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  1. #1

    Default New Thoughts on the Next Orks - A Series

    A series on our favorite greenskins, just to gather some hype and best wishes as we wait for the new Ork Codex.

    This series will come out periodically over the next few weeks, so subscribe to the thread, and join in the speculation! : )

    Part 1: The Stat Line
    Part 2: Weapons and Wargear
    Part 3: Units and the next Big Thing
    Part 4: Army Special Rules and Klans
    Part 5: Waaagh! Da Orks!
    Last edited by coolguyclay; 03-05-2014 at 07:18 PM.

  2. #2

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    New Thoughts on the Next Orks - Part 1: The Stat Line
    Orks are an iconic race in the Warhammer 40k Universe. The third edition codex turned a zany and unstructured army into the unified greenskins we know today, while the fourth/fifth edition codex carried on the theme. Fun to fight with or against, Orks have lost a little edge over the years, and with new codex looming later this year, it is a great time to talk about what the next Greenskins could look like!

    Orks are described as being large brutes, somewhat dim, and extremely fighty. Pretty good combination, eh? The ork stat line was unified in the 3rd edition code and remaining largely unchanged in the next revision (except perhaps the Warboss, who got a nice bump, and grots, who now shoot better). Most all other orks are the same.

    Ballistic Skill 2 is a great feature for orks. Sure, they can't be relied on for shooting, but makes them extremely unique and fits the fluff for a fighting race.

    Initiative 2 for orks is good too. Not in gameplay terms (have you ever fled combat successfully?), but definitely fits the ham-fisted nature.

    The other iconic item for orks is their HtH ability. Pull out a literal handfull (or two-hands-full) of dice and let 'em fly! Sadly, the potency of orks, especially their staying power, has been dwindling over the years (changes to furious charge or ork charging rules, general HtH mechanics, and opponent shooting all playing a factor).

    Also, orks share the same strength as a guardsman or Eldar. Tyranids are another S3 swarm-attack army. Something about that leaves a sour taste in my mouth when thinking of Orks.

    But . . . What if the stats were changed a bit?

    [CODE]
    WS BS S T W A I LD SV
    2 2 5 4 1 2 2 7 6++
    [/CODE]
    So it's an increase in strength and decrease in weapon skill, which could be a cool change for orks. Slightly more damaging in combat . . . if they can hit you. But a unique role in the 40k Universe - something that is not shared by any other army and can be effective on the table.

    The save of orks is something to consider here, namely their current 6+ save. Not wearing armor fits the theme, and also really hurts the gameplay. Once their toughness is overcome, orks drop really fast. A new stat line might look like a 6+ invulnerable save, claiming the ork psyche allows would-be wounds to somehow not matter or miss. The ork combined-psychic stuff was more prevalent in the 2nd and 3rd codecies, and a nearly equal alternative these days would be to give all orks a 6+ Feel No Pain save. Either way it slightly bumps survivability, which would be even more needed with the lower WS - orks would fall fast by shooting **and** before they fight in close combat.

    What are your thoughts? I have some MathHammer thoughts below.

    For these calculations I rounded down fractions at each stage. We're assuming 10 orks are fighting at that phase.
    Marines stats are WS4, T4, 3+SV.
    "Weaks" are WS3, T3, 5+SV, and might be Eldar, Guardsmen, etc.,
    Agile are WS5, T3, 4+SV and might be some cool Eldar, or other armies "elite" HtH fighters.
    Fighty Marines are WS5, T4, 3+SV

    10 current slugga orks charging marines (+1 S): 40 attacks, 20 hits, 10 wounds, 3 dead
    10 current slugga orks charging weaks (+1 S): 40 attacks, 26 hits, 17 wounds, 11 dead
    10 current slugga orks charging agile (+1 S): 40 attacks, 20 hits, 13 wounds, 6 dead
    10 current slugga orks charging fighty marines (+1 S): 40 attacks, 20 hits, 10 wounds, 3 dead

    10 current slugga orks stuck-in with marines: 30 attacks, 15 hits, 5 wounds, 1 dead
    10 current slugga orks stuck-in with weaks: 30 attacks, 20 hits, 10 wounds, 6 dead
    10 current slugga orks stuck-in with agile: 30 attacks, 15 hits, 7 wounds, 3 dead
    10 current slugga orks stuck-in with fighty marines: 30 attacks, 15 hits, 5 wounds, 1 dead

    10 new slugga orks charging marines: 40 attacks, 20 hits, 13 wounds, 4 dead
    10 new slugga orks charging weaks: 40 attacks, 20 hits, 17 wounds, 11 dead
    10 new slugga orks charging agile: 40 attacks, 13 hits, 10 wounds, 5 dead
    10 new slugga orks charging fighty marines: 40 attacks, 13 hits, 8 wounds, 2 dead

    10 new slugga orks stuck-in with marines: 30 attacks, 15 hits, 10 wounds, 3 dead
    10 new slugga orks stuck-in with weaks: 30 attacks, 15 hits, 12 wounds, 8 dead
    10 new slugga orks stuck-in with agile: 30 attacks, 10 hits, 8 wounds, 4 dead
    10 new slugga orks stuck-in with fighty marines: 30 attacks, 10 hits, 6 wounds, 2 dead

    Results? Slightly more deadly in combat, especially when stuck-in. Hardest hit, marginally, are the marines when stuck in combat.

    How about taking hits in combat, since the WS is now drastically lower:
    20 attacks with current WS 4:
    WS3, S3: 10 hits, 3 wounds
    WS4, S4: 10 hits, 5 wounds
    WS5, S3: 13 hits, 4 wounds
    WS5, S4: 13 hits, 6 wounds

    20 attacks with proposed WS 2:
    WS3, S3: 13 hits, 4 wounds
    WS4, S4: 13 hits, 6 wounds
    WS5, S3: 13 hits, 4 wounds
    WS5, S4: 13 hits, 6 wounds

    In the end its easier to hit orks from the lower WS units and does not positively affect any of the Elite units. Hopefully a more reliable save (or other special rule) would help out here.
    Last edited by coolguyclay; 02-12-2014 at 05:13 PM.

  3. #3

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    New Thoughts on the Next Orks - Part 2: Weapons and Wargear
    Orks are an iconic race in the Warhammer 40k Universe. The third edition codex turned a zany and unstructured army into the unified greenskins we know today, while the fourth/fifth edition codex carried on the theme. Fun to fight with or against, Orks have lost a little edge over the years, and with new codex looming later this year, it is a great time to talk about what the next Greenskins could look like!

    The weapons back in the 2nd edition codex were a sight to behold. Pulsa Rokkits, Splatta Kannons and other zany artillery, along with a full arsenal of imperial weapons. Orks with actual Lascannons, Heavy Bolters and the like were regularly on the table. The 3rd edition codex streamlined ork weapon options to basically a shoota, big shoota, rokkit or burna. Simple and effective. 4th edition improved on the formula with actual "Assault" shootas, Lootas and the infamous Shokk Attack Gun. What might a new edition hold in store?

    Weapons
    Close combat weapons are not varied in an ork codex. It's basically either a choppa or a Power Klaw, especially on our characters. And since choppas lost their overall effectiveness by reducing all armor saves to 4+, the types of weapons are at two ends of the spectrum: Basic and Krump It! Sure, there is a Uge Choppa, but do many really take them? To give some variety and tactical options, consider:
    [CODE]
    * 'Uge Choppas gain Rending
    * Choppas and 'Uge Choppas gain rules depending who wields them. For Warboss, Nobs, Boys, a choppa might be Rending, Normal, Normal and a 'Uge Choppa might be Power Axe, Rending, Normal.
    * What if Uge Choppas could be used by Regular Boys? (Do I hear Skar Boyz?!!!)
    [/CODE]

    Ranged weapons have a nice flavor for orks right now, and are unlike most any other Codex in the 40k Universe. I'll talk about options for the shootiest of the Orks, the nearly-overlooked Flash Gitz, and comment later. Imagine your new Flash Git Box Set:
    [CODE]

    Flash Gits must be equipped with either:
    Flash Fast Guns - Range 24", Assault 5, S3, AP -, Shred
    Flash 'Ard Guns - Range 24", Assault 3, S6, AP d6 (Roll of 1 or 2, Gets Hot!)
    Up to two Flash Gits may take a bigger gun:
    +10 points Flash Shot Gun - Template, Assault, S3, AP -, Shred (Uses the template, but this thing just kicks like a shotgun, or rather, 10 shotguns bolted together.)
    +10 Points Flash Boom Guns - Range 36", Assault 1, Ordinance, S3 (More for look than effectiveness)
    [/CODE]

    Tell me you wouldn't love to model that unit! Also remember, orks are BS2. The theme it could bring to the new codex is a hail of smaller strength shots. The current Big Shoota really is an effective weapon (ask Guardsmen!), but a new weapon for ork units that are solely anti-infantry would have its uses.

    I personally wouldn't mind upgrading the ork artillery from kannons, zzap guns and lobbas to the Fluff-filled weapons of ages past. A little random down-side here, a little extra destruction there. It may not fit the "serious" game of 40k, and the Shock Attack Gun is a step in that direction, especially with its random doubles tables, but I like it.

    Wargear
    Ork wargear is in a pretty good place, and yet very generic for the codex. 'Eavy Armor, Boss Poles, and maybe a Cybork Body here or there. Some options that might get the flavor back:
    [CODE]

    Buzzer Squig StikkBombz - moving around the board like vortex clouds!
    Update to Mega Armor - does it need more than 2+ save?
    Painboy Fightin' Juice (like the memorable quote from Dawn of War) - One use only. Mob can run 6" without rolling for one turn.
    Update to mek boy's KFF - either the mob he is with, model within 6", or some other change that doesn't let a string of orks confer a cover save halfway across the table. What feels right?
    [/CODE]
    Last edited by coolguyclay; 02-19-2014 at 09:14 PM. Reason: next in the series

  4. #4

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    New Thoughts on the next Orks - Part 3: Units and the next Big Thing
    Orks are an iconic race in the Warhammer 40k Universe. The third edition codex turned a zany and unstructured army into the unified greenskins we know today, while the fourth/fifth edition codex carried on the theme. Fun to fight with or against, Orks have lost a little edge over the years, and with new codex looming later this year, it is a great time to talk about what the next Greenskins could look like!

    Units
    [COLOR=#333333]Over the years orks have always had an assortment of unit types to choose from. Far and away from a single troop choice of "tactical marines", the orks' affinity for special weapons or fighting styles have always been prevalent. The biggest example of this is the current edition's Elite section of the codex. Burna, Tankbusta, Loota, Kommando boys and two types of Nobz (regular and MANs). It is hard to not take a full allotment of elites, or fast, or heavy - depending on your army layout. I do wonder if there are more choices in the ork codex than any other? Anyone care to count?

    Only a few more things could be added in the next codex and it would fill out all the orks we have known about. Which would only leave room for the ones we don't know about yet.

    Skarboys - Maybe you've called them "Goff boys" ('cause dey're da kumpiest!), but basically these orks were somewhere in between a regular ork boy and a Nob. A little better at fighting . . . and that's saying something! An extra weapon skill, a 'Uge Choppa, maybe an extra strength (not if orks are S5, mind you) - but something to make a unit of regular choppa boys a bit more scary.

    Cyboars - I'd say "snakebite boar boys" in general, but can't see anyone taking regular boars when cyboars would be available! Calvary options are a little limited these days and would have a nice fit with the Orks. Faster than normal orks, maybe just under Nob bikers in terms of survivability (+1 or +2 on that FNP save?) Models would be sweet too.

    Allied Ogryns - Those big guys are almost orkier than some orks! (At least more so than weedy Deffskulls ) Perhaps a special unit-character that could bring a squad of Ogryns without all those squishy guard with them? They might have a nice fit, and the models are already out there.

    I've heard talks of other things too: snotlings, teleporta boys, etc. Orks are such a varied race with such great fluff, they can really be anything.

    Bigger Things

    Each new codex has had a "big thing" and Orks likely won't be the exception. We have a huge tank in the Battlewagon, and while a FW-esque Mega Dread would be cool, many other armies have a big giant robot. Plus we have a Stompa. No, what the orks need is a plastic kit Squiggoth! I'm thinking two variants would be great, much like the WHFB Ogre Kingdoms Stonehorn and Thundertusk.

    A stat line might be something like this:
    [code]Squiggoth
    200 pts
    WS BS S T W I A Ld Sv Type
    3 0 6 6 5 2 3 7 4+ MC
    12 Troop capacity (as an open topped vehicle in all respects).
    Feel No Pain (4+), Rampage, Furious Charge, It Will Not Die

    [/code]

    The idea being a nice, big, hard-to-take-down monster. A support variant might have some sort of shooting (bad-breath template weapon? Strapped armament like Dino Riders?) while a more straight-forward variant might just be equipped to charge head-long into combat. The FW Gargantuan Squiggoth is awesome, and seeing one painted in person is a sight to behold. Getting a small piece of that on the non-Apoc table would be a welcome addition to any ork army.

    Hopefully we'll be pleasantly surprised by the ork units and "big guy" in the next codex.
    Last edited by coolguyclay; 02-26-2014 at 08:13 PM. Reason: filling it in

  5. #5

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    New Thoughts on the Next Orks - Part 4: Army Special Rules and Klans

    Orks are an iconic race in the Warhammer 40k Universe. The third edition codex turned a zany and unstructured army into the unified greenskins we know today, while the fourth/fifth edition codex carried on the theme. Fun to fight with or against, Orks have lost a little edge over the years, and with new codex looming later this year, it is a great time to talk about what the next Greenskins could look like!

    Army-Wide Special Rules

    When playing a race, either with or against, the rules and play-style of the army need to feel like the race itself. What rules can be used that fit within the game system and still make a particular codex unique and playable. The orks are very flavorful race, though on the table they are a little lackluster. Is there a way to bridge the gap?

    Two types of army special rules were introduced in the 3rd edition codex, one for offense (Choppas!) and one for "defense" (Mob Up). The army's special rules helped fill a few gaps missing from ork units and stats in general. What about a rule like this:

    Da Green Tide: When rolling for charge distance, if the distance rolled is 8 or above, regardless if distance actually moved, each ork killed before the ork player's first initative step (by Overwatch, high initiatives, etc.) can make a single Hammer of Wrath attack at the the ork player's first initative step.

    The target number could be changed, 9+, 7+ etc, and the effect could be different (unit gains Rage or Hatred for a round, +2 initiative, etc), but the general idea being a boost for what orks do best, and are known for, charging! Waaagh!

    The Mob Up rule disappeared in the 4th edition of the codex, and in reality it wasn't such a huge loss. Rallying is easier these days, getting a mob shot to death is much easier these days, and Orks NEVER successfully flee from a lost combat thanks to sub-basement initiative. Not many chances to Mob Up. The de-facto defensive change people pine for is a 6+ FNP save (only because 5+ feels too overpowered ), and I even mentioned it in my first post in this series. The more I've been thinking, what if a "defensive" army wide special rule was like this:

    Always Bring Enough Boys: All boys mobs have Regeneration 6+

    The biggest downside to orks these days is how painfully easy it is to get them off the table. T4 is nice, but 6+ armor doesn't cut it. Any ork player knows the pains of starting second against a good shooting list - and how you can only hope to bring a fourth of your army list to their front lines, meanwhile piling up dead bodies that you can't pull off the table fast enough. Regeneration on boys mobs has a nice ring to it, where even if 15 boys died, you'd roll 15 dice to bring 2-3 back! A returned boy is better than armor anyway, and would really fill the fluff of swarms of orks overriding a battlefield.

    Also, the ork leadership being based on the number of models is great, but should really be based on the number of wounds remaining in the mob. Nob units, and just Nobs in general, should count more than they do when adjusting leadership.

    Unit Special Rules
    Some units in the ork codex could use a tweaking, to keep them playable, and feared as they should be. Biggest case is Slugga Boys, and to those new ork players, that's an ork with a choppa and slugga i.e. the Hand To Hand version of an ork boy. Shoota Boys are almost inherently better these days, and there something wrong with that! Slugga Boys would be used more, and have more of a game impact, with a USR applied only to them. Perhaps Counter Charge. Perhaps better HtH weapons than the butt of a rifle (a la, a Choppa : )

    Special weapons in normal ork boy mobs leave a little to be desired. Not necessarily in quality (It's a decent racial handicap to have limited ability to deal with armor), but in quantity. Most other armies can get two special weapons for every 10 models - tac squads, gaurd, etc. Orks are capable of large mobs for sure, and perhaps an ork mob (or at least a Shoota Mob) should be allowed to purchase one special weapon for every six boys in the mob.

    Nobs are another sore point for the ork codex, as the degeneration of ork ability has led many mobs to simply be "Nob Delivery Vehicles". Orks players know to to protect the Power Klaw, because you S3 boys will kill maybe as many enemies as your nob will. In this edition, Nob are often nullified by Challenges - better to lose one leader than 2-3 troops for combat resolution. A decent change would be to allow a Nob for every (10, 12, 15) boys in the mob. Definitely would make an ork mob more exciting, wouldn't it? : ) What if one of the nobs could be upgraded to a Painboss, or Big Mek for the mob?!! Waaagh!!

    I could go on and on. New Weirdboys psycher rules, Ork appropiate Warboss Traits, changes to make Snikrot usable again, etc. But one more thing needs mentioning...

    Klan Rules

    Orks klans have always been a part of the fluff, almost like Space Marine Chapters, only for ork society. Prominent in the 2nd edition codex as named mobs, hardly existent in the 4th edition of the codex. A way to choose a klan for your army, that is fun, playable and fluffy - that's the goal! Consider:

    When choosing an Ork klan, armies may take affinity units as troops choices, must take at least 3 affinity units, and all affinity units gain the listed rules.
    Goff -> Nobs, Skarboys, 'Ard Boys, Slugga Boys. Only 1 mob of slugga boys may count toward this limit. - All Nob, Skar, 'Ard and Slugga Boy units gain the Stubborn USR.
    Snakebites -> Boar boys, Big Mob, Squiggoths - Boarboys gain Skilled Rider USR. All Affinity units gain Move Through Cover.
    Evil Sunz -> Storm boys, Deff Koptas, Biker boys - Affinity units gain the Outflank USR.
    Blood Axe -> Kommandos, Looted Wagons - Kommandos may charge the turn they come in from reserves. Looted Wagons may reroll "Don't Press Dat!"
    Deff Skulls -> Lootas, Looted Wagons with Boom Kannon upgrade. Lootas gain the Skyfire and Monster Hunter USRs. Looted Vehicles may reroll one (or both) dice for their scatter distance (but not the scatter die)
    Bad Moons -> Mega Nobz, Flash Gits, Shoota Boys. Only 1 mob of shoota boys may count toward this limit. - All weapon upgrades ("be upgraded to" or "replace with" or "take a") for any troop Choices cost 3 points less, each, to represent their wealth. (After paying for 2 mobs of MANz or Gitz - you'll need a discount!)



    Doesn't have to be substantial rule buffs, but giving Ork players the chance to play their chosen klan would go a long way to restoring the fluff some have only read about.


    I'm sure there are many other good ideas to help out the orks in their next codex. Rules to keep them playable, rules to help their game, and most of all to help keep their story going (and exciting!). What would you do for Klans? For Weirdboy spells (or rules)?
    Last edited by coolguyclay; 03-05-2014 at 08:09 PM. Reason: filling in the series

  6. #6

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    New Thoughts on the Next Orks - Part 5: Waaagh! Da Orks!!!

    Orks are an iconic race in the Warhammer 40k Universe. The third edition codex turned a zany and unstructured army into the unified greenskins we know today, while the fourth/fifth edition codex carried on the theme. Fun to fight with or against, Orks have lost a little edge over the years, and with new codex looming later this year, it is a great time to talk about what the next Greenskins could look like!

    An ork special rule available since the 3rd codex was "The Waaagh!" A pile of ork energy unleashed at the face of the enemy, and often with devastating results! It was a coup de grace of a melee oriented codex and fit the fluff so well. What direction will the new codex take?

    The Ork Dakka Jet, part of a White Dwarf rule-set on Fliers, got to double its shots when shooting on a turn the Waaagh was called, which for a Dakka Jet (with upgrade) meant 18 shots instead of 9! Applying that idea across the ork army would be very nice, giving shooting units more or better shots and choppy units a better way to fight. Many unique and flavorful rules could come from an implementation like that. It also might get too complicated, with all the different rules to remember on one turn on the game. (On the other hand, this is 40k we're talking about )

    The current codex with Fleet of Foot really isn't a bad option, given the random charge distances. Instead of an average of 6"-7", now the orks might average 8"-9". If the army-wide special rule were in affect that boosted charges on high rolls (see Part 4 in this series), The Waaagh!!! turn could just make it automatic when charging, no matter the distance. An extra effort, but already within the army limits.

    Final Thoughts

    I'll still argue that orks are the most flavorful race in the 40k universe. Variety of units and wargear, almost-comical fluff, a unique playing style, ork klans - this next codex could be a book! (Or more than likely, over 10 supplements, each value priced ) Whomever writes this next codex will have a lot to live up to, from the compact unification of orks from 2nd to 3rd editions, to the large variety and expectations of many favorite ork units and rules.

    This has been a fun series to write and and I do hope our beloved greenskins are done justice with a new book. The flavor of the game has changed even since this series began, with the releases of the Knight Titan, Legion of the Damned, and others. Can the orks keep up? Will they be fun to play in the current landscape? Will they have the flavor of orks past? Time will tell, and until that time I'll be looking forward to them. Waaagh!!!
    Last edited by coolguyclay; 03-19-2014 at 08:10 PM.

  7. #7
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    The problem I have with Orks being downed to WS:2 is that against most dedicated assault units, you'd be hitting on 5's if you can hit at all. The lower Initiative value coupled with the 6+ armor save means they have little survivability, if that were to go up to 3 and have Nobz at 4, then they would be a way bigger threat and have a better impact on the assault phases. Having a strength 5 on the stat line gives the impression that a single Ork boy could pick up a Space Marine and caber-toss him with ease, that doesn't seem right, Maybe a Nob, but not a standard Boy. coupled with Power Klaws Nobz would be at Str10 always as would Warbosses, giving little difference as far as combat goes. It would be nice to see Choppa's regain the old ability to reduce armor saves to a 4+.
    Something I probably won't ever see is boosting Ghazkull's "Waagh!" to give all orks the switching of armor save to invul save. So Meganobz would have a 2+ invul save for a game turn, and Bikerz would gain 4+, etc...
    This would give Orks a drastically bigger defensive buff then just Fearless, which most mobs should have due to "Mob Rule". This might mess with things like Grav-Guns, that wound on armor save. (as that stat would dissapear) However, the buff is sorely needed, making the save into a "Feel No Pain" type of save would be a bit over-powered as it would be in addition to a cover or invul save. (Cybork Body upgrade)

  8. #8

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    For those reading, Part 2 is posted. What do you think? Any needed weapons or wargear for the new orks?

  9. #9

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    Quote Originally Posted by coolguyclay View Post
    For those reading, Part 2 is posted. What do you think? Any needed weapons or wargear for the new orks?
    What I would like to see as far as various bits of wargear
    Flash Gitz go is a base weapon profile, say S5 AP4 24" Assault 2, then a chart that you roll on at the start, basically like the Jokaero chart, that adds stats to the gun based on what you roll. +1 Str, +1 AP, +6" range, +1 shot, ect. Then let them buy 1 or maybe even 2 more rolls on the chart for x points per model.

    Big Choppa goes from +2 Str to +1 Str AP4 Rending.
    Remove Power weapon ability from the burnas, let normal boyz mobs take burnas in addition to big shootas or rokkets.
    KFF I would change to a 5++ Inv save for models within 6"
    Bosspole ought to be like a Vet sergeant upgrade. +1 Ld and +1 A to the model carrying it.

    Grot Riggers becomes a 4+ save vs Immobilized results, not a 4+ to repair them later.

    Allow basic boyz and Nobz units to take 'eavy armor (4+)for x points a model (say 3 for a boy, 6 for a nob), and skar boy upgrade (+1I maybe) for x points per model. No limits on how many units can.


    The big one: Make Waaagh the army wide ability- take the lead of the dakkajet, and give each unit a special waaagh ability that triggers when the waaagh is called. Boyz become fearless and gain fleet for the turn. Lootas gain +1 BS for the turn. Nobz get rerolls to hit. Tank Hunters gain armorbane. things like that.

  10. #10
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    In response to your proposed ork statline.... No,no,no,no,no,no,no,fricking no!

    Seriously, WS 2? An Ork boy who spends his life punching things in the face once he crawls out of the muck now no longer hits better than a grot? Having to roll 5's to hit all the time is NOT a good trade off for 3's to wound on MEQ's. You know, the single most common army in the entire game?

    I have over 3000pts of Orkz and I can tell you if they dropped to this statline I'd probably eat the pages of my book. Currently a Mob of boyz biggest problem is relying on the charge, which a smart opponent will deny you. No one wants hit 4's and wounded on 4's with buckets of dice.

    And I don't even know where you pulled ld7 out of, that's what the Nobbinz is for you git!

    The boyz stats are probably gonna stay the same, which is kind of sad because I would love to see them S4 and S5 for Nobbins but GW's design team will probably point at 'Furious Charge' and say "There ya go, all fixed!" I even doubt after the debacle that was nids we'll get that magical army wide FnP we're daydreaming about.

    Your proposed fix to flashgits is... well yeah that really needs work, if Flashgits come out with those options in 6th they will continue to not be fielded, at all.

    An assault 5 lasgun that rerolls to wound? Do you only krump squishy stuff? I would love if it my meta didn't have so much MEQ. Honestly there is a reason that people laugh at flashlighs unless there is a blob of fifty gaurdsmen who just recieved orders to 'FRFSRF'. I want Flashgits to be attractive come our new book, not the new pyrovore!

    The only thing I've seen you suggest that doesn't make me wanna stomp ya for not being orky is the buzzer squig bomb, dat dere sounds good for a laugh.

    There's lots I'd love to see for my Boyz to change for the good, but I'd rather not get my hopes up till I have the book in my hands to be honest.
    The time for hope has long since past, the shadow of death is the one I cast.
    Tyranid: Record as of 3/14/2014 0 W - 5 L - 0 D

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