Switch Theme:

Codex: Orks Rewrite  [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 gb
Yellin' Yoof





Several years, editions and versions in the making, Codex: Orks Rewrite reimagines and expands upon current and previous official Codexes. In its pages, you'll find revised rules, units old and new, and plenty of brand new content.

A brief glimpse into COR:
- Armywide special rules that give the feeling of a proppa Waaagh!
- HQs, Troops, Elites, Fast Attack, Heavy Support, Lords of War and Fortifications
- Revised unit positions in the FOC, allowing almost any kind of army imaginable
- A wealth of unique characters, each putting their own spin on an army
- The Great Waaagh! Detachment, to keep up with the other 7th Ed gitz
- Wargear and relics aplenty
- No less than SIX tables of Warlord Traitz
- A unique Psychic Phase, with two tables of psychic powers
- Support for Maelstrom of War and Apocalypse
- A quick Reference for all units and weapons

Have a flick through, see what you think, leave a response - I'm always looking for discussion and feedback (preferably constructive, but b***h if you absolutely need to!).


The incredibly-Alpha CORBE (Codex: Orks Rewrite Battlescribe Edition) includes most of the wargear and relics, and 38 selectable units allowing you to create a legal CAD. If you've installed Battlescribe, you hopefully know where the .catz file goes.
Be warned that this does not contain the latest updates, and it definitely contains mistakes - point anything out if you spot it!



The current version of COR (Ver 3.0.8) is written for 7th edition.

This message was edited 51 times. Last update was at 2022/01/26 20:51:29


WAAAGH-Waaagh-waaagh-waaagh-waaagh-waaagh-waaagh-waaagh-waaagh!

Check out Codex: Orks Rewrite
   
Made in gb
Fixture of Dakka




Apologies if this is covered in the document but isn't six trait tables excessive?

tremere47-fear leads to anger, anger leads to hate, hate, leads to triple riptide spam  
   
Made in gb
Yellin' Yoof





pm713 wrote:
Apologies if this is covered in the document but isn't six trait tables excessive?


Oh absolutely , but at least each table has a purpose. Five of those six tables are unique to a specific H.Q., and the sixth table is another option to all but one H.Q.. To expand:
The Waaagh! Traitz are usable by all H.Q.s except the Head Honcho.
The Boss Traitz are only usable by the Big Boss.
The Mek Traitz are only usable by the Big Mek.
The Weird Traitz are only usable by the Weirdboy.
The Dread Traitz are only usable by the Orkanaut (if it meets the criteria to be your Warlord).
The Grot Traitz are only usable by the Head Honcho.

WAAAGH-Waaagh-waaagh-waaagh-waaagh-waaagh-waaagh-waaagh-waaagh!

Check out Codex: Orks Rewrite
   
Made in au
Regular Dakkanaut




Wow. Now that's what I call a codex.

Let me start by saying that I recognize just how much effort must have gone in to writing this. Congratulations on finishing it. There is so much to like about this codex that I'm not quite sure where to begin. I'm not an ork player but I love the flavour that they have and you've captured that wonderfully. I'm in the middle of a total 40k rewrite and will be borrowing heavily from your work when I get to the orks.

I do find some of your choices a bit odd, such as 'close combat weapon' instead of choppa, and 'big choppa' instead of 'uge choppa' which I think is how they're named currently. Did I mention I'm not an ork player? There's no Warp'ead. Gargant but no Great Gargant. Seeing a walker in troops feels out of place to me, and other such minor 'complaints'.

I know your mob rule is a return to a previous version, but I can't help thinking 'oh great, another army immune to the morale rules' whenever I see Fearless. So let me make this alternate proposal:
Mob Rule
Any unit composed entirely of models with the Mob Rule special rule may at any time replace their Leadership characteristic with the total number of Wounds currently in the unit. If the unit totals eleven or more Wounds, the unit gains may reroll failed morale and pinning checks and counts as Leadership 10. If the unit contains twenty or more wounds the unit gains the Fearless rule. Additionally, any unit composed entirely of models or Vehicles with Mob Rule that outnumbers any enemy unit at least 3-to-1 gains the Fear rule.

It's only a slight 'nerf', but it makes fearless just that little bit more rare.

I also make the following suggestion for dedicated transport. Wherever you have mobs that can be more than 10 models and have transport, allow the option of having trukk squadrons, with the necessary clauses about all embarking and disembarking at once, and only allowing 12 models to dis/embark from each trukk.

The Proppa Mob is pure genius. I think I'd reword its rules though.
Needz Moar Boyz!: At the beginning of the Ork player’s turn, if an Ork unit with the Mob Rule special rule is falling back within 12” of a Proppa Mob, the Ork player may, instead of attempting to rally the unit normally, remove the unit from play and add its models to the Proppa Mob. The unit which was removed still counts as having been destroyed for victory point purposes.
No Time Fer Shiny Bitz!: Proppa Mobs never benefit from the Objective Secured rule.

I see no problem with the Proppa mob being able to hold objectives, Imperial Guard already have similar units able to do so and still have Objective Secured. The only reason I'm not saying to remove the rule completely is that a Proppa Mod should be smashing heads not standing around admiring the view. It's a flavour rule not a balance rule.

Thank you for getting rid of 'da lukky stikk'. I'm so sick of hearing that mentioned in every ork list ever.

I'm not sure how looted wagons work currently (or in the past) but having all those weapon options feels wrong. I envisage orks simply using the wagon as the basic shell and replacing the guns with their own variations. That would make the unit entry far smaller and avoid referencing other codices.
   
Made in gb
Yellin' Yoof





Let me start by saying that I recognize just how much effort must have gone in to writing this. Congratulations on finishing it. There is so much to like about this codex that I'm not quite sure where to begin. I'm not an ork player but I love the flavour that they have and you've captured that wonderfully. I'm in the middle of a total 40k rewrite and will be borrowing heavily from your work when I get to the orks.

Let me start by saying thanks! COR is pretty massive, and that fact alone can drive people away from it, so good job sticking with it! Yep, literally years have gone into writing COR, and I've no doubt there'll be more work down the line, with any future supplements or Editions, and especially with any potential suggestions made in this thread!
Give us a bell when you get to Orks in your rewrite - happy to lend a hand!

I do find some of your choices a bit odd, such as 'close combat weapon' instead of choppa, and 'big choppa' instead of 'uge choppa' which I think is how they're named currently.

The official dex's Choppa is just a CCW with a fancy name, but there is a difference between CCW and Choppa in COR (i.e. Choppa has AP5). Game-wise, little actually changes, but model-wise and fluff-wise, Orks can (and often do) use blunt weapons, which don't strictly meet the definition of a Choppa, but are just as fun to kill an enemy with!
As for Big vs. 'Uge, meh.

There's no Warp'ead.

Not by name, certainly. The Weirdboy can upgrade his Mastery Level, which pretty much makes him a Warp 'Ead.

Gargant but no Great Gargant.

This is a bit more complex. It's based on GW's decision to call our current super-heavy walker a Stompa, even though Stompas are supposed to be a tad smaller - the kit is actually around classic Gargant size! But instead of reverting to classic naming, I've just carried on this tradition so that the Gargant is top of the food chain (unless I lose all sanity and write a Mega Gargant entry!).
TL,DR: classic Gargant = current Stompa, classic Great Gargant = COR Gargant, and Supa Stompa somewhere inbetween (it does exist, but I can't recall the exact scale atm...).

Seeing a walker in troops feels out of place to me.

That's Dread Mob, Baby!

I know your mob rule is a return to a previous version, but I can't help thinking 'oh great, another army immune to the morale rules' whenever I see Fearless. So let me make this alternate proposal:
Mob Rule
Any unit composed entirely of models with the Mob Rule special rule may at any time replace their Leadership characteristic with the total number of Wounds currently in the unit. If the unit totals eleven or more Wounds, the unit gains may reroll failed morale and pinning checks and counts as Leadership 10. If the unit contains twenty or more wounds the unit gains the Fearless rule. Additionally, any unit composed entirely of models or Vehicles with Mob Rule that outnumbers any enemy unit at least 3-to-1 gains the Fear rule.

It's only a slight 'nerf', but it makes fearless just that little bit more rare.

A fair point on the availability of Fearless. The way I see it though, horde armies need some kind of morale control (Tyranids get Synapse, Guard get all those characters and Execution, and Orks get Mob Rule and Bosspoles) due to how quickly and easily they take casualties. This becomes more apparent in close combat where every single casualty actively counts against you, and elite armies tend to defend better against your attacks in return, meaning they take far less casualties, resulting in a 'loss' for the horde army even if both sides lost an equivalent amount in points (or sometimes the elite lost more!). If morale in close combat was somehow based on squad size percentages like it is for ranged, then I'd put your suggestion in in a heartbeat, but with the current system I'm a bit reluctant.

Hopefully that made me seem knowledge about game mechanics, rather than some self-entitled That Guy!

BTB, 4th Ed Mob Rule was based on number of models, which meant that smaller squads got less out of it, hence the change to number of wounds (so Nobz and Kopta Boyz don't run away from a stiff breeze!). Either way, it's lightyears better than the excuse for a special rule 7th Ed gave us.

I also make the following suggestion for dedicated transport. Wherever you have mobs that can be more than 10 models and have transport, allow the option of having trukk squadrons, with the necessary clauses about all embarking and disembarking at once, and only allowing 12 models to dis/embark from each trukk.

Have one unit occupy multiple transports at the same time? Can't say I'm a fan of this one, sorry. Those 'necessary clauses' would have to include unit coherency, for one thing - the moment one transport is out of the picture, the entire unit would have to disembark and be close enough together. Sure, some other aspects could work (like shooting resolved by or on the embarked unit), but it's too big a departure from the base rules, IMO.

On the plus side, you can take the Bigga Hold upgrade to increase the transport capacity of a vehicle by a specified amount.

The Proppa Mob is pure genius. I think I'd reword its rules though.
Needz Moar Boyz!: At the beginning of the Ork player’s turn, if an Ork unit with the Mob Rule special rule is falling back within 12” of a Proppa Mob, the Ork player may, instead of attempting to rally the unit normally, remove the unit from play and add its models to the Proppa Mob. The unit which was removed still counts as having been destroyed for victory point purposes.
No Time Fer Shiny Bitz!: Proppa Mobs never benefit from the Objective Secured rule.

I see no problem with the Proppa mob being able to hold objectives, Imperial Guard already have similar units able to do so and still have Objective Secured. The only reason I'm not saying to remove the rule completely is that a Proppa Mod should be smashing heads not standing around admiring the view. It's a flavour rule not a balance rule.

I think you're the first person to fully appreciate the Proppa Mob!
I agree with the change to Needz Moar Boyz! - much simpler this way.
No Time Fer Shiny Bitz! is mostly for fluff, but it's also partly to balance out Green Tide. A mass blob of close-combat Infantry that never gets slowed by terrain needs a drawback (all terrain counts as Dangerous for them, but you still get saves on failed tests, and casualties can be taken from anywhere so they'll still be just as close!), so this keeps them honest 11 times out of 12.

Thank you for getting rid of 'da lukky stikk'. I'm so sick of hearing that mentioned in every ork list ever.

Actually, it's still there, just without 'Da' in its name. It's had a buff and a nerf: it allows re-rolls for armour pen, and the WS bonus only applies to the bearer (it can stack with a Waaagh! Banna, but you do pay for that seperately).

I'm not sure how looted wagons work currently (or in the past) but having all those weapon options feels wrong. I envisage orks simply using the wagon as the basic shell and replacing the guns with their own variations. That would make the unit entry far smaller and avoid referencing other codices.

Oh boy, here we go.
3rd Ed Looted Wagon was literally 'Choose a vehicle from an Imperial codex, may choose options in that vehicle's entry, always reduce its BS to 2'.
4th Ed Looted Wagon was an Open-Topped Rhino chassis with Ork weapon options and a special rule that made them move the maximum possible distance on a roll of 1 (meaning the main reason for buy a LW, an Ordnance weapon called the Boomgun, was often negated!).
7th Ed Looted Wagon is pretty much the same as 4th Ed but consists of 1 Gorkanaut.

Orks are quite capable of building their own vehicles (Trukks, Battlewagons, etc.). The reason Orks loot things is because they like what they see! They'll take the working tank, apply a new paint job and glyphs to establish its new ownership, bolt on more guns to make it extra killy, and maybe even patch up the holes they blew in it during the battle. Over time, the original weapons will fail and various patch-ups are applied to it, and this will rinse and repeat until they're unrecognisable, but they're fundamentally the same.

So rules-wise, the chassis' (grammer?) are largely the same as their codex counterparts, the weapons literally are their codex counterparts, and the additional upgrades are all Orky-like.



So to wrap up, thanks again for your input! Many people wouldn't give this the time of day, partially because it's a kustom dex (and all the stigma that entails) and partially coz it'z so zoggin' 'uge!, so every comment is greatly appreciated.

This message was edited 1 time. Last update was at 2016/07/31 00:38:49


WAAAGH-Waaagh-waaagh-waaagh-waaagh-waaagh-waaagh-waaagh-waaagh!

Check out Codex: Orks Rewrite
   
Made in us
Tough-as-Nails Ork Boy






Very cool Dex. If there's only one thing I hope GW takes from this is the warbosses. Any ork that fights long enough gets big enough to be one, be it a slugga boy or a specialist. If Marines get chapter tactics bad moons should play different to snake bites!

This message was edited 1 time. Last update was at 2016/07/31 13:47:02


3000
1500
2200 
   
Made in gb
Yellin' Yoof





 Hades wrote:
If Marines get chapter tactics bad moons should play different to snake bites!


Agreed, but GW seems to have phased out this idea for anyone who isn't Space Marines (or Eldar to some extent - I think the Iyanden supp. is technically still legal?). The last semblance of anything Klan-related was back in 3rd Ed when named characters dictated your FOC, and before that 2nd Ed had dedicated Klan units (e.g. Bad Moonz Nobz). Neither approach seemed appropriate to me, so I eventually arrived at the idea of making the Big Boss the key to unlock Klan-themed options for the rest of the army.

WAAAGH-Waaagh-waaagh-waaagh-waaagh-waaagh-waaagh-waaagh-waaagh!

Check out Codex: Orks Rewrite
   
Made in us
Grovelin' Grot



Montreal

I couldn't find the rule for Advance in the Gun Wagon
   
Made in gb
Yellin' Yoof





Alkorus wrote:
I couldn't find the rule for Advance in the Gun Wagon


Yeah, that shouldn't be there. I keep meaning to take it out, and keep forgetting!

WAAAGH-Waaagh-waaagh-waaagh-waaagh-waaagh-waaagh-waaagh-waaagh!

Check out Codex: Orks Rewrite
   
Made in us
Norn Queen






 Dr. Zoidbork wrote:
 Hades wrote:
If Marines get chapter tactics bad moons should play different to snake bites!


Agreed, but GW seems to have phased out this idea for anyone who isn't Space Marines (or Eldar to some extent - I think the Iyanden supp. is technically still legal?). The last semblance of anything Klan-related was back in 3rd Ed when named characters dictated your FOC, and before that 2nd Ed had dedicated Klan units (e.g. Bad Moonz Nobz). Neither approach seemed appropriate to me, so I eventually arrived at the idea of making the Big Boss the key to unlock Klan-themed options for the rest of the army.


I am hoping this rumored 8th edition brings rites of war from 30k to 40k. It's an elegant way to build different play styles and represent various clans simply and effectively.


These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in gb
Yellin' Yoof





 Lance845 wrote:

I am hoping this rumored 8th edition brings rites of war from 30k to 40k. It's an elegant way to build different play styles and represent various clans simply and effectively.


Aye, that'd also be a good way to do it, and not just for Orks. It could make Craftworlds, Traitor Legions, Kabals, Dynasties, Hive Fleets, etc. relevent again.

Not in a massive rush for 8th Ed, though - probably means a lot more work for the Dok! :(



So, bit of an update for you all. If you've read COR, you've probably noticed that The Beast appears in a LoW entry. This was written well before BL's The Beast Arises book series, and I even worked out some fluff for him, but I'm thinking now it's time to adapt him to TBA's fluff. I've not read the series, but from what I've gleaned from online:
Spoiler:
He's 10 metres tall, which will probably put him in Gargantuan Creature territory.
He can go toe-to-toe with a Primarch (and, judging by the blurb of the following book, win!), which demands a similar, if not better, statline.
He's actually intelligent, and not just by Ork standards.
The Waaagh! field he generates has a noticable effect on surrounding Orks, making them bigger and stronger.

So I've already thrown together a mock-up:
Spoiler:
Cost TBD
WS7 BS0 S10 T8 W6 I4 A5 Ld10 Sv2+
Unit Type: Gargantuan Creature
Special Rules: Furious Charge, Independent Character, Mob Rule, Rage, Towering Tyrant, Ullanor's Vengeance, Waaagh!
Warlord Trait: I Am Slaughter
Wargear: _____, Tank Armour, Trophy Rakk

I Am Slaughter - While The Beast is alive and on the table, the effects of the Waaagh! are always active. If a Waaagh! is called while The Beast is alive and on the table, it does not further increase any of the Waaagh!'s effects, but instead applies the effects of the Kill 'Em More! Warlord Trait.

Towering Tyrant - The Beast must be the army's Warlord, even in armies containing one or more models with the I'm Da Big Boss! special rule. He has a 3+ Invulnerable Save and the Eternal Warrior rule, and any set To-Wound roll may only wound him on a 4+ at best.
Ullanor's Vengeance - The Beast has the Hatred (Armies of the Imperium) and Preferred Enemy (Armies of the Imperium) rules, and resolves his Smash attacks at Strength D.


I've not found any reference to what weapon The Beast uses, if any. Can anyone please enlighten me?

WAAAGH-Waaagh-waaagh-waaagh-waaagh-waaagh-waaagh-waaagh-waaagh!

Check out Codex: Orks Rewrite
   
Made in gb
Yellin' Yoof





The first post has been updated with the changelist for 3.0.6. If anyone has anything else to say, don't be shy!

Still hoping someone can enlighten me as to The Beast's weapon of choice.

WAAAGH-Waaagh-waaagh-waaagh-waaagh-waaagh-waaagh-waaagh-waaagh!

Check out Codex: Orks Rewrite
   
Made in gb
Drone without a Controller






Any plans to get this in to Battlescribe?


"Each must find their own way. If those in our heartland had witnessed the savageries of the void as have we they would know this. The hand of each of the starfarers is turned against the other; none will join their strength together just to see their ancient enemies prosper. Neither should we." 
   
Made in gb
Yellin' Yoof





 Kommisar Kyn wrote:
Any plans to get this in to Battlescribe?



Not any time soon, but I have made a start. It's going to be difficult, with no past experience of army building programs and the complexity of COR, but I'm not ruling it out.

In the mean time, if you have any questions, feel free to ask them here!

WAAAGH-Waaagh-waaagh-waaagh-waaagh-waaagh-waaagh-waaagh-waaagh!

Check out Codex: Orks Rewrite
   
Made in us
Krazed Killa Kan






State of Jefferson

Yes! Yes! 1000 times yes! Lets send this to GW! Dr. Zoidbork for da boss!
   
Made in gb
Yellin' Yoof





 doktor_g wrote:
Yes! Yes! 1000 times yes! Lets send this to GW! Dr. Zoidbork for da boss!


Thanks, bud. If you ever feel up to trying it out, let us know how things go!
Also, I'm actually kinda scared of geedubs finding this...
   
Made in us
Krazed Killa Kan






State of Jefferson

Nooooo! It would be awesome if they adopted it. If they harassed you, Id chip in for a lawyer! Youve done a great job. Righted wrongs and would increase model sales. If they had a F'ing clue theyd steal it and publish it.... and sadly Id donate to their attorney when you sued them!!!! Thats how much I love it.
   
Made in gb
Yellin' Yoof





 doktor_g wrote:
Nooooo! It would be awesome if they adopted it. If they harassed you, Id chip in for a lawyer! Youve done a great job. Righted wrongs and would increase model sales. If they had a F'ing clue theyd steal it and publish it.... and sadly Id donate to their attorney when you sued them!!!! Thats how much I love it.


Well, I definitely appreciate your enthusiasm.



Now, did someone say something about Battlescribe?

The incredibly-Alpha CORBE (Codex: Orks Rewrite Battlescribe Edition) includes most of the wargear and relics, and 4 (read: 15) selectable units: the Big Boss, Ork Boyz, Trukk and Battlewagon Mob, allowing you to create a legal CAD. If you've installed Battlescribe, you hopefully know where the .catz file above goes.

This is largely a test to see if COR could be Battlescribed. Was that test successful? What do you think?

WAAAGH-Waaagh-waaagh-waaagh-waaagh-waaagh-waaagh-waaagh-waaagh!

Check out Codex: Orks Rewrite
   
Made in gb
Yellin' Yoof





The slightly-less-but-still-significantly-Alpha CORBE is up - the same link on the first page should work.

The next 10 (read: 23) units have been added:
- the Weirdboy joins the H.Q.
- the seven Speshul Boy variants make up the first Elite choices
- the Proppa Mob and four Runtz variants join the Troops
- the four Kwikka Boyz variants and the Wurlybird join the Fast Attack
- the Loota Boyz and Looted Wagon Mob join the Heavy Support
- the Stompa starts off the Lords of War
- the Big Waaagh! Banna starts off the Fortifications
- Zodgrod, Snikrot, Zagstruk and Badrukk can be selected for Runtz, Kommandoz, Stormboyz and Flash Gitz respectively

Overwrite the previous .catz fie with the new one, and check them out for yourself!

This message was edited 1 time. Last update was at 2016/09/04 13:13:49


WAAAGH-Waaagh-waaagh-waaagh-waaagh-waaagh-waaagh-waaagh-waaagh!

Check out Codex: Orks Rewrite
   
Made in gb
Yellin' Yoof





Ver. 3.0.6 is up, along with an updated Reference.

WAAAGH-Waaagh-waaagh-waaagh-waaagh-waaagh-waaagh-waaagh-waaagh!

Check out Codex: Orks Rewrite
   
Made in au
Fresh-Faced New User





Hi Dr Zoidbork. I really like your re-imagining a lot (and point fixes). Solves a lot of problems.

I've been toying with the idea of starting an Ork army but their current book and what i've seen on batreps just puts me off.

In particular i like the options to loot other races' weapons and vehicles. A converter's army for sure. It wouldn't hurt to send GW a copy for inspiration.

I have a feeling that some units have too many options though.
   
Made in gb
Yellin' Yoof





 Kenny P wrote:
Hi Dr Zoidbork. I really like your re-imagining a lot (and point fixes). Solves a lot of problems.

I've been toying with the idea of starting an Ork army but their current book and what i've seen on batreps just puts me off.

In particular i like the options to loot other races' weapons and vehicles. A converter's army for sure. It wouldn't hurt to send GW a copy for inspiration.

I have a feeling that some units have too many options though.


Hi Kenny, thanks for your interest!

Yeah, the official dex is pretty s**t. It's not easy being green in 7th... Hopefully COR can help re-ignite the fires of passion for veteran and aspiring Ork players alike!


There's two reasons for each unit having so many options:
a) The Fluffy Reason: Orks don't use army doctrines the way other armies do, and there's no standard template on armament or wargear - it's down to whatever each Ork can individually achieve, and whatever stuff the Mek can pull together from his bitz box to build his latest wagon!
b) The Gameplay Reason: I'm a great believer in diversity - if not in play, then in creation. Tailor your units to whatever role you need them to fulfil (but don't take that to mean I support list tailoring!). But the more toyz, the less Boyz - choose wisely.

WAAAGH-Waaagh-waaagh-waaagh-waaagh-waaagh-waaagh-waaagh-waaagh!

Check out Codex: Orks Rewrite
   
Made in us
Bonkers Buggy Driver with Rockets






You sort of support a dreadmob army! That
s awesome! It also partially explains why the codex is so large.

Also the Junka seems really strong. 12/11/10 and situationally fast for 45 pts, plus it can get all sorts of useful guns.

40k drinking game: take a shot everytime a book references Skitarii using transports.
 
   
Made in ru
!!Goffik Rocker!!






What i'd really like to see from a rewrite is a point increase paired with some quality increase too. Namely for boyz. They're supposed to be a backbone and they are kinda passable at that role but so lackluster to play as hordes.

It's easy to say: ork boyz are a bit underwhelming now but if you price them 1 point cheaper, they get better. A 17% price drop means 17% more models in an allready over-inflated army.

Now if you manage to make 7-8 pt boyz worth it, it's gona have a better impact on the gameplay.

For example, a s4 base boy with 6++ and a free choppa-shoota swap (or 1 pt to add shoota without loosing a slugga) with less morale issues and ability to take nobz per every 10 and special weaponry like burnas per every 5 would be well worth 7-8 pts. Ghazcurion could make this 6++ go to 5++ explaining it with massive WAAAGH! energy and stuff.

This message was edited 1 time. Last update was at 2016/09/12 08:34:19


 
   
Made in us
Bonkers Buggy Driver with Rockets






@koooaei I guess it all comes down to how you view orks in the lore, and how you think that should be represented. Personally, I'm all for being able to run a horde of weak, expendable Boyz that get really scary when a warboss joins the fun. But I know someone who likes the "ramshackle armored column belching smoke as it rumbles forwards" aspect of orks. Both are present at times in the lore, but it's hard for a codex to support both. You seem to want more buff, less horde-based orks and that would make playing them easier in the tabletop-- no more moving 100+ models every turn.

40k drinking game: take a shot everytime a book references Skitarii using transports.
 
   
Made in ru
!!Goffik Rocker!!






Exactly. I do love hordes but with the current ruleset it's just so time consuming and not super effective. Lacks speed, durability and punch due to the footprint. I'm not sure that 6++ would change much in terms of durability as there is often some cover involved but +1 str and some fewer ld issues would mean more punch which helps out mounted orks a lot. And footsloggas could enjoy something like 5++ when the number of models in squad is 20+ due to growing waaagh energy and everyone wanting to reach the thick of the fight even more. This way, we have a specific horde durability buff paired with a general choppiness increase.

It's hard to find middle ground in termas of durability. I've playtested some of my early ideas of combined squads of boyz and grots and it worked great. For every 10 boyz you could add up to 5 grots to the squad. Grots could also run + charge and get a re-roll of 1 dice on the charge range just like orks did - in other words, benefited from mob rule and 'ere we go but not because they wanted to get into the fight but because they were afraid of getting stampeeded by the rushing orks. And yet they sometimes did get crushed - When a unit charged, all grots had to take dangerous terrain tests.

Though, this mixed squads helped orks a lot in sense of wound allocation. Grots go first. 3 ppm meet shields. They take the bullets for their masters (also grot deaths didn't count towards ld checks or squad numbers for ld checks purposes cause who cares bout grots).

It's also pretty fluffy as i recall a lot of stuff representing this tactics.

This message was edited 2 times. Last update was at 2016/09/13 07:15:35


 
   
Made in gb
Yellin' Yoof





COR's gone through a proofreading - should be more consistent in some of its wording and formatting. Same link as before.

@gnome_idea_what: Yarp, part of COR's strength is the ability to field most, if not all of, the various playstyles supported by the fluff and the players. The Dread Mob is expanded by the three Bigga Dreads being in Elites rather than Heavy Support, and the Orkanaut joining the Killa Kanz in HS (or being your H.Q. under the right circumstances!) - the only slots missing walkers are Fast Attack and Fortification!
The COR Junka is 20 pts cheaper than the FW rules, and missing 20 pts worth of wargear (3 Big Shootas and the old Grot Riggers) - you can put the Big Shootas back on, but the only Riggers equivalent is the Grot Fixa Krew, which is a full 10 pts more. The only real buff is the +1 FA.



@koooaei: When I read your first post, I wasn't sure if you were referring to the official dex or to COR, but your 2nd post in reply to gnome made that clearer. In any event;
- Ork hordes in COR got cheaper AND better! It doesn't have 'Ere We Go!, but it does have an improved version of the old Mob Rule (pretty much eliminating those morale problems) and a significantly buffed old-style Waaagh! that gives mild FNP (which can stack with other FNP sources).
- Your example of the Boyz is actually mostly possible in COR! Ork Boyz can upgrade to Skarboyz to get S4 (at the cost of Furious Charge), can get a special weapon for every five models, and can get 6+ Invuls (covered by the Lukky Blue Paint upgrade, available for armies including a Deffskullz Big Boss).

WAAAGH-Waaagh-waaagh-waaagh-waaagh-waaagh-waaagh-waaagh-waaagh!

Check out Codex: Orks Rewrite
   
Made in ru
!!Goffik Rocker!!






To be honest, i think that there are just TOO many options =)
   
Made in us
Bonkers Buggy Driver with Rockets






@koooaei I did too on my first skim through. Then I realized that Zoidbork has included basically the whole GW and FW line of products past and present, without cutting really anything (I didn't see pulsa rokkits, but I may have missed them. If I did there's no reason to include them.).
The only questionable/really new stuff is the ability to basically play mini-IG with grots, and the revamped oddboyz. There's the whole revamping of everything and the giving of everything new abilities/specializations, but it's pretty tame honestly. Just a casualty of GW's lore making a lot of things questionably canon while dropping the rules for them in the rulebooks.


Automatically Appended Next Post:
It's the equivalent of combining every SM codex into one, then adding the popular FW stuff, then adding the special rule for each legion that has one, then adding rules so you can use chapter serfs as more than just Black Templars units and give them their own specialization and a transport.

This message was edited 3 times. Last update was at 2016/09/15 15:37:35


40k drinking game: take a shot everytime a book references Skitarii using transports.
 
   
Made in gb
Yellin' Yoof





The next update to Battlescribe Edition is up! Includes:
- A revised Big Boss compresses the previous ten entries into a single entry
- the Big Mek joins the H.Q.s
- all six Oddboys sit outside the FOC
- all fourteen variants of Ork Nobz join the Elites, along with the Mekboy Junka Mob and all three Bigga Dread variants
- the Deff Dread Mob joins the Troops
- the Orkanaut and Killa Kanz join Heavy Support (and the Dread Boss Orkanaut can be taken as an H.Q., if if you don't take any other H.Q. models)
- the Mek Shop joins the Fortifications
- Ghazghkull (and Makari!) joins the Lords of War!
- Mad Dok Grotsnik joins the H.Q.s ,and he even unlocks Cybork Body for generic units!

As ever, the same link in the first post should contain the newest version.



@gnome: Pulsa Rokkits are in COR, but not as an individual unit - they are One Use Only items that are usually found on Super-heavies.

WAAAGH-Waaagh-waaagh-waaagh-waaagh-waaagh-waaagh-waaagh-waaagh!

Check out Codex: Orks Rewrite
   
 
Forum Index » 40K Proposed Rules
Go to: