Let's talk about Orks, Veeky Forums

Let's talk about Orks, Veeky Forums.
If you could make a new codex for the orks, what would you change?

I would change the everloving fuck out of Mob rule, Orks aren't just overgrown Gretchins.

>foot sloggers that can actually slog across the board
>Elite/ HS units that aren't overcosted garbage
>cut out mob rule entirely. GW just thinks its fun to roll seven separate pools of dice to find one outcome.
>Actual looted vehicles

Some more radical ideas:
>More varied melee options. why does the definitive melee army has three melee options.
>Go back to something similar to 4th ed Mob rule where Ld= unit size but instead of basing that on the number of models in the unit, base this on the number of wounds in the unit.
>Maybe give Mob Rule some inter-unit utility? If any model in one unit of orks can draw LOS to another unit within some distance, they get an Ld buff?

Speaking of melee weapons, I'd cheapen the price of the Power Klaw by at LEAST 10 points, It makes no sense why orks would have to pay 25 points for a powerfist that only costs 10 points to other races.

Lot more variety and options to get boyz into combat quickly or to prevent the enemy from wrecking them before they get stuck in, something to pin or disrupt enemy shooting like a mega rumbler or just more armour.

Army wide 6± fnp. Cybork armor boosts it to 4+

What. Everyone except Forge World-armies pays fucking 25 points for a Power Fist.

Any Boyz with special weapons or similar can only be killed after all the others.

This isn't because they're any tougher, but it's to represent the fact that some git will always nick their weapon after they die.

I think a good statline for a Boy is 5ppm and:

WS4 BS2 S4 T4 W2 I2 A2 Ld8 6+/5+ FNP

Nobz get W3 A4 WS5 and 4+FNP with Eternal Warrior

Choppas are +1S AP4 Rending, Big Choppas x2S AP4 Concussive Rending

Burnas get Armorbane when used in CC

I think the boyz are just fine with a single wound and 3S, they're still regular troops.
If they had such buffs they'd just be dirt cheap nobs with one attack less.

Choppas are pretty common with all orks, sothey could remain the same. I'd be pretty terrified to see a bunch of 'ard boys charging at you with a chance of rending.

I don't know what to think of the burna. Seeing that it does count as a power weapon in melee, I suppose it makes sense.

That sounds like a fun idea, to be honest.

Mob Rule is shit. It makes Orks look like huge cowards.

Let Flashgitz have evy armour. Buff the Badrukk Flashgitz mob formation beyond just mastercrafted weapons.

Drop the cost of Grotsnikk. 160pts is stupid.

So an Ork can pick up a burna from a fallen mob member, but a Spacearine cannot pick up a lascannon if the heaby weapon specialist is taken out?

That rule, if implemented, would have to be in the rulebook, for everybody, and then it would make precision shot weapons obsolete.

I just said it was a fun idea, I know it's an unfair gimmick.

I would make a tactically sound gretchin army a thing. Im talking mines, suicide bombers, tunnel diggers, all that crazy smart gretchin shit, also more commisar gretchin

Join da Revolushun !

Orks boys should be able to buy shootas, and 'eavy armor on a model by model basis. Give the "1 special weapon for every 10 boys" options for CC weapons, like a big choppa and a burna.

While it would suck, we either have to get rid of the assault grenades on boys, or the stikkbomm launchas, as it's a completely useless upgrade currently, well, unless you use it to Assault grots.

Let Nobs get access to burnas, big shootas, rokkits, kmbs, kmss, etc. Make painboys give +2 FNP, and Cybork stay the same, so that they stack for 4+ FNP.

real looted vehicle rules, Cheaper Kans, make them so cheap that their new 'leadership' rule makes sense, and have any ork walker bigger than a kan count as a 'leader' for it. Reverse the Kan's claw nerf.

Gorka/morkanauts become 1 unit, can take any of the upgrades that both of htem have, they count as assault vehicles, give them a rule that lets embarked units assault out of them into a combat the 'nauts are already locked in. Let the 'nauts take 2 gun arms or 2 of the claws.

Also I would love for some of the old characters to come back, like Zogwart, Wazdakka, and Nazdreg.

Any Max Squads (of boyz, of nobz, of vehicles) are placed into Ongoing Reserves when their last member dies.

I like this rule.

The green tide comes in waves.

I don't know what specifically can/would need to be changed to make this happen, but orks are supposed to be a swarmy army. I don't want bigger robot looking things. I want a horde of green dudes burying my enemies in a comically large pile of dice.

Mob Rule granting bonuses based on squad size and other factors. Make Orks actually brave in groups.

Nauts should be assault superheavies.

More twin-linked gun options on everything. If Orks can't get BS 3 then give them the next best thing.

More wargear and weapon options as well, for a variety of units.

More fun Waagh special rules like Waagh plane.

General modernizations and updates like squadrons and certain price cuts.

make shootas free, and choppas able to lower armor saves. Larger variety of melee weapons.

Actual force org manipulation- eg; when you have a boss on bike, bikes are troops, etc.

Move Nobz to troops, allow them to take more shit.

power klaws to 15 points, like the FW books.

This would be helpful.

>2W T4 model with FnP for 5 pts

are you high

they would still be inferior to eldar Sm necron tau

To be fair, all greenskins, save for gretchins, have at least 4 Toughness.
But yes, giving them another wound makes them just cheaper, slightly weaker nobs.

New rules for mobs and base weapons

Shoota "24 S4 AP- Assault 2

Choppa S+1 AP 4

Mob rules

>Ere we go' : Choppa boys reroll failed rolls to hit in the first round of combat when they charge if they number 10 or more

>More Dakka: Shoota boys Reroll failed rolls to hit when they fire shootas if they number 10 or more

And I forgot

>Trukks transport 15.

Make Orkanauts superheavy
Nobz are Ld 8, all HQ's are Ld 9
Shootas are a free upgrade for boyz
Rework mob rule
Deff Dreads can be taken in 1-3 models per unit
Killa Kans are fearless within 6" of a Deff Dread/Orkanaut
Make Cybork not shit

consider the fact that ork weapons are a hodgepodge of bullshit half powered by ork psychic shenanigans and that they can be used by pretty much any ork. you could argue that space marines can't pick up something like a lascannon because it requires a special backpack in the fallen marine's power armor that took hours to prepare

I don't see how it's particularly unfair considering 1) orks need *something* to make them not shit and this is a fun, fluffy rule and 2) the "but then le not everyone else has it, no fair!" argument is bollocks, if you really want to go down this road then it's easy enough to pick through similar "inconsistencies" in every codex

although t b h I don't really see this helping orks much, would be a minor but good thing

Ork boyz can take burnas as special weapons, just like big shootas or rokkit launchas.

Nobz to troops.

Grots should either have their price reduced to 2 points (because even a 3pt conscript is better stat- and equipment-wise) or have some kind of utility to them, like not counting as kill points or something.

Vehicle squadrons for deff dreads and looted tanks at least.

Looted tanks being the actual tank it is supposed to represent, only BS 2, and costing the same as in its own codex.

Mob rule back to what it was: Ld determined per model, or per wound as suggested, and Fearless when over 10 models/wounds. Bosspoles to reroll Ld checks.

Also, bring back the good old special characters like Wazdakka etc.

the biggest problems with orks is they can't kill vehicles, their superheavy (stompa) is I1, so much cheaper knights can kill it, and the troopers are incredibly weak to any type of shooting in a game that's all about shooting.

right now their artillery isn't bad, and grot squads are cheap high wound scoring units... and that's about it.

seriously, if you want to play orks, grab the 75 wolf formation from space wolves, throw in a sang priest and call it a day. (you have to leave a trail back to the slow guy) it's faster, more durable and has 300 attacks for 660 pts.

last time i looked the best ork lists were 2 stompas with meks inside healing them or green tide, and both are pretty bad, cause imperium does both things WAY better.

I'd start with base S4 and fnp6, giving them a version of psykana division/librarius conclave, making stompas I4, remove mob rule and see how it goes from there.

other options:
-combined squads
-clan rules (like chapter tactics, but more based on additional unit options than special rules, goff = 2 nobz, some get more/better special weapons, etc)

more ways to get tanks dead, ork drops pods or orbital bombardment (both things orks have in the fluff, and armorcast even made pods). the issue with dreads/dread lists is they tend to die while walking across the board, so if you gave them stealth (ie, for dust clouds), that'd help a little.

I made this back when my group was trying to make a 7.5 edition.

Stormboyz can assault flyers. When assaulting the flyer instead of attacking the unit must roll on this table:
1. I think dey saw us kummin: Enemy player chooses a weapon on the flyer to fire snapshots with at the assaulting stormboyz.
2. Slap, Bam, Krump: One stormboy gets hit by a wing, remove him from play with no saves then flip a coin to see if he was hit in the front or the rokkit, if his front was hit then nothing happens, if hit on his rokkit then the flyer immediately takes a Strength 6 hit.
3. Bomms Away!: The flyer takes D3 Strength 6 hits.
4. Got some new dakka: The flyer counts as suffering a weapon destroyed result without losing a hull point a single stormboy can then choose to fire his new weapon at the flyer.
5. ‘Old on Boyz!: The flyer must move its maximum movement in the next movement phase and can only fire snapshots as it attempts to throw the stormboyz off. If it leaves the table then the flyer and the unit of boyz both count as being destroyed, with no killpoints given for the stormboyz . If the flyer stays on the board then the enemy player must roll a D6 on a 4+ the boyz are thrown off and the unit must take a Strength 5 hit per model.
6. Shoomp!: A poor stormboy is sucked into the engine of the flyer and counts as causing a penetrating hit on the flyer and a stormboy is removed from the unit with no saves.

They should give orks a few things that shows how they always horde over and pile on things.

Like stormboyz being able to assault flyers.
Tankbustas able to all use their bombs in Close combat. (which was just faq'd as not being the case).
Nobs and meganobs can all issue and accept challenges.
etc.

>Looting flyers mid-flight

Glorious

...

I love Orks. They can make even the Baby Carrier look cool.

I would add the attack moons from the Beast Arises series.

>all that
5 ppm

Threads like these, regardless of army, show how ignorant and delusional the fans really are.

>they would still be inferior to Sm
>dumbasses actually believe this

What's Battle Company going to do? Wound you on a 6 and tank shock you to death with Rhinos?

I know, right

Next theyll want to give fucking D weapons to infantry

oh wait

Make Cybork body a 5++ and Eternal Warrior

15ppm for HQs and 5ppm for nobz, 7ppm for megas

>Painboyz have their statline nerfed down to that of a Mek and able to be taken in number just like Meks. The Painboz entry is replaced with an equal entry called a Pain Boss. Unlike Painboyz, Painbosses can take Ranged Weapons, Gifts of Gork and Mork and upgrade to Mega Armour.
>Allow Nob units to take Rokkit Packs for 7pts each. Doing so also removes the ability to take a Dedicated Transport.
>Burnaboyz, Tankbustas and Lootas get moved to Troops.
>Give Kommandos the ability to replace their Slugga with a Shoota and Kommando Nobz access to the Ranged weapons list. Drop the cost of a Burna down to 5pts.
>Boss Snikrot gets moved to HQ.
>Ork Boyz may take a Burna as a special weapon.
>Gretchin mobz can take a Big Gun (acts like a Guardian Weapon platform including having the same stats). The Big Gun can be equipped with a Shoota, Dakkagun, Big Shoota, Skorcha, Deffgun, Grotzooka, Rokkit Launcha or Kustom Mega-Blasta.
>Killa Kans dropped back down to 35 points each.
>Flash Gitz may take Eavy Armor.
>The Gorkanaut and Morkanaut get combined together into one highly customizable unit called an Orkanaut.
>Reduce the strength of Sluggas, Shootas, Grot Sponsons, Big Shootas, Dakkaguns and Mega Shootas by 1 and increase the number of shots by 1.
>Cybork Body grants Feel No Pain (5+) and if the unit already has it from a different source then its Feel No Pain gets improved by 1.
>Add Grot Gunners to the Ork vehicle equipment list. Grot Gunners are a 10pt upgrade that makes various vehicles BS3. It would also be an option for vehicles that don't have access to the vehicle equipment list.

+2I when they charge

Only issue I have is
>Reduce the strength of Sluggas, Shootas, Grot Sponsons, Big Shootas, Dakkaguns and Mega Shootas by 1 and increase the number of shots by 1.

Orks have problems wounding things as is.
S3 is annoying as is in just melee.

I'd go with some guns get an extra shot on the Waaagh or something.
That way the Ghazgkhull decurion might actually see some use.

I really want the Looted Rule back. But since you have to use the Ork Ballistic Skill, you should also get the Ramshackle rule and for superheavies the grot riggers.

But mostly I want it because I like seeing fluffy ork armies.

I haven't played in a decade but here's some thoughts anyway.

>A Burna.
Just go back to the time when boyz could get 1-3 special weps from the following; Burna, Rokkits, Big Shoota.
Just make all the heavy guns Assault so they can be fired on the advance.

>tfw I thought that's how gorkanauts worked.
Man GW blows these days.

Killa Kans are 35 and a mob size is 1-9

Flash Gits should have a 4+ sv (is that havy armour these days?) and can upgrade in mega armour if you buy an additional Bad Moon Boyz upgrade for the squad.

If you do Grot Gunners like that it should reduce the Vehicle Armour by 1 or soemthing because you're literally paying +10 points to get the proper version.

I would probably refluff them slightly, just to give them back some of the early wh40k satire feel, such as more stories like Tuska Demon-Killa. The emperor knows the newest codices need to calm the fuck down and stop taking their setting too seriously.

Beyond that, make some new mechanics for 'em
>Ork are grown from fungus impossible to purge entirely on a planet
Kind of like necrons, when one of your orks die you get to roll a dice to see if your ork is immediately replaced by a fresh ork. Or maybe you cold roll each turn to check if you receive reinforcements of feral orks or something.
>Ork gestalt field
Remove perils from the warp for ork psykers, because they do not draw their power from the warp. Also much more of stuff like painting it red makes it faster etc., this is almost the coolest part of orks.
>all these orkoid subraces
well make more units for us to field with em

Other than that just make the orks more like what the fluff says they are

>ork players in charge of knowing the rules
I swear, this army really does attract the most retarded players.

Ork fliers should have the Tank type as well.

W1 with I3 for 6 or 7 ppm and you have a deal.
No eternal warrior on Nobz. That's reserved for super elite heroes.
No rending on choppas.

>Dat's my dakka! Dis choppa belongs to me!
Whenever an enemy squad dies, the closest orks gets to roll to loot the squad for any weapons they have. Similarly, they can loot any immobile vehicles.
>Biggah aaand strongah
When an ork squad kills an enemy unit, roll to see if one your units grows stronger for their success in battle.
>I am da biggest!
If an ork squad has not harmed a single enemy that turn, they start fighting amongst themselves. This can trigger biggah and strongah.

In regard to looted tanks i'd like to see a lot more options rather than a "counts as" rule.

Specifically i'd like to see them run in squads of up to three, and have access to "'evy plates" which ups their front armour by 2 and side armour by 1.

Also give us the options of a boomgun or killkannon, not just the kill kannon.

Finally put Mekboy Junkas in the official codex.

Using gasoline as incense

Invent spiked frying pans the size of hot tubs to whomp people with