You sir are a Gem casually picking out the sneaky 2 gun killakan, unless some muppet at GW cant even build kans right
And is that little flamer truely my megaorkyplasmacannon? or is it just the angle? maybe the light? oh please be the light!.....
Not massively impressed with the sprues either :/ typically ork sprues are loaded with goodies, those are lookin alittle bare for addons, extras and conversion bits :(
PLUS! DID YOU SEE THE AWESOME DEALS?!?! I can get two for £130!!!!! ha! fools only buying one at £65....... oh.... wait.....
Hmm might just have to get the stompa kit instead.
Orks just really need some of their issues smoothed out. Rules wise they favor shooting, but they can't reliably krump armor outside of melee. Fluff wise they're also all about CC.
I'd be perfectly ok with this if it weren't for sixth and onwards being "fix your army weaknesses with allies edition". The time for such things is past and Orks need an anti-tank gun.
that last line is exactly what i've been saying for ages. other (non-ork) players would always trot out the same reply if i said something to that effect... 'well, that's what power klaws are for. orks are an assault army.' a slightly less often used argument is the zzap guns, which are fun, but not exactly reliable.
so why do space marines have lascannons and meltas and power fists? the same argument applies to pretty much any army with multiple options for cracking an adamantium box. why do the orks get short shrift, and are pretty much required to get either nobz or tankbustaz right up against the side of a tank to knock it out?
I mean, I don't play Orks, I never will, I can never take them seriously as an army..
But 210 dollars for a big pregnant tonka ork that's not even a superheavy? The rules for this thing better be phenomenal, because that price tag isn't going to carry the sales of this thing.
I mean, I don't play Orks, I never will, I can never take them seriously as an army..
But 210 dollars for a big pregnant tonka ork that's not even a superheavy? The rules for this thing better be phenomenal, because that price tag isn't going to carry the sales of this thing.
That's for two of them. Still crazy expensive though.
That was actually a pretty decent preview! Not overly cheesy, good showing of the model itself. Overall I think the GorkaMorkanaut is pretty decent; it seems a little expensive ($ wise) but not overly so. I am curious how it will stack up with the rest of the new army, but I am feeling mollified at the moment
EDIT: wait, I thought they were $85 for some reason. $105 is more on the definitely expensive side.
I mean, I don't play Orks, I never will, I can never take them seriously as an army..
But 210 dollars for a big pregnant tonka ork that's not even a superheavy? The rules for this thing better be phenomenal, because that price tag isn't going to carry the sales of this thing.
Gorkanaut/Morkanaut as Heavy Support basically confirms what I've been thinking...they're an Ork equivalent to the Valkyrie or other vehicles with transport capacity that can be bought without needing to be a Dedicated Transport.
I mean, I don't play Orks, I never will, I can never take them seriously as an army..
But 210 dollars for a big pregnant tonka ork that's not even a superheavy? The rules for this thing better be phenomenal, because that price tag isn't going to carry the sales of this thing.
You're logged in to the wrong GW site.......
Sorry! That was for the pair of them. It's 105 USD for one. Two for 210 USD. So you save... 0 dollars on getting a two-pack.
Kanluwen wrote: Gorkanaut/Morkanaut as Heavy Support basically confirms what I've been thinking...they're an Ork equivalent to the Valkyrie or other vehicles with transport capacity that can be bought without needing to be a Dedicated Transport.
....what if they CAN be taken as a dedicated transport?
That was actually a pretty decent preview! Not overly cheesy, good showing of the model itself. Overall I think the GorkaMorkanaut is pretty decent; it seems a little expensive ($ wise) but not overly so. I am curious how it will stack up with the rest of the new army, but I am feeling mollified at the moment
EDIT: wait, I thought they were $85 for some reason. $105 is more on the definitely expensive side.
Anyone notice they use the image from the 7E rulebook to identify Orks in the beginning? I'd bet good teef it's the codex cover!
Im actually kind of worried, we havent seen ANY evidence of there even being a new Dex. I wouldnt be surprised if it easnt going to happen for a while, I guess we'll see tomorrow.
They've done this before, release the big kit so everyone buys it BEFORE they see the rules. Then drop the rules the following week. I think the Riptide and/or Wraithknight did this.
Oh you guys are just paranoid, it has been so long and you are afraid of being hurt. Leaks and info seem to be followed really quickly by the corresponding codex lately. Besides, they gave us force ability on the psychic cards, which is evidence, right?
Leerjawise wrote: Oh you guys are just paranoid, it has been so long and you are afraid of being hurt. Leaks and info seem to be followed really quickly lately. Besides, they gave us force ability on the psychic cards, which is evidence, right?
Yep, I'm not at all worried if we will or won't get a new codex. What I'm worried about, is if it will be any good.
Leerjawise wrote: Oh you guys are just paranoid, it has been so long and you are afraid of being hurt. Leaks and info seem to be followed really quickly lately. Besides, they gave us force ability on the psychic cards, which is evidence, right?
It's a box with legs and some gubbinz, just build your own if you're worried about the cost
I was trying to come up with measurements. Looks like 11 cm high to the top of chassis without gubbinz, 11 cm front to back, torso is 4.5cm wide, shoulders/legs are 7 cm wide and max width with arms is 10 cm. This based on standard large oval base of 120x90 mm.
BTW, I notice that Gorkanaut gets Rampage (+d3 attacks if in CC with more enemies than friends), while Morkanaut doesn't.
I think at this point anyone thinking we may not be getting a new codex is... uh.... tainted.
As for the G/Morkanaut, I love it, stats or no stats. It's Orky as hell. I'm going down to order one in the morning. (Yes I could do it online now, but our local GW guy is a top bloke).
Leerjawise wrote: Oh you guys are just paranoid, it has been so long and you are afraid of being hurt. Leaks and info seem to be followed really quickly lately. Besides, they gave us force ability on the psychic cards, which is evidence, right?
Evidence of what?
And what are you smoking ?
There are currently no force weapons in the Ork codex, if we were given the force spell, and we're not given force weapon SC in the faq, therr must be new rules coming soon
Currently liking the Gorkanought, will be ripping the legs off, taking the KFF along with it, replacing legs with LR treads, and giving the legs to a Riptide along with the KFF and make one of them a Custom Mega Dredd
*edit* never mind, it appears there is no price break for buying any of the collections vs pieces
The good news though, is that the Stompa will keep it's current $115 price! (At least, that's what it looks like so far.) I was afraid that with the release of the GorkaMorkanaut, GW would use it as an excuse to raise the Stompa price significantly.
The model is growing on me at least. The legs are too small, but it should be a fairly easy conversion to lengthen the shin by 10mm and bulk them up a bit. Maybe drop the hip and move it forward a bit and shorten the belly...
happygolucky wrote: Currently liking the Gorkanought, will be ripping the legs off, taking the KFF along with it, replacing legs with LR treads, and giving the legs to a Riptide along with the KFF and make one of them a Custom Mega Dredd
The conversion opportunities are endless
Nice Sir.
I think about jet engines (Stormtalon maybe...) or mag-field generators (like Nebuchadnezzar from Matrix) that would help Morkanaut to stride lowly and slowly above battlefield...
Perfect Organism wrote: The model is growing on me at least. The legs are too small, but it should be a fairly easy conversion to lengthen the shin by 10mm and bulk them up a bit. Maybe drop the hip and move it forward a bit and shorten the belly...
Read my mind. When I get one, though it will probably not be till the codex drops, I plan on doing almost exactly that. I can already envision a much more MegaNob-like posture and feel.
Kanz with 2 ranged weapons would suit me just fine
Rokkits/KMB might actually be worth taking if the Kanz were able to dual wield them, and if we have any way of Outflanking walker units, dual skorcha Kanz would be a real nightmare to backline units; hell eating 6D3 overwatch shots to any over-ambitious marines just sounds delicious. *drools slightly* Let this be true and not just another classic mistake by GW...
I look forward to this new addition to a new edition.
Although now that the lost link has been found between Killakanz> Dreads > [Gorka/Morka-naut] Stompa I can't help but wonder will there be more for me to spend my hard earned teef on?
I join the discussion late in the day but I have to say I was very disappointed with the new gorkanaught, it seems a lazy sculpt if you can even call it a sculpt. It just looks like a box with legs arms and a head, we see much better conversions on Dakka regularly!
It would look better if it had no head like a kan or a dread.
I agree that all the components of the kit will be usefull for custom construction. In anycase, I will never have one of these fat mamas in my ork army.
On the other hands, those 2 ranged weapons kans, that is very nice and I will be very happy to rip off the DCCW on minesand makes some ranged weapons purchase on ebay.
Interesting how the lights roughly level with the head have been looted from the necron wraiths or spyder kits. On the wraiths at the top of the "spine" above the head. Any cookies for being too observant?...
If the speculation turns out to be accurate and we do indeed have the option to run two ranged weapons on Kans, I'm going to Waaagh at the top of my lungs. I love my Dredmob, and really would love to run it again. And I especially love my Kans, as they were the first models I ever did any Kustomization on, as evidenced by my avatar.
If we kan kan and run 2 weapons that aren't twin linked what will be best dakka?... Or wait for points cost and confirmation. Too excited!!! Bring on the artillery, flash gitz and zog loads of dakka!!!
As usual, the 3D rotation looks better than shaky-cam WD scans, but it's still a super lazy sculpt and at that price tag I'd rather build my own (assuming the rules were decent, which they're not).
The one really good bit is that the gatling gun has a gunner in the back. Must be wild ride for him swinging around on what is essentially the walker's elbow.
It could be a possibility that only one Kan in the squad can take 2 shooty weapons as a sort of upgrade, there could even be the possibility now that they could take 2 CCW maybe. All speculation of course.
Smuttbudgie wrote: It could be a possibility that only one Kan in the squad can take 2 shooty weapons as a sort of upgrade, there could even be the possibility now that they could take 2 CCW maybe. All speculation of course.
Smuttbudgie wrote: It could be a possibility that only one Kan in the squad can take 2 shooty weapons as a sort of upgrade, there could even be the possibility now that they could take 2 CCW maybe. All speculation of course.
Please, don't give me nightmares.
trust me i want it to be all shooty Kans, I would love an all shooty Dred too.
Im liking the GORK/MORKanaught, Im thinking of a conversion of flipping it horrizontal, Slapping on another set of legs move the head and hey presto a MEK Squiggoth but more shooty.
A pity there isn't the upgrade options from the previous codex that I can see though, Assault 4 S6 snazzguns would make even Lootas pause from the sheer amount of shots these guys would produce...
Given that they went down in points, can actually take a dedicated transport now AND KFF saves are confirmed to be invulnerable, I don't see it as too much of a loss.
Oh wow! I am digging those Flashgits! Way better than my conversions... I wonder if the upgrades for them are gone? Starting at assault 3 makes me think the upgrade to S6 might not be an option... Which would blow since they couldn't glance rhinos to death. But it might shift them out of heavy support?
And transport options! Hells yeah! Open topped battlewagon here we.
Furious charge and Mob rule and "Ere we go?" Interesting...
stormboy wrote: Oh wow! I am digging those Flashgits! Way better than my conversions... I wonder if the upgrades for them are gone? Starting at assault 3 makes me think the upgrade to S6 might not be an option... Which would blow since they couldn't glance rhinos to death. But it might shift them out of heavy support?
And transport options! Hells yeah! Open topped battlewagon here we.
Furious charge and Mob rule and "Ere we go?" Interesting...
I'm hoping elite spot.
So far Gorkanaught/Morkanaught will be heavy support,
Big gunz heavy support?,
Good thing we can take multiple force organizations now
Since theyre only 2 points more per model than the current Nob, but have snazzguns and gitfindas, I wonder if that means that stock nobs will see a points drop?
Billagio wrote: Since theyre only 2 points more per model than the current Nob, but have snazzguns and gitfindas, I wonder if that means that stock nobs will see a points drop?
Hope so, given that the Nob statline seems to be the same. Lord knows I wanted Ld8 base but alas, it seems to be not so.
Billagio wrote: Since theyre only 2 points more per model than the current Nob, but have snazzguns and gitfindas, I wonder if that means that stock nobs will see a points drop?
Hope so, given that the Nob statline seems to be the same. Lord knows I wanted Ld8 base but alas, it seems to be not so.
Perhaps the possibly new bosspole will have something to do with it, considering every model has one.
Billagio wrote: Since theyre only 2 points more per model than the current Nob, but have snazzguns and gitfindas, I wonder if that means that stock nobs will see a points drop?
Hope so, given that the Nob statline seems to be the same. Lord knows I wanted Ld8 base but alas, it seems to be not so.
Perhaps the possibly new bosspole will have something to do with it, considering every model has one.
Indeed, it might be like the old Iron Gob which gave the model +1LD I believe. Or they may have revamped Mob rule to count wounds rather than models but I doubt that.
Leerjawise wrote: Oh you guys are just paranoid, it has been so long and you are afraid of being hurt. Leaks and info seem to be followed really quickly by the corresponding codex lately. Besides, they gave us force ability on the psychic cards, which is evidence, right?
That doesn't necessarily mean that the new Dex will come out in occurrence with all of these new models - but I'm hoping for a week 2 or 3 release as someone said above. Hopefully that is the case.
They're all on 40mm bases as well, in case that means anything. I think they look freaking incredible, but I'm still a bit unsure about the price of the box.
stormboy wrote: Oh wow! I am digging those Flashgits! Way better than my conversions... I wonder if the upgrades for them are gone? Starting at assault 3 makes me think the upgrade to S6 might not be an option... Which would blow since they couldn't glance rhinos to death. But it might shift them out of heavy support?
And transport options! Hells yeah! Open topped battlewagon here we.
Furious charge and Mob rule and "Ere we go?" Interesting...
I'm hoping elite spot.
So far Gorkanaught/Morkanaught will be heavy support,
Big gunz heavy support?,
Good thing we can take multiple force organizations now
Doesn't it have the dakka glyph in the top corner? Doesn't that represent heavy support?
I'm loving this release already. I was meh on the Orkanauts because of its rules (but I like the model), but those Flash Gitz are amazing model wise and the rules looks pretty good at a glance. I know at least one FFG employee on this board who'll be happy to see BS 3 orks. I am really curious how Bosspoles works now, since we also saw the supposed new meganobz model with a bosspole on top of it. I should also point out that they lost Waaagh!, so either 'Ere We Go is meant to replace Waaagh! or now it works something like orders.
@Billagio: It's possible normal Nobz got a point drop, but the main reason for the point drop here is most likely due to the lost of 'eavy armour.
I'm going to guess that any rumours of Waaagh! powers or ork mobs generating warp charges are bunk. Unless Mob Rule is totally different from the current codex, there are no unknown rules on the FGs.
Not sure if Badrukk not being in that unit entry means he is now a HQ or what.
Have any of the previous White Dwarf rules teasers been missing options which were in the final codex?
the option for a dedicated transport has me wondering what other units that previously lacked such an ability will have it. being able to put my burna boyz in a trukk would save on a heavy support slot, as i usually run 'em in a looted wagon with my big mek w/kff and a burna, and a skorcha on the tank...
sometimes i think burna boyz are the smartest orks, as a bs2 is... uhm... bs...
at least the flash gitz will be able to get theirs up to 3.
A few notes....
Waaaagh is missing and replaced by 'ere we go.
They get a default more dakka that has more dakka than the original
can now take 10 ammo runtz
Dropped 3 points
gained stick bombs
got the ability to take a battlewaggon or a trukk
lost ignores cover
lost the ability to take a painboy
lost the ability to take cyborks
lost their 4 up save and the ability to take one
Overall I would say that the gitz have gotten better.
although the lost their save and the ability to take a save of any kind they got a whole lot shootier. Add that to the fact that they will be shooting at bs3 out of a waggon ( I would assume that they count as not having moved if they are in a vehicle?) and they are gonna make some serious drive by boyz...
Yay for Flash Gitz kit - not just a rumour or wishful thinking after all. And they do seem to have a useful niche of their own - sort of a mid-range version of lootas. Of course, we don't yet know what if anything has changed about lootas... (ducks to avoid nerf bat)
So, are Gitz next week's release, or do we get the codex next week, or both...
Luke_Prowler wrote: I'm loving this release already. I was meh on the Orkanauts because of its rules (but I like the model), but those Flash Gitz are amazing model wise and the rules looks pretty good at a glance. I know at least one FFG employee on this board who'll be happy to see BS 3 orks. I am really curious how Bosspoles works now, since we also saw the supposed new meganobz model with a bosspole on top of it. I should also point out that they lost Waaagh!, so either 'Ere We Go is meant to replace Waaagh! or now it works something like orders.
@Billagio: It's possible normal Nobz got a point drop, but the main reason for the point drop here is most likely due to the lost of 'eavy armour.
On the page that showed the snazzgun profile it showed what ere we go does. It lets you reroll 1 dice when determining charge if the whole unit has that rule. Not too bad.
Flashgitz look totally awesome - almost kicked the table when I saw them! And at 53 for a box? That is a steal. I'm hoping MANZ are priced the same! And the new stats for their snazzguns is the best. BS3 Orks? Total win. Can't wait for the codex!
Deunstephe wrote: Flashgitz look totally awesome - almost kicked the table when I saw them! And at 53 for a box? That is a steal. I'm hoping MANZ are priced the same! And the new stats for their snazzguns is the best. BS3 Orks? Total win. Can't wait for the codex!
I think i read somewhere Manz were $60 for 3. I hope they are clearly better than terminators because you can get 5 of those for $50
Luke_Prowler wrote: I'm loving this release already. I was meh on the Orkanauts because of its rules (but I like the model), but those Flash Gitz are amazing model wise and the rules looks pretty good at a glance. I know at least one FFG employee on this board who'll be happy to see BS 3 orks. I am really curious how Bosspoles works now, since we also saw the supposed new meganobz model with a bosspole on top of it. I should also point out that they lost Waaagh!, so either 'Ere We Go is meant to replace Waaagh! or now it works something like orders.
@Billagio: It's possible normal Nobz got a point drop, but the main reason for the point drop here is most likely due to the lost of 'eavy armour.
On the page that showed the snazzgun profile it showed what ere we go does. It lets you reroll 1 dice when determining charge if the whole unit has that rule. Not too bad.
I did see the rule, so yes, I was more wondering if Waaagh! itself will remain in some form. I wouldn't mind if it doesn't, since sorta fleet all the time is better than true fleet for only one turn.
Edit: Amusingly enough, having stikkbombs makes flash gitz a half decent assault unit, as they still have nob stats and now don't attack after shooty armies hiding in cover.
Holy forgiving crap! Looks like my tradition of playing clan based ork armies ( since ere we go was released) just ended, bring on the freebooters themed army of doom!
Wauwee! They look awesome
22p is still steep though, but worth it I think
I mean look at all that dakka !!! I dont even care if I roll 4+ on the AP all the time xD
And you can put 'em in a trukk, a fast vehicle, so they can move 6 and still shoot at BS3?!?! I like the 'Ere we go rule
less powerfull then Waaagh!Fleet, but its constant
Not to mention them models look SWEET! I mean look at dem big snazzy gunz !
And the biggest and most important thing is, the character is called "Kaptin" !! I LOVE IT!!
l0k1 wrote: I don't even play orks, but I kinda want to buy a box of Flash Gitz just to paint!
If a kit does that to someone, you know the pre-orders will fly off the shelves. I'm drooling over this single picture, and I can't wait to see how the old metal git will look compared to his souped-up, too-much-teef counterparts!
The new GW video probably confirms the cover for the new codex, so we can lay that one to rest, if anyone was still doubtful about it. I have a feeling we might get 2 or 3 things next week: Codex, Gitz, and either nothing or MANZ. Usually codexes are released the week after "the big kit," so I'm still hoping that we get some peeks at it during next week. Might just be Gitz and MANZ, or GW will stretch this out to a release a week, what with them having dressed up the logo!
If Kaptin badrukk is dropped i think hell still be good model to fit in as a normal Kaptin. But like all i hope hes moved to HQ and make these guys troops or something. A squig can dream right.
If Kaptin badrukk is dropped i think hell still be good model to fit in as a normal Kaptin. But like all i hope hes moved to HQ and make these guys troops or something. A squig can dream right.
Oh my I so hope this turns out...I wonder if that Freebootaz supplement rumor will come to pass?
Delevarius wrote: Wauwee! They look awesome
22p is still steep though, but worth it I think
I mean look at all that dakka !!! I dont even care if I roll 4+ on the AP all the time xD
And you can put 'em in a trukk, a fast vehicle, so they can move 6 and still shoot at BS3?!?! I like the 'Ere we go rule
less powerfull then Waaagh!Fleet, but its constant
Not to mention them models look SWEET! I mean look at dem big snazzy gunz !
And the biggest and most important thing is, the character is called "Kaptin" !! I LOVE IT!!
You just gave me the idea to put them in a trukk, move 6inches, shoot at BS3... Trukk flats out behind the morkanaught. Checking my rulebook to see if this works now.. if it does, you bet im going to be doing this!
I wonder if the FGs will be a dual kit? Seems unlikely, given how specific all their gear seems to be, but GW does love it's dual kits recently. When was the last time they even released a plastic kit that only made one unit?
Well... its finally came around, they posted the preorders for those morka/gorkanauts... gota say I'm a little dissapointed... Finding it hard to get myself to like these models. Is this the worst ork model in years and years? lol
Bring on the next wave already.. something I actually want to buy perhaps
Perfect Organism wrote: I wonder if the FGs will be a dual kit? Seems unlikely, given how specific all their gear seems to be, but GW does love it's dual kits recently. When was the last time they even released a plastic kit that only made one unit?
Sternguard and Vanguard vets I believe. As well as the new tactical squad.
HairySticks wrote: Well... its finally came around, they posted the preorders for those morka/gorkanauts... gota say I'm a little dissapointed... Finding it hard to get myself to like these models. Is this the worst ork model in years and years? lol
Bring on the next wave already.. something I actually want to buy perhaps
Delevarius wrote: Wauwee! They look awesome
22p is still steep though, but worth it I think
I mean look at all that dakka !!! I dont even care if I roll 4+ on the AP all the time xD
And you can put 'em in a trukk, a fast vehicle, so they can move 6 and still shoot at BS3?!?! I like the 'Ere we go rule
less powerfull then Waaagh!Fleet, but its constant
Not to mention them models look SWEET! I mean look at dem big snazzy gunz !
And the biggest and most important thing is, the character is called "Kaptin" !! I LOVE IT!!
You just gave me the idea to put them in a trukk, move 6inches, shoot at BS3... Trukk flats out behind the morkanaught. Checking my rulebook to see if this works now.. if it does, you bet im going to be doing this!
Move 7 with red paint job as the extra inch doesn't count against you (if that rule still exists)
I'm just worried that the T shirt save is going to make them a prime target to be focused down. Big shootas (if we aren't trusting the variable AP to be favorable) seem like they are a better point value. It does make me wonder though why they all have boss poles and what function they could have now.
Delevarius wrote: Wauwee! They look awesome
22p is still steep though, but worth it I think
I mean look at all that dakka !!! I dont even care if I roll 4+ on the AP all the time xD
And you can put 'em in a trukk, a fast vehicle, so they can move 6 and still shoot at BS3?!?! I like the 'Ere we go rule
less powerfull then Waaagh!Fleet, but its constant
Not to mention them models look SWEET! I mean look at dem big snazzy gunz !
And the biggest and most important thing is, the character is called "Kaptin" !! I LOVE IT!!
You just gave me the idea to put them in a trukk, move 6inches, shoot at BS3... Trukk flats out behind the morkanaught. Checking my rulebook to see if this works now.. if it does, you bet im going to be doing this!
Move 7 with red paint job as the extra inch doesn't count against you (if that rule still exists)
I'm just worried that the T shirt save is going to make them a prime target to be focused down. Big shootas (if we aren't trusting the variable AP to be favorable) seem like they are a better point value. It does make me wonder though why they all have boss poles and what function they could have now.
I certainly hope red paint job doesn't go away. With the morkanaught near by, these guy at least get 5++, that combo, I'm going to be playing it quite a bit.. Beyond excited at this point.
I think for their point value, they make an argument that they are better than lootas.
They are consistant with their firing, no d3 shots. Ap value that will ignore space marine armor 50% of the time. Much better at assaults. I'm starting with two boxes... at the minimum of flash gitz.
HairySticks wrote: Well... its finally came around, they posted the preorders for those morka/gorkanauts... gota say I'm a little dissapointed... Finding it hard to get myself to like these models. Is this the worst ork model in years and years? lol
Bring on the next wave already.. something I actually want to buy perhaps
check page 63 matey you may like
ooh yes! those Flash gits look purdy! what happened with the walkers ?! haha
Delevarius wrote: Wauwee! They look awesome
22p is still steep though, but worth it I think
I mean look at all that dakka !!! I dont even care if I roll 4+ on the AP all the time xD
And you can put 'em in a trukk, a fast vehicle, so they can move 6 and still shoot at BS3?!?! I like the 'Ere we go rule
less powerfull then Waaagh!Fleet, but its constant
Not to mention them models look SWEET! I mean look at dem big snazzy gunz !
And the biggest and most important thing is, the character is called "Kaptin" !! I LOVE IT!!
You just gave me the idea to put them in a trukk, move 6inches, shoot at BS3... Trukk flats out behind the morkanaught. Checking my rulebook to see if this works now.. if it does, you bet im going to be doing this!
What? You can't shoot with the Gitz THEN move flat out with the Trukk. They all shoot as one unit but with Split Fire, at least that's how it was in 6th.
Delevarius wrote: Wauwee! They look awesome
22p is still steep though, but worth it I think
I mean look at all that dakka !!! I dont even care if I roll 4+ on the AP all the time xD
And you can put 'em in a trukk, a fast vehicle, so they can move 6 and still shoot at BS3?!?! I like the 'Ere we go rule
less powerfull then Waaagh!Fleet, but its constant
Not to mention them models look SWEET! I mean look at dem big snazzy gunz !
And the biggest and most important thing is, the character is called "Kaptin" !! pD
I LOVE IT!!
You just gave me the idea to put them in a trukk, move 6inches, shoot at BS3... Trukk flats out behind the morkanaught. Checking my rulebook to see if this works now.. if it does, you bet im going to be doing this!
Move 7 with red paint job as the extra inch doesn't count against you (if that rule still exists)
I'm just worried that the T shirt save is going to make them a prime target to be focused down. Big shootas (if we aren't trusting the variable AP to be favorable) seem like they are a better point value. It does make me wonder though why they all have boss poles and what function they could have now.
The flash gitz now fire at BS 3 and we dont have units that can take only big shootas as far as we know
The random ap can be good if you dont rely on it. Think of it as a bonus in disguise. Shoot to dakka to death and from time to time "woups i ignore your armor, now you have to relly on cover"
As for the armor save, 4+ imo never did make a difference since most people ignored it
A guntrukk seems to me like it could be rly good, and dont forget they can still charge and hit like a hammer to the face (4atks each at str5)
I think they might be a great support anti infantry unit
Vankraken wrote: Big shootas (if we aren't trusting the variable AP to be favorable) seem like they are a better point value.
Well, Big Shootas are fantastic value, so that's no real criticism.
The random AP thing actually should give you a decent boost to killing power on average. I think it works out about 50% better vs 3+ saves in 5+ cover than a big shoota would.
If mega-armour still gives Slow and Purposeful, then attaching a character to these guys might be hilariously good depending on the exact interaction between gitfindas and S&P.
Are these the first 40mm base models since 6th edition that don't have the Bulky rule?
I think that we should be more exited about the " 'Ere we go" special rule
If it replaces the previous WAAAGH! Special Rule across the codex, that means boyz will have a better chance to get off charges then before!
lost the ability to take cyborks
lost their 4 up save and the ability to take one
It's quite possible that they have access to the ork armory which contains things like eavy armor, cybork bodies, et al, but the WD just doesn't list that.
Delevarius wrote: I think that we should be more exited about the " 'Ere we go" special rule
If it replaces the previous WAAAGH! Special Rule across the codex, that means boyz will have a better chance to get off charges then before!
Yep, at intial glance, 'ere we go! looks better than a one-time use waagh!
And on top of that, (hopefully) there's a new WAAGGH!
Vankraken wrote: Big shootas (if we aren't trusting the variable AP to be favorable) seem like they are a better point value.
Well, Big Shootas are fantastic value, so that's no real criticism.
The random AP thing actually should give you a decent boost to killing power on average. I think it works out about 50% better vs 3+ saves in 5+ cover than a big shoota would.
If mega-armour still gives Slow and Purposeful, then attaching a character to these guys might be hilariously good depending on the exact interaction between gitfindas and S&P.
Are these the first 40mm base models since 6th edition that don't have the Bulky rule?
Slow and purposeful now only works with heavy, salvo, ordnance weapons as if they were stationary. Assault weapons weren't on the list, unfortunately. The rule is pretty straight forward in its wording.
By Mork (or Gork), I love the new models for the Flashgitz (though I can see that painting them will be a long-term project). It looks like my wallet's going to take a hit next month.
Dicrel Seijin wrote: By Mork (or Gork), I love the new models for the Flashgitz (though I can see that painting them will be a long-term project). It looks like my wallet's going to take a hit next month.
Month?
Next week they'll go up for preorder, most likely.
that would be sweet if the kans get 2 ranged weapons,
due to the box lacking another weapon option it has a skorcha on it, and i am wondering if the give you the option to replace the klaw arm with a skorcha or allow other options for that arm.
Dicrel Seijin wrote: By Mork (or Gork), I love the new models for the Flashgitz (though I can see that painting them will be a long-term project). It looks like my wallet's going to take a hit next month.
Month?
Next week they'll go up for preorder, most likely.
I can honestly say I didn't realize May's almost over. Hmm, going to have to figure out what I can do without for the next few weeks if I don't want to wreck my budget.
forgotten ghosts wrote: that would be sweet if the kans get 2 ranged weapons,
due to the box lacking another weapon option it has a skorcha on it, and i am wondering if the give you the option to replace the klaw arm with a skorcha or allow other options for that arm.
Double grotzooka would be a gift from Gork and Mork for my Kanz.
Just some armchair speculation from an orky neophyte, but ork leadership is chosen solely by a policy of "dah biggest and dah strongest". It is common for the ork leader to be unceremoniously replaced by some young upstart gunning for the crown, right? When one falls for whatever reason, the next meanest, nastiest git takes ova 'is station.
Looking at the Kaptain stats, they are the same as the rest. All models have boss poles, as well. Maybe ork unit leadership never loses its leader? When one dies to, say, a challenge, another immediately claims the top spot? Would there be any gaming advantage to this? I only paint, so I wouldn't be able to speculate any more than this baseless meandering.
The lack of the Waaagh! special rule, in addition to the 'Ere We Go! special rule effectively confirms a new Codex is imminent. All that remains to be seen is whether it goes up for preorder next Saturday or the one after.
Those models are freakin' awesome, as well. I agree with whoever said it above that the lack of 'eavy armour doesn't actually confirm or deny their ability to take it, there could easily be an additional Armoury section with a bunch of options.
It's clear that WAAAGH! is still being used heavily as a term in the promo material, so I doubt they would get rid of it altogether. A rumor has said the new Waaagh! will be move+run+charge - it'd make sense if "Ere We Go is a new Ork global rule. These guys might be the new army to beat in 7th ed. instead of JUST being comic relief.
Squidbot wrote: WHY IS IT NOT OUT YET?
I'd forgotten how awesome those Flash Gitz are, and now I've had a taste of the rules.... oh man.
Squid dude, I don't know how you held it in for so long. I've only seen them today and I want them yesterday.
QFT. The pregnant dread could be withheld, but these gitz are so zoggin' good, it's crazy you were able to not leak them until you did. I'm eager for the dok model - I've just recently built my own, and if I can add them to squads of boyz like you can in DOW then I wouldn't mind having two. Plus I'm curious to see an Ork narthecium, I suspect GW tried to do that with the current model somehow, but instead we got some sort of cybork buzzsaw boy in a really awful pose.
Man... the paintjob of the gorka-morka-naughts is some of the worst stuff I have seen out of the studio in a long, long time... spray can yellow, wash, drybrush yellow, paint a strip of black checkers, red on the big skull, few metal bits (very few) done. Lazy, or rushed... either one, makes the models look a lot worse than they are, and they aren't that great, not to me anyways...
Most notable points from the flashgits entry that give us details about the rest of the codex:
-Waaaggghhh! swapped for 'ere we go, an always on boost to charging. Waaaggghhh! itself may still be a army rule.
-Regular nobs must be getting cheaper. Flashgits all have bosspoles, gitfindas, stikkbombs, and the snazzgun, which is worth more than a 5 point big shoota. I'd ballpark them at 15 or less if they don't get stat buffs. (for reference, a basic nob has the durability of 12 points of boy, and the offensive assault power of around 10 points of sluggaboy depending on the target).
-Dedicated transports may be given out more freely.
-Painboy upgrade is gone. Combined with the fact we know a new plastic painboy like model is on the way, we can guess there are rules changes (ic status?) for them. Or GW could just bone us -Badrukk has probably been moved over to be an HQ to fill space due the removal of Zogwart and Wazdakka.
-Flashgits shooting power is very good against T3-5 compared to lootas, and even T6 without factoring in AP. If they are not outliers in terms of power, we could potentially be seeing many buffs for our units, possibly even lootas themselves. (Don't laugh, lootas are currently only between AM heavy weapon squads and Chaos havocs in terms of power)
Why would I pay 60 bucks for 3 GW meganobz, when I could buy 3 kromlech orc juggernaughts with far better looks for 55 with shipping free from ebay. Its always up. I was waiting to hear that it was going to be 50 to 60 for 5, but now that I remember GW hates reasonable prices, guess Ill buy from the competator.
Also, of all the times people have talked about how to fix Flashgits, who actually thought that GW would drop their cost, triple their shots, give them +1 BS, and keep them as nobs?
Toburk wrote: Most notable points from the flashgits entry that give us details about the rest of the codex:
-Waaaggghhh! swapped for 'ere we go, an always on boost to charging. Waaaggghhh! itself may still be a army rule.
-Regular nobs must be getting cheaper. Flashgits all have bosspoles, gitfindas, stikkbombs, and the snazzgun, which is worth more than a 5 point big shoota. I'd ballpark them at 15 or less if they don't get stat buffs. (for reference, a basic nob has the durability of 12 points of boy, and the offensive assault power of around 10 points of sluggaboy depending on the target).
-Dedicated transports may be given out more freely.
-Painboy upgrade is gone. Combined with the fact we know a new plastic painboy like model is on the way, we can guess there are rules changes (ic status?) for them. Or GW could just bone us -Badrukk has probably been moved over to be an HQ to fill space due the removal of Zogwart and Wazdakka.
-Flashgits shooting power is very good against T3-5 compared to lootas, and even T6 without factoring in AP. If they are not outliers in terms of power, we could potentially be seeing many buffs for our units, possibly even lootas themselves. (Don't laugh, lootas are currently only between AM heavy weapon squads and Chaos havocs in terms of power)
you forget, GW intentionally makes new stuff the best in the books, and nerfs old stuff that hardly sells anymore because everyone and their grandma owns it. I would expect loota nerfing, and maybe a boost to meganobz, koptas, the jets maybe and these guys.
Multimoog wrote: It's clear that WAAAGH! is still being used heavily as a term in the promo material, so I doubt they would get rid of it altogether. A rumor has said the new Waaagh! will be move+run+charge - it'd make sense if "Ere We Go is a new Ork global rule. These guys might be the new army to beat in 7th ed. instead of JUST being comic relief.
Thats exactly what I was thinking tbh. Get a green tide going, a few lootas, few gork/morkanaughts with their AV13 5HP, all those weapons, all that close combat killy power, in an edition where vehicles seem overly strong. Could be good!
Orock wrote: Why would I pay 60 bucks for 3 GW meganobz, when I could buy 3 kromlech orc juggernaughts with far better looks for 55 with shipping free from ebay. Its always up. I was waiting to hear that it was going to be 50 to 60 for 5, but now that I remember GW hates reasonable prices, guess Ill buy from the competator.
Because the only place you can play is a GW store, and they tend to frown upon using 3rd party miniatures.
I'd love to use those Kromlech juggernauts, but it's just not an option for me.
Orock wrote: Why would I pay 60 bucks for 3 GW meganobz, when I could buy 3 kromlech orc juggernaughts with far better looks for 55 with shipping free from ebay. Its always up. I was waiting to hear that it was going to be 50 to 60 for 5, but now that I remember GW hates reasonable prices, guess Ill buy from the competator.
Free shipping to GW stores, supporting the company (though it is terrible), and it's only a 5 dollar difference. Maybe 3 for 60 isn't reasonable, but we don't know the new rules, if it's dual-kit for something new, or what possible new options they have. New new new!
Toburk wrote: Also, of all the times people have talked about how to fix Flashgits, who actually thought that GW would drop their cost, triple their shots, give them +1 BS, and keep them as nobs?
I've been trying to decide if I like the Gorkanauts since I first saw them. I think I finally decided I do, and I want 2, but I am going to try to raise the legs a little. They're very fat, but they look just like baby Stompas, really, so a cohesive aesthetic.
UUUUGGGGHHHH White Dwarf digital indeed says that the KFF is 6" per model, not per unit. Though, that's specifically for the Morkanaut - it might still have a chance to be per unit with a Big Mek. I could see the reasoning being that the KFF on a Naut is already protecting a huge machine, whereas a Mek-mounted KFF has more room to spare. Hoping! Because if it's not, I'll probably just have it be per unit anyway (that's my gaming group's current house rule for it).
Automatically Appended Next Post: Thinking about it, how would that even work, in the game? If you have a unit of 30 boys and only, say, ten of them are under the protection of the KFF, how do you determine which ones are being hit and which ones aren't? You can't focus fire in 7th, so either the entire unit has the same save or none of them do. It would REQUIRE the 5++ to be conferred to the entire unit, there's no other way to resolve hits under 7th ed mechanics.
Squidbot do the big gunz look as awesome as the gitz?
If meganobz like gitz don't have bulky then you can fit 6 meganobz in the orkanaut which could be nice. V slow etc but sack that, the gitz look immense! My battlewagon has just found some new passengers. I've not been this excited since they re -made the shokk attack gun. Happy days!!!
Automatically Appended Next Post: Thinking about it, how would that even work, in the game? If you have a unit of 30 boys and only, say, ten of them are under the protection of the KFF, how do you determine which ones are being hit and which ones aren't? You can't focus fire in 7th, so either the entire unit has the same save or none of them do. It would REQUIRE the 5++ to be conferred to the entire unit, there's no other way to resolve hits under 7th ed mechanics.
You'd do it the same way you currently work out wounds in mix saved units. Apply first wound to closest model, is it within 6" of KFF?, if so 5++, if not no 5++. When that model dies move to next model, repeat. I've done it all the time with terminator assault squads.
Multimoog wrote: UUUUGGGGHHHH White Dwarf digital indeed says that the KFF is 6" per model, not per unit. Though, that's specifically for the Morkanaut - it might still have a chance to be per unit with a Big Mek. I could see the reasoning being that the KFF on a Naut is already protecting a huge machine, whereas a Mek-mounted KFF has more room to spare. Hoping! Because if it's not, I'll probably just have it be per unit anyway (that's my gaming group's current house rule for it).
Automatically Appended Next Post: Thinking about it, how would that even work, in the game? If you have a unit of 30 boys and only, say, ten of them are under the protection of the KFF, how do you determine which ones are being hit and which ones aren't? You can't focus fire in 7th, so either the entire unit has the same save or none of them do. It would REQUIRE the 5++ to be conferred to the entire unit, there's no other way to resolve hits under 7th ed mechanics.
You are over complicating thing. Saves are rolled by model.
Multimoog wrote: UUUUGGGGHHHH White Dwarf digital indeed says that the KFF is 6" per model, not per unit. Though, that's specifically for the Morkanaut - it might still have a chance to be per unit with a Big Mek. I could see the reasoning being that the KFF on a Naut is already protecting a huge machine, whereas a Mek-mounted KFF has more room to spare. Hoping! Because if it's not, I'll probably just have it be per unit anyway (that's my gaming group's current house rule for it).
Automatically Appended Next Post: Thinking about it, how would that even work, in the game? If you have a unit of 30 boys and only, say, ten of them are under the protection of the KFF, how do you determine which ones are being hit and which ones aren't? You can't focus fire in 7th, so either the entire unit has the same save or none of them do. It would REQUIRE the 5++ to be conferred to the entire unit, there's no other way to resolve hits under 7th ed mechanics.
I doubt there'll be two versions of KFF in the codex. Big Meks will go with models within 6", too, I reckon.
Resolving shots works out the same as if only part of the unit was in cover; wounds are allocated one at a time, closest model first, and the model uses the best save it has:
10 bolter wounds to a mob with 6 closest boyz over 6" away from the KFF, the rest within -> first 6 wounds kill a boy each, the rest you can try to safe with the KFF. Shouldn't take too long to sort out (at least compared to the new psychic phase...)
Does anyone have their models with them and available? How many boyz can be put in front of a KFF Big Mek with reasonable spacing, before the wounds stat going on the Mek himself?
It seems we will be forced to clump the boyz together to actually benefit from the new KFF, while at the same trying to get the KFF save vs blast\template weapons would actually be a liability. Not to mention trying to provide coverage for a single mob from multiple angles.
Toburk wrote: Does anyone have their models with them and available? How many boyz can be put in front of a KFF Big Mek with reasonable spacing, before the wounds stat going on the Mek himself?
It seems we will be forced to clump the boyz together to actually benefit from the new KFF, while at the same trying to get the KFF save vs blast\template weapons would actually be a liability. Not to mention trying to provide coverage for a single mob from multiple angles.
This is why I think that there will be different rules for a kff mounted on a naut vs a big mek... it just doesn't make sense otherwise. The 5++ per unit is the only saving grace orks have vs templates in 7th. Measuring every hit to see whether it is in or outside the kff bubble is also going to get real old real fast
Toburk wrote: Does anyone have their models with them and available? How many boyz can be put in front of a KFF Big Mek with reasonable spacing, before the wounds stat going on the Mek himself?
It seems we will be forced to clump the boyz together to actually benefit from the new KFF, while at the same trying to get the KFF save vs blast\template weapons would actually be a liability. Not to mention trying to provide coverage for a single mob from multiple angles.
Toburk wrote: Does anyone have their models with them and available? How many boyz can be put in front of a KFF Big Mek with reasonable spacing, before the wounds stat going on the Mek himself?
It seems we will be forced to clump the boyz together to actually benefit from the new KFF, while at the same trying to get the KFF save vs blast\template weapons would actually be a liability. Not to mention trying to provide coverage for a single mob from multiple angles.
Good reason to buy an 'Orkanaut or two, or at least 2 Big Meks with KFF so you can cover more of your boyz
Anyway, I see it as more "realistic": boyz outside of the KFF can be crushed more easily
Regarding the new Flash Gitz: oh my! they look great, but the ones I made using bitz of Black Orks won't match at all Pitty they removed the 'eavy armor bonus for this unit.
Or do we have a chance to see an Ork armory with different upgrade available to most infantry units, as someone else suggested?
In any case, the beginning of this Ork wave looks very nice, from my point of view ... but not from my wallet's!
6" is a fair distance, so you could have the Mek behind about 15-20 boyz (depending on how you define "reasonable spacing") and granting them all a save.
From my limited experiments, if you want to grant the invuln to a unit of boyz, you put the Mek in the middle of them.
Same with the morkanaut, have it standing inside a sea of boyz, granting them all invulnerables.
In terms of how it'll affect me...not much, I generally had units of 19 shoota boyz in battlewagons with the Mek, granting the 5+ cover to both their 'wagon and the two around it, -and- the deff dreads/killa kans in front of those. Remember, you don't have to have the whole base within 6", just part of it, so with larger models like dreads and kans, they can be a bit further away, effectively.
In terms of providing coverage to a single mob, as I said, just put him in the dead centre. Everyone benefits, and he isn't particularly vulnerable from any side.
On a positive note: Mob Rule is still in, so everyone enjoy Fearless boyz!
Toburk wrote: Does anyone have their models with them and available? How many boyz can be put in front of a KFF Big Mek with reasonable spacing, before the wounds stat going on the Mek himself?
It seems we will be forced to clump the boyz together to actually benefit from the new KFF, while at the same trying to get the KFF save vs blast\template weapons would actually be a liability. Not to mention trying to provide coverage for a single mob from multiple angles.
This is why I think that there will be different rules for a kff mounted on a naut vs a big mek... it just doesn't make sense otherwise. The 5++ per unit is the only saving grace orks have vs templates in 7th. Measuring every hit to see whether it is in or outside the kff bubble is also going to get real old real fast
Keep in mind that we haven't seen the codex yet. If all Orks have FNP 5+ or 6+, that'll be a pretty big boost. If Boyz (all variations. Burna and tank-busta included) have their points cost reduced, that will also be a big boost. If MANZ and / or generic Nobz have their points costs reudced, or are made more points efficient in the same way that Flash Gits were (better stat line, 2 more points base but no need to buy some of the old upgrades so technically cheaper) that will be a boost.
It's too early to start spewing doom and gloom. It's quite possible that even with the KFF 'nerf' we'll still be right as rain... Or at least as right as we are right now. It might just be shifting to a high-value target protector due to big blobs becoming more efficient and or tougher.
Also, kind of disappointed by the "1-click collection" that GW is currently offering, as the cost is the same as if you buy all those models separately
I'm not sure to understand why they do this so often and only rarely offer rebate on "battleforce/megaforce" type of collections
I mean, someone who's going to buy a Stompa, 2 'Orkanauts, a Deff Dread and some Killa Kans should get some appreciation
From my limited experiments, if you want to grant the invuln to a unit of boyz, you put the Mek in the middle of them.
No offense, but your experience is indeed limited - you need the mek to be in the rear or side of a unit and have another unit be in range of his - several, preferably - so they all get the save. As I noted, this would be the only way to keep boy mobs viable in a meta with templates and ignores cover. GW basically took away any chance ork players have at winning games for another edition. It'll mean bargaining with your opponent to let you play per unit rather than per model
I wouldn't count it off so quickly, although I'm also annoyed of changing it to per model. There may very well be something else that compensates. If nothing else, it interacts with vehicles in the same way as it did in 6th.
From my limited experiments, if you want to grant the invuln to a unit of boyz, you put the Mek in the middle of them.
No offense, but your experience is indeed limited - you need the mek to be in the rear or side of a unit and have another unit be in range of his - several, preferably - so they all get the save. As I noted, this would be the only way to keep boy mobs viable in a meta with templates and ignores cover. GW basically took away any chance ork players have at winning games for another edition. It'll mean bargaining with your opponent to let you play per unit rather than per model
I disagree with this entirely. You dont need a cover save if you have so many boys that they cant possibly kill them all...
From my limited experiments, if you want to grant the invuln to a unit of boyz, you put the Mek in the middle of them.
No offense, but your experience is indeed limited - you need the mek to be in the rear or side of a unit and have another unit be in range of his - several, preferably - so they all get the save. As I noted, this would be the only way to keep boy mobs viable in a meta with templates and ignores cover. GW basically took away any chance ork players have at winning games for another edition. It'll mean bargaining with your opponent to let you play per unit rather than per model
I disagree with this entirely. You dont need a cover save if you have so many boys that they cant possibly kill them all...
Have you taken orks against tau, or even 6th ed marines? Trust me when I say that without a way to get good saves you can run a list with 150 boyz and still be tabked turn 3
From my limited experiments, if you want to grant the invuln to a unit of boyz, you put the Mek in the middle of them.
No offense, but your experience is indeed limited - you need the mek to be in the rear or side of a unit and have another unit be in range of his - several, preferably - so they all get the save. As I noted, this would be the only way to keep boy mobs viable in a meta with templates and ignores cover. GW basically took away any chance ork players have at winning games for another edition. It'll mean bargaining with your opponent to let you play per unit rather than per model
I disagree with this entirely. You dont need a cover save if you have so many boys that they cant possibly kill them all...
Except there has been an enormous increase in firepower since orks were released in 4th edition. For example just 4 wave serpents can kill the better portion of a green tide in ~4 turns. Combine that with models being taken from the front and footslogging boy squads make little to no forward movement.
Killing 150-180 boyz is trivial for some of the 6th edition armies.
From my limited experiments, if you want to grant the invuln to a unit of boyz, you put the Mek in the middle of them.
No offense, but your experience is indeed limited - you need the mek to be in the rear or side of a unit and have another unit be in range of his - several, preferably - so they all get the save. As I noted, this would be the only way to keep boy mobs viable in a meta with templates and ignores cover. GW basically took away any chance ork players have at winning games for another edition. It'll mean bargaining with your opponent to let you play per unit rather than per model
I heartily disagree. Putting the mek in the rear or side will mean that in all likelihood some of the models within his own unit will not be covered by the force field. I'd rather cover one whole unit than half of one and 1/3 of another, especially if he's at the rear.
Basically, we need to accept that the KFF works differently now, and that what worked in the past will not work in the future.
I think you may have misunderstood what I was trying to say though, I was replying to another poster regarding how many boyz you can get under the new KFF rules, with decent spacing. I was suggesting that if you want to cover all the boyz in the unit and not make the Mek vulnerable, you should put him in the middle.
We might be facing the same situation as tyranids. When the cost of not being in synapse was made prohibitive, the relative value of synapse creatures increased, so units like the tryanid prime nearly doubled in point cost despite having no changes to their stats or rules.
The crazy expensive morkanaut with a KFF might be the only way to get the KFF to work for a foot list.
Multimoog wrote: The fact is that for a KFF to be useful it cant just be protecting ONE unit, it has to be shielding 2-3 at a time.
Which will probably be impossible under the new KFF rules, I'm afraid. Best you could probably hope for is covering half of one unit and half of another, and I don't see that as being particularly useful.
But I disagree that a KFF needs to cover two or three units of boyz at a time to be useful. We pay 5pts/model for a 5+ invuln at the moment, and we have to take an expensive, vulnerable character to do so. 50pts gets us the same thing effectively*, and for half the cost (if covering 25 boyz, which is pretty easy).
I think the fact it's an invulnerable save changes everything. Before, so many things negated it that it was almost always a waste of time. Now, it's utility towards vehicles is basically the same, and having a 1/3 chance of negating any and all hits on those is more than worth it.
I definitely think it's going to be a more worthwhile option for armies which utilize vehicles, and far less useful to the "green tide" armies, which is a shame. But I don't think it's gotten worse, strictly speaking, more of a lateral shift.
*I reject the argument that you need include the cost of the model carrying it when calculating points effectiveness, as it is highly likely that you'd be taking the model as your compulsory HQ anyway.
Well, like I said before, I'll probably just talk my game group into playing it as per unit anyway, we dont play competitively or do tourneys
Automatically Appended Next Post: It's a terrible rule change and i won't play with it, simple as that. "Forge the narrative" and all that, doncha know
But I disagree that a KFF needs to cover two or three units of boyz at a time to be useful. We pay 5pts/model for a 5+ invuln at the moment, and we have to take an expensive, vulnerable character to do so.
Taking grosnik to put cybork on regular boyz (or grots) is so outrageously cost inefficient that anything based on such a comparison would also be outrageously cost inefficient.
The only real benefit (when taken on a big mek) the KFF will get is for battlewagon rushes not being vulnerable to ignores cover AT fire, and that's only if the new KFF works when in a transport. (the DA's equivalent 4++ save per model within 6" wargear doesn't).
Automatically Appended Next Post: But anyway this is still all hypothetical as we don't have the rules.
What about how the Flashgits don't appear to have anything that would give them a 6+FNP? It seems that rumor might be dead.
Multimoog wrote: The fact is that for a KFF to be useful it cant just be protecting ONE unit, it has to be shielding 2-3 at a time.
Which will probably be impossible under the new KFF rules, I'm afraid. Best you could probably hope for is covering half of one unit and half of another, and I don't see that as being particularly useful.
But I disagree that a KFF needs to cover two or three units of boyz at a time to be useful. We pay 5pts/model for a 5+ invuln at the moment, and we have to take an expensive, vulnerable character to do so. 50pts gets us the same thing effectively*, and for half the cost (if covering 25 boyz, which is pretty easy).
I think the fact it's an invulnerable save changes everything. Before, so many things negated it that it was almost always a waste of time. Now, it's utility towards vehicles is basically the same, and having a 1/3 chance of negating any and all hits on those is more than worth it.
I definitely think it's going to be a more worthwhile option for armies which utilize vehicles, and far less useful to the "green tide" armies, which is a shame. But I don't think it's gotten worse, strictly speaking, more of a lateral shift.
*I reject the argument that you need include the cost of the model carrying it when calculating points effectiveness, as it is highly likely that you'd be taking the model as your compulsory HQ anyway.
It would be interesting to see what other sources that can equip a KFF (regular meks, battlewagons, dreads?) or provide a sources of FNP (new boss pole, doks?). I expect foot slogging gets dumped on to sell more vehicle models but maybe one game designer has enough concern for da boyz to give the green tide some propa protection from getting pie plated all day.
happygolucky wrote: I heard over on Reddit that there are new pics of the new Flash Gitz.. Can someone post them up as I don't have acess to Reddit at this time..
happygolucky wrote: I heard over on Reddit that there are new pics of the new Flash Gitz.. Can someone post them up as I don't have acess to Reddit at this time..
The shooting potential of the Flashgits is hilarious.
Where previously they would go from underwhelming to sort-of-ok-but-not-really if they got a good roll on their AP, now it won't be uncommon to see 10 of them wiping whole squads off the table, one-shotting 6 wound MCs etc.
You might kill one terminator, or you might KILLALL THE TERMINATORS.
What about how the Flashgits don't appear to have anything that would give them a 6+FNP? It seems that rumor might be dead.
It might, or it might not. New Flashgitz don't have any Waaaaagh rule either, but my jaw would literally hit the floor if we didn't have a waaagh racial rule in our codex.
Right now I'm chalking it up to White Dwarf teasers being just that; teasers. It would be pretty simple for them to not be displaying all the options / special rules for units.
I'm not even saying that I'm confident / holding out hope for the FNP rumor to be true. All I'm saying is wait and see; it's a little too early to be going chicken-little all over the place.
And even if the worst case scenario comes about?.. Well, we're Orks; we're probably not into 40k for the same reason most of the annoying gits who play Tau and Eldar are. We'll certainly have -some- workable combinations, and at the end of the day there's always the fluffy alternative. Personally I'm really not worried come whatever may; as I highly doubt the army I'm planning on running will be the cream of the metaphoric crop. It'll be fun as hell and look beautiful though.. That'll be enough for me.. So long as a ton of tau and elder players don't join my meta and start ruthlessly sodomizing me boyz. That might make it worse.
you forget, GW intentionally makes new stuff the best in the books, and nerfs old stuff that hardly sells anymore because everyone and their grandma owns it. I would expect loota nerfing, and maybe a boost to meganobz, koptas, the jets maybe and these guys.
You have no clue what you're talking about. Riptide aside, the newest kits are almost universally the worst units in the codex.
So much doom with changes to one thing that may or not be different in the final book. Selling a whole army because kff has changed?! Perspective needed? Let's at least see the final book and play a bit first. Besides, those flash gitz are jaw droppingly lovely!!!
Multimoog wrote: Well, like I said before, I'll probably just talk my game group into playing it as per unit anyway, we dont play competitively or do tourneys
Automatically Appended Next Post: It's a terrible rule change and i won't play with it, simple as that. "Forge the narrative" and all that, doncha know
I feel sorry for the people you play with. You think you can dictate how the rules go just so it is optimal for you...
22 points a model. Nob profile unchanged. Boss pole, stikbombs, and eavy armor is stock. Gitfinder=BS3 when standing still. Snazz guns are S5 APD6 assault 3.
Models look great. Stats are very competitively priced. Flash gits are going to be a great tactical unit.
Their shooting is also going to be really strong against MEQ. Standing still 10 is 30 shots which will average 15 hits and 10 wounds with a 50% chance that they ignore 3+ armor saves.
I'm actually a fair bit concerned about no "WAAAGH" rule under Orks. If you think of the other racials, ie Eldar and Daemons, they're represented with a special rule under each model entry.
We could get this stuff under 'ere we go (alongside its stated effect) or mob rule... but I don't think that will be the case.
If theres no WAAAGH I will be genuinely disappointed.
hurtmypony wrote: Just some armchair speculation from an orky neophyte, but ork leadership is chosen solely by a policy of "dah biggest and dah strongest". It is common for the ork leader to be unceremoniously replaced by some young upstart gunning for the crown, right? When one falls for whatever reason, the next meanest, nastiest git takes ova 'is station.
Looking at the Kaptain stats, they are the same as the rest. All models have boss poles, as well. Maybe ork unit leadership never loses its leader? When one dies to, say, a challenge, another immediately claims the top spot? Would there be any gaming advantage to this? I only paint, so I wouldn't be able to speculate any more than this baseless meandering.
That would be an amazing and fluffy ability. Definitely a way to turn the tables on Orks and Challenges.
Also that "'ere we go" totally doesn't sound like a battle cry they'd be using or saying to one another as they're charging.
I wonder if they are just going to stick weirdboys with the demonology powers and not make codex specific ones. 'ere we go is the name of the ork old version of gate of infinity, which is now with the sanctic powers.
i imagine that the WAAAAGH ( say it right, with caps lock on) will become an army wide psychic test in the psychic phase that will give them old school fleet in the shooting phase.
Doubt they will change the current nob kit. I think FG only have 40mm bases because they would fall off 25mm ones.
Actually thinking about FG... are they really much better than the old ones? They got 50% more shots than the best upgrade build, but losing Ignores Cover is actually a pretty big nerf: 25% less effective against marines in 5+ cover, which is about as good a target as you can hope for with them. So that's like a 10% boost in effectiveness and a 10% drop in price, but they lost some armour (probably not worth much, but something).
They are certainly quite usable now, but they aren't really offering anything that shoota boys don't at a similar cost.
I'm still going to buy them, because the models are amazing, but I wouldn't say they are any indication that the new codex will be generally powerful. They only got buffed to be on a par with the better 4th edition units.
rtb01 wrote: Squidbot do the big gunz look as awesome as the gitz?
To me, yes. BUT, remember I love the Gorkanaut and that seems to be unpopular. But on the flip side, I did tell you all that the Flash Gits were AWESOME. And you haven't seen all of the head/bits variants. Ha I probably should read the thread before replying.
Those big gunz are quite a lot bigger than I was expecting.
Three different energy weapons is interesting. Wonder if they are all the same rule with different models or three totally different weapons? One looks like the Hand of Gork and another looks like a Bubble Chukka.
It could be the case that these new guns don't exactly replace the old ones. They seem very different, so maybe the old kannon/lobba/zzapp guns are simply getting retired and these are a new take on the idea.
Don't like the buggy-style wheels for artillery, but some obvious conversion potential there. It seems just about possible that these could be a dual-kit with some buggies, although that seems unlikely.
The mek in front of the big gunz looks like he might be part of the unit. Wonder if meks replace runtherds as artillery leaders, or are an alternative.
EDIT:
Looks like the gun carriages are almost identical, with only the weapon and that door/shield bit changing. I guess that means one gun per box, like eldar artillery. Also probably means they cost similar to eldar artillery, which is going to hurt.
Did we already see the kan with two guns from that picture? Looks increasingly like they will give us that option. I guess they want everything that could be built from the kit to have rules.
rtb01 wrote: Squidbot do the big gunz look as awesome as the gitz?
To me, yes. BUT, remember I love the Gorkanaut and that seems to be unpopular.
But on the flip side, I did tell you all that the Flash Gits were AWESOME. And you haven't seen all of the head/bits variants.
Ha I probably should read the thread before replying.
Lol, no worries. Personally I love all the kits and very thankful i can add to existing force rather than start again. The whole lot looks ace. Is the shokk attack gun clampack or from the Meganobs kit do you know? Hoping that gun batteries are affordable, so much dakka, so little time!
I know nothing about packaging or pricing or rules, sorry
Automatically Appended Next Post: God, my local store manager is going to laugh as soon as he sees me walk in the door today. I swear his eyes will be £ signs.
And more Bad Moons. I know it's likely just an aesthetic choice to present one themed army for all the new stuff, but I'm still hoping it means Nazdreg is coming.
Squidbot wrote: And more Bad Moons. I know it's likely just an aesthetic choice to present one themed army for all the new stuff, but I'm still hoping it means Nazdreg is coming.
rtb01 wrote: Big gun pics up on warseer they look awesome. Plastic shokk attack gun too. Those guns better have rules befitting their size!
Whaaaaat?
Other than the big guns, which we can only guess at, we can see in the pic, the new grot gunner models, a new model standing in front of the guns (a mek? that a 25mm base isnt it?), a SAG, and a very very yellow meganob. Plus the walkers they used for the one-click bundle.
I'm pretty sure the SAG is new, and not just with greenstuff on the orbs.
I simply don't know what to think about the big guns without more pictures and the rules for them. One per box is possible. Kans barely get all of their bits on one box with no duplicate weapons.
is it just me or is that this time GW paint job for the Ork models is really bad? that single MANZ, Shock Attack and the Mek look really meh for GW paint job.
Its either that I hate seeing Orks in this particular Hue/shade of yellow or either the painter had nothing but a yellow bottle to paint his models with, and didnt even consider using any other color.
As for the models the Gork/Morkanaut and the Big Guns are both very underwhelming.
Yes we finally got the new Big Gunz after waiting like an eternity, but in the end it was not worth the wait i must say ( this is just how I feel so I'm not trying to offend any one's opinion about the models )
The Manz and the Flash Gitz from the lil we've seen of them so far look good. Those I'm def getting.
I have to say the most exciting thing I saw so far was the GW logo made orky.
Musibatkhan wrote: is it just me or is that this time GW paint job for the Ork models is really bad? that single MANZ, Shock Attack and the Mek look really meh for GW paint job.
Its either that i am hating seeing them in yellow or all they did was use yellow and nothing else.
I'm inclined to agree. I feel if you're going to do Bad Moons you need to grunge it up a bit, not just make them bright, clean yellow.
SJM wrote: Yea not too sure about those big gunz, would need to see some more pictures, seems to be a bit much going on.
Dislike the buggy wheels and the front bumper things.
That's precisely why I reckon these are a combo kit, they have that particular look where it's obvious the modeller has tried to (successfully or unsuccessfully) merge two quite divergent design aesthetics. Those wheels (identical to the trukks) and front bumpers (incredibly evocative of the old school Gorkamorka buggies) would be incredibly odd to see if the kit only made big gunz.
its not just that its painted bad, Its as if this ugly bright yellow used is straight out of the bottle with no shading or any sort of detail added on top.
I'm not a big fan of Bad Moons but I've seen great armies on this very site painted in Bad Moon colors and they look good.
the yellow is hurting my eyes and not helping at all in appreciating the models.
come to think of it the yellow is like the yellow in lord_blackfang's crazy avatar.
I think it's more likely the sculptor had ork kit bashers and modders in mind.
Automatically Appended Next Post: By the way, if you look the two right side big gunz, you can see that the right (Left as you look at it) shield has a space for the gunner to look through as he stands on the gunnery platform.
I would say the gunz will be one platform per box. I only say that as all three platforms look very similar. One looks like it might have small treads in place of wheels and it definitely has a different shield but for the most part they're the same.
Hopefully they've done that to make room for more gunz and grotz!
I finally understand why some of us are not liking the Mork/Gorkanaut and the Big Gunz.
They are too clean for an ork machine. if we look at the Kanz,dread and Stompa or even the battle Wagon you will notice that the surface of these machines are not even. They have many plates slapped on top.
So no one side is even or clean hence giving it a feeling as if they are made out of scrap or junk.
While these new models they look as if these new Orks Mass produce them. As if they come out of factory which has moulding and casting. Which is very un-orky i must say.
Plus they look as if every part fits very perfectly in the place rather than being slammed or hammered into place.
I'm thinking the big gunz are combo kits for buggies.
I also think that model in front of them is a new painboy, it's a new kit as I'd initially thought it was a nob, but the legs are off in size and the left arm weaponry is also new looking.
-Gorkanaut/Morkanaut
-Flash Gitz
-Big Gunz
-Shokk Attak Gun Big Mek (plastic)
-Plastic Big Mek
-Mega Armoured Nobz
I think that's all we're getting, given that basically, or at least almost every new Codex release has had 4 non-character plastic kits with it.
I'm interested by both the Gorkanaut and Morkanaut for the 3D6 S6 AP4 gun and the KFF respectively, I'm struggling to decide which is to best to support my hordes of Boys.
The Big Gunz look awesome to me and I'll surely have a battery of them if the rules are decent.
I also think that model in front of them is a new painboy, it's a new kit as I'd initially thought it was a nob, but the legs are off in size and the left arm weaponry is also new looking.
He has a spanner on his boss pole. His left arm looks to me to be similar to this one (Left with choppa)
-Gorkanaut/Morkanaut
-Flash Gitz
-Big Gunz
-Shokk Attak Gun Big Mek (plastic)
-Plastic Big Mek
-Mega Armoured Nobz
I think that's all we're getting, given that basically, or at least almost every new Codex release has had 4 non-character plastic kits with it.
It's not a bad haul, but the continual lack of modernized buggies is rather glaring.
I'm not flustered by the Big Meks, thats for sure, without the KFF/SAG they've never been good and I already have the old SAG one. Unless they come with something that surprises us all and lets them pilot a vehicle or something and give it bonuses. Da boyz can dream.
I actually think I like the 'clean' look of the new ork stuff a bit better. I like to add my own details in plasticard and it's easier to make the same kit look different every time you build it if the details are optional.
I also think that model in front of them is a new painboy, it's a new kit as I'd initially thought it was a nob, but the legs are off in size and the left arm weaponry is also new looking.
He has a spanner on his boss pole. His left arm looks to me to be similar to this one (Left with choppa)
Kanz with 2 ranged weapons would suit me just fine
Rokkits/KMB might actually be worth taking if the Kanz were able to dual wield them, and if we have any way of Outflanking walker units, dual skorcha Kanz would be a real nightmare to backline units; hell eating 6D3 overwatch shots to any over-ambitious marines just sounds delicious. *drools slightly* Let this be true and not just another classic mistake by GW...
I used to have a bad moon paint scheme like that. I don't know who at GW keeps spying on what I have painted but yeah that's a great picture of a really distinctive scheme.
I also think that model in front of them is a new painboy, it's a new kit as I'd initially thought it was a nob, but the legs are off in size and the left arm weaponry is also new looking.
He has a spanner on his boss pole. His left arm looks to me to be similar to this one (Left with choppa)
That's exactly what I mean. His left arm looks to be pointing a choppa. His right arm seems similar to the existing painboy, only with the buzz saw being an underslung attachment, rather than a hand. Also, definitely a spanner on that pole, I would definitely say he's some kind of artillery command mek.
It does look like buggies could share a kit with the new artillery pieces, since they are rather big, have wheels and lots of armour plates. GW love doing their new plastic kits as dual kits, so I would be rather shocked if these guys can't be built as buggies.
BTW I absolutely love those Flash Gits. I don't care that much about their rules, or the price for that matter. Those sculpts look amazing. This will probably be the first thing that I purchase from GW in almost a year.
Bonde wrote: It does look like buggies could share a kit with the new artillery pieces, since they are rather big, have wheels and lots of armour plates. GW love doing their new plastic kits as dual kits, so I would be rather shocked if these guys can't be built as buggies.
BTW I absolutely love those Flash Gits. I don't care that much about their rules, or the price for that matter. Those sculpts look amazing. This will probably be the first thing that I purchase from GW in almost a year.
and the big gunz become some type of vehicle... with crappy armor...
and they also treat the grots as base to base modifiers like a techmarine in relation to SM vehicles...
Don't joke :(
Local GW manager just told me 2 weeks for Codex, which isn't really news for most of us, but considering someone earlier in the thread stated they doubted we were even getting a new codex ( ) I thought I'd share.
Automatically Appended Next Post: Also, on the subject of the yellow paint jobs, now I have the WD in front of me and am able to see them a little better, and closer, they're actually not that bad. There is some good shading and blending, it's just there is SO MUCH yellow, it just looks like a big blob of yellow when viewed from a distance. It's too subtle for a model that size, and needs breaking up.
I'm very much looking forward to the paint jobs people will do on this thing.
SJM wrote: Is the Ork infront of the Big gunz not some sort of Mek leader for them? That's the way I saw it.
Tho that would confuse me what actually comes in the box tbh.
I'm thinking it's the plastic Mek, just happens to have joined the Gunz. SAG and KFF are both unavailable, so I wonder if it's one Big Mek kit, or one for KFF+SAG kit and a separate plastic Mek?
BTW, looks like the new Grotz are hanging around with the Gunz.. are those included in the kit?
edit: Just on the right side, there's a KMB next to a MegaNob.. would that be the MA-Mek?
prowla wrote: BTW, looks like the new Grotz are hanging around with the Gunz.. are those included in the kit?
Assuming they are still artillery (and why wouldn't they be) they must have crew, so I guess those grots are in the gun kit. I wonder how many you get?
Yea, I'm sure the Grotz will come with the Gunz. The more I see of them the more they look like someone has converted them using the Ork plastic buggy.
So maybe its a dual kit, we will know soon enough I guess
SJM wrote: Yea, I'm sure the Grotz will come with the Gunz. The more I see of them the more they look like someone has converted them using the Ork plastic buggy.
So maybe its a dual kit, we will know soon enough I guess
They have not really shown conversions in recent promo material.
SJM wrote: Yea, I'm sure the Grotz will come with the Gunz. The more I see of them the more they look like someone has converted them using the Ork plastic buggy.
So maybe its a dual kit, we will know soon enough I guess
Might be a bit lame for Gw to advertise something you can't buy though
The big gun buggies (if they are just big guns) seem rather large in size compared to the old style. Fielding a whole load of big guns would create such a big wall! Plonk a KFFnaught behind it and you've got one hell of a tough nut to crack into! assuming they remain T7 and dont get given a AV?
Looking forward to hopefully running sometruely shooty lists with big guns, SAGs and flash gits in truckks mopping up sloppy seconds.
Via this weeks WD, it looks like the Gorka/Morkanaughts' legs can be posed in any number of positions...they said they did it for 'advanced modelers'. Plus, the model in Goff colors looks really nice.
I get where you guys are coming from, but the Big Gunz are absolutely not a dual kit with buggies. The two would share nothing except 2 wheels and the front bumper. The only way it would make sense would be if you could make 1 buggy or 2 Big Guns from one box, but if this were the case, there would be 2 versions of the front bumper, at least.
SJM wrote: The more I see of them the more they look like someone has converted them using the Ork plastic buggy.
So maybe its a dual kit, we will know soon enough I guess
Ork kits tend to use elements from other kits. For example, the Stompa has an engine from the old buggy kit and an old-style killa kan body on it. The Bomma used parts which we eventually saw on the Taurox. It's not really much of an indication of anything other than the studio's style for orks.
The yellow really does look bad. There's really something off with the art direction at GW the past year or two (both for painting and for model design). The majority of new kits look rushed, ill-conceived, "squashed" and badly proportioned. In other words like giant pre-school toys.
And then the 'Eavy Metal guys paint them like pre-school toys. Very bright, often primary colors, extremely clean and nearly "flat" with no detail or texture. If they want to snag more 10 year olds, I guess this is one way to do it, but in my opinion like 70% of new releases since the start of 6th have looked absolutely TERRIBLE coming out of the studio
They really only look good once more talented converters and painters get their hands on them. That is, if the model in question is salvageable at all.
I also think that model in front of them is a new painboy, it's a new kit as I'd initially thought it was a nob, but the legs are off in size and the left arm weaponry is also new looking.
I think he looks a lot like a mek. He got wrenches damnit, but then you never know about orks. Maybe even a painboy/mek combo kit 0.0, nah that won't probably happen.
Bonde wrote: It does look like buggies could share a kit with the new artillery pieces, since they are rather big, have wheels and lots of armour plates. GW love doing their new plastic kits as dual kits, so I would be rather shocked if these guys can't be built as buggies.
BTW I absolutely love those Flash Gits. I don't care that much about their rules, or the price for that matter. Those sculpts look amazing. This will probably be the first thing that I purchase from GW in almost a year.
Look. At. All. That. DAKKA!
I highly doubt that GW will ever have 3 types of Big gunz + buggies with at-least 3 types of different weapons in one box set.
The reason they might look like buggies or tyres being as big as truck could be that these Gunz can be attached to the rear end of other vehicles e.g buggies , trucks. hence in order to be on same hight and to be able to do this they are that big.
If you have a truck kit or a Truck model, you will see that it has a spot for towing something at the back. You can still see it on some truck models if one does not put the canopy on top of the frame.
If the long awaited Buggy kit is going to be released as-well then expect both of them to be enter-linked.
lord_blackfang wrote: I get where you guys are coming from, but the Big Gunz are absolutely not a dual kit with buggies. The two would share nothing except 2 wheels and the front bumper. The only way it would make sense would be if you could make 1 buggy or 2 Big Guns from one box, but if this were the case, there would be 2 versions of the front bumper, at least.
Imagine, if ye will, a basic 2-wheel chassis, just like the current buggy has.
Now, this chassis would have a central column, with two pegholes, one in the centre, one towards the back.
If you're building the gun, the rear axle is used as a handle to lift and push the machine forward (it looks like from the picture these would have clawed "feet" attachments to prevent the gun rolling backwards). The middle peghole in the central column is used to place the big gun weapon.
If you're building the buggy, both rear and front axles have the wheels attached. The peghole towards the back is used to place the TL-rokkit launcha/TL big shoota.
Obviously if you leave out the big gun it makes room for the driver, and the bitz used for the grot gunner seat could be repurposed for the ork gunner instead.
I don't know, maybe I'm crazy, but the two share a very similar silhouette. Also, re: the front bumper, it looks like all three have the same front bumper, just that two of them have been painted with scratched-up edges and one has not.
To be honest I thought I was done with 40k, losing interest during 6th and not much changes in favor of assault in 7th but those Orks sucked me right back in. Now I really want to do a freeboota army, oh the pain on my wallet.
Balor wrote: Do we have a guess when the codex will release?
To be honest I thought I was done with 40k, losing interest during 6th and not much changes in favor of assault in 7th but those Orks sucked me right back in. Now I really want to do a freeboota army, oh the pain on my wallet.
Two weeks, that is the commonly thought and semi confirmed date. Via squigbot on a few occasions.
And I feel your pain, just spent £20 on bits (mostly just guns) in order to convert me up some awesome flash gits! im sure il buy an actual box too, but I have so many AOBR nobs that have been hacked up kicking about. There all crying and begging me to make them flash gits.
I think I've been a little misunderstood. These are clearly new models, not conversions. They just have the look of a conversion about them . Yes, the buggy Dr.Delorean has posted, seems very similar to the new Big Gunz, so it is possible it is a dual kit.
Wooo now we are talking. Flashgitz, now those are some good model. Favorited models ever ... Yes. Could spend all day looking at that ... and Assault 3 now! Two (or more) boxes please.
Meganobz are a must, SAG a maybe (seen as I already have the old one and this one doesn't look that much better, more of he same really).
Big guns yes, in time. If they are a dual kit/use two to make buggies then absolutely. They do look really big compared with the current big guns don't know if I like that.
Automatically Appended Next Post: The one on the right is most likely a catapult or trebuchet type design, it looks to me.
Automatically Appended Next Post: Looking at the height of it the Meganob on the right it is very tall. Is that the rumoured mega armour Warboss, it maybe included in he meganobz?
It'd be nice if the big gunz had different looks but different profiles akin to missile launchers having frag or krak. Just hope they're not with an av
zachwho wrote: i dont think that's a new sculpt on the SAG, looks more like they sculpted the energy tails on the existing one.
No, that is most DEFINITELY a new sculpt on the SAG.
First you've got the spinning balls. Then if you look very closely you can see the grot that is being pulled into the SAG is posed very differently from the current model. Then on top of that there is some kind of structure on top of the gun or on the opposite shoulder of the Mek. Definitely a new kit.
What the heck is the Big Gun on the far right in the picture? I can't identify it.
The weapon on the far left looks like a Shokk Attack Gun. The middle is clearly a Zzap Gun. The model on the far right LOOKS like some sort of electronic type of gun? But I have no idea what it would be.
zachwho wrote: i dont think that's a new sculpt on the SAG, looks more like they sculpted the energy tails on the existing one.
No, that is most DEFINITELY a new sculpt on the SAG.
First you've got the spinning balls. Then if you look very closely you can see the grot that is being pulled into the SAG is posed very differently from the current model. Then on top of that there is some kind of structure on top of the gun or on the opposite shoulder of the Mek. Definitely a new kit.
I just want to agree with this guy. Took a close look at the Shock Attack Gun and it is most certainly a different one.
Sure, it's in a similar pose (only so many ways to carry a gun like that..) But the weapon swirly details, the snotling / grot, some gubbins on the back, and even the Mek's face are all very different than what we have right now. It's got the same outline and all that jazz, but that's because it's supposed to be the same thing; just modeled differently.
It's okay. I've got two converted buggies, and another in the box I haven't built yet. I can do without a Buggy kit honestly. There's really nothing wrong with Buggies as they exist currently. They're a really cheap twin linked rokkit, and that's all they need to be.
I really hope they fixed some of our jets though, cause none of these models look like they have any anti-air capability. I don't even see a Big Gun that looks like it has a flakk gun for sky firing, which to me would have been a very obvious inclusion.
mrfantastical wrote: So looks like Orks don't get FNP army wide thanks to the flash gitz leak.:(
hmm i wouldnt say that is definite, it could be rolled into a couple things. Mob rule, could be (all orks with mob rule gain 6+ FNP, units over 12 use the mob size as ldrship.) that way, grots would still miss out on FNP- which would make sense as there grots, Although not sure what warbosses would do. Perhaps even within the boss pole, all models with (or possibly around 6" of a boss pole) get FNP?
The other possibility is the pain boss provides it, which while that isn't as great as army wide, its not much different and a compromise id make.
On the otherhand, we cant see what wargear access the FG's have, it might possibly be like cybork was, and be a points upgrade per model, which if priced reasonably i guess is ok. still not as good as army wide though.
Murrdox wrote: What the heck is the Big Gun on the far right in the picture? I can't identify it.
The weapon on the far left looks like a Shokk Attack Gun. The middle is clearly a Zzap Gun. The model on the far right LOOKS like some sort of electronic type of gun? But I have no idea what it would be.
Actually, looking at the old ork artwork from Freebooterz, they look a lot like a traktor kannon, a lifta-droppa and a bubble-chucker.