Considering how many people agree that we want better Force Organization with regard to unrestricted unit selection in the game, this will lead to mechanized armies. And waaaaaay more fun! And whilst the Space Wolves have melta guns and long fangs, the orks are a little on the wanting side when it comes to anti-tank units.
Here's a short wishlist of new units for the Orks I'd like to see. I'll update the wishlist thread accordingly.
Trukk. The Space Wolves have Rhinos. If the Orks would have had a campaign scenario, which you guys didnt give them, you would have seen the need for them to have a light cheap transport like the Trukk. They really really need this one to be competitive and make their mechanized forces balanced.
Tankbustas. This fills the role of anti-tank the Orks need to have. Orks are hard pressed to find the necessary anti-tank because there's no stikkbombz unit options. Maybe stikkbombz could be a wargear item if it isnt already, I havent seen it. But if you could equip either Nobz or Orkboys with wargear items like stikkbombz, Tankbusta units wouldnt be necessary.
WAAAGH! The Orks need their leaders to be able once per game to initiate a WAAAGH that gives all Orks within 5 spaces a boost in either movement or another action point. We need proppa sound effects and all the boys need to cheer and yell and shoot their pistols in the air. I'd like to see 1.5 times movement. But instead, you could add an extra action point.
That's it! Thanks for reading!
Orks need just a couple more unit choices! And a WAAAGH!
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- Administrative Corporal - SdKfz 251/1
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Re: Orks need just a couple more unit choices! And a WAAAGH!
Orks already have the Trukk!
I approve of tankbustas:
When the ork shootas get rebalanced, orks will really need a ranged unit that can take down tanks.
Some ork leaders already have a WAAAGH ability I think(I am pretty sure I could play one that in skirmish).
I approve of tankbustas:
When the ork shootas get rebalanced, orks will really need a ranged unit that can take down tanks.
Some ork leaders already have a WAAAGH ability I think(I am pretty sure I could play one that in skirmish).
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- Staff Sergeant - StuG IIIF
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Re: Orks need just a couple more unit choices! And a WAAAGH!
Yes, at least Grukk has the WAAAGH, realy cool animation btw.
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- Administrative Corporal - SdKfz 251/1
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- Joined: Thu Jan 19, 2017 9:20 pm
Re: Orks need just a couple more unit choices! And a WAAAGH!
They have a Trukk? Ive never seen it. Im 80 hours into the game and Ive not seen a trukk.
Re: Orks need just a couple more unit choices! And a WAAAGH!
It is quite possible both only appear in MP and skirmish.
I saw a Trukk in campaign once, but it was in beta.
I saw a Trukk in campaign once, but it was in beta.
Re: Orks need just a couple more unit choices! And a WAAAGH!
Just a couple of units will change what? From what I see there is massive problems with balance in terms of stats and points costs.
For example 80 points ork boyz and 120 shoota boiz. Shoota boys do not even have optimal range for fire? What is this design choice or just a oversight? I mean they have 10 AP and 30 power but the only range where they can have it - point blank range with 20 acc. That means that they best potencial 20 power 0 ap 70 acc. They need to spend inadequate amount of turns to remove any of space marine models. 80 points ork boyz doing better with they slaggas.
And thats just one example.
Anti-tank weapons in this game overeffective vs everything. Look at those lazcannons please. Again design choice? Would be ok with different point cost for infantry moddels or like 100% more models per unit. Bot not with 2-4 models per units for orks. They one shot everything.
Yes, at the same time some units like bikes. In one of my MP games I killed enemy hero in one turn with them and in next turn nearly kill all 3 models in terminator unit with hammer. Again problem. But complex one. Because Many units have a stats like from one game and another unit like from comletly different game with different rules.
I have a feeling that there were some core balance at some point. With some basic units for SP campaing. But latter was added more units and maybe some changes in combat mechanics without tests.
Also Im not sure how orks should play right now. Maybe someone can challenge me and show they power in MP game?
For example 80 points ork boyz and 120 shoota boiz. Shoota boys do not even have optimal range for fire? What is this design choice or just a oversight? I mean they have 10 AP and 30 power but the only range where they can have it - point blank range with 20 acc. That means that they best potencial 20 power 0 ap 70 acc. They need to spend inadequate amount of turns to remove any of space marine models. 80 points ork boyz doing better with they slaggas.
And thats just one example.
Anti-tank weapons in this game overeffective vs everything. Look at those lazcannons please. Again design choice? Would be ok with different point cost for infantry moddels or like 100% more models per unit. Bot not with 2-4 models per units for orks. They one shot everything.
Yes, at the same time some units like bikes. In one of my MP games I killed enemy hero in one turn with them and in next turn nearly kill all 3 models in terminator unit with hammer. Again problem. But complex one. Because Many units have a stats like from one game and another unit like from comletly different game with different rules.
I have a feeling that there were some core balance at some point. With some basic units for SP campaing. But latter was added more units and maybe some changes in combat mechanics without tests.
Also Im not sure how orks should play right now. Maybe someone can challenge me and show they power in MP game?
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- Administrative Corporal - SdKfz 251/1
- Posts: 139
- Joined: Thu Jan 19, 2017 9:20 pm
Re: Orks need just a couple more unit choices! And a WAAAGH!
Zhuk, sorry man, but I dont really understand a thing you said.zhukodim wrote:Just a couple of units will change what? From what I see there is massive problems with balance in terms of stats and points costs.
For example 80 points ork boyz and 120 shoota boiz. Shoota boys do not even have optimal range for fire? What is this design choice or just a oversight? I mean they have 10 AP and 30 power but the only range where they can have it - point blank range with 20 acc. That means that they best potencial 20 power 0 ap 70 acc. They need to spend inadequate amount of turns to remove any of space marine models. 80 points ork boyz doing better with they slaggas.
And thats just one example.
Anti-tank weapons in this game overeffective vs everything. Look at those lazcannons please. Again design choice? Would be ok with different point cost for infantry moddels or like 100% more models per unit. Bot not with 2-4 models per units for orks. They one shot everything.
Yes, at the same time some units like bikes. In one of my MP games I killed enemy hero in one turn with them and in next turn nearly kill all 3 models in terminator unit with hammer. Again problem. But complex one. Because Many units have a stats like from one game and another unit like from comletly different game with different rules.
I have a feeling that there were some core balance at some point. With some basic units for SP campaing. But latter was added more units and maybe some changes in combat mechanics without tests.
Also Im not sure how orks should play right now. Maybe someone can challenge me and show they power in MP game?