Switch Theme:

Rules for calling the WAAAGH!  [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 us
Squishy Squig




The one thing I miss from early additions is randomly hearing "WAAAGH!" screamed across the room.

If a once a game WAAAGH! ability was once again in the game, what would you want the WAAAGH! to do?

Re-role for everything in the ork army?
+1 to hits and wounds for everything?
Auto make charges?

What would you like to see?


Edit: someone in the shop suggested allowing a one turn clan shift. Making a bunch of Bad Moons into Goffs for a turn would be scary.

This message was edited 1 time. Last update was at 2019/03/26 01:03:37


 
   
Made in us
Fixture of Dakka





The thing is that I'm not sure orkz really need a boost to their ability to make charges or hurt things in melee. They're already one of the best armies for getting a lot of units into melee turns 1 and 2. Humble boy mobz are roughly as efficient melee murderers as my wyches.

Right now, they feel pretty reasonable, but that means that any significant boost to their ability to be delivered or to hurt things in melee risks making them too good at that thing and being problematic.

Feel free to correct me, ork players, but I feel like the only real hurtle orkz face as a whole is enemy armor (unless you have bustas floating around), and even that can be helped with the Snakebitez strat.

If you wanna Waagh, just Waagh. Or maybe make it a once per game at the start of your turn thing. Spend d3 CP to gain d3 CP. Seems properly orky.


ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
Made in us
Longtime Dakkanaut




Wyldhunt wrote:
The thing is that I'm not sure orkz really need a boost to their ability to make charges or hurt things in melee. They're already one of the best armies for getting a lot of units into melee turns 1 and 2. Humble boy mobz are roughly as efficient melee murderers as my wyches.

Right now, they feel pretty reasonable, but that means that any significant boost to their ability to be delivered or to hurt things in melee risks making them too good at that thing and being problematic.

Feel free to correct me, ork players, but I feel like the only real hurtle orkz face as a whole is enemy armor (unless you have bustas floating around), and even that can be helped with the Snakebitez strat.

If you wanna Waagh, just Waagh. Or maybe make it a once per game at the start of your turn thing. Spend d3 CP to gain d3 CP. Seems properly orky.


Enemy armor is the bane of the orky existence right now. Tankbustas are okish but their lack of access to Stratagems hurts them dramatically. I say they lack access because they require a transport to function past turn 1 and you don't get stratagems when in a transport. Lootas are really good if you are willing to spend 1 CP to mob them up, 2 CP to give them Dakkax3 on 5s, 2 CP to give them shoot twice, 1 CP to reroll # of shots if you roll badly and 2 CP to use Grot shields when you get blasted in the face. But even Lootas suck balls when it comes to killing T8 anything. The only reliable way of killing an enemy T8 armored unit is with a Index warboss on warbike armed with Da Killa Klaw and the extra damage Warlord strat and who is buffed by a weirdboy. And unfortunately, its a border line 1 shot weapon because he either wins outright and dies in the following shooting phase or he gets killed in return by the enemy knight that he inevitably charged but then I spend more CP to make him fight again and kill the knight. So we have a fairly reliable way to kill 1 enemy T8 vehicle so long as you can get him past screening forces and not killed outright by enemy snipers (He only gets a 4+ save and no invuln).

I would never use snakebites because they suck and you really need Evil Sunz for that 8' charge and extra movement.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in gb
Mekboy on Kustom Deth Kopta






Wyldhunt wrote:
The thing is that I'm not sure orkz really need a boost to their ability to make charges or hurt things in melee. They're already one of the best armies for getting a lot of units into melee turns 1 and 2. Humble boy mobz are roughly as efficient melee murderers as my wyches.

Right now, they feel pretty reasonable, but that means that any significant boost to their ability to be delivered or to hurt things in melee risks making them too good at that thing and being problematic.

Feel free to correct me, ork players, but I feel like the only real hurtle orkz face as a whole is enemy armor (unless you have bustas floating around), and even that can be helped with the Snakebitez strat.

If you wanna Waagh, just Waagh. Or maybe make it a once per game at the start of your turn thing. Spend d3 CP to gain d3 CP. Seems properly orky.


Don't wyches have an inbuilt invulnerable save and the ability to tie units up in CC? I rate them and wish Boyz had one of their abilities. Ork Boyz are basic and shouldn't be 7ppm, particularly with their larger bases. They pump out a lot of attacks if they get into charge range and make the charge. That's it. They die to a wet fart.
   
Made in us
Fixture of Dakka





 An Actual Englishman wrote:
Wyldhunt wrote:
The thing is that I'm not sure orkz really need a boost to their ability to make charges or hurt things in melee. They're already one of the best armies for getting a lot of units into melee turns 1 and 2. Humble boy mobz are roughly as efficient melee murderers as my wyches.

Right now, they feel pretty reasonable, but that means that any significant boost to their ability to be delivered or to hurt things in melee risks making them too good at that thing and being problematic.

Feel free to correct me, ork players, but I feel like the only real hurtle orkz face as a whole is enemy armor (unless you have bustas floating around), and even that can be helped with the Snakebitez strat.

If you wanna Waagh, just Waagh. Or maybe make it a once per game at the start of your turn thing. Spend d3 CP to gain d3 CP. Seems properly orky.


Don't wyches have an inbuilt invulnerable save and the ability to tie units up in CC? I rate them and wish Boyz had one of their abilities. Ork Boyz are basic and shouldn't be 7ppm, particularly with their larger bases. They pump out a lot of attacks if they get into charge range and make the charge. That's it. They die to a wet fart.


They do indeed have an invul save (6+ vs shooting, 4+ vs melee) and the ability to potentially prevent infantry units from falling back without needing to triangle them. To my mind, a slugga choppa boy is sort of like a wych who gave up the invul and No Escape rule to have 3 drugs (+1 Attack, Toughness, and Strength) instead of one and traded Power From pain for 'Ere We Go and Mob Rule. Wyches probably got the better end of the deal, but you can look at their similar points costs go and go, "Yeah. I see it."

I like my wyches and, on paper, see orkz used offensively, rather than as a tarpit, as being roughly comparable in terms of cost and damage output. If someone offered me one of the rules Red Weasel proposed in the opening post, I'd probably feel it was an unnecessary boost for my wyches that would warrant a price increase. Thus why I brought them up.

Wyches seem good as is.Wyches wouldn't really need one of the proposed buffs. Ork boyz seem similar to wyches in a certain light. Ork boyz probably don't really need the proposed buffs either. Though again, an ork player I am not.


Automatically Appended Next Post:
SemperMortis wrote:


Enemy armor is the bane of the orky existence right now. Tankbustas are okish but their lack of access to Stratagems hurts them dramatically. I say they lack access because they require a transport to function past turn 1 and you don't get stratagems when in a transport. Lootas are really good if you are willing to spend 1 CP to mob them up, 2 CP to give them Dakkax3 on 5s, 2 CP to give them shoot twice, 1 CP to reroll # of shots if you roll badly and 2 CP to use Grot shields when you get blasted in the face. But even Lootas suck balls when it comes to killing T8 anything. The only reliable way of killing an enemy T8 armored unit is with a Index warboss on warbike armed with Da Killa Klaw and the extra damage Warlord strat and who is buffed by a weirdboy. And unfortunately, its a border line 1 shot weapon because he either wins outright and dies in the following shooting phase or he gets killed in return by the enemy knight that he inevitably charged but then I spend more CP to make him fight again and kill the knight. So we have a fairly reliable way to kill 1 enemy T8 vehicle so long as you can get him past screening forces and not killed outright by enemy snipers (He only gets a 4+ save and no invuln).

I would never use snakebites because they suck and you really need Evil Sunz for that 8' charge and extra movement.


So it sounds like I was correct in thinking enemy armor was an issue, but does it seem fitting for a Waaaagh style rule to offer a benefit that specifically only helps to deal with armor? Because if orks can be considered "about right" against infantry but weak against armor, then a rule that makes them better against both risks making them too good against infantry for the sake of making them good enough against armor.

This message was edited 1 time. Last update was at 2019/03/24 02:57:57



ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
 
Forum Index » 40K Proposed Rules
Go to: