and kans additional kick in melee, or to mess with an enemy's melee or shooting for a turn.

Grot-a-palooza - Until your next turn, reduce an enemy's characteristics to 5+ WS, 4+ BS, and 4 LD.

-The unit believes they are grots for a turn. Hilarity ensues.
   
Made in us
Battleship Captain






I think the ork traits should be something like this

Bad Moons - overwatch on 5+ and may reroll the number of shots for random number the weapon fires (any number of dice).

Blood Axes - -1 to hit outside of 12"

Goff Boys - +1 attack when each model is in base to base contact with another.

Evil Sunz - When advancing roll two pick the highest. Everyone with this clan trait also ignores the penalties to shooting when advancing. And Ork <Vehicles> may take a red paint job which adds +3" to their advance.

Deathskulls - When an enemy model is slain in the fight phase by an Ork model from this clan it may loot the enemy model. If it is an infantry model it regains 1 wound lost earlier in battle, if it is a vehicle model it regains 1 hull point.

Lucky Orks. Deathskulls models do not need to be in cover to count as covered; only obscured.

Snakebites - thick hide. On the roll of a 5+ a wound that would be inflicted is ignored.
   
Made in gb
Longtime Dakkanaut




Wondering on a way to counter the rubbish BS, but that doesn't turn them into a pure yahtzee army that wins by weight of dice.

Thinking something like this:

Any unit may elect to discard half its attacks with any type of weapon in order to gain +1 to hit with the balance of that weapon, not unit may do this more than twice.

e.g. a unit of boyz has two rokkit launchers, they fire one of them with a +1 to hit.

This doesn't represent only one work actually firing (as if they would hold fire), it represents the weight of fire making some hits likely, but the low accuracy meaning a lot of hits is unlikely.

second example, a unit of boyz has 30 weapons, with RoF:2, so can attack its 60 dice on its base of a 5+ (20 hits on average), or can attack with 30 dice on a 4+ (15 hits on average) or 15 dice on a 3+ (10 hits on average).

So normally you don't do it, but you retain the ability when firing at units with negative to hit modifiers.

those boyz when facing an enemy with a -1 so a base of 6 to hit, a baseline of 10 hits can elect to make 30 attacks on a 5+, 15 hits.

Aim is to provide a way to hit harder to hit targets, without providing a buff that makes normal shooting better (e.g. anything that provides a flat +1 to hit)
   
Made in us
Battleship Captain






leopard wrote:
Wondering on a way to counter the rubbish BS, but that doesn't turn them into a pure yahtzee army that wins by weight of dice.

Thinking something like this:

Any unit may elect to discard half its attacks with any type of weapon in order to gain +1 to hit with the balance of that weapon, not unit may do this more than twice.

e.g. a unit of boyz has two rokkit launchers, they fire one of them with a +1 to hit.

This doesn't represent only one work actually firing (as if they would hold fire), it represents the weight of fire making some hits likely, but the low accuracy meaning a lot of hits is unlikely.

second example, a unit of boyz has 30 weapons, with RoF:2, so can attack its 60 dice on its base of a 5+ (20 hits on average), or can attack with 30 dice on a 4+ (15 hits on average) or 15 dice on a 3+ (10 hits on average).

So normally you don't do it, but you retain the ability when firing at units with negative to hit modifiers.

those boyz when facing an enemy with a -1 so a base of 6 to hit, a baseline of 10 hits can elect to make 30 attacks on a 5+, 15 hits.

Aim is to provide a way to hit harder to hit targets, without providing a buff that makes normal shooting better (e.g. anything that provides a flat +1 to hit)


A small amount of abuse in this is using sluggas with shootas. Also combi weapons too.
   
Made in us
Potent Possessed Daemonvessel





leopard wrote:
Wondering on a way to counter the rubbish BS, but that doesn't turn them into a pure yahtzee army that wins by weight of dice.

Thinking something like this:

Any unit may elect to discard half its attacks with any type of weapon in order to gain +1 to hit with the balance of that weapon, not unit may do this more than twice.

e.g. a unit of boyz has two rokkit launchers, they fire one of them with a +1 to hit.

This doesn't represent only one work actually firing (as if they would hold fire), it represents the weight of fire making some hits likely, but the low accuracy meaning a lot of hits is unlikely.

second example, a unit of boyz has 30 weapons, with RoF:2, so can attack its 60 dice on its base of a 5+ (20 hits on average), or can attack with 30 dice on a 4+ (15 hits on average) or 15 dice on a 3+ (10 hits on average).

So normally you don't do it, but you retain the ability when firing at units with negative to hit modifiers.

those boyz when facing an enemy with a -1 so a base of 6 to hit, a baseline of 10 hits can elect to make 30 attacks on a 5+, 15 hits.

Aim is to provide a way to hit harder to hit targets, without providing a buff that makes normal shooting better (e.g. anything that provides a flat +1 to hit)


You math is a bit off, to the point that you would really only do this if you were at -2 to hit.

For -1 to hit for 60 shots, you would hit 10 at a 6 to hit. Going to a 5+ to hit for 30 shots, hits 10 times as well, doing it again for 4+ to hit, gets you 15 shots or 7.5 hits. In this case rolling 60 dice is likely still better due to the upside, and more dice making average more likely.

Only when you get to -2 to hit would it make sense because it would allow you to hit at all. At that point it would be 30 shots at a 6+ so 5 hits. Or 15 at a 5 + also 5 hits.

   
Made in hr
Been Around the Block




I hope they make Freebooterz rules, something like if you have more then one <Clan> (or non-character <Clan> Infantry units) in a Detachment you get unique army wide Freebooter rule similar to pure <Clan> rules and access to all <Clan> specific Stratagems (or at least those <Clan> specific stratagems from <Clan>s you have in your detachment, or pick 2-3 <Clan> specific Stratagems from the list).

This message was edited 3 times. Last update was at 2017/11/03 17:48:53


 
   
Made in us
Tough-as-Nails Ork Boy




The Maelstrom

Or Orks could get +1 to hit at half range or closer, because when Orks get even closer to the enemy they get even more excited. Because those trigger fingers are getting excited too, the Orks will then be putting so many more bullets in the air at closer ranges that they can't help but have a better chance of hitting soemthing.
   
Made in us
Squishy Squig




1 Command Point
You call that shooting?
Allow one unit to reroll failed to hit roles.
- Make lootas and Gorks/morks useful

2 Command Points
MASH EM UP!
As orks were created to battle the Necrons they have developed some skill at battling those that return

For the next turn all models with resurrection protocals, Feel no pain, demonic save, Curse of the walking Pox, or disgusting resilience loose those abilities against melee attacks.
Ork units may not consolidate into another unit if they win a combat as they are literally stomping, chopping, and chewing everything in sight.


Lucky stick +25 Points
All previous rules but add On a 4+ get back used Command Points

This message was edited 2 times. Last update was at 2017/11/05 22:07:58


 
   
Made in us
Battlewagon Driver with Charged Engine





Red Weasel wrote:

2 Command Points
MASH EM UP!
As orks were created to battle the Necrons they have developed some skill at battling those that return

For the next turn all models with resurrection protocals, Feel no pain, demonic save, Curse of the walking Pox, or disgusting resilience loose those abilities against melee attacks.
Ork units may not consolidate into another unit if they win a combat as they are literally stomping, chopping, and chewing everything in sight.

Why the debuff? How many other armies pay 2CP and have a huge minus with their plus?
   
Made in ca
Gargantuan Gargant






Red Weasel wrote:
1 Command Point
You call that shooting?
Allow one unit to reroll failed to hit roles.
- Make lootas and Gorks/morks useful

2 Command Points
MASH EM UP!
As orks were created to battle the Necrons they have developed some skill at battling those that return

For the next turn all models with resurrection protocals, Feel no pain, demonic save, Curse of the walking Pox, or disgusting resilience loose those abilities against melee attacks.
Ork units may not consolidate into another unit if they win a combat as they are literally stomping, chopping, and chewing everything in sight.


Lucky stick +25 Points
All previous rules but add On a 4+ get back used Command Points


Gotta agree with JimonMars that it makes no sense to have a drawback to a stratagem. The only downside should be the cost of the CP required. Adding more needless debuffs just smacks of unnecessary nerfing that riddled the previous codex.

Also the Lucky stikk makes no sense to give back used Command Points since fluffwise that makes no sense. Like most other non-weapon relics it shouldn't cost anything and simply change to allow the model holding it to re-roll one failed to hit, to wound and to save roll per player turn. If you fail the re-roll on all three, your model suffers a mortal wound. Makes it less crazy. Maaaaaybe also include the function of a WAAAGH! Banner of giving a +1 to hit to units within 6" but then it'd be auto-take and undermine Banner Nobz.

The Finkin' Kap should be the one that gives you a chance to regen Command Points on a 5+, in addition to giving you another warlord trait.
   
Made in it
Waaagh! Ork Warboss




Italy

I'd like an upgrade for big meks around 10-15 points that gives him a 6'' bubble which allows units nearby to re-roll failed hits of 1s in the shooting phase.

Da lucky stikk could become another bubble that allows to re-roll all failed hits in close combat. Maybe even wound rolls but it would become too powerful or expensive.

 
   
Made in us
Potent Possessed Daemonvessel





 Blackie wrote:
I'd like an upgrade for big meks around 10-15 points that gives him a 6'' bubble which allows units nearby to re-roll failed hits of 1s in the shooting phase.

Da lucky stikk could become another bubble that allows to re-roll all failed hits in close combat. Maybe even wound rolls but it would become too powerful or expensive.


As powerful as re-rolls are I'd rather not see them for orks. We roll too many dice already and re-rolling a ton of them would make games take forever.
   
Made in us
Battlewagon Driver with Charged Engine





Breng77 wrote:
 Blackie wrote:
I'd like an upgrade for big meks around 10-15 points that gives him a 6'' bubble which allows units nearby to re-roll failed hits of 1s in the shooting phase.

Da lucky stikk could become another bubble that allows to re-roll all failed hits in close combat. Maybe even wound rolls but it would become too powerful or expensive.


As powerful as re-rolls are I'd rather not see them for orks. We roll too many dice already and re-rolling a ton of them would make games take forever.
agreed. Orks get enough hits in combat anyway. Just let DLS give us +1 BS for nearby units.
   
Made in us
Longtime Dakkanaut




 Blackie wrote:
I'd like an upgrade for big meks around 10-15 points that gives him a 6'' bubble which allows units nearby to re-roll failed hits of 1s in the shooting phase.

Da lucky stikk could become another bubble that allows to re-roll all failed hits in close combat. Maybe even wound rolls but it would become too powerful or expensive.


That wouldn't even help Ork shooting worth a damn. If you field 10 lootas who get 3 shots you are only getting 5 1s on average which means you are likely to only get 1.6 extra hits out of 20 misses. Is that even worth 5 pts? Let alone 15-20. Now o understand the next line is "well you can stack several units near the bubble. Ok well if you fielded 3 units of 10 lootas your would average 60 shots a turn and would get 10 rerolls for a total of 3.3 extra hits a turn. And even if this was a free ability they gave him it wouldn't be worth using it for that purpose because you would hamstring your army trying to be shooty when nothing we possess in our index is even close to shooty enough.

Now if it gave rerolls for hits/wounds I would then pay an extra 20-25pts for the Mek and it would serve as a useful strategy.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in it
Waaagh! Ork Warboss




Italy

Of course units need points reductions and something even to be better re-written. But a big mek that allows re-rolls of shooting stuff is very cool IMHO, he could also help bikers, kans, bustas that don't aim at vehicles with a bike for himself.

Orks (but IMHO every army deserves that) should also have a special rule that allows units embarked in open topped transports to get benefits from the bubbles. Like badrukk's one on flash gitz. And the characters embarked to give their bubble to other units.

 
   
 
Forum Index » 40K Proposed Rules
Go to: