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Made in ca
Gargantuan Gargant






I think one of the biggest things that Ork players were looking forward to besides a new Ghaz was the inevitable advent of new subfactions. By and far it was mainly the stratagems and Kustom Jobs that stole the show for our release. We sort of got that with the Subkulturs, and compared to guys like GSC, I think we got the better end of the stick, though it is only roughly 2 that are actually worth taking most of the time for a detachment. So I wanted to see what could have been done with the existing subkulturs and what other ones people would want to add on top of it.

Grot Mobs: Cheeky Zoggers - Strong as is and a solid battalion or spearhead detachment choice that wants to focus on Mek Gunz. No need for any change.

Pyromaniacs - Arsonists - The other strong subkultur, mainly because of its synergy with an Air Wing detachment of Burna Bommers. Doesn't really boost the other units enough to warrant a detachment of them, but most of those need to be fixed on their own profiles (particularly burnas).

Huntas: Sneaky Devils - One of the first that needs a revision, I can kinda see where GW was going with this but it's incredibly table dependent and also contrary to how most Ork units work, which rely on numbers to do the work and survive to even hit CC to begin with, which does not tie in well with most terrain pieces. As such I would change it to the following:

INFANTRY models only (excluding Gretchin). Units with subkultur that are entirely or partially within terrain ignore Overwatch when they charge and gain an extra AP for any close combat weapons they have if they charged from cover or are charging an enemy unit that is partially or entirely on terrain.

Boomboyz: Blow it Up! - Another borderline competitive choice, it's main issue is that it only supports a very select few units and what units it does affect (i.e. boyz stikkbomms), doesn't make enough of a difference to warrant considering. I would make it more worth taking in a battalion by adding the following rule to the main ones that already exists:

In addition, units with this Subkultur that are equipped with stikkbombs increase the range of their stikkbombs by 6" and treat them as Assault D6 instead of Grenade D6. When Blitza Bommas with this subkultur resolve their Boom Bombs rule on enemy VEHICLE or MONSTER, they inflict D3 mortals on each roll of 4+ instead of just one.

This makes it so you don't have to use a stratagem just to unload with one unit and it actually makes a big blob a significant threat if they get close enough, while giving Blitza Bommas a role beyond being an inferior Burna Bommer.

Flyboyz: Crucial Velocity - One of the ones I wanted to like given that I'm a fan of Deff Skwardron, but this actually goes into an area that current Ork planes don't really need that much help with, which is better armour.

I would change this so that FLY units with this Subkultur that have a minimum distance speed may pivot an additional 90 degrees before moving. Furthermore, units with FLY and this subkultur gain a +1 to hit in the shooting phase against units that they fly over during their movement phase. I would also just make it so they have a flat -1 to hit modifier for enemy attacks in CC.

This gives a flat buff to Dakkajets and Wazbom Blasta-jets, since the Boomboyz and Pyromaniacs buff the other two flyers, while also not being completely useless either for the other two.

Tin-Eads: Krush and Krump! - This one is hard to really improve on without making it overboard, as it already helps make Killa Kanz worth considering alongside Kustom Jobs. Currently debating to making it a flat +1 to hit for both CC and shooting, since this would push dakka dreadz and kanz into a reality. The +1BS may also make Stompas borderline worth taking in semi-comp environments when you combine that with the D2 Kustom Job it has.

Feral Orks: Wildboyz - One of the examples of the Ork design space being limited since this is strictly inferior to Evil Sunz. I would change this so that Wildboyz automatically count as rolling an unmodified 6 for advance rolls and that they can pile in and consolidate 6". Ork units with this subkultur that are equipped with sluggas may replace them for choppas for free, even if that is not one of the options usually available for them in their datasheet.

Madboyz: Moroniks - A random for the sake of random subkultur, I feel like this could be a lot more interesting if they acted in a certain way based on if they were within range of an enemy or outside of a visible enemy.

I would change them to have the following:

INFANTRY and BIKER units only (excluding Gretchin). Madboyz are subject to either being MANIC or FRENZIED. Madboyz are considered to be MANIC when they are not within 12" of enemy units. Madboyz are considered to be FRENZIED when they are within 12" of an enemy unit.

At the end of any phase, if any wounds or mortal wounds have been inflincted in that phase on a MANIC unit that is more than 12" away from any enemy units, that MANIC unit may move D6" towards the closest enemy unit. MANIC units also have their ballistic skill characteristic reduced to a 6+ to hit, but enemy ranged attacks that target a MANIC unit suffers a -1 to hit modifier.

FRENZIED units automatically pass Morale tests and add +1 to their Strengths characteristic in the first round of combat.

The one that I have in mind that I'm surprised GW didn't add given how iffy transports are this edition is a mech subkultur, this is what I would have:

Armoured Krumpany: Mechanized WAAAGH! - BATTLEWAGON, GUNWAGON, BONEBREAKA, TRUKK, CHINORK, BATTLEFORTRESS, BIG TRAKK and KILL TANK models only. Models that are embarked on a model with this subkultur may disembark even after the vehicle has moved first, unless it advanced that turn. Furthermore, any unit that disembarks from a model with this subkultur gains +1 attack in the following combat phase.

So what do you guys think? What other subkulturs would you add? What suggestions would you make to give the new ones we got more competitive flavour?

This message was edited 5 times. Last update was at 2020/04/05 23:28:44


 
   
Made in de
Regular Dakkanaut





Armoured krumpany ensures turn 1 charge with everything embarked.

12-14" move
3"disembark
2" base size
5" move
2-12" charge
---------------
24-36" total...

   
Made in dk
Loyal Necron Lychguard






Orkimedez_Atalaya wrote:
Armoured krumpany ensures turn 1 charge with everything embarked.

12-14" move
3"disembark
2" base size
5" move
2-12" charge
---------------
24-36" total...


These are supposed to make Orks tier 1 again I assume, so it's probably by intent. Huntas and Feral Orks aren't relatively very strong, but that's because Evil Sunz is so insane. Getting +1 S, autopass morale in melee, 35" movement if you fail 10 saves and -1 to hit against shooting attacks is insane. That's IH level in terms of number of rules. 35 S4 AP-1 shots in addition to the existing 60 from a squad of Shoota Boyz is also pretty good. None of this is problematic for a first draft, give it three playtests from each side trying to break what you suggested and you'd have it mostly ironed out.
   
Made in ca
Gargantuan Gargant






Orkimedez_Atalaya wrote:
Armoured krumpany ensures turn 1 charge with everything embarked.

12-14" move
3"disembark
2" base size
5" move
2-12" charge
---------------
24-36" total...



I mean you can already have T1 charges guaranteed between Warbikers and a Warboss on Warbike, alongside any Da Jumping units and there's Stormboyz as well, so it's not like that hasn't already existed for Ork units. Furthermore, the units that actually charge out of the transports are not going to a) be full on 30 strong mobs and thus much more weak to screening and overwatch (and more importantly not benefit from the bonus attack from being in a mob of 20 or better or mob rule in general, since you'll likely take at least one casualty even from a full squad in a battlewagon b) the fact that the transports are also signficantly expensive to take means that you won't have the sheer numbers to just bum rush and charge and win the game, especially if your opponent actually deploys accordingly. This is more to make Trukk boyz an attractive option rather than just taking them just using Da Jump or Tellyported via stratagem. It also makes MANZ in vehicles worth considering, since otherwise it usually takes until T3 to actually have embarked units in effective charge range, which is already most of the game at that point for many armies.


Automatically Appended Next Post:
 vict0988 wrote:
Orkimedez_Atalaya wrote:
Armoured krumpany ensures turn 1 charge with everything embarked.

12-14" move
3"disembark
2" base size
5" move
2-12" charge
---------------
24-36" total...


These are supposed to make Orks tier 1 again I assume, so it's probably by intent. Huntas and Feral Orks aren't relatively very strong, but that's because Evil Sunz is so insane. Getting +1 S, autopass morale in melee, 35" movement if you fail 10 saves and -1 to hit against shooting attacks is insane. That's IH level in terms of number of rules. 35 S4 AP-1 shots in addition to the existing 60 from a squad of Shoota Boyz is also pretty good. None of this is problematic for a first draft, give it three playtests from each side trying to break what you suggested and you'd have it mostly ironed out.


I don't know how you got the 35" of extra movement since you clearly didn't read carefully, but you do notice how you only get the D6" extra movement at the end of the phase right, not every time the unit loses a wound? So at max, assuming you are dumb enough to use smite on the unit that's fairly large, you can make it move a potential total of 2D6" after using psychic powers and shooting at it, which may already be almost dead from morale, and given how quickly boyz can die from shooting already, may not exist anymore. Keep in mind they have a baseline of -1 to hit for MANIC unit shooting as well, so it will only be useful on Boyz, Nob or MegaNob units, so its not like you'll have a gunline of what marine armies do.

I'll agree that there's probably too many rules for them, so I'll cut down on a few things, but I definitely think you're overexaggerating if you're saying they're IH levels of strong, given that it only applies to a portion of an Ork army that is there to tie units up, and not the dakka portion.

This message was edited 2 times. Last update was at 2020/04/05 22:11:06


 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

 Grimskul wrote:
Orkimedez_Atalaya wrote:
Armoured krumpany ensures turn 1 charge with everything embarked.

12-14" move
3"disembark
2" base size
5" move
2-12" charge
---------------
24-36" total...



I mean you can already have T1 charges guaranteed between Warbikers and a Warboss on Warbike, alongside any Da Jumping units and there's Stormboyz as well, so it's not like that hasn't already existed for Ork units. Furthermore, the units that actually charge out of the transports are not going to a) be full on 30 strong mobs and thus much more weak to screening and overwatch (and more importantly not benefit from the bonus attack from being in a mob of 20 or better or mob rule in general, since you'll likely take at least one casualty even from a full squad in a battlewagon b) the fact that the transports are also signficantly expensive to take means that you won't have the sheer numbers to just bum rush and charge and win the game, especially if your opponent actually deploys accordingly. This is more to make Trukk boyz an attractive option rather than just taking them just using Da Jump or Tellyported via stratagem. It also makes MANZ in vehicles worth considering, since otherwise it usually takes until T3 to actually have embarked units in effective charge range, which is already most of the game at that point for many armies.
But this allows T1 MANz pretty reliably.

12+3+2+4=21. That's a three inch charge for everything in a transport, with +1 Attack AND effective BS4+.

Now, the enemy can deploy back, but you can also Advance with your transports, giving them an average of 24"-25" BEFORE charging.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in ca
Gargantuan Gargant






 JNAProductions wrote:
 Grimskul wrote:
Orkimedez_Atalaya wrote:
Armoured krumpany ensures turn 1 charge with everything embarked.

12-14" move
3"disembark
2" base size
5" move
2-12" charge
---------------
24-36" total...



I mean you can already have T1 charges guaranteed between Warbikers and a Warboss on Warbike, alongside any Da Jumping units and there's Stormboyz as well, so it's not like that hasn't already existed for Ork units. Furthermore, the units that actually charge out of the transports are not going to a) be full on 30 strong mobs and thus much more weak to screening and overwatch (and more importantly not benefit from the bonus attack from being in a mob of 20 or better or mob rule in general, since you'll likely take at least one casualty even from a full squad in a battlewagon b) the fact that the transports are also signficantly expensive to take means that you won't have the sheer numbers to just bum rush and charge and win the game, especially if your opponent actually deploys accordingly. This is more to make Trukk boyz an attractive option rather than just taking them just using Da Jump or Tellyported via stratagem. It also makes MANZ in vehicles worth considering, since otherwise it usually takes until T3 to actually have embarked units in effective charge range, which is already most of the game at that point for many armies.
But this allows T1 MANz pretty reliably.

12+3+2+4=21. That's a three inch charge for everything in a transport, with +1 Attack AND effective BS4+.

Now, the enemy can deploy back, but you can also Advance with your transports, giving them an average of 24"-25" BEFORE charging.


That's fair, I've added the caveat that the vehicle cannot advance if the unit wants to disembark after it moved. I've taken away the +1 to hit for shooting, but I'm keeping the +1A , just because that's usually the main weakness of Ork units in transports is that they don't have the weight of numbers to do anything once they've left, so boyz can do something and MANZ can actually hit hard the turn they land before they lose their bonuses.
   
Made in dk
Loyal Necron Lychguard






 Grimskul wrote:
I don't know how you got the 35" of extra movement since you clearly didn't read carefully, but you do notice how you only get the D6" extra movement at the end of the phase right, not every time the unit loses a wound?
"Whenever MANIC units suffer any unsaved wounds" "WHENEVER" each time you fail a saving throw the unit suffers an unsaved wound. Change it to "At the end of each phase each MANIC unit can move D6" if it suffered any unsaved wounds this phase." if you want it to apply once.

Keep in mind they have a baseline of -1 to hit for MANIC unit shooting as well, so it will only be useful on Boyz, Nob or MegaNob units, so its not like you'll have a gunline of what marine armies do.

How are turn 1 charges any less frustrating than gunlines? Also, with More Dakka you'd ignore the -1.

I'll agree that there's probably too many rules for them, so I'll cut down on a few things, but I definitely think you're overexaggerating if you're saying they're IH levels of strong, given that it only applies to a portion of an Ork army that is there to tie units up, and not the dakka portion.

I think it's IH level in terms of the number of rules, I dislike rules bloat and don't think chapter tactics should exist at all, you'd have to create some amazingly well-written, creative, balanced chapter tactics for me to be impressed. In terms of strength it's not that strong if the Movement doesn't stack which obviously wasn't the intention, but nobody cares about RAI when it's GW so that's the standard you're aiming for, I'm just imitating the self-interested reading any Ork player would do if GW had printed this. I've refused one game against the leaked Ork rules so far because the rules most likely weren't written as intended, I have no intention of playing against a 50 pt KFF Mek that works in melee until GW confirms that is their intention.

This message was edited 6 times. Last update was at 2020/04/05 23:11:01


 
   
Made in ca
Gargantuan Gargant






 vict0988 wrote:
 Grimskul wrote:
I don't know how you got the 35" of extra movement since you clearly didn't read carefully, but you do notice how you only get the D6" extra movement at the end of the phase right, not every time the unit loses a wound?
"Whenever MANIC units suffer any unsaved wounds" "WHENEVER" each time you fail a saving throw the unit suffers an unsaved wound. Change it to "At the end of each phase each MANIC unit can move D6" if it suffered any unsaved wounds this phase." if you want it to apply once.

Keep in mind they have a baseline of -1 to hit for MANIC unit shooting as well, so it will only be useful on Boyz, Nob or MegaNob units, so its not like you'll have a gunline of what marine armies do.

How are turn 1 charges any less frustrating than gunlines? Also, with More Dakka you'd ignore the -1.

I'll agree that there's probably too many rules for them, so I'll cut down on a few things, but I definitely think you're overexaggerating if you're saying they're IH levels of strong, given that it only applies to a portion of an Ork army that is there to tie units up, and not the dakka portion.

I think it's IH level in terms of the number of rules, I dislike rules bloat and don't think chapter tactics should exist at all, you'd have to create some amazingly well-written, creative, balanced chapter tactics for me to be impressed. In terms of strength it's not that strong if the Movement doesn't stack which obviously wasn't the intention, but nobody cares about RAI when it's GW so that's the standard you're aiming for, I'm just imitating the self-interested reading any Ork player would do if GW had printed this. I've refused one game against the leaked Ork rules so far because the rules most likely weren't written as intended, I have no intention of playing against a 50 pt KFF Mek that works in melee until GW confirms that is their intention.


I still think you read the wording wrong, given that it doesn't say that each time it suffers wounds that it moves D6", but I've revised it to be more clear as to what its intended to be.

I don't see how T1 charges are anything new in 8th ed? Should we disallow T1 shooting too? Tyranid Kraken lists have it with genestealers + Swarmlord, Marines basically have it with Incursors now if they want to if they want to, Orks have always had the option with WAAAGH! buffed units, especially with the Wartrike + Bonebreakas if you wanted to go down that route? Keep in mind that most T1 charges, by their very nature, are very all in. If you haven't properly deployed or factored in distancing or screening (which the mechanized list will not have a lot of ways to get rid of screens given the amount of points invested in transports which don't have a lot of screen removal) then you'd be suspectible to the usual Ork rush tactics anyways.

With regards to the Moar Dakka rule, that's a 2CP (significantly more expensive now that more and more Ork lists and pre-investing their CP into Kustom Jobs), that you can only use on ONE unit, just to get their normal BS back with a slight bonus. And they miss out on the opportunity cost of using alongside other Klan stratagems like Showin Off for Bad Moons. So I think that you're understating how much that reduces the use of Madboyz to only specific units in an Orky army.

Furthermore, it's a bit disingenous of you to come into the thread if you're already against the idea of subfactions since you're basically already set in your mind against any further rules in this category. I've seen you in several Ork threads here before with a poor understanding of how the Ork army works despite your claims otherwise, so while you're free to contribute, at the very least have a better grasp of the army before giving me hand-wave answers that show how limited your experience with Orks is (and no playing against them isn't enough).


This message was edited 1 time. Last update was at 2020/04/05 23:41:02


 
   
Made in dk
Loyal Necron Lychguard






 Grimskul wrote:
I don't see how T1 charges are anything new in 8th ed? Should we disallow T1 shooting too? Tyranid Kraken lists have it with genestealers + Swarmlord, Marines basically have it with Incursors now if they want to if they want to, Orks have always had the option with WAAAGH! buffed units, especially with the Wartrike + Bonebreakas if you wanted to go down that route? Keep in mind that most T1 charges, by their very nature, are very all in. If you haven't properly deployed or factored in distancing or screening (which the mechanized list will not have a lot of ways to get rid of screens given the amount of points invested in transports which don't have a lot of screen removal) then you'd be suspectible to the usual Ork rush tactics anyways.

With regards to the Moar Dakka rule, that's a 2CP (significantly more expensive now that more and more Ork lists and pre-investing their CP into Kustom Jobs), that you can only use on ONE unit, just to get their normal BS back with a slight bonus. And they miss out on the opportunity cost of using alongside other Klan stratagems like Showin Off for Bad Moons. So I think that you're understating how much that reduces the use of Madboyz to only specific units in an Orky army.

Furthermore, it's a bit disingenous of you to come into the thread if you're already against the idea of subfactions since you're basically already set in your mind against any further rules in this category. I've seen you in several Ork threads here before with a poor understanding of how the Ork army works despite your claims otherwise, so while you're free to contribute, at the very least have a better grasp of the army before giving me hand-wave answers that show how limited your experience with Orks is (and no playing against them isn't enough).

We were discussing quantity right? It's not crazy that IH had a unit or two of Devastators and had some Terminators and a couple of Rhinos full of Tacticals that didn't benefit from all the craziness, the problem isn't one unit charging turn 1, it's the whole army doing it. It's not crazy when you have characters that cannot be targeted or you have some tough units, but when all you have is one crazy durable unit, some units out of LOS and characters hidden behind that tough unit then the game becomes less fun. I don't know how to fix Ork vehicular melee lists without things devolving into T1 charges or making vehicular shooty lists OP and I agree that vehicular melee lists should be an option for Orks. I'd have to go in the thinking box and probably play a load of games with Orks to get a good feeling for it.

If you Da Jump your shooty unit within 12" of a unit, shoot it with your Krazy unit first and then delete it with other shooting if it survives, you're no longer within 12" of any enemy units, you get -1 to hit and you get the D6" move if your survive the Shooting phase. You can only shoot twice with so many units, it's still a good point since you'd usually want the Extra Dakka on a unit shooting twice. Your rule might be more fun on the table than it is in my head.

I've seen you posting crazy OP gak before, I just wanted to see if you're still doing it. Yep, turn one charges, 100 bonus shots, Alpha Legion + combined with several other Traits worth of rules...
   
Made in ca
Gargantuan Gargant






 vict0988 wrote:
 Grimskul wrote:
I don't see how T1 charges are anything new in 8th ed? Should we disallow T1 shooting too? Tyranid Kraken lists have it with genestealers + Swarmlord, Marines basically have it with Incursors now if they want to if they want to, Orks have always had the option with WAAAGH! buffed units, especially with the Wartrike + Bonebreakas if you wanted to go down that route? Keep in mind that most T1 charges, by their very nature, are very all in. If you haven't properly deployed or factored in distancing or screening (which the mechanized list will not have a lot of ways to get rid of screens given the amount of points invested in transports which don't have a lot of screen removal) then you'd be suspectible to the usual Ork rush tactics anyways.

With regards to the Moar Dakka rule, that's a 2CP (significantly more expensive now that more and more Ork lists and pre-investing their CP into Kustom Jobs), that you can only use on ONE unit, just to get their normal BS back with a slight bonus. And they miss out on the opportunity cost of using alongside other Klan stratagems like Showin Off for Bad Moons. So I think that you're understating how much that reduces the use of Madboyz to only specific units in an Orky army.

Furthermore, it's a bit disingenous of you to come into the thread if you're already against the idea of subfactions since you're basically already set in your mind against any further rules in this category. I've seen you in several Ork threads here before with a poor understanding of how the Ork army works despite your claims otherwise, so while you're free to contribute, at the very least have a better grasp of the army before giving me hand-wave answers that show how limited your experience with Orks is (and no playing against them isn't enough).

We were discussing quantity right? It's not crazy that IH had a unit or two of Devastators and had some Terminators and a couple of Rhinos full of Tacticals that didn't benefit from all the craziness, the problem isn't one unit charging turn 1, it's the whole army doing it. It's not crazy when you have characters that cannot be targeted or you have some tough units, but when all you have is one crazy durable unit, some units out of LOS and characters hidden behind that tough unit then the game becomes less fun. I don't know how to fix Ork vehicular melee lists without things devolving into T1 charges or making vehicular shooty lists OP and I agree that vehicular melee lists should be an option for Orks. I'd have to go in the thinking box and probably play a load of games with Orks to get a good feeling for it.

If you Da Jump your shooty unit within 12" of a unit, shoot it with your Krazy unit first and then delete it with other shooting if it survives, you're no longer within 12" of any enemy units, you get -1 to hit and you get the D6" move if your survive the Shooting phase. You can only shoot twice with so many units, it's still a good point since you'd usually want the Extra Dakka on a unit shooting twice. Your rule might be more fun on the table than it is in my head.

I've seen you posting crazy OP gak before, I just wanted to see if you're still doing it. Yep, turn one charges, 100 bonus shots, Alpha Legion + combined with several other Traits worth of rules...


Right, and a whole mech Ork army charging T1 would likely be an all or nothing affair as I've mentioned. Most canny Ork players wouldn't be foolish enough to overinvest entirely in one forlorn charge because it's no guarantee that all their units would arrive intact enough, especially since getting first turn isn't guaranteed. I think you forget how expensive Ork vehicles are, and the fact that they lack fly. A trukk alone is 64 points, with a measly 3 shots at S5 AP- . You don't see it competitively because it's too expensive to be used cost efficiently with boyz or Nobz (of both the normal and mega variety) compared to just using Da Jump or tellyporting them. More importantly Trukks, unlike Wave Serpents or Venoms, have no baseline function beyond a transport because of their negligible firepower, at best they can transport dakka units like Flash Gitz or tankbustas, but, since they lack fly, it means it takes very little to lock down their firepower (remember most Ork weaponry that isn't mech gunz are only 24" or less, so it's not like we can hang back and shoot with impunity) or even just flat out kill the vehicle. With regards to our vehicles, a baseline battlwagon completely barebones is already 120 points, go for the specialized variants and its another 20 points on top of that. No guns! Deffrolla is extra! Things pile up quickly, so by the time you have all the mech units in there's barely enough units to get inside the actual transports, this means little if any support backfield and almost certainly not enough firepower to power through effective screens. This subkultur would make it so they can actually consistently deliver their cargo and that they hit hard when they do land. So that thing you fear so much of most of the army reaching your lines at T1, are effectively glass cannons of pretty anemic units of 12-20 squads of boyz, maybe a decent sized squad of meganobz if you're lucky enough your opponent doesn't gun down the transport holding them.

I'm not sure where the comparisons to IH are, since Orks baseline don't even compare, but just saying that giving Orks assault vehicles worth taking is the same as making them IH disingenous and really shows how much you're overreacting given that the Ork vehicles resilience doesn't change with regards to their points cost, they certainly don't have any damage output that compares to IH and the subkultur basically just enables Ork vehicles to do their job and effectively deliver Ork units without having to resort to just stratagems or psychic powers.

If I misread and you're only referring to the Madboyz? I mean, they're only relevant for units that would get Da Jumped or footslog normally anyways and it's not like they get all the buffs at the same time. More importantly, you're missing out on the most competitive Klan traits and stratagems by taking them. You would never take shooty units in a Madboyz detachment simply because of the -1BS penalty since Ork ranged units do NOT want to be within charge range and there are so many other Klanz that do it better (i.e. Deffskullz and Bad Moons). Furthermore, your example with the Madboyz is a little confusing, because you're implying that you would Da Jump a unit within 12" of an enemy unit, deliberately attempt to KILL said unit with that unit's shooting (and let's be honest, even with a max squad of shootas with moar Dakka, you're not likely to kill anything they're in range of beyond a screening unit or a Sentinel or something), so they would basically be out of charge range now of most viable units, or have to bank on rolling boxcars....leaving them exposed and pretty much at the mercy of the rest of you army who can move just within 12" to negate the -1 to hit and basically wipe out the whole unit with ease. That's not how Ork players use the Jump, you're supposed to get the charge and tie up units, hence why Evil Sunz boyz are the premier target for the power. That's just giving up your army piecemeal to the opponent and for a terrible trade off of killing just a screening unit (or barely harming a intercessor squad in cover) and this just highlights your lack of understanding for how an Ork army works.

Given that you play Necrons, I guess everything must be overpowered from your perspective.

This message was edited 1 time. Last update was at 2020/04/06 01:21:11


 
   
 
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