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I believe that every option available in a codex should be made to be worth its points cost, and should have the possibility of serving a useful role. Generally GW strives to achieve this, but sometimes it falls short. There are units in every codex which people rarely ever take unless they do so purely for reasons of fluff or fun, as these units are not competitive within the game system. Generally this lack of competitiveness is due to the fact that a unit's abilities are far too random to be useful, or because it is priced too highly for what it can do. Don’t get me wrong, I don’t play this game just to win, and I do love getting into the fluff and taking on modeling and conversion challenges. My nine strong Ork Flash Gitz mob, fully converted, with all three shooting upgrades - perhaps the worst competitive choice in the entire 40K system - attests to this. I assembled it just for the sheer fun of the modeling challenge, even if it will never see a table top unless I am playing a ridiculous Apocalypse game where I want to throw wacky things at my opponent. But I would far prefer it if fielding units like this wasn’t purely an exercise in futility.
Conversely there are some units or options which are overpowered, perhaps because of an oversight in play testing or a failure to identify a rules loophole or possibility of abuse by “power gamers.”
And finally there are one or two things which are missing from a particular codex, which often may even have been present in a previous codex, and which do not seem to warrant omission.
My goal in bringing everything into balance is to remove both the automatic dismissal and automatic must have of units and options. I prefer the variety and complexity of having many worthwhile choices. For example, it is just not enjoyable to play against an endless wave of ridiculous CSM Lash armies and Ork Biker Nobz armies. Similarly it is sad to never see Ork Flash Gitz mobz or Possessed Chaos Space Marine Squads show their ugly mugs on the tabletop. I play for competition just as much as I do for the pure fun of it (I play to win while not pissing off my opponents to do so, and I have loads of fun even when I lose), and I would like to see this balance reflected in a codex. So here are my suggestions for how to fix issues like the ones I mentioned above in the Ork codex to make this happen.
1. Wound Allocation Control with Nob Mobz
Issue: Nob Mobz (with or without Bikes) are way too powerful because players can take advantage of their wide selection of wargear options to abuse the wound allocation rule for unique multiple wound models to ensure that the mob does not lose its first model until more than 50% wounds have been inflicted. Ex. Ten Nobz (with or without bikes), however expensive, can be configured as follows: 1) Waaagh! Banner and Powerklaw, 2) Bosspole and Powerklaw, 3) Powerklaw and Combi-Skorcha, 4) Painboss, 5) Big Choppa, 6) Choppa and Slugga, 7) Big Choppa and Kombi-Skorcha, Kombi-Skorcha, 9) Kombi-Shoota, and 10) Kombi-Rokkit Launcha and Ammo Runt, to make each model in the mob unique. Thus the mob could take ten unsaved wounds spread out evenly amongst the ten models, as each is a unique, multi-wound model, and the mob would not have to remove its first model until the eleventh unsaved wound.
Suggestion: Nob Mobz of any kind must remove whole models no matter what, even if they are all uniquely configured, despite the core rules. This does not apply to attached IC's.
Notes: Everyone who plays against Orks hates this rules loophole, and even a bunch of the Ork players hate it, too (myself included). I definitely see this as rules abuse which detracts from the game. And I think Nob Mobz and Nob Biker Mobz are good enough without it (especially if you also incorporate suggestion #2 - see below). I think this should be changed in the core rules as disseminated in a FAQ, making the WAC for unique multiple wound models only apply to IC’s and perhaps special named character upgrades. However, for the moment I am just suggesting to make this change for Nob Mobz.
2. Nob Mobz.
Issue: If you take away the WAC abuse ability of Nob Mobz (see suggestion #1 above), then I would say they are too expensive for what they are capable of doing. Standard Boyz are more cost effective to the point where it is generally better to take them over Nob mobz.
Suggestion: Reduce cost of Nobs in Nob Mobz to 15 pts each.
Notes: I think a Nob is more comparable in ability to the equivalent of 2.5 Boyz than to 3.3 Boyz, and the cost should reflect it. This would affect Nob and Nob bikers, as well as Flash Gitz by extension aas they are a type of Nob (see suggestion #3 below), but not Meganobz who are priced correctly. It may seem a little weird that in suggestion #1 I advocate that Nob Mobz are broken due to WAC abuse, but then in suggestion #2 I advocate reducing their price. Simply put, I think the WAC abuse rule is way over the top, and makes them far stronger than their cost warrants, but if this is corrected, then I see them as overpriced – I am trying to get them somewhere in the middle of the two extremes.
3. Flash Gitz
Issue: Far too expensive for what they can do, especially considering the highly random nature of their weapon. Currently no one ever uses them, and they are considered one of the worst choices in the entire game.
Suggestion: Make their Snazzguns an Assault 2 weapon and reduce their base cost to 20 pts each.
Notes: Taking into account their terrible BS and high cost (which only gets far worse when they take upgrades, but IMO it is essential to do so in order to make them at all effective – the better you make them, the worse they get!). For a dedicated elite shooting unit, they sure are terrible when it comes to shooting. Comparatively Loota Deff Gunz vs. light to medium vehicles or infantry, or a bunch of cheap Ork Boyz with Shootas vs. any infantry, are far more effective options. The Flash Gitz niche (as best I can tell) is supposed to be killing heavy infantry or maybe even MC’s. However, their Snazzguns are way too random to accomplish this or to justify their staggering cost, and the much cheaper Ork Boyz with Shootas will do the job far better even against Terminators. Making their Snazzguns an Assault 2 weapon and reducing their base cost would go a long way to making Flash Gitz capable of making their points back, and people might actually take them.
Issue: Abilites are far too random to be useful. Warbosses and Big Meks are clearly far better choices as HQ's than Weirdboyz.
Suggestion: They can use each of the five beneficial powers (ie. all of them except for ‘Eadbanger) once per game, although the Waaagh! cannot be used on the first turn. 'Eadbanger replaces the usual perils of the warp attack for Weirdboyz. The Warphead upgrade allows you to repeat two different powers (thus you get 7 power uses instead of 5, and are able to use two selected powers twice). Base cost of a Weirdboy increases to 60 pts, and the Warphead upgrade increases to 40 pts.
Notes: I believe removing their total randomness will make them a viable choice, but preventing them from using the same power every turn will maintain their Orky control of the Warp feel. Their huge increase in usefulness is offset by an increased cost and a nastier fate for both them and their comrades during perils of the warp attacks. I think these changes would give Ork players three good choices for their HQ selections.
5. Deff Dreadz
Issue: While not too bad of a choice, Killa Kanz with their higher BS, much lower cost, and ability to come in squads of three far outshine them to the point that people usually only emply Deff Dreads in a "Killa Kan Wall" army - three squads of three Killa Kanz as the three Heavy Support choices, two Big Meks with Kustom Force Fields as the two HQ's, and then two Deff Dreads as Troops choices.
Suggestion: Give them the Waaagh! ability.
Notes: They should be able to stand on their own as a viable choice, and not become a consideration if and only if you first take three squads of Killa Kanz (or if you don't care about competitiveness and just like big robots and/or a conversion challenge). Giving them the Waaagh! ability allows them to use Fleet of Foot once per game, and thus get into hth combat faster - the only thing they are really designed to do and are good at doing. This one little upgrade would make them just as worthwhile as a Killz Kanz squad, albeit for different but comparable reasons. The Killa Kanz are better at shooting and can be taken in numbers, just like the Grots who pilot them, while the Deff Dreadz are great at hth and charge in furiously to tear apart their opponents, just like the Orks who pilot them.
"Big Mek Sanguinius"
Avid Blood Angels (8K), Deff Skullz (6K), Black Legion (3K), and Ulthwe (6K) player.
You can't be an Ork.
some of this makes for good reading and i have to agree with you on a few things.. like the cost of a basic nob and of course flash gits ( they are just poor, if not fun!)
but i dont think the weirdboy changes would work... i mean that would make them so powerful .. turn 1, teleport the boyz colse to an enemy unit while your other warphead kills a tank with his gaze or mork power... turn two a second unit teleports and the first unit is given an extra attack when they charge the enemy... turn 3 ) frazzle from both on a hard enemy unit... turn 4 zzap from one and waaagh! from the other and turn 6 one last waaaagh! and extra attacks in close combat...
now that is game breaking and would not work.. IMO
Yeah, you are right about the Weirdboyz. I got carried away with a creative idea I thought was really wacky and cool, but after reading your post and giving it more thought, yes, that would be too powerful. Oh well, back to the drawing board on that one.
"Big Mek Sanguinius"
Avid Blood Angels (8K), Deff Skullz (6K), Black Legion (3K), and Ulthwe (6K) player.
The wound allocation rules in 5th ed are very wacky, and I totally agree with you that the particular exploit you mentioned shouldn't be doable. However, I think the points cost of a Nob should stay where it is. Last week a Nob squad somehow managed a first-turn charge and proceeded to eat half of my army. They really don't need a reduction in cost. If anything, I think they need to lose a wound, but that's only because multi-wound units always seem to cause problems like the one you mentioned.
The Deff Dread and Flash Gitz idea are very good. The Dread idea in particular seems to make sense; it's a melee unit, and it's got an Ork pilot, hasn't it? There's no reason why it shouldn't be able to Waagh.
The above poster = Totally a member of the Fluff Masters Clan. Click here for fluff pwnage.
Come, sons of LO! Kneel before Poodle!
Mr_Wayne: "Some people believe that the World Eaters do not field any ranged weaponry. Those people often die at a distance."
lets not ish list too much, remember orks are great and are still low cost... but that is becuse they dont always perform as well as they should or that they have some massive problem (glory hoggs) that holds them back and means you can get a modle with a S8 24" range weapon that only costs the same as a SM...
dreads are used sometime by some people, but most people can see that a unit of 2-3 kans are more effective. so making the dread better ( maybe for a few more pts) makes sence.. same goes for flash gits as they are just poor at what they do AND cost alot of pts AND attrack alot of fire from the other side of the table, people see them as more dangerous than they really are. so you end up with a costly unit that cant do whay you want them to do that dies early on in the game..
thats why they need changing.
even if only 1/3 hit the target almost all would wound and no save from anything apart for the hardest troops...
so if 10 orks shoot they will have a good chance of killing 3 SM but also they can kill tanks... and are ok in hand-to-hand ...
they are good value.. just a bit too handycaped
Orks configured as choppa/slugga should get fleet OR update the 5th edition fleet rule that any unit with fleet gets 2d6 (pick highest) when running.
I like the trukk option for any ork, but not all orks go that way, so I would make it an upgrade army for a warboss or big mek as speed-freak allowing any infantry unit to take trukks.
Space Wolf wolf guard can do the same wound-trick as Nobz. Get used to it, the allocation trick is not going away. Only thing I would do is request your opponent has a list broken out for each guy to speed up the wound allocation and saves.
Hit nob units with Str 8 weapons. Since wounds have to be spread evenly, you can double-tough more than normal units with single wounds.... i.e. hitting 3 models can cause 6 wounds of damage.
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