Wyldhunt wrote:
Always-on Red Thirst for Snake Bites feels like it would probably end up being too good. There's a reason the buffs for horde armies tend not to be as good as for elite armies; those same bonuses on a cheaper platform are a lot stronger. Goffs is definitely a buff, but fine. Same with Blood Axes (you can't reliably hide a green tide in terrain; otherwise it might be too good). Don't give Freebootas markerlights. Ork shooting already takes a long time to resolve, and that's without rolling for markerlight style guns before the rest of their shooting.
Yup fair points. I was just wondering if Freebootas might fall off a bit, but they are generally okay now.
I know Snakebites are about poison and stuff, it could just be something as simple like they have an extra
CCW that's poison (so you can use that profile for your base attacks). Orks in
CC are also kind of in a rough state right now -- this edition is all about shooting, and t-shirt saves make it hard to get close. We basically have to cheat ourselves in, and that can be played around. Snakebites can't take as much advantage the da Jump / tellyporta like Evil Suns can. The charge rate drops to something like 55% without the +1 bonus.
Possibly just on the charge for +1 to wound?
Really, the question is, how can we buff them so they are worthy of taking a detachment with something.
I've discussed similar suggestions with our local ork player. A few concerns:
* 4+ FNP (base 6+ plus cybork body plus pain boy) seems like it might be a bit much. You're literally halving the amount of damage your smashy characters take.
* 6+ armor (or 5+ invul save) boyz with 5+ FNP makes them nearly as durable as plague bearers while also being much more killy.
* Adding that much FNP to an already slow-to-play army is going to slow your games down even more.
The tricky thing about trying to make melee hordes viable by buffing their raw durability is the question, "Viable against what?" If footslogging orks are tough enough to survive the trip across the table when facing off against a relatively optimized tau list, then there's a good chance they're too durable against a less optimized necron list. It quickly becomes a stat check. "Did you bring enough anti-infantry weapons to kill through my boyz? No? Did you bring enough snipers to kill my pain boyz and/or meks on on turn 1? No? Then I win."
Which is rough because I acknowledge footslogging orks are in a rough spot right now.
It could cap at 5++, which is totally fine. I think the setup for a warboss + painboy is a bit awkward it probably doesn't matter too much either way, it won't happen too often.
TBH, warbosses are in such a crap state right now, making them take half damage might make them viable. They really only get scary if you buff them with psychic powers (Warpath or Fists of Gork), and then they are typically suicided bombed into a unit where you have them fight twice. Compare this to some
HQs across the isle, it's a bit sad.
Re slogging boys:
Yeah, it's a tough balancing act. You can already do something like this right now, to be honest. 5++ and 6+++
FNP is totally possible, and it's not really done. This translates to about a 45% save rate -- the bump to a 5+++ would bump this to a 55% save rate. I'm curious if this would be too much. the 45% save rate is apparently not enough to flood. It's also partially because Nobs w/
PK just aren't pulling the same weight they used to.
Automatically Appended Next Post:
JawRippa wrote:I think that 6+++ for all ork infantry (but gretchin) is alright. It is the painboy that needs attention. I'd change painboy to always give himself a 5+++ and provide +1 to
FnP to one unit within 3". Probably a price increase wouldn't be a bad idea.
Goffs would be an interesting choice if they had
AP-1 on charge or heroic intervention. Orks roll enough of dice already.
Snakebites having +1 on to wound is too powerful on horde units. How about giving them ability like orcs from
AoS, where they move towards enemy whenever they suffer damage? Would be pretty unique and show their savage nature.
Blood Axes -1 to hit and stackable
FNP could result in boy mobs being too resilent.
Power Klaws need to drop -1 to hit or be a flat 3 damage with their current price.
It'd be neat if units from Trukks could disembark and assault after trukk has moved, but with 1/6 chance of a mortal wound per disembarking model.
Painboy targeting his aura might be ok, but
tbh, there's way more loads better auras than this that seem to get through okay. See: Chapter master. I think it's probably worth of a test through. It does require to bubble up, and painboys are really not hard to deal with if you can isolate them.
Goffs getting -1
AP is decisively more powerful than 1 attack, I agree. It would change their boys to being a better all rounder -- Maybe it's fine because it's hard to get them into
CC anyway.
Good point on blood axes. That interaction might actually be too good (invul save,
fnp, and -1 to hit on an 8 point boy).
I think if I were to do anything to
PKs, it would be one or the other -- although you'd have to change kill saws too. The question is, should a
PK be a thunder hammer or a power fist? I sort of think the Kill saw should be our Thunder Hammer, but as its costed, it's in a bit of a weird place.
I think your snakebites thing would probably just lead them to being daisy chained into being counter charged -- it would be ultra annoying for certain armies I guess, but I think would probably make them even worse against others. Imagine deep striking and doing a pistol wound so they move closer to you for an easy charge.