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Expectations of the new Codex


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43 replies to this topic

#26
Aothaine

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They have a Dakka Dakka already. But how about +1 to hit for ever CP spent on the stratagem. Up to +4 to hit. 

 

 

 

That could work. Would help reduce the negatives to hit. But you would only be able to use it once per turn so you would just end up using it on tank bustas and all the rest of your dakka will auto miss. 



#27
Warhead01

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They have a Dakka Dakka already. But how about +1 to hit for ever CP spent on the stratagem. Up to +4 to hit. 

 

 

 

That could work. Would help reduce the negatives to hit. But you would only be able to use it once per turn so you would just end up using it on tank bustas and all the rest of your dakka will auto miss. 

 

Exactly, it's all about having to make the choice, except where are you getting the autto miss from?  
I personally would like it, even the ones you and Triszin came up with for my shock attack gun. which needs a little help. 

 


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#28
toaae

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I've suggested a "Wall of Dakka" rule since launch, because even a single -1 modifier to hit cuts Ork shooting in half. Considering our army has almost 0 re-roll auras, I don't think it would be too much to just suggest that Orks should ignore negative hit modifiers in shooting. With that alone, I think our shooting would fall into line where it should be: lots of dice, high variance.

Adding more BS and/or re-roll auras isn't a great fix I feel, because both would greatly increase the upper end of our variance, and I feel that would restrict other options GW could use for individual weapons/units.


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#29
Aothaine

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I've suggested a "Wall of Dakka" rule since launch, because even a single -1 modifier to hit cuts Ork shooting in half. Considering our army has almost 0 re-roll auras, I don't think it would be too much to just suggest that Orks should ignore negative hit modifiers in shooting. With that alone, I think our shooting would fall into line where it should be: lots of dice, high variance.

Adding more BS and/or re-roll auras isn't a great fix I feel, because both would greatly increase the upper end of our variance, and I feel that would restrict other options GW could use for individual weapons/units.

 

Fair assumption. I could see the "Wall of Dakka" rule being very useful and effective. After all they are Orks. They are not really ever aiming. They just shoot really and sometimes the shooting hits enemies.



#30
Skaorn

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Another thread that brought up Grot snipers got closed, I want to share the image it gave me for a model I'd love to see as an actual model now. You have one grot gunner laying prone, one standing on top of the gun with a spyglass as the scope, and one acting as the bipod, straining underneath the barrel. This would make me happy.
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#31
Triszin

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hmm could do something like

 

Dakka Field (4CP)

Target model receives all incoming attacks as  successful to hit. roll damage and saves as normal


banana


#32
Ishagu

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I'd love a shooty Ork force. BS +1 across the board.

Also, Robot-y Ghaziman Prime Ork!

-~Ishagu~-


#33
Warhead01

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Did we mention a stratagem for fighting twice yet? And one for shooting twice. I'm thinking, combo with the Flashfitz so they could shoot twice and maybe shoot two more times after that.. Brilliant. 

 

Yesterday I was thinking it would be cool to get a super heavy flyer. A blast Bomba in plastic.  Maybe it can do several bombing runs in a single turn, Or a random number of bombs are dropped, D3 or D6.  These would do mortal wounds like the other bombs.


Edited by Warhead01, 04 April 2018 - 01:15 PM.

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#34
toaae

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I'd love a shooty Ork force. BS +1 across the board.

Also, Robot-y Ghaziman Prime Ork!

 

Orks have always been shooty. Just with sheer number of dice instead of outright efficiency. Points drop on some units, improvements to our variable shot weapons, and some way to mitigate negative to-hit modifiers is all we really need.


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The Orks ETL VI: WAAAAGH!!!

 


#35
Triszin

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Did we mention a stratagem for fighting twice yet? And one for shooting twice. I'm thinking, combo with the Flashfitz so they could shoot twice and maybe shoot two more times after that.. Brilliant. 

 

Yesterday I was thinking it would be cool to get a super heavy flyer. A blast Bomba in plastic.  Maybe it can do several bombing runs in a single turn, Or a random number of bombs are dropped, D3 or D6.  These would do mortal wounds like the other bombs.

actually made me think of a neat strategem

 

Orks are remarkably sturbborn, even when missing portions of the body they continue fighting. As a result sometimes fighting an ork with it missing half of its body is still a problem

 

Gork then Mork?

CP 3

Choose one  infantry unit on the table. Any Ork model this turn that has its HP reduced to zero instead has its HP reduced to 1. That units HP cannot be reduced below 1 until the end of the phase. Additionally any enemy unit within 6" of this unit, that has a moral test rolled reduces the roll by 1.

 

(bad working but in my mind it works like this.)

 

SHooting phase

you activate this strat, and choose a unit of meganobz. The unit took firepower to destroy half of its meganobzs, instead the meganobz have 1 hp for the phase. Then they get into melee and kill half the imperial guard squad, the imperial guard squad rolls moral, and would've past but then we add the negative modifier and then they fail causing more guards to flee


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banana


#36
Kaldoth

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That stratagem is way overpowered in my opinion. It basically makes a unit invulnerable. If Orks got an invulnerability stratagem, then its likely every other faction would complain, and then everyone would get one in the next chapter approved, and then you'd have a bunch of invulnerable units going at eachother endlessly.

I agree that Orks should have some sort of stratagem that allows them to shrug off wounds, but not complete invulnerability from death. They're hearty and in the fluff they have been known to continue fighting even after losing a limb, but an Ork getting blasted by a lascannon to the face is still gonna die. I think a 2cp stratagem that allows Orks a FNP save of 5+ during any one phase would fit the bill. Having it increased to a 4+ if a painboy is nearby maybe.
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#37
Triszin

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That stratagem is way overpowered in my opinion. It basically makes a unit invulnerable. If Orks got an invulnerability stratagem, then its likely every other faction would complain, and then everyone would get one in the next chapter approved, and then you'd have a bunch of invulnerable units going at eachother endlessly.

I agree that Orks should have some sort of stratagem that allows them to shrug off wounds, but not complete invulnerability from death. They're hearty and in the fluff they have been known to continue fighting even after losing a limb, but an Ork getting blasted by a lascannon to the face is still gonna die. I think a 2cp stratagem that allows Orks a FNP save of 5+ during any one phase would fit the bill. Having it increased to a 4+ if a painboy is nearby maybe.

sounds awesome


banana


#38
Corswain

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I just want it to be fun, that’s the whole point of orks for me. Orks are about converting up some nonsense and having a laugh.
That’s just me though, it’s not gonna work for everyone.
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#39
Triszin

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I just want it to be fun, that’s the whole point of orks for me. Orks are about converting up some nonsense and having a laugh.
That’s just me though, it’s not gonna work for everyone.

Orkistotle.

 

=D

 

--------------

 

I honestly hope Orks get VDR as a codex trait.

 

Everyone else makes proper things and test them, orks? no testing just whats rad


Edited by Triszin, 05 April 2018 - 12:06 PM.

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banana


#40
Warhead01

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I just want it to be fun, that’s the whole point of orks for me. Orks are about converting up some nonsense and having a laugh.
That’s just me though, it’s not gonna work for everyone.

Orkistotle.

 

=D

 

--------------

 

I honestly hope Orks get VDR as a codex trait.

 

Everyone else makes proper things and test them, orks? no testing just whats rad

 

Now I want a Battle wagon with 4 DCCW's... 
My Old army buddy made one like that back in 3rd, it also tunneled. Loads of fun. 


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#41
Corswain

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Orkistotle.


Lol. And now I’m going to have to convert up a weirdboy called Orkistotle.

#42
Warhead01

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For Ard' boys what about. Ork boys with 2 wounds, a 5+ save and 2 choppas , unit size 5 to 20.

Ere' we go, mob rule

Can also take a shoota for free or buy a custum shoota. 
Maybe 10 points per models , maybe 9 points.

No Nob option for the unit. 

This unit is where Ork boys end up on the "path" to becoming a Nob. So no Nob.
They need a flash and useful special rule that fits that and a a little fluffy. 
Maybe they are showing off so they reroll to wounds rolls of a 1.  

Nobs wouldn't have that rule because they are more established and a little more lazy. 
We can reassign that rule to any Nobs that are just about to brake through to being bosses in their own right or in some kind of command squad role.

If it's a fun rule we can resue it. 

These boys can ride in trukks and wagons like all the other Orks. 

I'd make this a dual kit or a triple kit if we could come up with two more cool units. 
Odd boys mob? 
Some kind of junior mek rule where between the whole mob they could fix a dew hull point wounds on a vehicle and carry a plethora of Mek type weapons, Kill saws and MKB's MKS's.

No sure about the stats or point costs.

 

And maybe finally Mad boys whit basic Ork equipment, what ever the player chooses and special rules, 2 wound models 

 

 

2 wounds on any unit made from this kit because it's between Boys and Nobs in size.  Extra plates to build out the ard' boys but they are bitz. 
The kit should have more heads than it needs for extra bitz for the Boys kit.

Just jumped into my head this morning. 
 


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#43
tychobi

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Kruza superheavy flier that can transport dreds,

Reroll 1's to hit near warboss

points fix on weaponz and rides

Gork guide me! 1 cp hit on 5+ for a round of shootin for one unit. Even works on overwatch! Bad moon only

Morks suprize! 1cp infantry wounds anything but vehicles on 2+ Snake bite only

BIG ROCK! 3cp Similar to orbital bombardment.

Green tide:2 cp infantry unit returns from dead deployed from home edge. Goff only


Snakebite = 6+ ignore wound
Bad Moon= reroll misses when shooting.
Death skullz= +1 to save rolls
Evil sunz= +3 to all vehicles movement and reroll advance and charge for vehicles
Goff= +1 str to all infantry when charging or being charged

Kill Maim Destroy


#44
PiñaColada

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I hope the warboss "waaagh!" ability works for vehicles&bikes as well if you're evil sunz.

You should be able to place 2 grots for every 1 slot in a vehicle.

Grot snipers (basically halflings) would be cool.

Let the mek take both a KFF and shokk attack gun.

Make the shokk attack gun asssault.

Make burnas d6 shots or d3 shots with skorcha strength and ap.

Lower point cost for nobz on warbikes, trukks & battlewagons.

Add the option for the waaagh banner to be given to a nob on warbike.

Let spanners repair vehicles when embarked.

Give lootas 3 shots.

 

Maybe loosen restrictions on Mob up, so as long a one of the groups is 10 or fewer the other group can be whatever size?

Maybe a stratagem that lets embarked units fire overwatch as well if charged?

I'd love it if mek gunz could be mounted on battlewagons.






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