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jockelinde

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Since: Dec 31, 2004
Posts: 313



(Msg. 31) Posted: Wed Jun 28, 2006 8:51 am
Post subject: Re: Ork Codex Suggestion 1.3 [40K] [Login to view extended thread Info.]
Archived from groups: rec>games>miniatures>warhammer (more info?)

In article <44933c6e$0$3510$ed2619ec@ptn-nntp-reader01.plus.net>, Helicon_One wrote:
> ORK SPECIAL RULES
>
> Powwa of the Waaagh!

I just read a proposed rules thread at dakkadakka and got an idea. It
was argued that the largest problem for the orks is getting into
combat, and I agree. One of the proposed fixes was to give everything
trukk access. I donn't want to se the entire Codex:Orks turned into
Codex:Speed Freaks, so I don't like that idea. A second proposal was
to make orks Fleet. I don't think that that's a good idea as orks are
not supposed to be fast in general. They are however very enthusiastic
when it comes to charging. How about granting orks +D6" charge range
if they pass a size check?

This isn't a very strong effect, but it does help a problem area in a
way that to me feels orky.

--
Joakim

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Helicon_One

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Since: Jun 14, 2005
Posts: 150



(Msg. 32) Posted: Wed Jun 28, 2006 8:39 pm
Post subject: Re: Ork Codex Suggestion 1.3 [40K] [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"jockelinde" <nouser RemoveThis @notmydomain.se> wrote in message
news:slrnea4gos.h43.nouser@crux.id.gu.se...
> In article <44933c6e$0$3510$ed2619ec@ptn-nntp-reader01.plus.net>,
> Helicon_One wrote:
>> ORK SPECIAL RULES
>>
>> Powwa of the Waaagh!
>
> I just read a proposed rules thread at dakkadakka and got an idea. It
> was argued that the largest problem for the orks is getting into
> combat, and I agree. One of the proposed fixes was to give everything
> trukk access.

If its an Evil Sunz Klan army, yes.

I *really* should get on with those damned Klan rules I planned to write...

I donn't want to se the entire Codex:Orks turned into
> Codex:Speed Freaks, so I don't like that idea. A second proposal was
> to make orks Fleet. I don't think that that's a good idea as orks are
> not supposed to be fast in general.

If you take Orks, and make them faster, you get green Nids. I don't like it
either.

> They are however very enthusiastic
> when it comes to charging. How about granting orks +D6" charge range
> if they pass a size check?
>
> This isn't a very strong effect, but it does help a problem area in a
> way that to me feels orky.

Hmm. Possible, but perhaps a bit too much of a sure thing. How about making
it a standard Ld test instead? I think if anything more Orks should make it
harder to get that charge - they'd all be tripping over each other and
elbowing their mates out of the way in the scramble to get into combat!

Perhaps I can shoehorn something into the Goff Klan rules along these lines?
If anyone can do it, I'd say it should be them.

Tim
--
----------------
I can see why they've outlawed firearms in the UK. People like you wouldn't
have any toes left.
Myrmidon - Usenet out-take

If you want to reply by email, replace the asterisks with underscores.

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jockelinde

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Since: Dec 31, 2004
Posts: 313



(Msg. 33) Posted: Wed Jun 28, 2006 9:07 pm
Post subject: Re: Ork Codex Suggestion 1.3 [40K] [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

In article <44a2dae8$0$22097$ed2619ec@ptn-nntp-reader01.plus.net>, Helicon_One wrote:
> "jockelinde" <nouser RemoveThis @notmydomain.se> wrote in message
> news:slrnea4gos.h43.nouser@crux.id.gu.se...
>> In article <44933c6e$0$3510$ed2619ec@ptn-nntp-reader01.plus.net>,

<snip>

> If you take Orks, and make them faster, you get green Nids.

Exactly.

<snip>

>> They are however very enthusiastic
>> when it comes to charging. How about granting orks +D6" charge range
>> if they pass a size check?
>>
>> This isn't a very strong effect, but it does help a problem area in a
>> way that to me feels orky.
>
> Hmm. Possible, but perhaps a bit too much of a sure thing. How about making
> it a standard Ld test instead?

That would also work.

> I think if anything more Orks should make it
> harder to get that charge - they'd all be tripping over each other and
> elbowing their mates out of the way in the scramble to get into combat!

Good point, a passed Ld test would correspond to the nob successfully
directing the mob's enthusiasm.

> Perhaps I can shoehorn something into the Goff Klan rules along these lines?
> If anyone can do it, I'd say it should be them.

Well, yes, but I could see this (or something like it) added to orks
in general, and not just the Goff Klan.


--
Joakim
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Helicon_One

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Since: Jun 14, 2005
Posts: 150



(Msg. 34) Posted: Thu Jun 29, 2006 11:11 pm
Post subject: Re: Ork Codex Suggestion 1.3 [40K] [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"jockelinde" <nouser.TakeThisOut@notmydomain.se> wrote in message
news:slrnea5rsg.jki.nouser@crux.id.gu.se...
> In article <44a2dae8$0$22097$ed2619ec@ptn-nntp-reader01.plus.net>,
> Helicon_One wrote:

>> I think if anything more Orks should make it
>> harder to get that charge - they'd all be tripping over each other and
>> elbowing their mates out of the way in the scramble to get into combat!
>
> Good point, a passed Ld test would correspond to the nob successfully
> directing the mob's enthusiasm.

And considering the Nob's moderate Ld value, its not a sure thing like it
would be for all the other races which have Ld10 and re-rolls all over the
place.

>> Perhaps I can shoehorn something into the Goff Klan rules along these
>> lines?
>> If anyone can do it, I'd say it should be them.
>
> Well, yes, but I could see this (or something like it) added to orks
> in general, and not just the Goff Klan.

It becomes a bit of a core theme if they all get it though, whereas it feels
like the sort of thing which shouldn't be such a big part of the Ork list
(because they become Green Nids).

I've got a vague (very vague) idea of how I want the Klans to work, you may
be pleased to know. What I'm thinking is to add a group of Klan Totems to
the Armoury, one for each of the 6 Klanz. They're Warboss Only, and
whichever one he picks applies the Klan rules to the army, which gives the
list a suitable 'top-down' feel. Each Klan Totem grants the army a) a FOC
shuffle or new unit, b) a new option for the Boyz Mob, and c) an army
special rule.

For example, if the Warboss buys a Goff Klan Totem, the Boyz Mob (the merged
slugga/shoota/stikkbomma troops choice) gets the option to upgrade to S4 for
+2pts, the whole army gets the +d6 assault move thing previously mentioned,
and some new unit or rejig of the FOC which I haven't decided on yet (dreads
as fast attack and all existing fast attack bevcomes 0-1, maybe?). If the
Warboss buys a Snakebite Klan Totem instead, they gain Squiggoths and
Boarboyz (at the expense of warbikes and dethkoptaz), the Boyz Mob can buy
the Feral Ork profile (WS3/BS3/A1) for +1ppm, and there'll be an army-wide
special rule for them too (which again, I haven't thought of yet).

Yeah, there's huge holes in it because I can't think of special rules or
unit swaps for everyone yet, but that's the plan so far. Thoughts?

Tim
--
----------------
I can see why they've outlawed firearms in the UK. People like you wouldn't
have any toes left.
Myrmidon - Usenet out-take

If you want to reply by email, replace the asterisks with underscores.
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jockelinde

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Since: Dec 31, 2004
Posts: 313



(Msg. 35) Posted: Sun Jul 02, 2006 7:25 pm
Post subject: Re: Ork Codex Suggestion 1.3 [40K] [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

In article <44a45032$0$22096$ed2619ec@ptn-nntp-reader01.plus.net>, Helicon_One wrote:
> "jockelinde" <nouser.DeleteThis@notmydomain.se> wrote in message
> news:slrnea5rsg.jki.nouser@crux.id.gu.se...
>> In article <44a2dae8$0$22097$ed2619ec@ptn-nntp-reader01.plus.net>,
>> Helicon_One wrote:

<snip>

> It becomes a bit of a core theme if they all get it though, whereas it feels
> like the sort of thing which shouldn't be such a big part of the Ork list
> (because they become Green Nids).

I'm not sure the speed up is enough to get into Green Nid territory,
but Goffs need it the most, so I guess it could be uniqe to them.

> I've got a vague (very vague) idea of how I want the Klans to work, you may
> be pleased to know. What I'm thinking is to add a group of Klan Totems to
> the Armoury, one for each of the 6 Klanz. They're Warboss Only, and
> whichever one he picks applies the Klan rules to the army, which gives the
> list a suitable 'top-down' feel. Each Klan Totem grants the army a) a FOC
> shuffle or new unit, b) a new option for the Boyz Mob, and c) an army
> special rule.

I like this idea and I think it will work. Filling in a), b)
and c) for all Klans is the tricky part.

> For example, if the Warboss buys a Goff Klan Totem, the Boyz Mob (the merged
> slugga/shoota/stikkbomma troops choice) gets the option to upgrade to S4 for
> +2pts, the whole army gets the +d6 assault move thing previously mentioned,
> and some new unit or rejig of the FOC which I haven't decided on yet (dreads
> as fast attack and all existing fast attack bevcomes 0-1, maybe?).

Some sort of limitation on FA is appropriate for Goffs. 0-1 on all FA
choices would work.

> If the
> Warboss buys a Snakebite Klan Totem instead, they gain Squiggoths and
> Boarboyz (at the expense of warbikes and dethkoptaz), the Boyz Mob can buy
> the Feral Ork profile (WS3/BS3/A1) for +1ppm, and there'll be an army-wide
> special rule for them too (which again, I haven't thought of yet).
>
> Yeah, there's huge holes in it because I can't think of special rules or
> unit swaps for everyone yet, but that's the plan so far. Thoughts?

Hmmm...

Lucky blue paint: All Death Skull HQs and Elites may buy a Inv6+ for
+x points per model.

Lotsa gear: Every(?) Bad Moon ork not equipped with a shoota gets one
for free(?) / +1 point? in addition to the weaponry carried. Every(?)
Bad Moon ork already equipped with a shoota may upgrade it to a More
Dakka shoota for +x points.


--
Joakim
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Helicon_One

External


Since: Jun 14, 2005
Posts: 150



(Msg. 36) Posted: Sun Jul 02, 2006 9:43 pm
Post subject: Re: Ork Codex Suggestion 1.3 [40K] [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"jockelinde" <nouser.RemoveThis@notmydomain.se> wrote in message
news:slrneag7dc.di7.nouser@crux.id.gu.se...
> In article <44a45032$0$22096$ed2619ec@ptn-nntp-reader01.plus.net>,
> Helicon_One wrote:
>> "jockelinde" <nouser.RemoveThis@notmydomain.se> wrote in message
>> news:slrnea5rsg.jki.nouser@crux.id.gu.se...
>>> In article <44a2dae8$0$22097$ed2619ec@ptn-nntp-reader01.plus.net>,
>>> Helicon_One wrote:

>> I've got a vague (very vague) idea of how I want the Klans to work, you
>> may
>> be pleased to know. What I'm thinking is to add a group of Klan Totems to
>> the Armoury, one for each of the 6 Klanz. They're Warboss Only, and
>> whichever one he picks applies the Klan rules to the army, which gives
>> the
>> list a suitable 'top-down' feel. Each Klan Totem grants the army a) a FOC
>> shuffle or new unit, b) a new option for the Boyz Mob, and c) an army
>> special rule.
>
> I like this idea and I think it will work. Filling in a), b)
> and c) for all Klans is the tricky part.

Yeah, that's kinda where I've ground to a halt, so far...

>> If the
>> Warboss buys a Snakebite Klan Totem instead, they gain Squiggoths and
>> Boarboyz (at the expense of warbikes and dethkoptaz), the Boyz Mob can
>> buy
>> the Feral Ork profile (WS3/BS3/A1) for +1ppm, and there'll be an
>> army-wide
>> special rule for them too (which again, I haven't thought of yet).
>>
>> Yeah, there's huge holes in it because I can't think of special rules or
>> unit swaps for everyone yet, but that's the plan so far. Thoughts?
>
> Hmmm...
>
> Lucky blue paint: All Death Skull HQs and Elites may buy a Inv6+ for
> +x points per model.

I'd rather make it a 6+ Feel No Pain or a rerolled armour save (not
compatible with upgraded armour) than a pure invulnerable, but otherwise
this works. As a reroll I can put it in as the free universal special rule
that way too, as its not game-breakingly powerful either.

So, summarised rules for the Dethskull Klan Totem:
a) the army may take Heavy Support units in Fast Attack slots.
b) the Boyz Mob may buy Kustom Soopa Shootas as their support weapon option.
c) the entire army may re-roll failed armour saves. May not be combined with
Evvy or Mega Armour.

Goff Klan Totem:
a) Warriderz, Trukk Boyz and Wartraxx become 0-1. Up to three Dreddz may be
taken for each heavy support slot (but they deploy and fight as individual
units).
b) Any Boyz Mob may be upgraded to S4 at a cost of +2pts per model.
c) any mob which passes a Ld test at the beginning of the assault phase may
add D6" to its assault move for that turn. May not be combined with Mega
Armour.

I'm struggling to think of ideas for the Blood Axes which don't involve me
reintroducing all the looted Imperial options I've just taken away, but I
fear I'll have to bite the bullet on that one in at least some limited form.

> Lotsa gear: Every(?) Bad Moon ork not equipped with a shoota gets one
> for free(?) / +1 point? in addition to the weaponry carried. Every(?)
> Bad Moon ork already equipped with a shoota may upgrade it to a More
> Dakka shoota for +x points.

I'm currently thinking that for the Bad Moonz Totem all Boyz Mobz should
have the option of either a 4+ save or a single Kustom Job (not both
though).

Tim
--
----------------
I can see why they've outlawed firearms in the UK. People like you wouldn't
have any toes left.
Myrmidon - Usenet out-take

If you want to reply by email, replace the asterisks with underscores.
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jockelinde

External


Since: Dec 31, 2004
Posts: 313



(Msg. 37) Posted: Mon Jul 03, 2006 8:35 am
Post subject: Re: Ork Codex Suggestion 1.3 [40K] [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

In article <44a8300c$0$3515$ed2619ec@ptn-nntp-reader01.plus.net>, Helicon_One wrote:
> "jockelinde" <nouser.RemoveThis@notmydomain.se> wrote in message
> news:slrneag7dc.di7.nouser@crux.id.gu.se...
>> In article <44a45032$0$22096$ed2619ec@ptn-nntp-reader01.plus.net>,
>> Helicon_One wrote:

<snip>

>>> Yeah, there's huge holes in it because I can't think of special rules or
>>> unit swaps for everyone yet, but that's the plan so far. Thoughts?
>>
>> Hmmm...
>>
>> Lucky blue paint: All Death Skull HQs and Elites may buy a Inv6+ for
>> +x points per model.
>
> I'd rather make it a 6+ Feel No Pain or a rerolled armour save (not
> compatible with upgraded armour) than a pure invulnerable, but otherwise
> this works. As a reroll I can put it in as the free universal special rule
> that way too, as its not game-breakingly powerful either.
>
> So, summarised rules for the Dethskull Klan Totem:
> a) the army may take Heavy Support units in Fast Attack slots.
> b) the Boyz Mob may buy Kustom Soopa Shootas as their support weapon option.
> c) the entire army may re-roll failed armour saves. May not be combined with
> Evvy or Mega Armour.

I like it. A reroll is a better representation of luck than an inv.
save or 6+ Feel No Pain. A reroll for 6+ saves is, as you said, also
weak enough for it to be a free universal rule. However, the rules
above are purely positive. If you're handing out free stuff and new
options I think that all Klans also need some sort of limitation or
other disadvantage for balance (yes, I know the Klan Totem will have
a cost, but that cost will not scale with army size, whereas the
advantages will).

> Goff Klan Totem:
> a) Warriderz, Trukk Boyz and Wartraxx become 0-1. Up to three Dreddz may be
> taken for each heavy support slot (but they deploy and fight as individual
> units).

This works, and I like it better than getting Dreddz in FA.

> b) Any Boyz Mob may be upgraded to S4 at a cost of +2pts per model.
> c) any mob which passes a Ld test at the beginning of the assault phase may
> add D6" to its assault move for that turn. May not be combined with Mega
> Armour.
>
> I'm struggling to think of ideas for the Blood Axes which don't involve me
> reintroducing all the looted Imperial options I've just taken away, but I
> fear I'll have to bite the bullet on that one in at least some limited form.
>
>> Lotsa gear: Every(?) Bad Moon ork not equipped with a shoota gets one
>> for free(?) / +1 point? in addition to the weaponry carried. Every(?)
>> Bad Moon ork already equipped with a shoota may upgrade it to a More
>> Dakka shoota for +x points.
>
> I'm currently thinking that for the Bad Moonz Totem all Boyz Mobz should
> have the option of either a 4+ save or a single Kustom Job (not both
> though).

Increased wargear allowance? Free grot runnaz (or what was the name
of the grot assistants that carried extra weaponry) for warboss and
nobz?

--
Joakim
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Helicon_One

External


Since: Jun 14, 2005
Posts: 150



(Msg. 38) Posted: Tue Jul 04, 2006 8:10 pm
Post subject: Re: Ork Codex Suggestion 1.3 [40K] [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"jockelinde" <nouser RemoveThis @notmydomain.se> wrote in message
news:slrneahlmt.g84.nouser@crux.id.gu.se...
> In article <44a8300c$0$3515$ed2619ec@ptn-nntp-reader01.plus.net>,
> Helicon_One wrote:
>> "jockelinde" <nouser RemoveThis @notmydomain.se> wrote in message
>> news:slrneag7dc.di7.nouser@crux.id.gu.se...
>>> In article <44a45032$0$22096$ed2619ec@ptn-nntp-reader01.plus.net>,
>>> Helicon_One wrote:

>> So, summarised rules for the Dethskull Klan Totem:
>> a) the army may take Heavy Support units in Fast Attack slots.
>> b) the Boyz Mob may buy Kustom Soopa Shootas as their support weapon
>> option.
>> c) the entire army may re-roll failed armour saves. May not be combined
>> with
>> Evvy or Mega Armour.
>
> I like it. A reroll is a better representation of luck than an inv.
> save or 6+ Feel No Pain. A reroll for 6+ saves is, as you said, also
> weak enough for it to be a free universal rule. However, the rules
> above are purely positive. If you're handing out free stuff and new
> options I think that all Klans also need some sort of limitation or
> other disadvantage for balance (yes, I know the Klan Totem will have
> a cost, but that cost will not scale with army size, whereas the
> advantages will).

Yeah, they'll get some stuff removed or 0-1, forgot about that bit. I can
probably be a bit more restrictive on the unit limitations for the other
Klans too. In theory, I could even make the cost of each Totem scale up
according to battle size, but that's probably a bit fiddly.

>>> Lotsa gear: Every(?) Bad Moon ork not equipped with a shoota gets one
>>> for free(?) / +1 point? in addition to the weaponry carried. Every(?)
>>> Bad Moon ork already equipped with a shoota may upgrade it to a More
>>> Dakka shoota for +x points.
>>
>> I'm currently thinking that for the Bad Moonz Totem all Boyz Mobz should
>> have the option of either a 4+ save or a single Kustom Job (not both
>> though).
>
> Increased wargear allowance? Free grot runnaz (or what was the name
> of the grot assistants that carried extra weaponry) for warboss and
> nobz?

Both of those seem to work for me, consider them Looted. Also, for Bad Moonz
how does allowing Boyz mobs a fourth special weapon slot sound, instead of
the Kustom Job/Evvy Arma option? With the increased weapon costs in place,
it doesn't feel over the top.

Also, for Blood Axes, what about allowing each Mob to split into squads of
10 Orks, Imperial Guard Platoon Style?

Tim
--
----------------
I can see why they've outlawed firearms in the UK. People like you wouldn't
have any toes left.
Myrmidon - Usenet out-take

If you want to reply by email, replace the asterisks with underscores.
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jockelinde

External


Since: Dec 31, 2004
Posts: 313



(Msg. 39) Posted: Tue Jul 04, 2006 8:10 pm
Post subject: Re: Ork Codex Suggestion 1.3 [40K] [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

In article <44aabd2a$0$3539$ed2619ec@ptn-nntp-reader01.plus.net>, Helicon_One wrote:
> "jockelinde" <nouser.TakeThisOut@notmydomain.se> wrote in message
> news:slrneahlmt.g84.nouser@crux.id.gu.se...

<snip>

> Yeah, they'll get some stuff removed or 0-1, forgot about that bit. I can
> probably be a bit more restrictive on the unit limitations for the other
> Klans too.
>
> In theory, I could even make the cost of each Totem scale up
> according to battle size, but that's probably a bit fiddly.

I think it's better to work with disadvantages and restrictions.

<snip>

>> Increased wargear allowance? Free grot runnaz (or what was the name
>> of the grot assistants that carried extra weaponry) for warboss and
>> nobz?
>
> Both of those seem to work for me, consider them Looted. Also, for Bad Moonz
> how does allowing Boyz mobs a fourth special weapon slot sound, instead of
> the Kustom Job/Evvy Arma option? With the increased weapon costs in place,
> it doesn't feel over the top.

I like the forth special weapon slot better than kustom jobs / evvy
arma.

> Also, for Blood Axes, what about allowing each Mob to split into squads of
> 10 Orks, Imperial Guard Platoon Style?

Immitating IG is fluffy for Blood Axes, but I'm not sure why a player
would want to split the mobs. What am I missing?

--
Joakim
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Helicon_One

External


Since: Jun 14, 2005
Posts: 150



(Msg. 40) Posted: Tue Jul 04, 2006 10:43 pm
Post subject: Re: Ork Codex Suggestion 1.3 [40K] [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"jockelinde" <nouser.RemoveThis@notmydomain.se> wrote in message
news:slrnealgkh.o9c.nouser@crux.id.gu.se...
> In article <44aabd2a$0$3539$ed2619ec@ptn-nntp-reader01.plus.net>,
> Helicon_One wrote:

> <snip>
>
>> Yeah, they'll get some stuff removed or 0-1, forgot about that bit. I can
>> probably be a bit more restrictive on the unit limitations for the other
>> Klans too.
>>
>> In theory, I could even make the cost of each Totem scale up
>> according to battle size, but that's probably a bit fiddly.
>
> I think it's better to work with disadvantages and restrictions.

Yeah, agreed.

> <snip>
>
>>> Increased wargear allowance? Free grot runnaz (or what was the name
>>> of the grot assistants that carried extra weaponry) for warboss and
>>> nobz?
>>
>> Both of those seem to work for me, consider them Looted. Also, for Bad
>> Moonz
>> how does allowing Boyz mobs a fourth special weapon slot sound, instead
>> of
>> the Kustom Job/Evvy Arma option? With the increased weapon costs in
>> place,
>> it doesn't feel over the top.
>
> I like the forth special weapon slot better than kustom jobs / evvy
> arma.

I'll probably have Kustom Job and/or Evvy Arma as compulsary for Bad Moon
Tuffboyz, too.

>> Also, for Blood Axes, what about allowing each Mob to split into squads
>> of
>> 10 Orks, Imperial Guard Platoon Style?
>
> Immitating IG is fluffy for Blood Axes, but I'm not sure why a player
> would want to split the mobs. What am I missing?

I'm thinking more scoring units, although I agree that's hardly a massive
deal. Being able to shoot or assault multiple targets might be handy too
under certain circumstances. If there's a straightforward way of letting the
individual squads use the Mob Size of the whole mob for PotW and Mob check,
would it be good enough then, do you think?

The scraps of unrefined Klan rules I have so far:

Goffs:
FOC: Warriderz, Trukk Boyz, Wartraxx and Lootaz become 0-1, may not take
Wyrdboyz or Wardpeddz, may take 1-3 individual Dreddz as single HS slot.
Klan Rule: Ld test to gain +d6 assault move - (may not use Mob Check for
this)
Boyz Mob Option: Boyz Mob gets S4 option.

Snakebitez:
FOC: May not include Stormboyz, Zzap Gunz or Speshul Artillery, Warriderz
MUST be Boarboyz. Killa Kan mobz, Dreddz, Wagon become 0-1. Warboss +
retinue may ride Boars or Cyboars.
Klan Rule: ....Ummmmmm.....
Boyz Mob Option: Boyz mob gets Feral Ork statline option

Deffskullz:
FOC: Kommandoz and Tankbustaz become 0-1. May exchange FA slots for extra
HS. (Probably needs more, right?)
Rule: Lucky Blue Paint - All boyz with 6+ saves may re-roll failed armour
saves
Boyz mob Option: Kustom Soopa Shoota

Blood Axes:
FOC: May not take Speshul Artillery. Mobs may not mix shootas and sluggas,
with the exception of characters. Kommandoz are 1+, rather than 0-2.
Rule: Any mob containing 20, 30 or 40 Orks may be seperated into squads of
10 Orks. Each squad may include no more than one support weapon. All squads
from a particular mob may count members of any other squad from the same mob
and within 6" for Mob size and PotW tests.
Boyz Mob Option: .......Ummmmmm.......

Evil Sunz:
FOC: May Not include Gun Batteries or Speshul artillery. Wartraxx and
Warriderz may be taken as Heavy Support slots as well as Fast attack
Rule:.......Ummmmmm.......
Boyz Mob Option: All Boyz mobs may buy a Wartrukk, but may not upgrade it to
carry more than 10 Orks or be worth a total of more than XXpts

Bad Moonz:
FOC: May not take Kommandoz, Stormboyz become 0-1
Rule: All characters increase their wargear allowance by 50%, and may take a
free Grot Runna.
Boyz Mob Option: All boyz mobs may take a fourth support weapon option at
the normal cost.

Tim
--
----------------
I can see why they've outlawed firearms in the UK. People like you wouldn't
have any toes left.
Myrmidon - Usenet out-take

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jockelinde

External


Since: Dec 31, 2004
Posts: 313



(Msg. 41) Posted: Wed Jul 05, 2006 7:54 pm
Post subject: Re: Ork Codex Suggestion 1.3 [40K] [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

In article <44aae11f$0$3537$ed2619ec@ptn-nntp-reader01.plus.net>, Helicon_One wrote:
> "jockelinde" <nouser DeleteThis @notmydomain.se> wrote in message

<snip>

> I'll probably have Kustom Job and/or Evvy Arma as compulsary for Bad Moon
> Tuffboyz, too.

Sounds good.

<snip>

> I'm thinking more scoring units, although I agree that's hardly a massive
> deal. Being able to shoot or assault multiple targets might be handy too
> under certain circumstances. If there's a straightforward way of letting the
> individual squads use the Mob Size of the whole mob for PotW and Mob check,
> would it be good enough then, do you think?

I think that's enough.

> The scraps of unrefined Klan rules I have so far:
>
> Goffs:
> FOC: Warriderz, Trukk Boyz, Wartraxx and Lootaz become 0-1, may not take
> Wyrdboyz or Wardpeddz, may take 1-3 individual Dreddz as single HS slot.

Propa Goffz don't sneak. Remove the Kommandoz.
Remove the deff koptas too.

> Klan Rule: Ld test to gain +d6 assault move - (may not use Mob Check for
> this)
> Boyz Mob Option: Boyz Mob gets S4 option.
>
> Snakebitez:
> FOC: May not include Stormboyz, Zzap Gunz or Speshul Artillery, Warriderz
> MUST be Boarboyz. Killa Kan mobz, Dreddz, Wagon become 0-1. Warboss +
> retinue may ride Boars or Cyboars.

Squiggoth.

> Klan Rule: ....Ummmmmm.....

Don't know either.

> Boyz Mob Option: Boyz mob gets Feral Ork statline option
>
> Deffskullz:
> FOC: Kommandoz and Tankbustaz become 0-1. May exchange FA slots for extra
> HS. (Probably needs more, right?)

Yes, not sure what though.

> Rule: Lucky Blue Paint - All boyz with 6+ saves may re-roll failed armour
> saves
> Boyz mob Option: Kustom Soopa Shoota
>
> Blood Axes:
> FOC: May not take Speshul Artillery. Mobs may not mix shootas and sluggas,
> with the exception of characters. Kommandoz are 1+, rather than 0-2.
> Rule: Any mob containing 20, 30 or 40 Orks may be seperated into squads of
> 10 Orks. Each squad may include no more than one support weapon. All squads
> from a particular mob may count members of any other squad from the same mob
> and within 6" for Mob size and PotW tests.
> Boyz Mob Option: .......Ummmmmm.......

One possibilty is to remove Kommandoz as a separate slot, and give the
boyz mob a Infiltrate + Move Through Cover option. Mobz that use that
option should only get two special weapons.

> Evil Sunz:
> FOC: May Not include Gun Batteries or Speshul artillery. Wartraxx and
> Warriderz may be taken as Heavy Support slots as well as Fast attack

No boar boyz.

> Rule:.......Ummmmmm.......

Any mob that can upgrade a model to a Nob may instead choose to uprade
one model to a Mek for +x points?

Increased availability of the Bail Out rule?

> Boyz Mob Option: All Boyz mobs may buy a Wartrukk, but may not upgrade it to
> carry more than 10 Orks or be worth a total of more than XXpts
>
> Bad Moonz:
> FOC: May not take Kommandoz, Stormboyz become 0-1
> Rule: All characters increase their wargear allowance by 50%, and may take a
> free Grot Runna.
> Boyz Mob Option: All boyz mobs may take a fourth support weapon option at
> the normal cost.

Klan specific wargear would also be interesting, but I have so far no
ideas there.


--
Joakim
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Helicon_One

External


Since: Jun 14, 2005
Posts: 150



(Msg. 42) Posted: Wed Jul 05, 2006 10:09 pm
Post subject: Re: Ork Codex Suggestion 1.3 [40K] [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"jockelinde" <nouser.DeleteThis@notmydomain.se> wrote in message
news:slrneao675.smb.nouser@crux.id.gu.se...
> In article <44aae11f$0$3537$ed2619ec@ptn-nntp-reader01.plus.net>,
> Helicon_One wrote:

> <snip>

>> The scraps of unrefined Klan rules I have so far:
>>
>> Goffs:
>> FOC: Warriderz, Trukk Boyz, Wartraxx and Lootaz become 0-1, may not take
>> Wyrdboyz or Wardpeddz, may take 1-3 individual Dreddz as single HS slot.
>
> Propa Goffz don't sneak. Remove the Kommandoz.
> Remove the deff koptas too.

Agreed.

>> Klan Rule: Ld test to gain +d6 assault move - (may not use Mob Check for
>> this)
>> Boyz Mob Option: Boyz Mob gets S4 option.
>>
>> Snakebitez:
>> FOC: May not include Stormboyz, Zzap Gunz or Speshul Artillery, Warriderz
>> MUST be Boarboyz. Killa Kan mobz, Dreddz, Wagon become 0-1. Warboss +
>> retinue may ride Boars or Cyboars.
>
> Squiggoth.

Suppose I should do, really. Should they replace the Wagun?

>> Blood Axes:
>> FOC: May not take Speshul Artillery. Mobs may not mix shootas and
>> sluggas,
>> with the exception of characters. Kommandoz are 1+, rather than 0-2.
>> Rule: Any mob containing 20, 30 or 40 Orks may be seperated into squads
>> of
>> 10 Orks. Each squad may include no more than one support weapon. All
>> squads
>> from a particular mob may count members of any other squad from the same
>> mob
>> and within 6" for Mob size and PotW tests.
>> Boyz Mob Option: .......Ummmmmm.......
>
> One possibilty is to remove Kommandoz as a separate slot, and give the
> boyz mob a Infiltrate + Move Through Cover option. Mobz that use that
> option should only get two special weapons.

Big mobs shouldn't be able to infiltrate though (I didn't mention it
directly, but the maximum Boyz Mob size has gone up to 40), and if I
restrict the squad size as well they may as well just stay as the existing
Kommando squad. Doesn't seem much point removing Kommandoz and then
retro-fitting the Boyz mob to be a Kommando mob in all but name.

>> Evil Sunz:
>> FOC: May Not include Gun Batteries or Speshul artillery. Wartraxx and
>> Warriderz may be taken as Heavy Support slots as well as Fast attack
>
> No boar boyz.

Boarboyz only get reintroduced for the Snakebites anyway.

>> Rule:.......Ummmmmm.......
>
> Any mob that can upgrade a model to a Nob may instead choose to uprade
> one model to a Mek for +x points?

I may include that, I think they need something a bit extra.

> Increased availability of the Bail Out rule?

Only problem there is that it makes the Trukk Boyz rather redundant.

Tim
--
----------------
I can see why they've outlawed firearms in the UK. People like you wouldn't
have any toes left.
Myrmidon - Usenet out-take

If you want to reply by email, replace the asterisks with underscores.
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jockelinde

External


Since: Dec 31, 2004
Posts: 313



(Msg. 43) Posted: Thu Jul 06, 2006 5:55 am
Post subject: Re: Ork Codex Suggestion 1.3 [40K] [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

In article <44ac2a70$0$3523$ed2619ec@ptn-nntp-reader01.plus.net>, Helicon_One wrote:
> "jockelinde" <nouser.RemoveThis@notmydomain.se> wrote in message
> news:slrneao675.smb.nouser@crux.id.gu.se...
>> In article <44aae11f$0$3537$ed2619ec@ptn-nntp-reader01.plus.net>,
>> Helicon_One wrote:
>
>> <snip>
>
>>> The scraps of unrefined Klan rules I have so far:
>>>
>>> Goffs:
>>> FOC: Warriderz, Trukk Boyz, Wartraxx and Lootaz become 0-1, may not take
>>> Wyrdboyz or Wardpeddz, may take 1-3 individual Dreddz as single HS slot.
>>
>> Propa Goffz don't sneak. Remove the Kommandoz.
>> Remove the deff koptas too.
>
> Agreed.

Also make the strength upgrade compulsory for the tuffboyz.

>>> Klan Rule: Ld test to gain +d6 assault move - (may not use Mob Check for
>>> this)
>>> Boyz Mob Option: Boyz Mob gets S4 option.
>>>
>>> Snakebitez:
>>> FOC: May not include Stormboyz, Zzap Gunz or Speshul Artillery, Warriderz
>>> MUST be Boarboyz. Killa Kan mobz, Dreddz, Wagon become 0-1. Warboss +
>>> retinue may ride Boars or Cyboars.
>>
>> Squiggoth.
>
> Suppose I should do, really. Should they replace the Wagun?

Yes, but should the Squiggoth have transport capacity? IIRC in the
first Feral Ork list they were able to carry mobz, while in the latest
CA the Squiggoths were not able carry mobz. I haven't played feral
orks, and I can't figure out why this change was made.

>>> Blood Axes:
>>> FOC: May not take Speshul Artillery. Mobs may not mix shootas and
>>> sluggas,
>>> with the exception of characters. Kommandoz are 1+, rather than 0-2.
>>> Rule: Any mob containing 20, 30 or 40 Orks may be seperated into squads
>>> of
>>> 10 Orks. Each squad may include no more than one support weapon. All
>>> squads
>>> from a particular mob may count members of any other squad from the same
>>> mob
>>> and within 6" for Mob size and PotW tests.
>>> Boyz Mob Option: .......Ummmmmm.......
>>
>> One possibilty is to remove Kommandoz as a separate slot, and give the
>> boyz mob a Infiltrate + Move Through Cover option. Mobz that use that
>> option should only get two special weapons.
>
> Big mobs shouldn't be able to infiltrate though (I didn't mention it
> directly, but the maximum Boyz Mob size has gone up to 40),

I hadn't noticed that.

> and if I
> restrict the squad size as well they may as well just stay as the existing
> Kommando squad. Doesn't seem much point removing Kommandoz and then
> retro-fitting the Boyz mob to be a Kommando mob in all but name.

I didn't remember your changes to the Kommandoz, and were comparing
my idea of the kommando trained Blood Axe boyz with the 3rd ed.
Kommado rules. You're quite right, there is no point in the retro-fit
I suggested.

>>> Evil Sunz:
>>> FOC: May Not include Gun Batteries or Speshul artillery. Wartraxx and
>>> Warriderz may be taken as Heavy Support slots as well as Fast attack
>>
>> No boar boyz.
>
> Boarboyz only get reintroduced for the Snakebites anyway.

Ok.

>>> Rule:.......Ummmmmm.......
>>
>> Any mob that can upgrade a model to a Nob may instead choose to uprade
>> one model to a Mek for +x points?
>
> I may include that, I think they need something a bit extra.
>
>> Increased availability of the Bail Out rule?
>
> Only problem there is that it makes the Trukk Boyz rather redundant.

If it's introduced in some limited form (for example HQ only) it won't
intrude on Trukk Boy territory.


--
Joakim
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Spack

External


Since: Apr 20, 2006
Posts: 75



(Msg. 44) Posted: Thu Jul 06, 2006 9:23 am
Post subject: Re: Ork Codex Suggestion 1.3 [40K] [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

jockelinde wrote on 6 Jul 2006 08:17:13 GMT:

> Yes, but should the Squiggoth have transport capacity? IIRC in the
> first Feral Ork list they were able to carry mobz, while in the latest
> CA the Squiggoths were not able carry mobz. I haven't played feral
> orks, and I can't figure out why this change was made.

The current feral list does let them carry orks with shootas, but they can't
get off - I guess this reflects the difficulty in embarking/disembarking
from a massive shambling beast. Maybe increase the points cost a little to
allow it be used as a normal transport instead.

The Gargantuan Squiggoth in Imperial Armour Update 2005 does have the
ability to carry 20 orks as a normal transport (open topped). However, it's
also 200pts, has higher stats than the feral Massive, and has more weapon
options and special rules.

--
Dan
http://www.ageofstrife.com
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Helicon_One

External


Since: Jun 14, 2005
Posts: 150



(Msg. 45) Posted: Thu Jul 06, 2006 4:55 pm
Post subject: Re: Ork Codex Suggestion 1.3 [40K] [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"Spack" <news RemoveThis @worldofspack.com> wrote in message
news:4h3vktF1pveasU1@individual.net...
> jockelinde wrote on 6 Jul 2006 08:17:13 GMT:
>
>> Yes, but should the Squiggoth have transport capacity? IIRC in the
>> first Feral Ork list they were able to carry mobz, while in the latest
>> CA the Squiggoths were not able carry mobz. I haven't played feral
>> orks, and I can't figure out why this change was made.
>
> The current feral list does let them carry orks with shootas, but they
> can't get off - I guess this reflects the difficulty in
> embarking/disembarking from a massive shambling beast.

I hadn't noticed that, and it does sound interesting - I like the idea of
the Squiggoth being a walking firebase with teeth rather than just a big
transport vehicle, and stopping the disembarkation ability avoids the bulk
of the weirdness of carrying infantry around on a monstrous creature.

> Maybe increase the points cost a little to allow it be used as a normal
> transport instead.

I think I prefer to stick with something like the current version, myself -
especially if the Squiggoth replaces the Wagun, there's little point then
fiddling with it to make it operate like a Wagun anyway.

> The Gargantuan Squiggoth in Imperial Armour Update 2005 does have the
> ability to carry 20 orks as a normal transport (open topped). However,
> it's also 200pts, has higher stats than the feral Massive, and has more
> weapon options and special rules.

I'm hesitant to introduce multiple level Squiggoths (I was hoping to get
away without any brand new units for the Klan section if I could, but that
was probably wishful thinking) so there'll probably be just the one regular
size here.

Tim
--
----------------
I can see why they've outlawed firearms in the UK. People like you wouldn't
have any toes left.
Myrmidon - Usenet out-take

If you want to reply by email, replace the asterisks with underscores.
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