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Made in us
Grovelin' Grot





Boy do I love those green lads! Unfortunately, their rules anymore seem to be kind of lackluster. Last night I banged out a few ideas that I'd been thinking of, and figured I would post them here to receive some comments & criticism. At the moment I think thing are probably a bit too powerful, since I started by essentially adding everything I would have wanted to change with the current book.

Since I really did not want to reformat everything that I wrote in Microsoft Word, I've just converted the necessary pages of the document into images. Hopefully it looks alright.











This message was edited 1 time. Last update was at 2017/01/13 15:50:45


 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Dead 'Ard-Unless this rule interacts with other rules in a certain way, just give FNP (6+) to models that need it. You don't need another rule for the exact same thing.

Updated WAAAAGH! seems fine.

Updated Mob Rule seems fine.

Da Boss Iz Watchin'! seems... I dunno. Is it optional, or not?

I'd make the Big Dok's 'Eavy Armor cost 5 points, just to make it even. Most HQs have even costs like that, and for nearly doubling your survivability, 5 points seems reasonable.

Same for the Warphead.

Mek seems WAY TOO CHEAP. For 10 points, that's basically IWND that stacks with itself to any vehicle... Like a Stompa. Take a min CAD (2 Gretchin, 2 Warbosses, 2 Meks, 230 points) and your Stompa gets two 5+ HP repairs a turn. Which... Actually ain't that bad. The issue is unbound-a Stompa is 12 HP, right? So for 330 points you can, on average, take a Stompa from 1 HP to 12 EVERY SHOOTING PHASE.

Herda is also too powerful. +1 A on the whole unit for 15 points? Usually Banners cost more than that, and are highly limited in who they can go to.

Overall, though, I look forward to seeing what you do for the completed rewrite.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Grovelin' Grot





Thanks for the response! To make it easier to touch on all your points, I've broken separated each individually. Hopefully that's alright.

 JNAProductions wrote:
Dead 'Ard-Unless this rule interacts with other rules in a certain way, just give FNP (6+) to models that need it. You don't need another rule for the exact same thing.


While I agree that simply giving Feel No Pain (6+) would be the more proper way to represent the rules aspect, I did want to include the Special Rule because it adds flavor to the unit entries. I was also considering adding a clause to the Dok's Tools, such that it only improves the FNP of models with the Dead 'Ard rule in the first place, to prevent allies shenanigans. Of course, Orks can't really get any Battle Brother allies, so it is kind of a moot point.

 JNAProductions wrote:
Updated WAAAAGH! seems fine.


Are you sure? I was actually kind of worried that with the benefits from your Warlord, the +1 to FNP and Stubborn it might be getting towards too much. My goal was to make the Ork Player's Waaagh! a really big event in the game - since with the current rules Waaaghs always seem to fall flat. You get into combat, and that's it. My worry is just that it goes way too far in providing that big climactic event to the point where it could be overpowering.

On the flip side, not to toot my own horn too much, but I very much like the idea of the Ork Player's Warlord having an important effect on what the Waaagh! actually is. A Warboss makes all his lads hit that much harder, while a Big Mek's army pours out even more dakka, and so on. The most worrying of the Boss rules was the Big Dok's, since Rampage really makes the smaller mobs hit like a truck. I'll need to playtest some of that stuff, I think.

Another thought for that, should Waaagh! effect Walkers? I would rather not give all the Ork Walkers 'Ere We Go!, since that would invalidate the Dread Mob Formation, but I do think that Walkers should freely benefit from the Waaagh!, with maybe the exception of Killa Kans. Thoughts?

 JNAProductions wrote:
Updated Mob Rule seems fine.


That should have been the simplest change, since it just winds the clock back to 4th ed. Mob Rule.

 JNAProductions wrote:
Da Boss Iz Watchin'! seems... I dunno. Is it optional, or not?


I'm really curious as to how that would play out. It isn't optional for Detachments and Formations that use it, so I wanted to write a version that offers the Ork Player an alternate style of representing their mob mentality than Mob Rule. The free Bosspoles allows mobs staying power, with the exception that you must dole out whallops to get it. In close combat, I wanted to represent that the lads are very aware of their Boss's presence, and are more staunch becuase of it. Since Waaagh! already gives Stubborn (and not Fearless to invalidate Prophet of the Waaagh!), it wouldn't make since to give them that. The Combat Resolution bonus should be a mixed bag: it helps you survive combats where you lose more models, but may win you a combat that you wanted to remain stuck in. I think that will also require extra playtesting to see how well it works.

 JNAProductions wrote:
I'd make the Big Dok's 'Eavy Armor cost 5 points, just to make it even. Most HQs have even costs like that, and for nearly doubling your survivability, 5 points seems reasonable.


I did that becuase the current Codex lists 'Eavy Armor as a 4 points upgrade for practically everyone, though I do get your point.

 JNAProductions wrote:
Same for the Warphead.


On the topic of Warphead, what are your thoughts regarding the Ork Psykers and the Overloaded powers? I would like for an army full of Weirdboys to be viable and rather destructive, but I'm not sure that it is not too powerful.

 JNAProductions wrote:
Mek seems WAY TOO CHEAP. For 10 points, that's basically IWND that stacks with itself to any vehicle... Like a Stompa. Take a min CAD (2 Gretchin, 2 Warbosses, 2 Meks, 230 points) and your Stompa gets two 5+ HP repairs a turn. Which... Actually ain't that bad. The issue is unbound-a Stompa is 12 HP, right? So for 330 points you can, on average, take a Stompa from 1 HP to 12 EVERY SHOOTING PHASE.


Correct me if I'm wrong, but would the Oddboys rule not still be in effect in an Unbound detachment? To get an Oddboy you must still take an HQ choice; Unbound just does away with any Force Organization Chart. Perhaps I should add a clause specifying that even in an Unbound detachment you must still take an HQ to get an Oddboy. In addition, most Ork vehicles can get IWND in the form of Grot Riggers for about 10 point, so I though that was fair for the Mekboy since he can be killed, but can also fight.

 JNAProductions wrote:
Herda is also too powerful. +1 A on the whole unit for 15 points? Usually Banners cost more than that, and are highly limited in who they can go to.


I may have written the Herda's special rule improperly, but the intent is that a single model, not unit, may use his Runts & Squigs. So for example, a Herda is attached to a unit of Lootas with 5 Ammo Runts. Each of the Lootas could choose to use an Ammo Runt in the Herda's Wargear as though they possessed it, and thus expend it. In the case of the Attack Squig, a single model could use the Herda's Attack Squig - so I could see the possibility of attaching a Herda with an Attack Squig to a Warboss for an additional attack. The downside is that the Herda comes stock with a Squig Hound, which is a non-optional d6 Str 3 hits whenever his unit fails a Morale or Pinning Check.

 JNAProductions wrote:
Overall, though, I look forward to seeing what you do for the completed rewrite.


Again, much thanks! My goal is to keep working on Orks for the time being, since I know them best, and then move on to other Codexes with additional input from Dakka. Once Winter Break ends and I'm back at school, I'll be playtesting and thus modifying the rules that I've written.
   
Made in gb
Regular Dakkanaut




I would add the "Assault vehicle" special rule to the Gorkanaut and Morkanaut.

Also for every Ork (not gretchin) I'd remove furious charge and increase the base strength by one.

And make 'Eavy armour 5pts for the characters (almost) no one likes their guys to come out as an odd number (not multiple of 5)
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

HOW DARE YOU DIVIDE UP MY POST! HURGLEBLURGLE NURGLE FADURGLE!

Yeah, totally fine.

For Dead 'Ard, just add some fluff. No need to make a new rule when, let's be honest, there are already too many.

Issue with Da Boss Iz Watchin' is that Fear sucks.

I didn't look over the Powers that closely. I'll do that at the end.

Unbound removes that restriction. That's just FOC stuff. And the issue is that Mekboys stack with each other. Honestly, I'd be fine with 10 points if you added the following special rule:

'Ey! I'm Fixin' Dis Un!
No more than one Mekboy may attempt to repair the same vehicle each turn. It the Vehicle is a Mega Heavyweight, it is large enough that two Mekboys can repair it in one turn, since they don't notice each other. If it is a Superheavy, up to three may.

OH! That makes the Herda much less OP. The one thing I'd make sure of is that Squigs do NOT stack. 15 points per +1 attack is fine on Boyz, but spending 60 points to give a Warboss +4 attacks... Yeah, no.

Power time!

I'm not sure. I don't own the Ork Codex, so don't know the base powers.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Grovelin' Grot





Jbz` wrote:I would add the "Assault vehicle" special rule to the Gorkanaut and Morkanaut.


A good idea. What I can't remember is whether or not Stompas are Assault Vehicles. If not, then I think they should be.

Jbz` wrote:Also for every Ork (not gretchin) I'd remove furious charge and increase the base strength by one.


I'm not sure I actually like that. It's a rule change that I see often enough in revisions, but I feel that it makes boyz and nobz too similar stat-wise. What I might do is up Ork boyz and boy-equivilant models to Strength 4, but keep Furious Charge on nobz and their equivalents.

Jbz` wrote:And make 'Eavy armour 5pts for the characters (almost) no one likes their guys to come out as an odd number (not multiple of 5)


Yeah, I hear you on that one. It just makes things cleaner.

JNAProductions wrote:HOW DARE YOU DIVIDE UP MY POST! HURGLEBLURGLE NURGLE FADURGLE!

Yeah, totally fine.


Nice; I shall continue to do so then.

JNAProductions wrote:For Dead 'Ard, just add some fluff. No need to make a new rule when, let's be honest, there are already too many.


That's also probably for the best since it allows models to be categorized by whether or not they have the 'Ere We Go! rule only. Adding another "Ork Only" rule might confuse things.

JNAProductions wrote:Issue with Da Boss Iz Watchin' is that Fear sucks.


Yes, but that's just kind of gravy because those Bosses are frightening. The real benefits are the rest.

JNAProductions wrote:I didn't look over the Powers that closely. I'll do that at the end.


Righto.

JNAProductions wrote:Unbound removes that restriction. That's just FOC stuff. And the issue is that Mekboys stack with each other. Honestly, I'd be fine with 10 points if you added the following special rule:

'Ey! I'm Fixin' Dis Un!
No more than one Mekboy may attempt to repair the same vehicle each turn. It the Vehicle is a Mega Heavyweight, it is large enough that two Mekboys can repair it in one turn, since they don't notice each other. If it is a Superheavy, up to three may.


A very nice idea, that will be added to the next draft.

JNAProductions wrote:OH! That makes the Herda much less OP. The one thing I'd make sure of is that Squigs do NOT stack. 15 points per +1 attack is fine on Boyz, but spending 60 points to give a Warboss +4 attacks... Yeah, no.


If I remember properly, Herdas may only purchase a single Attack Squig each, and (besides Unbound) are still limited by the number of Oddboy slots an Army possess. To alleviate that issue though, I think I'll add a clause to the Attack Squig rule that forbids a model from benefiting from more than one. That way, Herdas may still boost nobz or whatnot, but can't stack up the Warboss to crazy proportions.

JNAProductions wrote:Power time!

I'm not sure. I don't own the Ork Codex, so don't know the base powers.


Shucks. That still remains one of my areas of worry.

Again, thanks for the responses. It means a lot.



Automatically Appended Next Post:
Next installment. Now that I think of it, it would probably be a good idea to start writing a changelog to keep track of all the alterations.























This message was edited 1 time. Last update was at 2017/01/13 01:58:39


 
   
Made in us
Grovelin' Grot





Did some work on these gentleman last night.

Changelog
Update to Codex: Orks Lords of War section (Warlord Ghazghkull Thraka, Stompa)



Now that the 1st Draft of Codex: Orks is complete, I'm going to move on to Tyranids and see what comes to mind.
   
Made in ru
!!Goffik Rocker!!






magic is still kinda meh.

Also, ork's biggest weakness is inability to deal with magic heavy lists. It'd be cool if we could do something about it. Like twin-linked and hatred at very least.
   
Made in us
Grovelin' Grot





 koooaei wrote:
magic is still kinda meh.


It does not seem to powerful to you? I have to say I'm pretty pleased with the Warphead rules, especially Old Zogwort, but I remain unsure if it isn't too much. My hope was to create a system to represent how Ork Psykers seem to pour a great deal of energy into their powers, while remaining not too overpowering. Perhaps allowing Warpheads to cast more than a single Overloaded Power each turn, or simply changing the Powers of the Waaagh! themselves?

 koooaei wrote:
Also, ork's biggest weakness is inability to deal with magic heavy lists. It'd be cool if we could do something about it. Like twin-linked and hatred at very least.


That's something that I have not thought about, since my local meta does not have many Psyker-heavy lists. That being said, I'm not too keen on that, since I was not under the impression that Orks are particularly resilient to Psychic attacks. Taking a Warphead or Old Zogwort as Warlord does provide nearly army-wide Adamantium Will for the Waaagh! so I suppose that's something.
   
Made in ru
Regular Dakkanaut





Love your idea about cybork turning into 5++ when you go past 5+ FnP! And just in general orks seem like a perfect faction to be "FnP specialists". Sometimes it is kinda wonky though, for example a Nob in heavy armor would want to have a better FnP roll rather than 5++ when dealing with AP- wounds. What if you can choose whether you have 4+ FnP or 5++ if you've managed to get past 5+ FnP barrier? Applies only to units with cybork.

Nobs feel very overcosted. I think for 18 pts they need to include heavy armor by default. Speaking of heavy armor, I've seen 2 good ork rewrites (Space Odin and Dr. Zoidbork), they both set heavy armor to 3 pts for boys. With heavy armor of 3 pts a boy has to make 2 successful saves in order for heavy armor to pay off.

This message was edited 1 time. Last update was at 2017/03/22 13:58:19


 
   
 
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