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Post by emptyhat on Jun 28, 2014 19:20:42 GMT -5
I'm glad I was wrong about the warbike. I guess I didn't expect it to show up in Orky Know-whats when the mega armour upgrade was listed in the data-sheet thingy.
Also, how annoying is it that the points for ork weapons and upgrades and the rules for them are separated by all of the ork unit entries.
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Post by Trooper One-Nine-Seven-Four on Jun 28, 2014 20:45:57 GMT -5
I'm also distressed to see that Old Zogwort is gone from the codex... No more squigging enemy characters?
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Post by treadiculous on Jun 30, 2014 4:41:45 GMT -5
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Post by cheminhaler on Jun 30, 2014 13:58:18 GMT -5
So explosions are much less deadly in 7th with S4 instead of S6?
That's better for Guard, Orks, marines, everyone.
Hopefully the Boyz will have a CC booster to help with the worse morale rules. It'll be all about sacrificing some squads so that other squads get the pounce on the enemy.
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Post by emptyhat on Jun 30, 2014 17:24:33 GMT -5
The new mob rule is a lot less reliable than the old one. It gives the ork a chance to negate leadership fails, so in some games Ork units will just not break and in others they'll just disintegrate. I wonder what would happen if you gave orks something similar to the Necrons "we'll be back" rule. With d6-2 Orks rejoining a mob each turn up to the original strength of the mob.
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Post by Paradill on Jun 30, 2014 18:56:32 GMT -5
House rule:
Da Red Spores:
All Orks grow from spores, but these boyz are releasing red spores. As we all know Da Red Unz Grow Fasta!!
After each combat phase in which this unit has partaken, and at least one Boy has been removed as a casualty, 2D6 Boyz grow from the spores and join the unit personally.
I'd bloody love to play against a never ending mob.
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Post by Trooper One-Nine-Seven-Four on Jun 30, 2014 19:35:30 GMT -5
I'd bloody love to play against a never ending mob. Pretty sure that Khorne arranged for that to happen on one of his daemon worlds in the EoT...
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Post by emptyhat on Jun 30, 2014 22:54:13 GMT -5
I was thinking more along the lines of Orks not being easy to get out of a fight even when they have bits blown off or head traumas and the like.
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Post by treadiculous on Jul 1, 2014 4:50:19 GMT -5
I think its a 'time will tell' situation.. since painboys can be added to any mob they can access Feel No Pain and the painboy also helps a bit with the Ld issue too (I think?).
To be honest I think all orks should have FNP of 6+ and do away with the t-shirt armour save.
I'm all for house rules but it would seem in the video bat-reps that orks did quite well even with the unpredictable mob rule issue, there are defiently some plus points about the new dex as well as negatives.
I also think 'eavy armour is cheaper and therefore might be worth considering - though its probably better just to buy more orks.
I think the weird bit about the rule is that the orks attack themselves at S4... looking at their stat line they're S3.
I love "Red wunz grow fasta"... I am already thinking of some scenario's in which to use this.
interesting point regarding data-slate / supplement:
- Wazzdakka is gone. Fluff claims he has left with his own Waaagh! of bikers. - Ol' Zogwort is gone. Fluff claims he has left with his own Waaagh! of mad- and weirdboyz.
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Post by Trooper One-Nine-Seven-Four on Jul 1, 2014 6:42:06 GMT -5
interesting point regarding data-slate / supplement: - Wazzdakka is gone. Fluff claims he has left with his own Waaagh! of bikers. - Ol' Zogwort is gone. Fluff claims he has left with his own Waaagh! of mad- and weirdboyz. Yes'm, I had sort of alluded to this... Also, is it just me or are Stikkbomb Chukkas a totally pointless upgrade on vehicles, since pretty much all Ork units (except Grots, although the Runtherd(s) have them) come with Stikkbombs, unless the rules for how assault grenades work have massively changed in 7th edition?
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Post by emptyhat on Jul 2, 2014 3:36:54 GMT -5
And on the opposite end shootas are a free upgrade in the ork weapons list so nobs can have shootas for free. If you are paying to give your nob a bigchoppa (and won't get an extra attack from having two ccw) then you might as well get an extra shot at a longer range.
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