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Ork Codex Suggestion 1.3 [40K]

 
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Helicon_One

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Since: Jun 14, 2005
Posts: 150



(Msg. 46) Posted: Thu Jul 06, 2006 6:55 pm
Post subject: Re: Ork Codex Suggestion 1.3 [40K] [Login to view extended thread Info.]
Archived from groups: rec>games>miniatures>warhammer (more info?)

"Spack" <news RemoveThis @worldofspack.co.uk> wrote in message
news:4h57l1F1prmcsU1@individual.net...
>
> "Helicon_One" <shiny*blue*thing@yahoo.co.uk> wrote in message
> news:44ad667e$1$69399$ed2619ec@ptn-nntp-reader01.plus.net...
>> 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.
>
> So you're not going with the multiple level Squiggoths as the feral list
> already has?

Yes and no...

My current plan is a single statline for the Squiggoth itself, but variety
in the amount of stuff it can carry around on its back. So you could have a
lightly loaded squiggoth with just a few hunta boyz and a couple of big
shootas like the current Small level Squiggoth, or you can load the thing
down with everything including the kitchen sink like the Massive beastie.
And some of the stuff it carries may have an effect on its abilities (think
extra armour plating, or Orks sitting on its back with electro-prods,
pissing him off), but no variable levels as such.

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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Spack

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Since: Jan 17, 2005
Posts: 356



(Msg. 47) Posted: Thu Jul 06, 2006 8:47 pm
Post subject: Re: Ork Codex Suggestion 1.3 [40K] [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"Helicon_One" <shiny*blue*thing@yahoo.co.uk> wrote in message
news:44ad667e$1$69399$ed2619ec@ptn-nntp-reader01.plus.net...
> 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.

So you're not going with the multiple level Squiggoths as the feral list
already has?

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

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Hive Tyrant

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Since: Jan 06, 2005
Posts: 35



(Msg. 48) Posted: Sun Jul 16, 2006 12:54 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:

> 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... <Lots of Ork movement ideas snipped>

I'd agree that you don't want Green Nids. Almost any movement
enhancement you give the Orks will make them that, though.

Here's an idea: The entire army gets the "Feel No Pain" rule.

In this manner you still get lots more Orks into the scrum, but not via
movement enhancements. It's via survivability.
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jockelinde

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Since: Dec 31, 2004
Posts: 313



(Msg. 49) Posted: Thu Jul 20, 2006 8:55 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 <kZ6dnTghyuJmWSTZnZ2dnUVZ_oqdnZ2d.DeleteThis@comcast.com>, Hive Tyrant wrote:
> jockelinde wrote:
>
>> 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... <Lots of Ork movement ideas snipped>
>
> I'd agree that you don't want Green Nids. Almost any movement
> enhancement you give the Orks will make them that, though.

Movement enhancements need to be weak in order not to turn Orks
into Green Nids. I think the movement enhancement we arrived at
further down thread is weak enough for this to not be a problem.

> Here's an idea: The entire army gets the "Feel No Pain" rule.
>
> In this manner you still get lots more Orks into the scrum, but not via
> movement enhancements. It's via survivability.

As fixes through survivability I've also seen W2 or T3&W2 suggested.
These enhancements are all quite powerful and would require recosting.
If costs end up high enough that would move the army feel away from
the green horde. I'm not saying that the idea doesn't work, only that
it might be tricky to balance and still keep the army feel.

--
Joakim
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Tim Fitzmaurice

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Since: Jun 17, 2004
Posts: 80



(Msg. 50) Posted: Thu Jul 20, 2006 8:55 am
Post subject: Re: Ork Codex Suggestion 1.3 [40K] [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Thu, 20 Jul 2006, jockelinde wrote:

> As fixes through survivability I've also seen W2 or T3&W2 suggested.
> These enhancements are all quite powerful and would require recosting.
> If costs end up high enough that would move the army feel away from
> the green horde. I'm not saying that the idea doesn't work, only that
> it might be tricky to balance and still keep the army feel.

Could you do survivability by a sort of wall of flesh rule....there are
only so many you can kill in a given time span because the extra bullet
just go into Orks that are falling down...say if the unit has more than X
members at the start of a shooting phase then if you do enough damage to
force a break check then roll the check and then you cant kill anymore
that phase?

Tim
--
When playing rugby, its not the winning that counts, but the taking apart
ICQ: 5178568
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aarondavidking




Joined: Feb 09, 2007
Posts: 1



(Msg. 51) Posted: Fri Feb 09, 2007 9:18 pm
Post subject: Re: Ork Codex Suggestion 1.3 [40K] [Login to view extended thread Info.]

Hey,

I was just wondering where the wargear section was... I think that this is pretty solid stuff... I was also wondering about how you think madboyz should be played.
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