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