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Made in au
Oberstleutnant






Perth, West Australia

 Chumbalaya wrote:
I think people wanted to not lose Wazdakka and Zogwort, FOC-shifting Nobz/Meganobz/Bikes/Dreadz, Looted Wagons and Ghaz.

Is Ghaz not in the 'dex anymore? Cutting more out for extra releases ; /

   
Made in ca
Fixture of Dakka





Ottawa Ontario Canada

fixxxer76 wrote:
All I know is I am not paying $63.00 for 3 Plastic figures. My limit is reached.


In Canada it's $76, oh and 3 killa kans is only $55... which is the exact same price as a single mek gun.... seriously... gw... rob ford needs crack too!

This message was edited 1 time. Last update was at 2014/06/24 04:39:26


Do you play 30k? It'd be a lot cooler if you did.  
   
Made in us
Beautiful and Deadly Keeper of Secrets





 Yonan wrote:
 Chumbalaya wrote:
I think people wanted to not lose Wazdakka and Zogwort, FOC-shifting Nobz/Meganobz/Bikes/Dreadz, Looted Wagons and Ghaz.

Is Ghaz not in the 'dex anymore? Cutting more out for extra releases ; /



It's actually a supplement, it's his WAAAGH! apparently.

He's in the dex as a LoW
   
Made in ca
Sneaky Kommando





I wanted:

Make slugga boyz competitive vs shoota boyz and vs other armies' troops
More anti-armour options than Nobz with power klaws
Flash Gitz rules improved; Flash gitz to elites and lootas to HS
Weirdboyz to Elites
Painboyz as a cheaper upgrade for more units, with a boy's statline
Transport options for units that didn't have them
Bikes cheaper
The ability to take grots in boyz mobs to soak up casualties

Honestly, what we're getting is way better than anything I could have come up with.

Blood rains down from an angry sky, my WAAAGH! rages on, my WAAAGH! rages on! 
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

Perfect Organism wrote:... the new ork codex and it seems that ork players are mostly rather upset

The rules changed and people got upset on DAKKA!? What?

With a few exceptions (like continuing the curious recent trend of removing special characters), the biggest problem is that it didn't meet people's wildly exuberant expectations, which is totally GW's fault, I'm sure. That and things changed at all. I guess it's somewhat excusable given that orks have had two or fewer codices for a vast majority of ork players up until just now. Most of them likely haven't gone through a codex change before, and so are shocked to see that their army could be different over time.

Plus, of course, the same tired, endless griping about GW in general...



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Under the couch

 Ailaros wrote:
...the biggest problem is that it didn't meet people's wildly exuberant expectations, ...

Yeah, totally unreasonable for people to expect their models to remain legal, and for bad units to not get worse...

 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 insaniak wrote:
 Kommissar Kel wrote:
The Looted Wagon was removed from the codex due to lack of model, it was returned via White Dwarf purely by Fan demand/outrage.

As others have pointed out, the news that the wagon was being released in white dwarf came at the same time as the news that it wasn't int he codex. How exactly was this driven by demand?


Not true. The pod-cast who mentioned looted wagons being gone for the first time was two weeks before the White Dwarf.

 Chumbalaya wrote:
I think people wanted to not lose Wazdakka and Zogwort, FOC-shifting Nobz/Meganobz/Bikes/Dreadz, Looted Wagons and Ghaz.

Personally, I wanted Klan Roolz back.


I doubt many people actually miss Wazdakka as a character, especially since you can just rebuild him by giving a Big Mek the relic bike. What people do miss is the option of taking bikes as troops.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in gb
Decrepit Dakkanaut




 Jidmah wrote:
 insaniak wrote:
 Kommissar Kel wrote:
The Looted Wagon was removed from the codex due to lack of model, it was returned via White Dwarf purely by Fan demand/outrage.

As others have pointed out, the news that the wagon was being released in white dwarf came at the same time as the news that it wasn't int he codex. How exactly was this driven by demand?


Not true. The pod-cast who mentioned looted wagons being gone for the first time was two weeks before the White Dwarf.

 Chumbalaya wrote:
I think people wanted to not lose Wazdakka and Zogwort, FOC-shifting Nobz/Meganobz/Bikes/Dreadz, Looted Wagons and Ghaz.

Personally, I wanted Klan Roolz back.


I doubt many people actually miss Wazdakka as a character, especially since you can just rebuild him by giving a Big Mek the relic bike. What people do miss is the option of taking bikes as troops.


As above

I also know what my friend in the studio told me, which was that this was why WD didnt have the weird boy bit in it- rush job due to demand. Yonan is aware of this, buit likes to pretend otherwise with "crickets" remarks.
   
Made in au
Oberstleutnant






Perth, West Australia

You having "a friend" somewhere doesn't override GWs track record.

"I have a friend in GW design who told me this was purely due to wanting an extra $4." See - easy.

This message was edited 1 time. Last update was at 2014/06/24 09:40:47


 
   
Made in us
Longtime Dakkanaut






 Ailaros wrote:
the biggest problem is that it didn't meet people's wildly exuberant expectations, which is totally GW's fault, I'm sure.


I have 3 versions of my Space Wolves codex, at least 3 versions of Space Marines, 3 versions of Tyranids, 4 versions of SoB including the pre-witchhunters, witchhunters, WD and now digital, and 2 versions of Orks. This has nothing to do with "just change" and everything to do with GW's seemingly sudden inability to make a Xenos codex with crapping all over it.

No invulnerable saves for characters?
Mob Rule that is needlessly more random, complicated and worse than the old rule?
Removal of Looted Wagons for seemingly no reason?
STILL not giving Weirdboyz any options? And his discipline access is hilariously bad. Hm... I can either take "Perils on any double", or a bunch of Witchfire powers on my BS2 model! *fingertwirl*

So yes, it is in fact GW's fault that this codex didn't meet expectations. I hoped for something fantastic, I mean, Orks have been waiting for awhile, but I knew better than to think I'd get what I hoped for. I expected "decent, maybe on Space Marines level". I somehow didn't even get that.

   
Made in gb
Secret Inquisitorial Eldar Xenexecutor





UK

Most of the witchfires are blast though, with mitigates some of the problems hitting?

Soon his foes would learn that the only thing more dangerous than a savage three hundred pound brute is a savage three hundred pound brute with a plan - Ork Codex

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Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Actually, all but one don't need to hit, since they are blasts, templates and beams.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Longtime Dakkanaut






BS still figures into hitting with Blasts.

Overall, it's still a crappy power set for orks, especially as Blessings are still king and our one blessing doesn't really do anything all that special. Attacks arent exactly lacking for Orks... That's before figuring everything that actually goes into Witchfires. Weirdboyz were underwhelming at it was, they're still underwhelming considering what they compete with, what options they have (read: none), and really their complete lack of any buff. The off chance that you'll hurt yourself is just crap icing on the turd cake, really.

This message was edited 1 time. Last update was at 2014/06/24 13:42:33


 
   
Made in us
Regular Dakkanaut




Jacksonville, FL

 Perfect Organism wrote:
Now we've got good information on the new ork codex and it seems that ork players are mostly rather upset even though from what I can see GW gave them exactly what they said they wanted.


Slugga Boyz will still bounce off of Space Marines in assault, especially if the Marines are using Ministorum Priests and/or Biomancy powers to buff themselves. Lack of choppa rule and lack of power weapons aside from klaw on the Nob make it so that Ork Mobs are still just ablative wounds for a Nob with a PK, and with the new Ork morale rules, those wounds will die even faster.

I was just hoping for assault to be better, but they seem to have doubled down on making Orks shooty (while still leaving them woefully lacking in S9+ AP2 shooting weapons... in fact, the only ones I can thing of are SAG, Zzap gun, and Smasha Gun, all three of which are random Strength and so might not be that good).


Automatically Appended Next Post:
 Crablezworth wrote:
fixxxer76 wrote:
All I know is I am not paying $63.00 for 3 Plastic figures. My limit is reached.


In Canada it's $76, oh and 3 killa kans is only $55... which is the exact same price as a single mek gun.... seriously... gw... rob ford needs crack too!


I think I better get some Killer Kanz before they jump up in price. I already have a few, but some new ones would be easier to model as I'm considering.

This message was edited 1 time. Last update was at 2014/06/24 14:20:54


Realms of Inisfail
http://www.realmsofinisfail.com 
   
Made in us
Strangely Beautiful Daemonette of Slaanesh



where the wind comes sweeping down the plains

I could've thought up 6 super orky powers to release with the weirdboy...you mean to tell me GW took away all his coolness? He's just a substandard psyker now?


Automatically Appended Next Post:
Ork powers:

1. Machine weirding. WC:2 Malediction. 24" range. Do 1 hull point of damage to an enemy vehicle. Additionally, if there are any troops inside the vehicle, they must pass a toughness test or be removed from play. No saves of any kind are allowed.

2. Body weirding. WC:2 Malediction. 24" range. Target must pass a toughness test or be removed from play. No saves of any kind are allowed. If a model in a unit is lost from this, the unit is blind until the beginning of the caster's next psychic phase.

3. 'Ard Candy Shells. WC:2 Witchfire. Template. AP2 Wounds on the armor value of target. If a model takes a wound from this power, and is still not destroyed, the model must take another wound from 'Ard Candy Shells.

4. Let da worp do my biddin'. WC:3 Witchfire. Large Blast. 24" range. S: 6 AP: 6. Rending. Armorbane. Scatters on 4d6. BS is replaced with caster level + warp charge successes rolled.

5. Harharharharhar! WC:3. Malediction. Range 24". Target psyker/unit will not generate warp charges or use psychic powers during their next psychic phase. If there are any other psyker/units within 12" of the initial target, this power then may target those psykers/units.

6. Waaaaagh! WC:3. Augment. Range 18". During a turn which a Waaaaagh! has been issued, all models in this spell's range gain Armorbane.

This message was edited 1 time. Last update was at 2014/06/24 15:16:35


 
   
Made in gb
Secret Inquisitorial Eldar Xenexecutor





UK

Your number 2 is an overly hyped version of the new number 1. Their 2 WC charge large blast is nice, they have a beam and some highly potent vomit which are both quite orky and dont take BS into account.

All in all the new powers are potent, destructive and actually quite orky.

Primaris) Small blast frazzle
1) Focused witchfire, causes a wound
2) Extra attacks!
3) Teleporting!!!!
4) Beam of Green Energy
5) Super Vomit
6) A large blast that if you roll 11 or 12 for strength smashes into them again

Soon his foes would learn that the only thing more dangerous than a savage three hundred pound brute is a savage three hundred pound brute with a plan - Ork Codex

30K Imperial Fist Progress
Tale of 6 Gamers - 30K

I've recently started taking on commissions, if you'd like to talk a project over feel free to PM me here, or find me at:
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Made in us
Longtime Dakkanaut






Frazzle was already small blast. It wasn't great before, it isn't great now. Still has to hit, and considering BS2 scatters an average of 5" when it does scatter.

Focused witchfires are still terrible, since you have to exceed the WC of the power to actually pick the target. That's assuming your BS2 hits, and the power is a T test for a wound. Low T things come in mobs that numbers aren't usually an issue. High T things aren't going to fail that T test all that often.

Extra Attacks. *finger twirl* Sure, in a MANZ unit that might be good. 31 extra attacks at I2/S4 (assuming your Orks charged) is only a couple extra wounds against MEQ (assuming you didn't lose boyz before you swing). It's even less if you DIDN'T get the charge and are S3. If Boyz had access to power weapons or something, that might be better. Maybe in a Burna unit or something, either way, attacks aren't something Orks have ever lacked for. An I boost, some sort of save... just about anything would be better for Boyz.

Teleporting: Meh. I've never been a big fan of deep strike outside of things like Drop Pods or Mawlocs that don't die if they mishap. Boyz can't attack out of a deepstrike, and you're forced to bunch your unit up making it a tasty treat for blasts.

Beam. IIRC, this is S10/AP2? That will actually be nice. Some sort of AP2 and it gets around BS2. Still, witchfires are considered weak for a reason. The easier DtW that blessings don't deal with is why Blessings are still king.

Template range on a 6+ no armor model, so he'll be at the front. Hope you're going after small units like Terminators or something, because you Weirdboy is almost guaranteed to die the next turn. Even then, you're generally safer drowning them in Shoota fire. Not like it can be used for Overwatch or anything.

More random strength stuff. If I wanted something I'd roll 11/12 for, I'd for the Shokk attack gun. At least that becomes a vortex instead of just hitting again.
   
Made in gb
Decrepit Dakkanaut




 Yonan wrote:
You having "a friend" somewhere doesn't override GWs track record.

"I have a friend in GW design who told me this was purely due to wanting an extra $4." See - easy.

Irrelevant to me. I know I'm telling the truth, you see, but I'm not making an appeal to authority. All I see is your consistent, one sided view on this, which is amusing when talking about failings in others.

I actually have two good friends (as in, one lived with me for a few months) in the studio, so I know my sources are valid. Yours is e same hyperbole in this and every other "day one DLC" bollocks thread, and you ignore anything mitigating - provably so - every time. Try being more balanced and less hyperbolic, and it might result in people listening to you more.
   
Made in us
Longtime Dakkanaut






nosferatu1001 wrote:
which was that this was why WD didnt have the weird boy bit in it- rush job due to demand. Yonan is aware of this, buit likes to pretend otherwise with "crickets" remarks.

I don't understand. The Weirdboy is definitely in the codex (which should have already been at the printers, no?) so why would he be in the WD? As a featurette or something?
   
Made in gb
Decrepit Dakkanaut




 streamdragon wrote:
nosferatu1001 wrote:
which was that this was why WD didnt have the weird boy bit in it- rush job due to demand. Yonan is aware of this, buit likes to pretend otherwise with "crickets" remarks.

I don't understand. The Weirdboy is definitely in the codex (which should have already been at the printers, no?) so why would he be in the WD? As a featurette or something?

Yeah, as a promised feature, and also other layout clues - cf the morka/gorka naught issue with the looted wagon entry, eg the composition. Rush copy and post based on the outcry.

I'm no white knight, just dislike such obvious bias go unchallenged.
   
Made in us
Longtime Dakkanaut






nosferatu1001 wrote:
 streamdragon wrote:
nosferatu1001 wrote:
which was that this was why WD didnt have the weird boy bit in it- rush job due to demand. Yonan is aware of this, buit likes to pretend otherwise with "crickets" remarks.

I don't understand. The Weirdboy is definitely in the codex (which should have already been at the printers, no?) so why would he be in the WD? As a featurette or something?

Yeah, as a promised feature, and also other layout clues - cf the morka/gorka naught issue with the looted wagon entry, eg the composition. Rush copy and post based on the outcry.

I'm no white knight, just dislike such obvious bias go unchallenged.

That makes a bit more sense. Still, GW certainly did seize the opportunity to monetize it, instead of making it a free download or something. So while Hanlon's razor may apply, it still sucks for Orks.

Maybe I just have a bitter taste after my Nids though.
   
Made in us
Slaanesh Chosen Marine Riding a Fiend



Maine

I think what I was hoping for was not having to feel like I have to throw units out the window as I build my list. It seems so difficult to keep Boyz alive now, more than ever. I know the KFF was kind of cheesy as a whole, if just one Boy touched it, the entire mob got the cover save. But even replacing that to a 5++, but only for the models touching is a large nerf, despite the better save.

I was also hoping we would get easier access to Invul saves like other races. We got virtually NONE. Our Warbosses are almost useless in CC now. The Painboys being allowed to go wherever is awesome, and helpful...but if its a mere 6+ FNP...well...we won't be saving very many Boyz.

Why the Hell do ALL our saves need to be 6+? (excluding KFF). Seriously. Why do they have to slap Orks in the face with this gak? I know we have loads of models on the table, but when they just...DIE with the most MINIMAL effort by your opponents...it's just annoying as gak.

As a whole, I wanted SURVIVABILITY over anything else. They just made Orks easier to kill. Especialyl that gakky ass Mob Rule chart.
   
Made in gb
Secret Inquisitorial Eldar Xenexecutor





UK

Painboys give 5+ FNP
Eavy Armour 4+ Armoursave
Mega Armour 2+ Armour Save.

Soon his foes would learn that the only thing more dangerous than a savage three hundred pound brute is a savage three hundred pound brute with a plan - Ork Codex

30K Imperial Fist Progress
Tale of 6 Gamers - 30K

I've recently started taking on commissions, if you'd like to talk a project over feel free to PM me here, or find me at:
Facebook: https://www.facebook.com/BasiliskStudios
Email: Basilisk.Studios@yahoo.co.uk 
   
Made in us
Battlewagon Driver with Charged Engine





 streamdragon wrote:
 Ailaros wrote:
the biggest problem is that it didn't meet people's wildly exuberant expectations, which is totally GW's fault, I'm sure.


This has nothing to do with "just change" and everything to do with GW's seemingly sudden inability to make a Xenos codex with crapping all over it.




Eldar, Tau, Daemons

 Tactical_Spam wrote:
You never know when that leman russ will punch you back

 
   
Made in us
Irked Necron Immortal





 Billagio wrote:
 streamdragon wrote:
 Ailaros wrote:
the biggest problem is that it didn't meet people's wildly exuberant expectations, which is totally GW's fault, I'm sure.


This has nothing to do with "just change" and everything to do with GW's seemingly sudden inability to make a Xenos codex with crapping all over it.




Eldar, Tau, Daemons


I believe he is refering to the trend that was started by the tyranid codex, thus the word sudden.

Everything I say, barring quotes and researched information, is my personal opinion. Not fact.

"Being into 40k but not the background is like being into porn but not masturbation..." - Kain

"I barely believe my dice are not sentient and conspiring against me." - knas ser 
   
Made in us
Beautiful and Deadly Keeper of Secrets





nosferatu1001 wrote:
 Yonan wrote:
You having "a friend" somewhere doesn't override GWs track record.

"I have a friend in GW design who told me this was purely due to wanting an extra $4." See - easy.

Irrelevant to me. I know I'm telling the truth, you see, but I'm not making an appeal to authority. All I see is your consistent, one sided view on this, which is amusing when talking about failings in others.

I actually have two good friends (as in, one lived with me for a few months) in the studio, so I know my sources are valid. Yours is e same hyperbole in this and every other "day one DLC" bollocks thread, and you ignore anything mitigating - provably so - every time. Try being more balanced and less hyperbolic, and it might result in people listening to you more.


Maybe if GW actually did things to show that this was something they did out of gratuity to the community, rather then something they usually do to gain more money.

Considering that they could:

A: Talk about it with the fans, maybe actually say it was due to the outcry (Which I still don't believe, considering their attitude towards Chaos Space Marines)

B: Instead of stuffing it into White Dwarf, put it up on their actual site rather then in something for payment format.

As a result of their constant practices, it's hard to believe otherwise, even with "Friends" telling you.
   
Made in us
Cosmic Joe





From fan outcry? LOL! That's a good one. I'll have to remember that one. GW doesn't listen.



Also, check out my history blog: Minimum Wage Historian, a fun place to check out history that often falls between the couch cushions. 
   
Made in ca
Regular Dakkanaut




My problems with the new codex are as follow:

1. No clan tactics
2. No way to switch FoC slots
3. Painboy/Mek/Wierdboyz should be slotless 0-3 per detachment as IG
4. Mob Rule should be back to what it was
5. Boyz should be 1 point less (by removing stikbombs)
6. Killkannon should be S8 like they told us in the WD
7. Cybork body should be back to what it was
8. Orkanaut should have assault vehicle

Everything there is minor and I’ll just make due.
   
Made in au
[MOD]
Making Stuff






Under the couch

NamelessBard wrote:
2. No way to switch FoC slots

Unbound makes this uneccessary. I doubt we'll see much in the way of FOC switching from any 7th ed codex.

 
   
Made in ca
Fixture of Dakka





Ottawa Ontario Canada

 insaniak wrote:
NamelessBard wrote:
2. No way to switch FoC slots

Unbound makes this uneccessary. I doubt we'll see much in the way of FOC switching from any 7th ed codex.


You make me a sad panda :(

Do you play 30k? It'd be a lot cooler if you did.  
   
 
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