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Orky Improvements
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Old 03 Apr 2005, 09:46   #1 (permalink)
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Default Orky Improvements

Stealing the topic off of Rezzy's section of the site.....

What would you like to see changed in the next version of Orks?
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Old 03 Apr 2005, 10:36   #2 (permalink)
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Default Re: Orky Improvements

a 5+ standard save because GW describe orks as very naturally tough, possibly a strength inmprovment and for shoota boyz BS3 WS3 na Slugga Boyz WS4 BS2
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Old 03 Apr 2005, 10:47   #3 (permalink)
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Default Re: Orky Improvements

More strength on basic boyz, cuz the models LOOK stronger, more kustom jobs on shoota's an slugga's, better armour on Battle Wagons, make 'Uge Choppas a more viable choice <remove the "always strike last" thing>

return of wyrd boyz, with kool powers, return of Lifta droppa's,

Make Warbosses slightly 'arder, like a BS/WS upgrade

new HQ choice <Nobs Council> IE the option to take the Nob body guard minus the warboss.

move Stormboyz to Fast Attack, and give us a new Elites choice, EG....HAND ZZAP GUNS

AUTO HIT...RANGE 12....STR D6, BUT GETS HOT....AP 3 ASSAULT 1, HELD IN ONE HAND.

WILL ALWAYS HIT THE CLOSEST UNIT.

Can be used like a power weapon for one attack in the first round of any close combat.
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Old 03 Apr 2005, 14:20   #4 (permalink)
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Default Re: Orky Improvements

Quote:
Originally Posted by Last True Feegle

AUTO HIT...RANGE 12....STR D6, BUT GETS HOT....AP 3 ASSAULT 1, HELD IN ONE HAND.

WILL ALWAYS HIT THE CLOSEST UNIT.

Can be used like a power weapon for one attack in the first round of any close combat.
thats strange. Imagine 20 orks firing this gun. Its like, 6 diffierent S values for each wave of shots. Thats a whole bunch of differing to-wound saves, would be hell! BTW, how did you want it to get hot if you auto hit?
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Old 03 Apr 2005, 17:32   #5 (permalink)
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Default Re: Orky Improvements

This could be a BIG thread KJ. Da Waaagh actually split off a section for this sort of thing and I believe that its over 1600 posts. I made an Xcel spread sheet listing some of the more common requests. A toughness 5 Warboss ranks near the top. I just worry that a T5 Warboss may be over the top a bit.

There are other fixes that DO definately need to be done. The Slaver Grabba Stik is a good example of something that was made usekess by 4th edition because now ALL models within 2.0" get their full base attacks. I've been busy cutting off the Grabba Stik front forks and replacing them with Uge Choppa axe heads.

Good thread start KJ!!

Best,
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Old 03 Apr 2005, 17:41   #6 (permalink)
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Default Re: Orky Improvements

Quote:
thats strange. Imagine 20 orks firing this gun. Its like, 6 diffierent S values for each wave of shots. Thats a whole bunch of differing to-wound saves, would be hell! BTW, how did you want it to get hot if you auto hit?
Sorry, I dint make that very clear.

The max mob size is 10, of which half may carry the gun <includin the mekboy who leads the unit>

on a roll of a one, the gun still hits...it jes hits the guy in front of you in the unit instead. you roll the strength as normal.

Iveatch...

Actually, T5 warboss sounds about right. I thought they were that already???

I was after a WS/BS upgrade. ooo...a lil gaget that Mekboyz can have to improve BS...and a kustom job that makes the gun Rending.

Iveatch...could you send me that spread sheet? I think Works should open it ok... I can see you are a respected member in The Waagh. Good man!!!

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Old 03 Apr 2005, 19:16   #7 (permalink)
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Default Re: Orky Improvements

Quote:
Originally Posted by Unique
a 5+ standard save because GW describe orks as very naturally tough, possibly a strength inmprovment and for shoota boyz BS3 WS3 na Slugga Boyz WS4 BS2
Although I see why you would want BS 3 on Shoota Boyz, and prolly Flash Gitz too, I have to say I wouldnt like that upgrade. I like the fact that ALL orks are BS 2, it just seems to fit that these crazy gits wouldnt be that good at aiming. However some sort of special rules for Shoota Boyz would be welcome that could show off their crazy firing.
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Old 04 Apr 2005, 02:36   #8 (permalink)
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Default Re: Orky Improvements

The only word of warning I can think of at this point is to be careful what we wish for, we may get it. I hope I don't sound to much like a wet sponge, but 40K (like all table top games) is about balance. Throw to much in at once, and you can end up with a list that can be abused. We all know that some army lists are more susceptible then others to `adjustments'. Ork army lists, while not completely immune to beardiness, are generally not looked at as being a `Cheese Grater' by most players. I must admit that this IS one of the main attractions of Orks to me. Orks are a army that does require proper moves and thought to do well with. Orks do have their strengths, but they are not as forgiving a list to play as Vanilla Space Marines.

An Ork Warboss at a T5 does sound like it would keep up with the fluff. In game terms, however, it would be a monster. Thats why, only the Special character Ghazghkull Mag Uruk Thraka has a T5 as far as Warbosses go. Its not quite a Wraithlord (are they toughness 8 now, or still 7?), But a W3 T5 would be a bad a*# character, thats for sure.

I'll look for that list Hatman. I've not kept it current (I'm about 3 months behind). I think its on my laptop. I'll look for it and forward it when I find it.

Best Regards,



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Old 05 Apr 2005, 01:12   #9 (permalink)
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Default Re: Orky Improvements

I would LOVE to see some sort of mutable vehicle system. However with the news that this system will be partially removed from the nid book, im a lot more sceptical than i used to be that it will actually happen
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Old 05 Apr 2005, 11:22   #10 (permalink)
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Default Re: Orky Improvements

we need an Orky VDR, like you kill a bas, you take the gun and plop it on a big trukk
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