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Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Could also be local meta thing but the general idea people usually bring counters the gak out of kans too.

Take my tau for instance. I normally play 2k or bigger games, and i always have 1 riptide with IA, 3 Missilesides with 6 missile drones, 3 crisis suits with missilepods targetlocks and 6 marker drones, and a tanky buffmander to go with the crisis suits for BS5 markerlights and two nasty missile units rather than one. Damn near always have a skyray too.
I would MELT a walker list unless it was a trio of gorkanauts, since i can only glance them and odds are i MIGHT glance one to death given the repairs shenanigans you can do with'm. But i can kite the gak out of them, so its just a longer fight. Nobody is ever going to field 3 gorkanauts though lol.
And thats just my usual list i usually field, with some slight tweaks here and there i always bring that. I have never faced Tau with my orks but even in the new dex i compare my armies and i still go "orks be boned..." - loss of the invul being the biggest culprit here.

This message was edited 1 time. Last update was at 2014/07/09 16:50:24


An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in ca
Tough-as-Nails Ork Boy





Yea, the little "for fun" walker list I would bring on occasion went from merely bad, to ludicrously awful. Having to cut ~150 points out of a underpowered 1250 list on top of nerfs is bizarre to say the least.

It's also no longer technically legal without being unbound.
   
Made in ca
Regular Dakkanaut




 dup3 wrote:
just like not getting Ghazzy as my hq choice. Oh and no CC invulns for the entire army lol.


LoW are in standard FoC. If you like Ghaz, it's better than he is a LoW. That way you can still take 2 big meks/painboys.

Badrukk has a 5++ invulnerable save.
   
Made in us
Regular Dakkanaut






 Vineheart01 wrote:
Could also be local meta thing but the general idea people usually bring counters the gak out of kans too.

Take my tau for instance. I normally play 2k or bigger games, and i always have 1 riptide with IA, 3 Missilesides with 6 missile drones, 3 crisis suits with missilepods targetlocks and 6 marker drones, and a tanky buffmander to go with the crisis suits for BS5 markerlights and two nasty missile units rather than one. Damn near always have a skyray too.
I would MELT a walker list unless it was a trio of gorkanauts, since i can only glance them and odds are i MIGHT glance one to death given the repairs shenanigans you can do with'm. But i can kite the gak out of them, so its just a longer fight. Nobody is ever going to field 3 gorkanauts though lol.
And thats just my usual list i usually field, with some slight tweaks here and there i always bring that. I have never faced Tau with my orks but even in the new dex i compare my armies and i still go "orks be boned..." - loss of the invul being the biggest culprit here.


As long as we're theoryhammering: a walker list might not fare so well, but ork horde lists just got a big buff against Tau with 5+/5++ for 30+ boy mobs, and'Ere We Go + New Waaagh means you can't kite like you used to. My lists see my boy mobs being backed up with a Skyshield (4++) full of big gunz and lootas, Then you have Flash Gits stationed midfield and units of MANz shooting up in Trukks... lots of shooting and durable CC you have to deal with coming from every angle on the board. Painboy/KFF synergy alone now means you won't be able to count on templates taking out very many troops per turn unless you're focusing all your firepower on a unit or two.

Orks have so much ++ versus shooting available now that any unit getting within 12" of a Tau unit has a REALLY good chance of cutting it down in CC. AND that's not taking into consideration tactics like fielding one (or more!) Green Tide mobs of 100-300 boyz made fearless with a Big Bosspole while still benefitting from KFF and Painboyz. Tau shooting simply doesn't particularly scare us any more.
   
Made in us
Slaanesh Chosen Marine Riding a Fiend



Maine

 Multimoog wrote:
 Vineheart01 wrote:
Could also be local meta thing but the general idea people usually bring counters the gak out of kans too.

Take my tau for instance. I normally play 2k or bigger games, and i always have 1 riptide with IA, 3 Missilesides with 6 missile drones, 3 crisis suits with missilepods targetlocks and 6 marker drones, and a tanky buffmander to go with the crisis suits for BS5 markerlights and two nasty missile units rather than one. Damn near always have a skyray too.
I would MELT a walker list unless it was a trio of gorkanauts, since i can only glance them and odds are i MIGHT glance one to death given the repairs shenanigans you can do with'm. But i can kite the gak out of them, so its just a longer fight. Nobody is ever going to field 3 gorkanauts though lol.
And thats just my usual list i usually field, with some slight tweaks here and there i always bring that. I have never faced Tau with my orks but even in the new dex i compare my armies and i still go "orks be boned..." - loss of the invul being the biggest culprit here.


As long as we're theoryhammering: a walker list might not fare so well, but ork horde lists just got a big buff against Tau with 5+/5++ for 30+ boy mobs, and'Ere We Go + New Waaagh means you can't kite like you used to. My lists see my boy mobs being backed up with a Skyshield (4++) full of big gunz and lootas, Then you have Flash Gits stationed midfield and units of MANz shooting up in Trukks... lots of shooting and durable CC you have to deal with coming from every angle on the board. Painboy/KFF synergy alone now means you won't be able to count on templates taking out very many troops per turn unless you're focusing all your firepower on a unit or two.

Orks have so much ++ versus shooting available now that any unit getting within 12" of a Tau unit has a REALLY good chance of cutting it down in CC. AND that's not taking into consideration tactics like fielding one (or more!) Green Tide mobs of 100-300 boyz made fearless with a Big Bosspole while still benefitting from KFF and Painboyz. Tau shooting simply doesn't particularly scare us any more.


Except Big Bosspole is 1 per army :( Otherwise, it would be awesomesauce to run 2 huge green tide blobs!
   
Made in us
Regular Dakkanaut






Keep room in your points for Grotsnik in the other blob! That takes care of FnP as well

This list could be really hard-countered with a lot of AV14 but it would rip up most everything else:

Mad Dok Grotsnik 160
Warboss: Big Bosspole 80
Warboss 60
Painboy 50
Big Mek: kustom force field 85
Big Mek: kustom force field 85

25 Boyz 150
25 Boyz 150
25 Boyz 150
25 Boyz 150
25 Boyz 150
25 Boyz 150
25 Boyz 150
25 Boyz 150
10 Gretchin: + 1 Runtherd 35
10 Gretchin: + 1 Runtherd 35
10 Gretchin: + 1 Runtherd 35
10 Gretchin: + 1 Runtherd 35

5 Mek Gunz: kustom mega-kannon; 2× smasha gun; traktor kannon; + 10× Gretchin 138

1,998 points


Automatically Appended Next Post:
What's nice is that it's still a battleforged army, so you can just have all those grots backfield securing your own objectives while the two giant blobs scour the enemy off theirs. You just... have to have 240+ miniatures on hand... uh, heh...

This message was edited 3 times. Last update was at 2014/07/10 00:07:05


 
   
Made in us
Hangin' with Gork & Mork





The Ruins of the Boston Commonwealth

 adamsouza wrote:
 Overlord Thraka wrote:
 adamsouza wrote:
I have the new Codex and managed two games with Orks using 7E and the new Codex.


And....?


Do you even realise the irony in your post, that contributes nothing to the thread, attempting to insinuate my post contributes nothing to the thread, while entirely missing the point that my post was a reply answering a question in the post above it


Well you just kinda left if hanging.

And I've already made my point in this thread. I think it's "okay". Not great, not terribad, but "Okay"

 
   
Made in us
Mekboy on Kustom Deth Kopta






 Jidmah wrote:
 G00fySmiley wrote:
The first one for the biggest model... The Stompa has no flavor... Seriously lavka anything resembling orkiness. No belly gun option, no eye of mork (or gork), no lifts droppa, no flame Belcher.... Just woo templates. I wanted a bad moonz Stompa with more guns glues on than any model should ia8 and kustom stompas are I suppose dead?

Not dead, just outdated. Keep in mind that most weapons on the stompa have gotten small buffs, so it's a lot better than the stompa from 5th edition you have in mind. There also is a "Big Mek Stompa" available from the apoc book which might fit your idea of a Bad Moonz stompa, it can be armed with both a belly and arm-mounted deff kannon and brings a gaze of mork and lifta-droppa along.

Painboy moved from nobz to independent character which is a kick in the teeth. Could have at least used a stat upgrade or 4+fnp like the old days given the cybok Nerf.

The got cheaper, but are otherwise just as bad a unit as before. Being able to put a pain boy with warbikers, boyz and all our fragile elite choices is a great trade for having to use a HQ slot for that one unit now.

Waaagggh got better and worse. You get better assaults but took away fearless, a good trade

Waaagh! never gave fearless without Thrakka. Now you can still give fearless if you have the right warlord trait, which Thrakka always has. The only (minor) nerf for the Waaagh! is requiring a warboss now.

Ghaz moved to lord of war and one of the o ly inv saves out there now for orks and it is only on the waaaagggghh so he may have eternal warrior lesser characters are going to punch him out for his lunch money a squad of assault termites will even kick his teef in

A squad of assault terminators kicked in his teef before, nothing new here.

Flashgitz are to unreliable should be d3 ap d6 means they cannot reliably do what you would want them to do.

What do you want them to do? If you roll above 3 they still shot a squad of tactical marines of the board due to metric ton of shots, as well as anything with armor worse than that. They obviously aren't meant for killing terminators, and we've got better tools to do that job.

Kommandoes and snikrot are decent. Snikrot took a bit of a hit but gained shred

His knives always had that rule. He gained shroud on the turn he arrives though.

Boss zag lost assault out of deep strike and his initiative claw (and his claw in general wtf gw) one str 8 ap2 hammer of wrath is all he brings to the table. I love the model but he will be just counts as a nob with pk

He never had a klaw unless charging, and that HoW thing is a guaranteed hit at I10, unlike his previous 3 attacks. So you've got a good chance to instant-kill a character in a challenge before he can even strike, not matter how fast he is. He's also a HQ for 65 points, so a great choice for small games.

Big mek... Will be taken for off again and fun players will keep using the sag which is actually good for the points. Mega armor big mek can take sag and kff which is cool

MA mek can't take a SAG. He gets a tellyporta blasta instead which instant-deaths stuff on a roll of 6.

Weird boys .. Well these guys got a big buff. Still a fluffy fun option but can kick ass too so will find thier way into comoetative lists.

Doubt that, but he does at least pull his own weight now. He is in similar position as the SAG, good option, but there are some way better ones, especially pain boyz.

New objectives for 11-16 are bad... Like very bad and not your control hopefully they become options.

How are easily archived missions worse than being forced to grab an objective that might be stuck on the other side of the table?

Mek guns are still not Melta which is sad also one shot so nobody will buy them as you miss 2/3 shots and they cost extra

They are the same cost as rokkits everywhere, so you don't exactly play extra.

Giffindaz are interesting for bikes with relentless

Doesn't work. See relentless rules in the BRB, it's only relevant to SAG meks on bikes or in units with a MA model.


Which apoc book for the Stompa? Not seeing in the 2013 apoc book will defer to you on most things work was just giving my first Impreasions from a few read throughs

10000 points 7000
6000
5000
5000
2000
 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






The GW Apocalypse book, I think it's just called "Apocalypse", without "Imperial Armour" in front of it like the forgeworld books.

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
Hangin' with Gork & Mork





The Ruins of the Boston Commonwealth

Just purchased my Copy of the Ork dex. Pwnage and toyz! Here I come!

 
   
Made in ca
Regular Dakkanaut



Vancouver, BC, Canada

I was really hoping that they would allow rokkit packs on HQ choices. I really want a weirdboy flying around with a stormboyz squad. Making a warboss with a giant rokkit pack would have been cool too.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

on a weirdboy? HA! i would love to even take ARMOR on the guy.

T4 2 wounds and only a 6+ save makes him one of the squishiest psykers in the game, only ones that are easier to kill arent HQs. Hes technically rather nasty in both psyker and melee, but if hes in melee hes dead before he attacks unless theyre just punching infantry junk.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Slaanesh Chosen Marine Riding a Fiend



Maine

 Vineheart01 wrote:
on a weirdboy? HA! i would love to even take ARMOR on the guy.

T4 2 wounds and only a 6+ save makes him one of the squishiest psykers in the game, only ones that are easier to kill arent HQs. Hes technically rather nasty in both psyker and melee, but if hes in melee hes dead before he attacks unless theyre just punching infantry junk.


I too wish the Weirdboy wasn't so easily squashed in CC! They are easily my most favorite unit in the entire book, and have been for a long long time. But they can be easily wiped if you're not careful. Though I suppose the whole concept of Orks is that they are bullies, so I suppose the Weirdboy should only be bashing small skulls and not the big dogs. Still, I'd love to be able to smack a fool that was worth his armor with that force staff :I
   
Made in us
Pete Haines





 krodarklorr wrote:

They have Model pictures instead of nicely drawn, fluffy pictures for the unit descriptions. .



That's depressing.
   
Made in gb
Decrepit Dakkanaut




 Remulus wrote:
 krodarklorr wrote:

They have Model pictures instead of nicely drawn, fluffy pictures for the unit descriptions. .



That's depressing.

They do, however, have ltos of pictures elsewhere. Just now you have a pic of the actual model in the description for the model.....
   
Made in si
Foxy Wildborne







 Vineheart01 wrote:
on a weirdboy? HA! i would love to even take ARMOR on the guy.

T4 2 wounds and only a 6+ save makes him one of the squishiest psykers in the game, only ones that are easier to kill arent HQs. Hes technically rather nasty in both psyker and melee, but if hes in melee hes dead before he attacks unless theyre just punching infantry junk.


My Weirdboy popped an Avatar last week.

My opponent figured he's no danger and decided he'd rather stomp on regular boyz.

Posters on ignore list: 36

40k Potica Edition - 40k patch with reactions, suppression and all that good stuff. Feedback thread here.

Gangs of Nu Ork - Necromunda / Gorkamorka expansion supporting all faction. Feedback thread here
   
Made in ca
Fresh-Faced New User




Sorry if this is a minor thread necro' but just wanted to share my thoughts seeing as the dex has been out for a few weeks now.

Gotta be honest, not digging the new codex overall, largely because it messes up my army theme/list.

Since 3rd Ed i've run Killa Kanz. They used to be piloted by boyz, which is fine, as my army has 'no grots' fluff.

In the 4th Ed codex the fluff was rewriten so that kanz were piloted by grots....which was fine, because I could largely fit it into my fluff anyway.
I would just say the boyz shot better because they're stuck in a kan all day with nothing better to do than shoot at random stuff...

With this version of kanz, no way in hell can I make the leap of fluff. I doubt anyone will let me ignore the new morale rules for them.

I'm also not digging that my Nobz have lost 'eavy armour upgrades when they lead a boyz squad.

The nobz are supposed to be the hardest, lording it over the other boyz. Removing options makes no sense to me.

Tie this in with the wound allocation rules of 6th and 7th Ed, and my nobz can no longer lead from the front like they should - they have to cower at the back or the middle of the mob.

I'm glad that flash gits have gotten better. I doubt I will ever use them in my army (don't use lootas either) but I'm sure most people will see this as a thumbs up.

Gorka/Morkanaut could be fun, but fail to see what real use they are. Not enough dakka/speed/transport capacity to be useful for the points. Just something big for the enemy to shoot at...and if that's the case I'd might as well take my Stompa

Anyway, glad to get that off my chest. Have a happy Waaaagh! guys

TL;DR

Why no eavy armour for boss nobz? Scaredy kanz ruins my list.

   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

 lord_blackfang wrote:
 Vineheart01 wrote:
on a weirdboy? HA! i would love to even take ARMOR on the guy.

T4 2 wounds and only a 6+ save makes him one of the squishiest psykers in the game, only ones that are easier to kill arent HQs. Hes technically rather nasty in both psyker and melee, but if hes in melee hes dead before he attacks unless theyre just punching infantry junk.


My Weirdboy popped an Avatar last week.

My opponent figured he's no danger and decided he'd rather stomp on regular boyz.


Youre opponent must not have any knowledge on ork powers.
Literally every single one of my opponents see my spells and go "Holy crap....ok that guy is so dead" espcially when i manage to wrangle Killbolt + Warpath.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Slaanesh Chosen Marine Riding a Fiend



Maine

 Vineheart01 wrote:
Could also be local meta thing but the general idea people usually bring counters the gak out of kans too.

Take my tau for instance. I normally play 2k or bigger games, and i always have 1 riptide with IA, 3 Missilesides with 6 missile drones, 3 crisis suits with missilepods targetlocks and 6 marker drones, and a tanky buffmander to go with the crisis suits for BS5 markerlights and two nasty missile units rather than one. Damn near always have a skyray too.
I would MELT a walker list unless it was a trio of gorkanauts, since i can only glance them and odds are i MIGHT glance one to death given the repairs shenanigans you can do with'm. But i can kite the gak out of them, so its just a longer fight. Nobody is ever going to field 3 gorkanauts though lol.
And thats just my usual list i usually field, with some slight tweaks here and there i always bring that. I have never faced Tau with my orks but even in the new dex i compare my armies and i still go "orks be boned..." - loss of the invul being the biggest culprit here.


Against my game with Tau just the other day, I have to say I had fun running a Green Tide against an entire Jump suit army. I didn't kill as much as I wanted, quite obviously, but I'll tell you. That KFF and FNP combo on a blob of 130ish Boyz was crazy fun, with a Weirdboy, Warboss, Big Mek, Painboy, and some Nobz with Klaws. I cut down the Riptide after finally catching up with it, thanks to Da Jump getting me where I needed to be, and with the Waaaagh! and Ere' we go getting me into combat. Even with his group of 3 dual Flamers, it took him until turn 5 to actually kill my large mob down to 20. Was hilariously fun, despite my Bikes and Kanz doing very little to aid me, as he was able to kill those quite quickly :p


Automatically Appended Next Post:
Rikerwota wrote:


TL;DR

Why no eavy armour for boss nobz? Scaredy kanz ruins my list.



The Kanz moral check isn't that bad. Sure, it makes them Snap Shot, but I still run Kanz like they are going out of style. They are probably in my top 3 favorite units for the Ork army, simply because they look amazing, and are just so damn Orky. I haven't had a chance to test out my Morkanaught yet since I haven't gotten him backl from the painter (will later today though), but I think it will be more useful than people are thinking. It frees an HQ slot, does the KFF better anyway with it's larger radius, and has some decent weaponry for 300 points. I wouldn't bring a near 800 point Stompa just to give them something to fire at. Would leave nothing else for you to play with really.

I feel the Morj/Gork's big weakness is they can't be shielded like a Big Mek can, but the way I see it, is less shots made at my Boyz is not a bad thing either. And with the repair BS we can do with it, I think it will be an underestimated threat.

This message was edited 1 time. Last update was at 2014/07/20 05:20:33


 
   
Made in us
Smokin' Skorcha Driver




Dallas, TX

 Multimoog wrote:
Keep room in your points for Grotsnik in the other blob! That takes care of FnP as well

This list could be really hard-countered with a lot of AV14 but it would rip up most everything else:

Mad Dok Grotsnik 160
Warboss: Big Bosspole 80
Warboss 60
Painboy 50
Big Mek: kustom force field 85
Big Mek: kustom force field 85

25 Boyz 150
25 Boyz 150
25 Boyz 150
25 Boyz 150
25 Boyz 150
25 Boyz 150
25 Boyz 150
25 Boyz 150
10 Gretchin: + 1 Runtherd 35
10 Gretchin: + 1 Runtherd 35
10 Gretchin: + 1 Runtherd 35
10 Gretchin: + 1 Runtherd 35

5 Mek Gunz: kustom mega-kannon; 2× smasha gun; traktor kannon; + 10× Gretchin 138

1,998 points


Automatically Appended Next Post:
What's nice is that it's still a battleforged army, so you can just have all those grots backfield securing your own objectives while the two giant blobs scour the enemy off theirs. You just... have to have 240+ miniatures on hand... uh, heh...



This could work, except that smasha guns are pure crap. Lootas, Kannon/KMK Mek Gunz do the same job against low AV vehicles. High AV is what the smasha gun should be good at, and it fails miserably. PK or killsaw are our best answer.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






I actually mathhammered smasha guns and was very surprized by the results. They are excelent vehicle killers, almost twice as good as KMKs. AP 1 simply is that good.

jidmah wrote:A smasha has a 50% chance to hit and and a 27.77% chance to pen AV12 or a 16.66% chance to pen AV13. If it does, it has a 33.33% chance to roll an Explodes! result for a total chance of:
4.63% to explode AV12 with a single gun, 21.10% with a whole battery.
2.78% to explode AV13 with a single gun, 13.14% with a whole battery.

A kustom mega-kannon has 33.33% chance to hit plus a 18.52% chance to not scatter off a vehicle (assuming the vehicle is at least 2" in diameter and you aimed for the center), for a total of 51.82% chance to hit (obviously better for larger vehicles). When hitting, you've got a chance of 33.33% to pen an AV12 vehicle and 16.66% to pen AV13, if you do, there is a 16.66% chance to explode them, for a total chance of:
2.88% to explode AV12 with a single gun, 13.58% for the whole battery
1.44% to explode AV13 with a single gun, 6.99% for the whole battery

This message was edited 2 times. Last update was at 2014/07/21 08:08:52


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
Smokin' Skorcha Driver




Dallas, TX

I don't need smasha to kill AV 10-12 we have other things that are cheaper or more versatile to handle that role. I need it to handle AV 13+ At range, which your numbers show it's miserable at.
   
 
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