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Made in us
Battlefortress Driver with Krusha Wheel






Ill start!

Evil suns
Vehicles cost half points for evil suns, in addition they move an extra inch, and reroll advance dice.

Warlord trait: Extra gubbins. Big Mek only. Wheeled vehicles ignore wounds on a 5+, as unnecessary parts are blasted off instead. Trakked and walker vehicles save on a 6+

Strategim: wez da fastest! 1cp. At the beginning of the ork players first turn, set up a vehicle within 6 inches of a board edge, and farther than 9 from an enemy!

Relic: Da bike of da orkpocalypse! Replaces a bike. Rider gains +1T, +1 W. Da deffdakka gunz. Str 7, 6 shots, ap -3 1 damage each. Can overcharge for str 8 2 damage, on hit rolls of one, rider suffers a mortal wound.

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
Longtime Dakkanaut




None of that is broken....at all. I mean seriously. The most broken aspect is half priced vehicles...and even then that is more realistic for their usefulness then anything. Ironically, Trukkz would still cost MORE then they did last edition, Battlewagons though would be almost usable as transports at 80pts a piece.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in es
Grim Dark Angels Interrogator-Chaplain




Vigo. Spain.

Having a 53€ model cost 80 points isn't a great idea. I think Orks need something like a 20-30% point reduction in all or near all (Ignoring boyz and stormboyz) of their models, and something like a 15-25% increase in offensive and deffensive capabilities.

 Crimson Devil wrote:

Dakka does have White Knights and is also rather infamous for it's Black Knights. A new edition brings out the passionate and not all of them are good at expressing themselves in written form. There have been plenty of hysterical responses from both sides so far. So we descend into pointless bickering with neither side listening to each other. So posting here becomes more masturbation than conversation.

ERJAK wrote:
Forcing a 40k player to keep playing 7th is basically a hate crime.

 
   
Made in us
Storm Trooper with Maglight





Hyperbole: The Thread

Feed the poor war gamer with money.  
   
Made in us
Monster-Slaying Daemonhunter





SemperMortis wrote:None of that is broken....at all. I mean seriously. The most broken aspect is half priced vehicles...and even then that is more realistic for their usefulness then anything. Ironically, Trukkz would still cost MORE then they did last edition, Battlewagons though would be almost usable as transports at 80pts a piece.


Even at half price, unless the vehicle transport capacity is 30 models, I can't say that ork transports would be good.

Fundamentally, the transport needs to fit the unit that needs transporting to be useful.

Battlewagons can be useful platforms from Flashgitz or Lootas and are half-okay as a gun platform. As I understand, the second place list in my local league ran one and used it for everything except transporting things, and it won him a game or two.

Guardsmen, hear me! Cadia may lie in ruin, but her proud people do not! For each brother and sister who gave their lives to Him as martyrs, we will reap a vengeance fiftyfold! Cadia may be no more, but will never be forgotten; our foes shall tremble in fear at the name, for their doom shall come from the barrels of Cadian guns, fired by Cadian hands! Forward, for vengeance and retribution, in His name and the names of our fallen comrades! 
   
Made in us
Longtime Dakkanaut




I'm uh... I'm just gonna sit here impressed as people argue a 16 W vehicle with 20 model transport capacity is balanced at 80 points. Oh, and wth access to 5+ fnp on every single one in the army with a WT.

I mean, I suppose if you want ungodly tough transports that will never fail to deliver their cargo, has enough space to fit in a green tide of boyz, and can grab a defrolla to do some damage when it's charges to soak overwatch, be my guest. Run a few games like that. I really want to hear how it goes
   
Made in gb
Battlefortress Driver with Krusha Wheel






 Galas wrote:
Having a 53€ model cost 80 points isn't a great idea. I think Orks need something like a 20-30% point reduction in all or near all (Ignoring boyz and stormboyz) of their models, and something like a 15-25% increase in offensive and deffensive capabilities.


Obviously have never seen the points cost of most of our stuff. It costs £90 for a full squad of storm boyz for example.

Ermmm in terms of broken rules... I've mentioned many rules that people said were broken. I offered giving a 370pts mdoel bs4+ and 6d6 shots but nope... too op... shame gw didn't think that as they gave it to all ig heavies and also reduced their points! Therefore, i now suggest the new Morkanaut! 300pts, 6d26 weapon that deals a flat d3 each shot! In edition it has Bs4, can advance and fire, ws2+ and it's claw is 6 damage flat.

This message was edited 1 time. Last update was at 2017/10/03 09:10:48


 
   
Made in jp
Longtime Dakkanaut





Gig Harbor, WA

I think an ork truck should be balanced by increasing its weapon skill and number of attacks. Make it a useful part of an ork assault force.

Or How about if orks can fight in melee from inside a trukk?
   
Made in gb
Battlefortress Driver with Krusha Wheel






 argonak wrote:
I think an ork truck should be balanced by increasing its weapon skill and number of attacks. Make it a useful part of an ork assault force.

Or How about if orks can fight in melee from inside a trukk?


Fighting from inside the truk would be amazing. It could absorb overwatch and shooting wagons with 20 bpyz could ward off woukd be deep strikes!

Also how about our battlewagon fires 40 shots, hits on 2 and rerolls 1!

This message was edited 3 times. Last update was at 2017/10/03 09:36:53


 
   
Made in us
Potent Possessed Daemonvessel





SemperMortis wrote:
None of that is broken....at all. I mean seriously. The most broken aspect is half priced vehicles...and even then that is more realistic for their usefulness then anything. Ironically, Trukkz would still cost MORE then they did last edition, Battlewagons though would be almost usable as transports at 80pts a piece.


Half price vehicles would be pretty broken Gorkanauts for 180ish points would be amazingly powerful. Especially with 6+ fnp, and the ability to outflank. I'll take 8 in a list and be pretty happy with my turn 1 charges.
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

For every ork slain the ork player rolls 2d6. A turn later that many orks are deployed where the ork was slain.
OP and fluffy, the worse type of OP.

Also, what's wrong with then IG dex, and when did it get released?
Because I thought the ad mech and DG codices just came out recently.

This message was edited 3 times. Last update was at 2017/10/03 11:52:00


What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in us
Monster-Slaying Daemonhunter





 CthuluIsSpy wrote:
For every ork slain the ork player rolls 2d6. A turn later that many orks are deployed where the ork was slain.
OP and fluffy, the worse type of OP.

Also, what's wrong with then IG dex, and when did it get released?
Because I thought the ad mech and DG codices just came out recently.


It's on preorder.

The thread is born of typical hysteria. I'm going to point out that the changes to the Imperial Guard include nerfs to almost all the good units and buffs to most of the bad units, but the buffed bad units are still not as good as current good units. The only good units that got made better are the super heavy units.


We also got regimental doctrines, and the Mordian one is pissing people off, because it improves our overwatch

Guardsmen, hear me! Cadia may lie in ruin, but her proud people do not! For each brother and sister who gave their lives to Him as martyrs, we will reap a vengeance fiftyfold! Cadia may be no more, but will never be forgotten; our foes shall tremble in fear at the name, for their doom shall come from the barrels of Cadian guns, fired by Cadian hands! Forward, for vengeance and retribution, in His name and the names of our fallen comrades! 
   
Made in us
Longtime Dakkanaut




 Inquisitor Lord Katherine wrote:
The thread is born of typical hysteria. I'm going to point out that the changes to the Imperial Guard include nerfs to almost all the good units and buffs to most of the bad units, but the buffed bad units are still not as good as current good units. The only good units that got made better are the super heavy units.


We also got regimental doctrines, and the Mordian one is pissing people off, because it improves our overwatch


Really? Boy this is some intellectual dishonesty. A single good unit suffered a meaningful nerf, others were left stronger post codex. Already solid units were buffed for questionable reasons (basilisks). Plus it has many direct upgrades over previous codices, from directly superior WT and relics, to getting doctrines on everything, even super heavies.

Oh and the last time you claimed hysteria, we were 100% right. So you really need to just stop.


Automatically Appended Next Post:
 CthuluIsSpy wrote:
For every ork slain the ork player rolls 2d6. A turn later that many orks are deployed where the ork was slain.
OP and fluffy, the worse type of OP.


Make it happen during the combat phase, so they literally spring up around a unit and start swinging.

This message was edited 1 time. Last update was at 2017/10/03 12:51:38


 
   
Made in us
Monster-Slaying Daemonhunter





SilverAlien wrote:
 Inquisitor Lord Katherine wrote:
The thread is born of typical hysteria. I'm going to point out that the changes to the Imperial Guard include nerfs to almost all the good units and buffs to most of the bad units, but the buffed bad units are still not as good as current good units. The only good units that got made better are the super heavy units.


We also got regimental doctrines, and the Mordian one is pissing people off, because it improves our overwatch


Really? Boy this is some intellectual dishonesty. A single good unit suffered a meaningful nerf, others were left stronger post codex. Already solid units were buffed for questionable reasons (basilisks). Plus it has many direct upgrades over previous codices, from directly superior WT and relics, to getting doctrines on everything, even super heavies.

Oh and the last time you claimed hysteria, we were 100% right. So you really need to just stop.


Automatically Appended Next Post:
 CthuluIsSpy wrote:
For every ork slain the ork player rolls 2d6. A turn later that many orks are deployed where the ork was slain.
OP and fluffy, the worse type of OP.


Make it happen during the combat phase, so they literally spring up around a unit and start swinging.


Basilisks are good? I must have missed it, because they're not.

Manticores are better, and are still better, and I haven't heard anything about Manticore changes.

In fact, that's my answer here to everything: Manticores are still better than all the buffed units, and post-nerf Conscripts and Scions are still better than other options. There's almost no way the Guard got better.




And yes, the original complaining was entirely the hysteria of marine players, and it still is.

This message was edited 3 times. Last update was at 2017/10/03 13:21:59


Guardsmen, hear me! Cadia may lie in ruin, but her proud people do not! For each brother and sister who gave their lives to Him as martyrs, we will reap a vengeance fiftyfold! Cadia may be no more, but will never be forgotten; our foes shall tremble in fear at the name, for their doom shall come from the barrels of Cadian guns, fired by Cadian hands! Forward, for vengeance and retribution, in His name and the names of our fallen comrades! 
   
Made in ch
Legendary Dogfighter





RNAS Rockall

MOAR DAKKA
1 CP - The targetted unit immediately makes a shooting attack that hits on 6s regardless of modifiers.

Oi! get Over 'ere!
2CP - During the movement phase, select one Ork Warboss Character Model. Any Ork Infantry units within 6" immediately move towards that model and combine into a single HQ unit and are treated as such for the rest of the game.

Kollection Of Hats
Special relic set for Freebootaz. Only one model in your army may have a Kollection of Hats. A model may be equipped with more than one Hat from a Kollection of Hats. Only one hat may be used per player turn.

Kommisar hat
Once per enemy turn you can inflict d3 mortal wounds on one of your units within 6". This unit may then make a move, shoot or charge action.

Inkwisitor Hat
Any Burnaz within 12" of the model equipped with this hat double the random result of attacks made. If shooting at a unit with the Psyker keyword, these attacks are resolved as +3 S.

Admiral's Hat
Once per game, pick an objective marker on the battle field. All units within 3d6 of the objective take d3 mortal wounds.

Blue Beaky Bonce
Whenever an opponent uses a strategem roll a d6; on a 6 you gain 1 command point.

Red Beaky Bonce
Affects all friendly units within 3" of the equipped model for the rest of the turn. Add 1 to movement characteristic. Any doubles rolled for charges inflict 1 mortal wound on both the charged unit and the unit that charged.

Green Beaky Bonce
Use when a model within 3" of the bearer rolls a 1 for armor save. The unit the model belongs to takes 1 mortal wound.

Gribbly Krown
Models within 12" may use the equipped model's leadership characteristic. The first time this model is affected by a psychic power (friend or foe) the source of the psychic power takes 1 mortal wound.

Panzee Pointy Bits
Use during the fight phase. Modify the equipped models Attack characteristic by d6 for this turn. If 4 or more 1s are rolled to-hit, your opponent may set up the equipped model anywhere on the battlefield.


Some people find the idea that other people can be happy offensive, and will prefer causing harm to self improvement.  
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

SilverAlien wrote:



Automatically Appended Next Post:
 CthuluIsSpy wrote:
For every ork slain the ork player rolls 2d6. A turn later that many orks are deployed where the ork was slain.
OP and fluffy, the worse type of OP.


Make it happen during the combat phase, so they literally spring up around a unit and start swinging.


That would be hilarious. I want that as a strategem now, the salt would be delicious.

What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in us
Longtime Dakkanaut




 malamis wrote:
MOAR DAKKA
1 CP - The targetted unit immediately makes a shooting attack that hits on 6s regardless of modifiers.


Oh that'd be amazing. Take a huge unit of looters and spam this is every phase for the first turn, regardless of who goes first. Get 300 shots by the end of the first turn. I could actually see something like this being balanced with a higher cost or a once per turn limit for orks. Bit more than the admech one lol.

For anyone who doesn't know, the admech codex was so poorly proof read they accidentally gave us this stratagem, except we hit on normal BS.

 Inquisitor Lord Katherine wrote:
Manticores are better, and are still better, and I haven't heard anything about Manticore changes.


So you haven't bothered to look at the doctrines in the new codex I assume? Or you are forgetting manticores were already upper tier compared to the vehicles that largely didn't get CT equivalents.

This message was edited 1 time. Last update was at 2017/10/03 13:53:52


 
   
Made in us
Regular Dakkanaut




 Inquisitor Lord Katherine wrote:
SilverAlien wrote:
 Inquisitor Lord Katherine wrote:
The thread is born of typical hysteria. I'm going to point out that the changes to the Imperial Guard include nerfs to almost all the good units and buffs to most of the bad units, but the buffed bad units are still not as good as current good units. The only good units that got made better are the super heavy units.


We also got regimental doctrines, and the Mordian one is pissing people off, because it improves our overwatch


Really? Boy this is some intellectual dishonesty. A single good unit suffered a meaningful nerf, others were left stronger post codex. Already solid units were buffed for questionable reasons (basilisks). Plus it has many direct upgrades over previous codices, from directly superior WT and relics, to getting doctrines on everything, even super heavies.

Oh and the last time you claimed hysteria, we were 100% right. So you really need to just stop.


Automatically Appended Next Post:
 CthuluIsSpy wrote:
For every ork slain the ork player rolls 2d6. A turn later that many orks are deployed where the ork was slain.
OP and fluffy, the worse type of OP.


Make it happen during the combat phase, so they literally spring up around a unit and start swinging.


Basilisks are good? I must have missed it, because they're not.

Manticores are better, and are still better, and I haven't heard anything about Manticore changes.

In fact, that's my answer here to everything: Manticores are still better than all the buffed units, and post-nerf Conscripts and Scions are still better than other options. There's almost no way the Guard got better.




And yes, the original complaining was entirely the hysteria of marine players, and it still is.


Not trying to derail this thread too much but Guard absolutely got better in about every way. Conscripts took a nerf in ways that didn't even really matter. They are still dirt cheap screening units used as fodder but are even arguably BETTER with the free tactics. Punisher Lemans are going to dominate with heavy bolters by throwing out near 50 S5 shots a turn. Guard now have their tactics and stratagems that have meaningfully increased their already amazing firepower. Points buffs and nerfs just means everything practically evened out. About the only change is you will see less plasma squads. Otherwise, now you are going to see Guard armies with a ton of cheap screening units mixed with a ton of T8 armor. That's about the best way to make an army since it will be very difficult to deal with both for an army.
   
Made in gb
Longtime Dakkanaut





UK

Everything is half price.

Enjoy 3 pt Boyz.

YMDC = nightmare 
   
Made in gb
Battlefortress Driver with Krusha Wheel






 Frozocrone wrote:
Everything is half price.

Enjoy 3 pt Boyz.


At this point you coukd give us 3pt boyz and we probably would still lose. XD
In all honesty, I think gw has no idea what to do with orks. I think they just don't understand them and that's why the index is such a mess... they tried things with one unit but forgot to do it with another unit and ended up with a lot of meh.

Knowing gw boyz will be 12pts in yhe codex as everything doubles in price but we lose our 30 moral. Remember, for every 1 boyz there is 2 conscripts (which doesn't make sense lore wise).

This message was edited 2 times. Last update was at 2017/10/03 14:21:08


 
   
Made in us
Regular Dakkanaut




GW should do something with Orks like -1 pt per model for every 10 models in a unit.
   
Made in dk
Servoarm Flailing Magos






Metalica

 lolman1c wrote:
 argonak wrote:
I think an ork truck should be balanced by increasing its weapon skill and number of attacks. Make it a useful part of an ork assault force.

Or How about if orks can fight in melee from inside a trukk?


Fighting from inside the truk would be amazing. It could absorb overwatch and shooting wagons with 20 bpyz could ward off woukd be deep strikes!

Also how about our battlewagon fires 40 shots, hits on 2 and rerolls 1!



Maybe not fighting from inside the trukk, but charging with the trukk and then dismounting into combat feels like both something flavourful for Orks and an interesting game mechanic to allow an assault army to use something that gets them past overwatch.
Obviously, if the Overwatch somehow managed to wreck the trukk, hilarious failure would ensue. The riled up Orks inside start punching eachother or something.

 
   
Made in us
Battlewagon Driver with Charged Engine




Between Alpha and Omega, and a little to the left

In the fourth edition the boarding blanks let you have one embarked model attack a nearby vehicle. This was basicly to allow your power klaw to to slap someone's rhino upside the tread, but bringing that back and allowing it to target anything, even if it's still just one model, would be amazing.

Being able to assault out of a trukk that's in assault would be pretty good as part of the Evil Sunz Clan Ability

Want to help support my plastic addiction? I sell stories about humans fighting to survive in a space age frontier.
Lord Harrab wrote:"Gimme back my leg-bone! *wack* Ow, don't hit me with it!" commonly uttered by Guardsman when in close combat with Orks.

Bonespitta's Badmoons 1441 pts.  
   
Made in us
Longtime Dakkanaut







Lootin' Time: (2 CP). Use this stratagem when an enemy Vehicle is destroyed within 6" of a Mek and does not Explode. The Ork player removes the Mek, and takes control of formerly destroyed vehicle for the remainder of the game, with the exception that it now has a BS of 5+ and WS of 3+. The vehicle restores its full complement of Wounds, but suffers -1 to its Save due to the nature of its "repairs".

Sneaky Bike (0 CP): Hold one Ork Character in Reserve. When Snikrot's unit comes on the table, that character may also arrive alongside it.
A throwback to the infamous exploit of 4th and 5th edition, where Snikrot technically didn't use Outflank.

This message was edited 1 time. Last update was at 2017/10/03 15:17:34


 
   
Made in gb
Battlefortress Driver with Krusha Wheel






'The Green tide': When the Orks call a Waagh they charge into combat with their guns blazing. On a successful charge the Orks can fire their shooting weapons into the unit hitting on a 6+.

This message was edited 1 time. Last update was at 2017/10/03 17:58:45


 
   
Made in us
Clousseau





East Bay, Ca, US

Tank Bustas no longer require line of sight to hit their targets, have a 72" range, and hit on a 4+ regardless of the target.

Stratagem: Multiply. 2CP. Return an Ork unit to life that has died this game. It must enter from your table edge and 9" away from enemy models.

It's pretty sad that even what people are fabricating still wouldn't put Orks on the same level as guard.

This message was edited 2 times. Last update was at 2017/10/03 18:05:14


 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
Made in us
Locked in the Tower of Amareo




Horde CC <<<<<<<<<<<<<<<<<<<<<< Horde shooting.


#endofthread
   
Made in us
Longtime Dakkanaut




 Marmatag wrote:
Tank Bustas no longer require line of sight to hit their targets, have a 72" range, and hit on a 4+ regardless of the target.

Stratagem: Multiply. 2CP. Return an Ork unit to life that has died this game. It must enter from your table edge and 9" away from enemy models.

It's pretty sad that even what people are fabricating still wouldn't put Orks on the same level as guard.


You wanna get real sad?

Guard can probably do horde melee better than orks can right now.
   
Made in us
Locked in the Tower of Amareo




That seems... unlikely.
   
Made in us
Longtime Dakkanaut




Martel732 wrote:
That seems... unlikely.


Catachan conscripts swing at str 4, 5+ WS but they cost half as much as an ork. They have one attack base, another with a 30 point preacher, a third if in straken's bubble, and they have a 50/50 shot at getting a second round of attacks in their shooting phase with fix bayonets.

Also, given they trade toughness 4 for a 5+ and cost half as much, you'll have a lot more of them left when you reach the enemy.

They may not be quite as good, but you've gotta admit that's still pretty close.
   
 
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