Scorpio
09-29-2015, 11:07 AM
Hi all,
I saw an article on here, where it was suggested that Orks have a few upgrades, including a Waagh! every turn after Turn 1 (which they can do in a Formation- which consists of 1 Warboss, 1 Mek, 1 Unit of Nobs/MegaNobs, 6 Units of Boys and a unit of Grots- anyway).
I have also noticed that it seems to be (in general) the "Horde" armies that get the more "weaker" Codexes (maybe due to the fact that a) there's more of them and b) its more in line with their 'fluff').
However, I feel that there is an answer for these "weaker" armies to be buffed slightly, keeping them inline with their "fluff" and the answer is in the Space Marines Codex, mainly their Chapter Traits.
If this type of "Chapter/ Clan Traits" were to be applied, would these "weaker armies" benefit from them?
Lets take Orks for example
Bad Moons - the richer, more showy off guys, they could have something like the Iron Hands 6+ Feel No Pain, for Boys and Nobs in Heavy Armour, and It Will Not Die for models in mega Armour or Vehicles.
Evil Sunz - the speed freaks of Orks - they could have something like Bikes, Truks and Battlewagons getting Red Paint Job for free, plus Deff Dredds and Kans could get Fleet or Crusader.
Deathskulls with their penchant for Blue (lucky colour in Ork society) could get Re-rolls in all To Hits (Shooting and Combat) and any models in armour could re-roll their saves.
Blood Axes being more Kunnin could have Ravenguard style Scout/Infiltrate for their Boys units.
Goffs being more practical could have an Ultramarine type 1 use re-roll To Hits in Shooting, 1 re-roll To Hit/Wound in combat, 1 use Fleet move.
Snakebites, maybe they could go with Rage/Counter Attack.
(I'd also give Ghazkull a few little extras for his points, maybe Adamantium Will, 5+ FNP and Armourbane for his Klaw). But Ghaz isn't a Klan/Tribe by himself.
Imperial Guard... sorry, Astra Militarum, I would give a few ideas for
Catachan Jungle Fighters - Stealth and Infiltrate.
Cadians - Re-roll To Hit with Lasguns.
Mordians - Vehicles and HQs "It Will Not Die" and the Guardsmen 6+ Feel No Pain.
Tallarns (I believe they have some rules, but I'm not sure of them) I would say Tank Hunter and Scout.
Valhallans Shred Flamers and Stubborn.
Vostroyans - Rage, Furious Charge and Hammer Of Wrath.
Ok, so these options may not be to everyone's individual taste, but trying to keep with the overall flavour of these armies and yet give a bit more individual tactical spices to throw in for games. Its also fair to remember that these armies will outnumber the more elite armies, so should have more gun shots or combat attacks (if at a worse BS, I or WS to the Elite guys).
What do you all think?
I saw an article on here, where it was suggested that Orks have a few upgrades, including a Waagh! every turn after Turn 1 (which they can do in a Formation- which consists of 1 Warboss, 1 Mek, 1 Unit of Nobs/MegaNobs, 6 Units of Boys and a unit of Grots- anyway).
I have also noticed that it seems to be (in general) the "Horde" armies that get the more "weaker" Codexes (maybe due to the fact that a) there's more of them and b) its more in line with their 'fluff').
However, I feel that there is an answer for these "weaker" armies to be buffed slightly, keeping them inline with their "fluff" and the answer is in the Space Marines Codex, mainly their Chapter Traits.
If this type of "Chapter/ Clan Traits" were to be applied, would these "weaker armies" benefit from them?
Lets take Orks for example
Bad Moons - the richer, more showy off guys, they could have something like the Iron Hands 6+ Feel No Pain, for Boys and Nobs in Heavy Armour, and It Will Not Die for models in mega Armour or Vehicles.
Evil Sunz - the speed freaks of Orks - they could have something like Bikes, Truks and Battlewagons getting Red Paint Job for free, plus Deff Dredds and Kans could get Fleet or Crusader.
Deathskulls with their penchant for Blue (lucky colour in Ork society) could get Re-rolls in all To Hits (Shooting and Combat) and any models in armour could re-roll their saves.
Blood Axes being more Kunnin could have Ravenguard style Scout/Infiltrate for their Boys units.
Goffs being more practical could have an Ultramarine type 1 use re-roll To Hits in Shooting, 1 re-roll To Hit/Wound in combat, 1 use Fleet move.
Snakebites, maybe they could go with Rage/Counter Attack.
(I'd also give Ghazkull a few little extras for his points, maybe Adamantium Will, 5+ FNP and Armourbane for his Klaw). But Ghaz isn't a Klan/Tribe by himself.
Imperial Guard... sorry, Astra Militarum, I would give a few ideas for
Catachan Jungle Fighters - Stealth and Infiltrate.
Cadians - Re-roll To Hit with Lasguns.
Mordians - Vehicles and HQs "It Will Not Die" and the Guardsmen 6+ Feel No Pain.
Tallarns (I believe they have some rules, but I'm not sure of them) I would say Tank Hunter and Scout.
Valhallans Shred Flamers and Stubborn.
Vostroyans - Rage, Furious Charge and Hammer Of Wrath.
Ok, so these options may not be to everyone's individual taste, but trying to keep with the overall flavour of these armies and yet give a bit more individual tactical spices to throw in for games. Its also fair to remember that these armies will outnumber the more elite armies, so should have more gun shots or combat attacks (if at a worse BS, I or WS to the Elite guys).
What do you all think?