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Thread: Ork Rule Wish List

  1. #1
    Librarian SmashemTaBitsa's Avatar
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    Ork Rule Wish List

    Since I know we have at least some GW guys reading this, I think even Gav Thorpe or someone pretending to be, I figured it would be wise to post what the orks need when they get remade.

    My first suggestion is to finish them. The new models still look great, just they don't match the size or shape of the old vehicles/mad dok, and whatnot. If the remake includes just finishing what has already been started, its fine by me.

    Second, there are a few units that need revising. There was a poll a ways back about the worst Ork units. I think that the Stikk Bommas won by like 20%. These clearly need fixing.

    Third, I think additional klan rules in the codex would be neat, though they should be more extensive than the ones on the UK GW site. Maybe have Deathskulls actually be able to use the looted weapons better (point reduction, better hit rate, no 'oops, sorry mate', etc.)

    I know there's more but I can't think right now since I'm hungry. What else do you all suggest?
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  2. #2
    Commander Frodo34x's Avatar
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    Re: Ork Rule Wish List

    Though not an ork player myself, I was under the impression that the rules were pretty sound. I think a new unit or two for everyone to marvel at would be pretty cool.

  3. #3
    Librarian SmashemTaBitsa's Avatar
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    Re: Ork Rule Wish List

    Don't get me wrong; I do love the current Ork rules. Mostly it's the models that need finished. And a new unit would be AWESOME!!! Especially to bring back the wyrdboy with new rules. That would be soo great...
    WSBC: cuz reeding mayks yoo smairt!

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    Quote Originally Posted by Melchiah View Post
    Life is too short to define my enjoyment with "rules".

  4. #4
    Commander Frodo34x's Avatar
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    Re: Ork Rule Wish List

    I agree about the models, I think the boyz plastics look really cool, but the vehicles are terrible IMHO.

  5. #5

    Re: Ork Rule Wish List

    I would like to see mob and Waaagh tests done according to the amount wounds in the unit, rather than the amount of models, it sucks that a Warboss with a 5 Nob retinue only has a 50% chance.

    I would also like to see a stripped-down version of the VDR rules for Ork vehicles to represent their jury-rigged nature.

    Also would like to see the Kult of Speed rules expanded. A KoS is supposed to be the pinnacle of Ork societal evolution, based on the Evil Suns clan. Why not a Kult of Loota (Dethskulls)? Or a Kult of Shoota (Bad Moons?)? Or a form of Armored Company (Blood Axes)?

    Speaking of Lootas, I would like to see their options expanded a bit to allow weapons from the Tau, including vehicle weapons. What could be more Orky than strapping a Burst Cannon to a salvaged Rhino? Also would like to see the Vindicator added to the list of lootable vehicles.

  6. #6
    Chapter Master hairyman's Avatar
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    Re: Ork Rule Wish List

    Quote Originally Posted by RedGob
    I would also like to see a stripped-down version of the VDR rules for Ork vehicles to represent their jury-rigged nature.
    That's a really good idea, actually.

    I also agree they could get more mileage out of the clans, and that stikk bommas suck. Other than that, though, it's one of the better set of rules out there, I think. Some of the models need some tlc, and a new unit or two would be nice, but nothing major needs doing.

    I hope they keep BS2 though, even with lootas.
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  7. #7
    L'il Black Dog Crube's Avatar
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    Re: Ork Rule Wish List

    I still ike the idea of clan specific rules...

    Also, the vehicles to my mind are just not up to the current high standard... I really liked to old Battle wagon - much more Orky if you ask me...

  8. #8
    Veteran Sergeant Zombie Cow's Avatar
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    Re: Ork Rule Wish List

    Ork Rule suggestions:

    -Power of the WAAAGH works like Furious Charge instead of +2 init. Orks at strength 3 is just ridiculous.

    -Battlewagons should not be 0-1 choices. Marine armies can take up to 5 Land Raiders in one list.

    -Stikkbommerz should be dropped entirely and Frag/Krak bommz should be options for Sluggas/Shootas.

    -Nob-level HQ choice for smaller games.

    -Please give back Weirdboyz psykerz. Orks need some Brain-burstin'!

  9. #9

    Re: Ork Rule Wish List

    Bottom line, the Ork's fluff can lend them to be the ultimate "customizable army". Why limit the choices?

    Why not, instead of having multiple entries for different weapons options, have one entry of "Orks" and then list upgrades available to different clans/kults?

    This would give more options (without unbalancing), if a Dethskull army player wants a 30 Boy mob with 3 Heavy Bolters and a Burna/flamer then let 'em.

  10. #10
    Chapter Master
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    Re: Ork Rule Wish List

    What I´d like to see:

    - Waarghboss 0-1 instead of 1
    - Looted Sentinels as FA choice (0-1 for regular Orks, no limit for BAs, may replace gun with CC weapon)

    These are the only gripes I have about the current rules (because they apply to what I use).
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  11. #11
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    Re: Ork Rule Wish List

    bring back the clans.
    and the shokk attack gun
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  12. #12
    Chaplain Hercco's Avatar
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    Re: Ork Rule Wish List

    I'm fine with the current rules, but the following changes would be nice:

    Stikkbombz as an option for Slugga boyz, no more Stikkbommaz unit.

    A better close combat weapon option for characters. For example, make 'Uge Choppa rending. I want my Warboss beating the crap out of space marine captains and such...

    Warboss not mandatory for 1000 points or less games. Like mentioned before, a Nob level character or Big Mek could be chosen instead.

    Flash gits could have more than one usable weapon upgrade option.

  13. #13
    Chapter Master The pestilent 1's Avatar
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    Re: Ork Rule Wish List

    as an impartial outsider here;
    re-work the rules for choppas (hell, all the weapons that do that. okay, choppas and khornate chain-axes)

    the fact that they make marines a 4+ save is well-and-good.
    but then they do the same to Terminators aswell

    it makes no sense whatsoever for a marine in ten-foot of super-killy-death armour to get the same level of protection against a bloody great axe as his weedy seven/eight foot brother in not-so-killy-but-still-fairly-killy-armour does!

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  14. #14
    Veteran Sergeant Zombie Cow's Avatar
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    Re: Ork Rule Wish List

    Quote Originally Posted by The pestilent 1
    as an impartial outsider here;
    re-work the rules for choppas (hell, all the weapons that do that. okay, choppas and khornate chain-axes)
    I REALLY want to see this happen but I know it won't. Why? Because the "Choppa" rule has become one of the new "Universal Special Rules" which means GW won't even think about changing it. It really sucks but that's the way it's going to be.

    Choppas would make so much more sense if they just gave the Ork holding it +1 strength. No need for pseudo armor modifiers, just make them better able to wound their opponents in H2H. Strength 3 Orks are a travesty!

  15. #15

    Re: Ork Rule Wish List

    I'd like it if there were no more skarboys, shoota boys, ard boys, flash gits, slugga boys... etc.

    BUT WAIT! My idea is that there is a single "Boys" entry which can be equipped any way you want them, making many possiblities. Examples would be some orks with good armor and an upgraded shoota (combining flash gitz and ard boys), or shoota armed boys with +1 toughness (mix of a skarboy and shootaboy). Or if you want you can just give them slugga + choppas and makes standard slugga boys if you don't want anything fancy.

    That what I find wrong with the orks. Every ork army in the fluff (and to an obviously lesser extent, the tabletop) would be radically different than the next, so it makes sense to take down their pre-classed units.

  16. #16

    Re: Ork Rule Wish List

    I used to play 2nd Ed Epic Orks. They had neat goofy Shock Attack guns and all sorts of wierd and wonderfull things. The Orks were divided into Clans, and each had it's own flavor.

    Lately, I'm getting back into 40K. When I learned that Orks had been neutered, I went out and bought the Space Marine and Eldar codexes, sadly bypassing the Orks completely. I started with Space Marines, Eldar need some help as well...

    Well, that's my wish, diversity, goofyness, and wierd and wonderfull things!!!


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  17. #17
    Chapter Master de Selby's Avatar
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    Re: Ork Rule Wish List

    Quote Originally Posted by Zombie Cow
    I REALLY want to see this happen but I know it won't. Why? Because the "Choppa" rule has become one of the new "Universal Special Rules" which means GW won't even think about changing it. It really sucks but that's the way it's going to be.

    Choppas would make so much more sense if they just gave the Ork holding it +1 strength. No need for pseudo armor modifiers, just make them better able to wound their opponents in H2H. Strength 3 Orks are a travesty!
    I agree with all this, sadly.

    I'm not sure about one ork unit with customisability. The old nid codex had the problem that there were a few optimal configs in a sea of infinite customisability, and consequently there were a lot of indentikit armies. It's difficult to avoid.

  18. #18

    Re: Ork Rule Wish List

    I'm in agreement with alot of folks in wanting there to be a return to the clans. Orks were my favourite army under 2nd ed. purely because the army was a riot of colour and and ariety. You could go for a completely mixed army with mobs from different clans or you use just one of the clans and have a really strong theme in your army.

    Also definately agree that the ork vehicles need a make over.
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  19. #19

    Re: Ork Rule Wish List

    Have the main troops choce as 1+ 'Ork Boyz' 10-30 mopdels.

    Allow players to mix weapons in mobs if they want (choppas and shooters ETC).

    Do away with the choppa rule but make orks S4.

  20. #20

    Re: Ork Rule Wish List

    I never did play 2nd edition, but I would like to see some 'randomness' returned to the Orks. I don't want them to be silly, but add in a bit of unpredictability, with the potential for things to be pretty powerful, or do nothing, or even hurt the orks on a particularly bad roll .

    The shokk attack gun sounds like a good candidate for re-introduction. And IMO Weirdboyz should definitely be back. Give 'em a choice of powers with some cool effects .

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