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Thread: Feral Ork List

  1. #1
    Senior Member thegodofnothing's Avatar
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    Feral Ork List

    I mashed together the rules for a Feral Ork list for a narrative campaign we're running. I used the old Feral Ork List and the current Codex with a bit from 2nd edition: Team Shiv: Campaign Army: Feral Orks
    Any thoughts would be appreciated.

    "LET'S COMMENCE PREPARATIONS FOR RUMBLING!" Mono-Tzeentch 1:1:1

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    squig catapult:
    Non Vehicle units under the blast template must make an armor save. Those that fail are removed from the game.

    1 save per each model below the template? or 1 save only for the whole unit?
    Anyway it's too strong imho.

    And you missed the W stat for the squigs in the herdaz entry
    I don't use Vendettas or Valks...if Guardsmen were meant to fly, the Emperor would have given them wings. (343rd Mordian)
    The battle for Hidaxes SubSector (Listwar)! 184th Cadian blog: 184th.blogspot.com

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    Senior Member thegodofnothing's Avatar
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    Thanks for the pointers! The catapult I pulled directly from the 2nd edition book. It was one save for anything under the template. How would you balance it?
    "LET'S COMMENCE PREPARATIONS FOR RUMBLING!" Mono-Tzeentch 1:1:1

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    Maybe something like poisoned? wounds on a 2+ after failed armour save
    This way it isn't TOO cheesy (remove a W6 tyranid tervigon in a single shot? YES PLEASE MORE OF THEM!!11!!1!!!) but it's still strong
    I don't use Vendettas or Valks...if Guardsmen were meant to fly, the Emperor would have given them wings. (343rd Mordian)
    The battle for Hidaxes SubSector (Listwar)! 184th Cadian blog: 184th.blogspot.com

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    Junior Member A.T.'s Avatar
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    Quote Originally Posted by Frost89 View Post
    This way it isn't TOO cheesy (remove a W6 tyranid tervigon in a single shot? YES PLEASE MORE OF THEM!!11!!1!!!) but it's still strong
    The original had a slightly different chart ... IIRC MCs and vehicles got 2+ saves, more powerful targets were immune, and the weapon itself was horribly inaccurate.

    No madboyz or cyboars?

    I also missed it the first time but the orks seem to be sporting a free invulnerable save - while it's next to useless on the sisters I bring it up as it's a straight no drawbacks buff for the orks.

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    Senior Member thegodofnothing's Avatar
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    Frost89: That's a good idea. Maybe just make it a 2+ poison, you save as normal and only does 1 wound that way you're not killing multi-wound models like it's your job. I could see it maybe ignoring cover though.

    A.T.: I figured all the boars would technically be cyboars. I'll look over the 2nd ed wargear and figure out how to make that an upgrade or something. As for the madboyz the longer I looked at their rules the less I thought they would make sense. I suppose fluffwise I'm required to have them in. That said I would probably give a different list with things like Rage, "Automatically falls back," Fearless, Stubborn etc.
    "LET'S COMMENCE PREPARATIONS FOR RUMBLING!" Mono-Tzeentch 1:1:1

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    Senior Member Lanrak's Avatar
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    Here is my Madboys disturbed behaviour chart.
    Roll at the start of every turn...
    2 or 3 Fobik!
    The Madboys become terrified of a random object and make themselves as small as possible , and cover thier faces to hide from the terrible abomination.
    The Madboys counts as going to ground and will not fight in any way !

    4 Moronik.
    The Madboys wander about looking for a 'speshul sumfink...'
    The mad boys count all movement as moving through difficult terrain, they will not shoot but fight in close combat normaly.

    5 Melonkolik.
    The Madboys are convinced they are all dead so lay down and wait for the hand of Mork ( or possibly Gork) to take them into the Big Green.
    The Madboys remain stationary and do not move or fight in any way.The Madboys are SO convincing that NO attacks can be made agains them , and any attacks that 'scatter' onto the Madboys are ignored.

    6 Frantik.
    The Madboys are not sure where they are going , but they are going to get there 'Zoggin kwick!'
    The Madboys gain , Fleet of foot, Move through cover and a 5+ inv save due to the irratic way they move.
    The Mad boys cannot shoot but can assault normaly.

    7 or 8. Sykotik.
    The Madboys move forward with steely resolve.
    They gain Fleet of foot, and Feel no pain.

    9. Skitzo.
    The Madboys multiple personalities emerg at the same time!All the personalities constantly argue about what enemy to 'Bash', but when the Madboys are in an assault, ALL the personalities 'stik da boot in!'
    The Madboys gain Slow and puorposful , Counter Attack, and Feel no pain.

    10.Manik.
    The Madboys have 'seen da lite' and are convinced they can win the battle by a decisive action!
    If in assault range of an enemy unit ,they gain Rage,Fleet of foot ,and Feel no pain.
    If they are out of assault range of enemy units, they will shoot at the nearest enemy unit , re rolling any misses.

    11 or 12.Maniakz.
    Swathed in an eerie green glow , the Madboys belief in themselves is powered by pure Waaagh energy.
    The Madboys gain the abilities of monstrous creatures , (but count cover as for normal boys.)Fleet of foot and Feel no pian.

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