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Made in ca
Gargantuan Gargant






So at this point, most Ork players have dug their teef into the meat of our index and figured out most of the workings and gubbinz that makes our army tick. One of the great things is the rise of the boyz as the bread and butter of our army. Unfortunately, it also means some of the glaring issues for some of our other units are clearly shown, like Meganobz and Burna Boyz.

So what would your ideal fixes be?

For me personally?

New Army-Wide rule:

Dakka Dakka Dakka!: Ork firepower is known less for its accuracy and more for the sheer amount of ammunition that is expended upon the foe, making it so even evasive manoeuvres and force field technology or armour are overwhelmed in the onslaught. All Ork units ignore any enemy caused ballistic skill modifiers that are applied in the shooting phase.

Weapon Price Changes (this list is non-comprehensive, these are the one that came to mind for me):

PK - 12 points
Killsaw - 15 points
Big Choppa - 5 points
Kustom Shoota - 2 points
Rokkit Launchas - 8 points
Big Shoota - 4 points
Skorcha - 10 points
Pair of Rokkit pistols - 8 points
Rack of Rokkits/Kopta Rokkits - 12 points
Supa Shoota - 5 points
Dred Klaw/Each subsequent Dred Klaw - 20/10 points
Skorcha Missile - 10 points
Kombi-Skorcha - 10 points
Kombi- Rokkit - 10 points

Change cybork bodies to being a 5+ invulnerable save. Make it available as 5 points per model for units and 10 points for characters. Warbosses, Nob with WAAAGH! Banner, Big Meks, Mekboyz, Painboyz and Weirdboyz have access to it. For non character units, Flash Gitz, Nobz and Meganobz have access to it.

Psychic Powers:

Change 'Eadbanger to having you roll off with the strength of the weirdboy +D6 versus the chosen opposing model's strength +d6. If the Weirdboy wins, the chosen opposing model suffers D6 mortal wounds. Double the range to 18".

HQ's:

Painboyz - No longer have to take the Power Klaw as a mandatory weapon.

Big Mek - Add the rule "Dakkaboss", all friendly Ork units with 6" of him can re-roll failed to hit rolls of 1 in the shooting phase. Makes it so he can actually hit with his SAG and give him more utility to make actually shooty Ork lists. Shokk Attack Gun is now 2D6 shots instead of just D6.

Kaptin Badrukk - Change it so he makes Flash Gitz re-roll failed wound rolls of 1 instead. Make it so that this ability applies to himself and units inside with him even while occupying a transport.


Troops:

Boyz are good as is. Give the option for 'eavy armour back for 2 ppm. Also, just change the PL down to 4 for the starting number of 10 and then up by 3 for another 10 and another 3 for the last 10 Orks.

Gretchin should be 2 ppm.

Elites:

Meganobz - The price cut should help with their cost issues. They do, however, have issues with competing against normal Nobz in finding a niche that isn't already filled. Maybe make them big game hunters similar to Ironjaw Brutes? Give them +1 to hit in CC versus models with 3 wounds and higher?

Tankbustas - The new cost for rokkits make them 14 ppm, which is much more reasonable. Give them the option to also take 'eavy armour for 2 ppm.

Burna Boyz - Drop them down to 12 ppm and change their burna to D6 hits rather than D3.

Nob Bikerz - Drop them down to 30 ppm. If they get the exhaust cloud rule back which causes enemy shots to have a -1 to hit modifier against them in shooting make them 34 ppm.

Kommandos - Let them swap their choppas/sluggas for shootas for free

Dedicated Transports:

Trukk - Down to 55 points a pop

Fast Attack:

Lower Blitza Bomber, Burna Bomber and Wazbomb Blastajet costs each by 20 points.

Lower Deffkopta cost down to 40.

Warbikers need to be recosted to 20 points a bike, or have their exhaust cloud rule back which makes enemies have a -1 to hit modifier against them and cost 24 points a bike.

Warbuggies down to 35 points. Skorchas to 40.

Heavy Support:

Killa Kanz - Give them Surprisingly Dangerous in Large Numbers rule instead, for when they have 3 or more members. Reduce base cost to 45 points. Change Grotzookas to be Assault 2D3.

Deff Dred - Make them movement 8" base. They can also advance and charge. If you give them all dred claws, they add +3" to their advance rolls.

Gorkanaut - Deffstorm Mega Shoota is 6D6 shots instead. Big and Stompy gives it a +1 to hit modifier when in close combat.

Morkanaut - Gets Big and Shooty special rule which gives it a +1 to hit modifier with its to hit rolls in the shooting phase in addition to ignoring the penalty modifier for moving and shooting heavy weapons.

Battlewagon - Reduce price point down to 140. Make it so mobile fortress allows the passengers to ignore negative modifiers for moving and shooting heavy weapons. 'Ard case also changes its save to a 3+ in addition to making it T8.

Flash Gitz - Gain a 4+ armour base and reduce its price point down to 23 points a model.

Lootas - Price point down to 14 points a model, give option to upgrade to 'eavy armour for 3 ppm.

Mek Gunz - KMK weapon price down to 20, Bubble Chukka down to 25 points, Traktor Kannon should give a +1 to hit against targets with the FLY keyword and gain D3 shots instead of 1, the Smasha Gun also does D3 shots.

Big Gunz - Mainly price drops for weapons, 10 points for Kannon, 12 points for Zzap Gun, 10 for Lobba

Lords of War:

Stompa - Needs a huuuuge price cut. Down to 700 points area. Make the Supa-Gatler 3D6 shots and have it deal 2 damage for each shot. Change the Deffkannon to be 2D6 shots base, with it increasing to 3D6 shots against units that are 10 or more in size. Make the slash option of the Mega Choppa to deal 3 flat damage instead of D3. Remove the limit of only firing 1 supa-rokkit a turn.

Those are the first thoughts I have in mind, what about yours?



This message was edited 9 times. Last update was at 2017/09/16 15:42:35


 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Seems a bit too much, altogether.

I understand wanting orks better-but this takes them from decent to OP.

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






 JNAProductions wrote:
Seems a bit too much, altogether.

I understand wanting orks better-but this takes them from decent to OP.


Hm, I can definitely see why this comes off as wishlisting (we'll be lucky if we get even a quarter of these suggestions through), but is there any area in particular that seems too much? I'm still a little unsure about the Dakka Dakka Dakka! armywide rule, given that it makes our assault weapons pretty crazy. But at the same time, Orks really get gimped by negative modifiers to shooting, since even one -1 to hit modifier cuts our effective shooting by 50%.

A lot of the problem areas I've covered are the units you really never see outside of casual games: meganobz, deffkoptas, burna boyz, most of our walkers. Right now, competitively speaking, its mainly boyz, stormboyz and kommandos that are competitive. Necrons are one of the few armies that don't handle Ork armour well given their own weakness against vehicles. Generally speaking a LOT of our stuff is overpriced right now which is why you see so many price cuts across the board. Even Mob Rule basically only matters for boyz right now.

This message was edited 1 time. Last update was at 2017/09/15 23:25:45


 
   
Made in us
Sneaky Striking Scorpion




Seattle Area

I think "dakka dakka dakka" as written is too much. I also think the gitfinda is a bad idea.

Orks are supposed to be bad at shooting. That's not a mistake that needs to be corrected. If units are overcosted that's a different issue.

Froth at the top, dregs at the bottom, but the middle - excellent 
   
Made in ca
Gargantuan Gargant






 znelson wrote:
I think "dakka dakka dakka" as written is too much. I also think the gitfinda is a bad idea.

Orks are supposed to be bad at shooting. That's not a mistake that needs to be corrected. If units are overcosted that's a different issue.


Right. But you have to understand that at the same time, even with the rule, we're only hitting on 5's the vast majority of the time. There's very few units outside of grots (who are known for better aim) who can hit better than that, other than Flash Gitz who are known for spending inordinate amounts of time shooting and spending on shooty bitz. Unless you want to double all of our shooting output to compensate. All Dakka Dakka Dakka does is make it so our shooting largely stays at hitting on 5's now that negative modifiers for shooting are becoming more commonplace. Just as I mentioned to JNAproductions, even just one -1 modifier makes it so our guys lose 50% of shooting efficiency. Any more and our Ork units can't actually hit you.

Keep in mind that we have to pay for gitfindas (and even then only for certain units) and at best it makes us hit on 4's. We still rely on mass firepower to produce results. We have no aura re-roll buff unlike marines. It's not as bad as it looks.

I have changed Dakka Dakka Dakka! however to specify only against enemy modifiers against shooting.

This message was edited 1 time. Last update was at 2017/09/16 00:17:18


 
   
Made in us
Battlewagon Driver with Charged Engine





 znelson wrote:
I think "dakka dakka dakka" as written is too much. I also think the gitfinda is a bad idea.

Orks are supposed to be bad at shooting. That's not a mistake that needs to be corrected. If units are overcosted that's a different issue.


The problem is not that we are bad at shooting, it is that our point costs should reflect that. Like it or not, our total output for the same gun is half that of a marine. The point cost should be just over half for these units.

Dakka Dakka Dakka would offset the game mechanic where a unit is "-1 to hit." These units penalize a BS5+ army far harder than any other (our shooting output is cut in half.) Because "-1 to hit" is doled out like candy we need something to compensate.

Or, reduce the point costs assuming BS 5-1/2 + for all units, so instead of half a marine's cost it needs to be 3/8th.

   
Made in us
Ragin' Ork Dreadnought




Here's a pretty problematic thing:
Lootas are currently one of our better units with shooting. Not great, but not bad. Point-for-point, they put out similar damage output to Havocs with Assault cannons. The problem with them is that they're fragile, and that they are hit harder by penalties to their BS. but... Well...
They currently cost 17ppm. With your changes, that same 17ppm gets me a Loota with a Gitfinda.
Then I take a Big Mek, who's got a SAG and a Gitfinda for giggles.

Now, those Lootas are hitting on 3s with no penalties regardless of what I'm shooting at. You've just doubled their firepower and quadrupled it against fliers and anything else with a -1 to hit.

This also applies to Tankbustas, who go from being 'Our best shooting unit' to 'Easily outshooting most actual shooty armies', with S8 AP-2 D3 shots that hit 8/9ths of the time against any target.


In fact, the Big Mek buff alone is *ridiculously* powerful, especially with the massive point cost cuts you're throwing around like candy. Currently, at 27ppm, we're getting 2 Dakkagun hits per Warbike, or 13.5 points per hit.
With your changes, we'd be getting 3 Dakkagun hits per Warbike, and a much cheaper warbike, making it 5.3 points per hit - Less than half the cost per hit. (And we already are buying the Big Mek so we can bring a Kustom Force Field, so it's not like that buff is costing anything extra.)

Similarly, the Stompa getting a massive increase in Firepower, a massive increase in Accuracy, AND a 20% point cut all at the same time is far too good.



Basically, you're taking a codex that is underwhelming, and doubling the effectiveness of most of its shooty units. Orks shouldn't be the best army in the game at gunlines, but your 'fixes' would give us all Space Marine levels of accuracy for extremely low points costs.
   
Made in it
Waaagh! Ork Warboss




Italy

The giftinda that adds +1 to the BS is too much. IMHO it could be nice if it acts like a buffing aura, like giving the re-roll of missed hits of 1s to friendly orks units within 6'' or 9'', something like that. That +1 BS is too powerful.

 
   
Made in ca
Gargantuan Gargant






Thanks for all the feedback so far! In hindsight, I forgot how potentially broken the Big Mek + Gitfinda buffed units could be,
so the gitfindas are removed as option now. Personally, I felt that 3" range would somewhat limit his utility for shooting buffs, since that means you have to really bunch up, but I guess he's cheap enough to spam so it's too exploitable.

Also changed the Dakkaboss rule to re-rolling failed to hit rolls of 1. Personally, I felt that the +1BS buff he gave initially was something different and more meaningful than the generic re-roll one's aura that everyone gets, but I guess it's too stark a buff without a significant points upgrade.

I've take out the +1 to hit modifiers for the Stompa and at 700 points. Everything else I've left the same because otherwise it really isn't worth taking over two gorkanauts/morkanauts. Multiple Imperial Knights have far more survivability without outside investment and reliable similar damage output. So it costing around a little less than double of them seems about right.

   
Made in kr
Inquisitorial Keeper of the Xenobanks






your mind

Why can't a warboss in mega armor have an attack squig?

   
Made in gb
Battlefortress Driver with Krusha Wheel






 znelson wrote:
I think "dakka dakka dakka" as written is too much. I also think the gitfinda is a bad idea.

Orks are supposed to be bad at shooting. That's not a mistake that needs to be corrected. If units are overcosted that's a different issue.


Where do people even get this idea from?!?! The lore doesn't support it! There are thousands of orks who love to shoot and are pretty good at it!
   
Made in ca
Gargantuan Gargant






 lolman1c wrote:
 znelson wrote:
I think "dakka dakka dakka" as written is too much. I also think the gitfinda is a bad idea.

Orks are supposed to be bad at shooting. That's not a mistake that needs to be corrected. If units are overcosted that's a different issue.


Where do people even get this idea from?!?! The lore doesn't support it! There are thousands of orks who love to shoot and are pretty good at it!


It's because they assume since we have 5+ to hit that we automatically should do terribly in shooting, despite the fact that Orks are known for being excessive with dakka. It's not so much that Orks are bad at shooting, it's that many don't care at how well they do and Ork weaponry is crude, not ineffective. Orks really get the short end of the stick now that twin-linked is just double the amount of shots since now many armies besides Orks have sources of re-roll to hit auras and having more shots makes it better for other armies in putting out the hurt while Orks actually do worse due to all the negative modifiers flying around (just look at the recent books being released, all the factions have a trait/dogma where you have a -1 to hit penalty in shooting.
   
Made in gb
Mekboy Hammerin' Somethin'





Dorset, England

he lore doesn't support it!

I'm not so sure about that, to quote the entry for Shoota Boys from the 3rd ed codex...
"Each Ork will try to outdo his neighbour by letting fly with the most ammo or the loudest gun, Hitting the target is less of an objective than terrorising the enemy!"

That said, just beacuse shooting isn't an Ork strength doesn't mean it should be absolutely useless. The -1BS modifier for flying machines is massively painful to an Ork army and I quite like the proposed 'Dakka, Dakka, Dakka' rule as an elegant and flavourful way of mitigating this problem.
   
Made in gb
Battlefortress Driver with Krusha Wheel






 Kroem wrote:
he lore doesn't support it!

I'm not so sure about that, to quote the entry for Shoota Boys from the 3rd ed codex...
"Each Ork will try to outdo his neighbour by letting fly with the most ammo or the loudest gun, Hitting the target is less of an objective than terrorising the enemy!"

That said, just beacuse shooting isn't an Ork strength doesn't mean it should be absolutely useless. The -1BS modifier for flying machines is massively painful to an Ork army and I quite like the proposed 'Dakka, Dakka, Dakka' rule as an elegant and flavourful way of mitigating this problem.


Honestly that lore supports my claim! They love to shoot! It doesn't matter if the thing is fast, cloaked or flying! They just shoot lots and lots at it! They love shooting! So the rule that it wouldn't effect them is pretty accurate as they would have the same chance as hitting it as they did before!
   
Made in us
Battlewagon Driver with Charged Engine





 Grimskul wrote:
 lolman1c wrote:
 znelson wrote:
I think "dakka dakka dakka" as written is too much. I also think the gitfinda is a bad idea.

Orks are supposed to be bad at shooting. That's not a mistake that needs to be corrected. If units are overcosted that's a different issue.


Where do people even get this idea from?!?! The lore doesn't support it! There are thousands of orks who love to shoot and are pretty good at it!


It's because they assume since we have 5+ to hit that we automatically should do terribly in shooting, despite the fact that Orks are known for being excessive with dakka. It's not so much that Orks are bad at shooting, it's that many don't care at how well they do and Ork weaponry is crude, not ineffective. Orks really get the short end of the stick now that twin-linked is just double the amount of shots since now many armies besides Orks have sources of re-roll to hit auras and having more shots makes it better for other armies in putting out the hurt while Orks actually do worse due to all the negative modifiers flying around (just look at the recent books being released, all the factions have a trait/dogma where you have a -1 to hit penalty in shooting.


It's not so much that others think orks should be bad at shooting, it's that they think we should be bad at shooting but costed as if we were good. Which is what we are now. A rack of rockets (assault 2) for 28 points? At BS5+? Seriously??
   
Made in gb
Fresh-Faced New User




I totally agree with Grimskul. In a straight up competitive match your only option really is massed assault: weirdboys teleporting groups of boys around, with stormboy deep strikes and infiltrating kommandos. I mean why would you ever take walkers and vehicles which enemy armies can easily neutralise, compared to only losing one 6 point boy per lascannon shot.

I like the green tide idea, but In the end it's all about variety, if you make more units viable Orks are going to be more fun to play against and you'll never know what you're going to see on the table. It would be great to see fully mechanised mad Max style Gorka Morka mobs tearing up the table, or bizarre misfiring grot gun lines backed up by reasonably priced meks and stompers.

One personal wish is a unit of Gretchen snipers, with only 4s to hit but to mitigate that you have groups of 15 and mortal wounds on a 6.
   
Made in us
Fresh-Faced New User




This thread inspired me to come up with some Ork Stratagems I'd like to see:

General Stratagems

1-3 CP - 'Ardboyz: In the deployment phase, you can declare a unit of Boyz as 'Ardboyz. They receive +1 Toughness and +1 Armor Save, but must subtract 3 from Advance and Charge rolls to a minimum of 1. This stratagem costs 1 CP per 10 Boyz in the squad.

(Meant for running Boyz with a Trukk/Battlewagon)

2 CP - Rammin' Speed: in the charge phase, you can declare that a vehicle will attempt a ram when charging against another vehicle. If the charge is successful, both players roll a D6 and add their vehicle's toughness. The player with the higher result takes D3 mortal wounds, while the player with the lower result takes D6 mortal wounds.

2 CP - Get Outta My Way!: in the movement phase, you can issue a retreat to a vehicle currently locked in combat with infantry, allowing the vehicle to move through the enemy infantry models, as long as the vehicle ends its move further than 1" away. The infantry unit then takes D3 mortal wounds.

(Allows for breakouts for surrounded vehicles)

3 CP - It's Ours Now!: In the fight phase, you can declare that Ork infantry unit can attempt to board an enemy vehicle to claim it as their own, rather than attacking. Pick an enemy vehicle; for every Ork infantry model in melee range of that vehicle, roll a D6. If the number resulting rolls of 5+ is greater than the number of wounds remaining in the vehicle, the Orks storm the driver's seat and take control. You now have control of that vehicle with those remaining wounds for the rest of the battle or until the vehicle is destroyed. Meks and Big Meks add +1 to their rolls.

Bad Moonz Stratagems

1-3 CP - Rich Gitz: In the deployment phase, you can declare a unit of Boyz as Rich Gitz. They replace any Shootas in the squad with Kustom Shootas. This stratagem costs 1 CP per 10 Boyz in the squad.

1 CP - Sphesul Ammo: In the shooting phase, you can declare a unit will use their custom armor piercing ammunition. Add -1 AP to the unit's ranged weapons until the end of the phase.


Blood Axe Stratagems

1-3 CP - Sneaky Gitz: In the deployment phase, you can declare a unit of Boyz as Sneaky Gitz. Rather than deploy normally, they can placed on the battlefield at the end of any of your movement phases more than 11" away from enemy units.. This stratagem costs 1 CP per 10 Boyz in the squad.

2 CP - Booby Trap: At the start of one of your opponent's movement phases, you can declare that an enterprising Ork sapper has laid a cunning trap before the battle. For the rest of the game, roll a D6 for every time an enemy unit advances or charges. on a 6, the enemy unit has triggered the booby trap, and takes D3 mortal wounds. If the unit consists of 10 or more models, it takes D6 instead. The booby trap can only be triggered once.


   
Made in ca
Ork Boy Hangin' off a Trukk





It would b nice nice to get some new units that were the equivilant of some of the space marine stuff. The Stormraven is basically a flying tank that can transport more than the transports. Can you imagine what the orks could do with a flying Battlewagon that could transport a Deff Dred and move 20-40"?

It would be nice if the Lootas removed the 1d3 for the whole squad so that you got a more even average of the number of shots.

What if Flash Gitz had Rapid fire guns instead of heavy, and removed the weird shoot again on 6's. That would also allow them to move into range without penalty, and if they were really close (too close) to the enemy they get more shots to land, kind of a shotgun scatter effect.
   
Made in gb
Battlefortress Driver with Krusha Wheel






Dannohawk wrote:
I totally agree with Grimskul. In a straight up competitive match your only option really is massed assault: weirdboys teleporting groups of boys around, with stormboy deep strikes and infiltrating kommandos. I mean why would you ever take walkers and vehicles which enemy armies can easily neutralise, compared to only losing one 6 point boy per lascannon shot.

I like the green tide idea, but In the end it's all about variety, if you make more units viable Orks are going to be more fun to play against and you'll never know what you're going to see on the table. It would be great to see fully mechanised mad Max style Gorka Morka mobs tearing up the table, or bizarre misfiring grot gun lines backed up by reasonably priced meks and stompers.

One personal wish is a unit of Gretchen snipers, with only 4s to hit but to mitigate that you have groups of 15 and mortal wounds on a 6.


Dude, our Stomboyz don't have deep strike! Basically the only jet pack unit in the game not to....
   
Made in gb
Fresh-Faced New User




 lolman1c wrote:
Dannohawk wrote:
I totally agree with Grimskul. In a straight up competitive match your only option really is massed assault: weirdboys teleporting groups of boys around, with stormboy deep strikes and infiltrating kommandos. I mean why would you ever take walkers and vehicles which enemy armies can easily neutralise, compared to only losing one 6 point boy per lascannon shot.

I like the green tide idea, but In the end it's all about variety, if you make more units viable Orks are going to be more fun to play against and you'll never know what you're going to see on the table. It would be great to see fully mechanised mad Max style Gorka Morka mobs tearing up the table, or bizarre misfiring grot gun lines backed up by reasonably priced meks and stompers.

One personal wish is a unit of Gretchen snipers, with only 4s to hit but to mitigate that you have groups of 15 and mortal wounds on a 6.


Dude, our Stomboyz don't have deep strike! Basically the only jet pack unit in the game not to....


Ha! Thanks man. Well for only 8 points a boy it's a sacrifice I'm happy to make. They'd be probably be OP otherwise. I've only just brought mine so I haven't tested them out on the field yet, I'll be using da jump instead then.
   
Made in us
Krazed Killa Kan





Denver, Colorado

 Grimskul wrote:


PK - 12 points
Killsaw - 15 points
Big Choppa - 5 points
Kustom Shoota - 2 points
Rokkit Launchas - 8 points
Big Shoota - 4 points
Skorcha - 10 points
Pair of Rokkit pistols - 8 points
Rack of Rokkits/Kopta Rokkits - 12 points
Supa Shoota - 5 points
Dred Klaw/Each subsequent Dred Klaw - 20/10 points
Skorcha Missile - 10 points
Kombi-Skorcha - 10 points
Kombi- Rokkit - 10 points



I think 12 point klaws are optimistic. A fair point cost for str 10 klaws would be 14, because IG str 6 fists are 10, and marine str 8 fists are 12.

Ogryn brute mauls are literally identical to big choppas, but are 7 points. That's pretty reasonable.

As much as I'd like to see skorchas get cheaper, it's not going to happen. If marine heavy flamers are still 17 (and they are), you know ork ones aren't getting any cheaper. Similarly, I doubt rokkits are getting much cheaper.

At the VERY least, I'd like to see us not have to pay more than double for our twin weapons (while marines pay sometimes FAR less than double for theirs).

Overall, the biggest standouts to me in the ork codex are:

Deff dreads are about the same price as imperial dreads, but have objectively worse shooting and melee (str 5 v str 6). Need a bit of a points cut. (example: a marine dread with assault cannon costs 133 points, has 6x str 6 ap1 shots that generally hit on 4s, 4x str 12 D3 attacks. A deff dread with 2x big shootas costs 131 points, has 6x str 5 AP0 shots that hit on 5s, and 4x str 10 D3 attacks).

Orkanauts are decent-ish, but their shooting is embarrassingly bad. Probably need double the shots they have now to be ok.

Close combat invulnerable saves, but that's never coming back, so hardly worth mentioning.

Flash gitz need either better armor or better range. I wouldn't mind seeing more shots to boot. Obliterators got double shots for free, what if snazzguns became rapid fire 2 (or 3)?

Stompas are dumpster fires. Even at 700 points, I'm not sure they'd be worth it. Maybe if, like orkanauts, they got double their current shooting.

Our open-topped vehicles need to benefit assault somehow. Currently, they are no better than a rhino in that regard (despite being same cost, worse T and save), which makes them basically not worth taking, ever, except maybe for dedicated shooting units. Getting to move before disembarking would be HUUUUGLY OP, but still, they could use something.

Oh yeah, and ramshackle for all ork vehicles would seem fair to me (looking at YOU, quantum shielding).

Mega/nobz are honestly pretty decent imo, ridiculously overpriced melee weapons notwithstanding.

Like you mentioned with dakkaboss, I'd kind of like to see something that helps our shooting, even if it's not really my thing. A rule, or aura, or character, or something. But while some armies who will remain nameless get an entire army of rerolling all hits and wounds at ranged AND melee, all we've got is baddruk, who only lets flash gitz reroll 1s. On that topic, I wouldn't mind some kind of melee reroll, but we do have banners, which are pretty solid.

In all honesty, though, I'm pretty sure the only thing I'm almost certain of is that they'll nerf KMKs from D6 shots to D3.

"Hope is the first step on the road to disappointment." Words to live by. 
   
Made in gb
Battlefortress Driver with Krusha Wheel






Dude, they better not nerf that KMK! It's our only thing that is worth taking and yet it's still nowhere near as good as some marines weapons! If they made it d3 it would cripple most our force and mape things like the Mork useless!
   
Made in us
Krazed Killa Kan





Denver, Colorado

 lolman1c wrote:
Dude, they better not nerf that KMK! It's our only thing that is worth taking and yet it's still nowhere near as good as some marines weapons! If they made it d3 it would cripple most our force and mape things like the Mork useless!


It's good, effective, cheap, and better than marine plasma cannons. Therefore, it must be nerfed!

I'm honestly waiting for them to make power klaws MORE expensive, just so I can get suuuuuuuuuuuuper pissed off about it. Can't wait!

"Hope is the first step on the road to disappointment." Words to live by. 
   
Made in us
Dakka Veteran





 Kap'n Krump wrote:
 lolman1c wrote:
Dude, they better not nerf that KMK! It's our only thing that is worth taking and yet it's still nowhere near as good as some marines weapons! If they made it d3 it would cripple most our force and mape things like the Mork useless!


It's good, effective, cheap, and better than marine plasma cannons. Therefore, it must be nerfed!

I'm honestly waiting for them to make power klaws MORE expensive, just so I can get suuuuuuuuuuuuper pissed off about it. Can't wait!


yeah but over the course of a game I've never not landed at least 4 mortal wounds on myself. Especially if you get lucky and roll high for the number of shots. 4/18 wounds, that's pretty bad. i've had some games where I do a little more but thats over 1/5th his wounds caused by himself. never really used it on mek gunz yet though

This message was edited 2 times. Last update was at 2017/09/20 15:23:27


 
   
Made in us
Squishy Squig





Louisiana

Yeah, orks should be able to disembark after moving. Bring back red paint job.
   
Made in us
Potent Possessed Daemonvessel





 Skuzbag wrote:
Yeah, orks should be able to disembark after moving. Bring back red paint job.


Only if they make it so that you only get the 3" disembark, otherwise it is way too powerful.
   
Made in us
Krazed Killa Kan





Denver, Colorado

Breng77 wrote:
 Skuzbag wrote:
Yeah, orks should be able to disembark after moving. Bring back red paint job.


Only if they make it so that you only get the 3" disembark, otherwise it is way too powerful.


Yeah, moving ~12", disembarking 3", and getting normal move, and then potentially an advance and charge, is legitimately broken.

I mean, if they just added boarding planks back to give 2 or 3" to charge ranges after disembarking, that would probably be fine.

"Hope is the first step on the road to disappointment." Words to live by. 
   
Made in it
Waaagh! Ork Warboss




Italy

 Kap'n Krump wrote:
Breng77 wrote:
 Skuzbag wrote:
Yeah, orks should be able to disembark after moving. Bring back red paint job.


Only if they make it so that you only get the 3" disembark, otherwise it is way too powerful.


Yeah, moving ~12", disembarking 3", and getting normal move, and then potentially an advance and charge, is legitimately broken.

I mean, if they just added boarding planks back to give 2 or 3" to charge ranges after disembarking, that would probably be fine.


I think assault vehicles should have the option to disembark the crew after their movement. Moving ~12", disembarking 3" and get the chance to assault sounds legitimate. Of course the crew couldn't move if they've been carried by the vehicle in the same turn. But I wish we could move the transport, disembark the unit inside, shoot, and then assault, essentially the 7th edition mechanic.

 
   
Made in gb
Mekboy Hammerin' Somethin'





Dorset, England

You can see why they changed it, in 7th every unit took a transport!

I think it would be cool if Orks had a transport that worked like the little gateways in AoS i.e. you move into it and out the other side.

You could call it a Nydus Squig or something and then you would really get boys popping up in funny places!
   
Made in gb
Been Around the Block





Dannohawk wrote:

One personal wish is a unit of Gretchen snipers, with only 4s to hit but to mitigate that you have groups of 15 and mortal wounds on a 6.


I'd love some gretchin snipers, a low-points elite shooting choice sounds great, bit like ratlings.

What i'd suggest is maybe have them shoot with with...
Grot Scope-Blasta: Heavy 18" 3S -1AP 1D
And then give them a special model like...
Grunt-Spotta: D6 models within unit can hit on 3+ against any enemy-unit within the visible to the unit, regardless of proximity (i.e. characters).

And for lols allow up to 2 stray-squigs in a unit of Gretchin that deal D3 attacks, but on a 1 it deals a wound to its own unit, the models exist in fantasy and it'd be great to import them in some regard.

Something like, but not quite, the dakkadakkadakka rule for shootas would be good, maybe if 20+ models are shooting the same unit they get a "lead-rain" ability that gives it some kind of boost, +1 against units out of cover, no idea just spitballing.

Similarly maybe something for the vehicles like "Snazziest Ride" could exist that provides a bonus to one vehicle a turn, i.e "My tank is da best, it's better than all these gitz", maybe a +1 save or +1BS or both.

Points wise, I'd like to see some cost reductions on Kustom-Shootas, dakkajets, power-klawz, and the mega-nobz.

This message was edited 1 time. Last update was at 2017/09/28 00:22:39


 
   
 
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