Go ahead and tell me you a) take that much shooting in the first place, and b) ~2.7 HITS is a reasonable buff, and will solve all our shooting woes.
It's a joke.
Actually it's 5 extra hits, or 1 extra hit for every 20 shots. It's about a third as good as getting BS 4+. (which is 16 extra hits out of 100, or 3 extra hits out of 20)
Orks are a heavily melee-focused army in the same way Space Marines are a static gunline army. That may be how it often turns out due to rules, but it's not the way it's supposed to be if we go by the fluff and available units. Telling a Bad Moon player they shouldn't expect anything from their shooting is like telling a Black Templars player they should ditch the chainswords for lascannons.
Edit: That said I don't think we really know how ork shooting is going turn out in the new codex even if the leaks are 100% true. Too many other things like points, stratagems and even weapon profiles that haven't been accounted for yet.
Go ahead and tell me you a) take that much shooting in the first place, and b) ~2.7 HITS is a reasonable buff, and will solve all our shooting woes.
It's a joke.
Actually it's 5 extra hits, or 1 extra hit for every 20 shots. It's about a third as good as getting BS 4+. (which is 16 extra hits out of 100, or 3 extra hits out of 20)
Yes, it's 2.7 extra hits at -1 to hit. Which takes you from 16.67 hits to 19.37ish hits.
Though tbh, all in all it's actually still pretty decent. Not amazeballs or anything, but good enough to consider.
30 ork shoota boys cost 180 pts and will now land 23 hits up from 20.
14 marines cost 184 pts and will land 18 shots in rapid fire range.
26 Tau fire warriors cost 182 pts and will land 26 hits in rapid fire.
there's other considerations like range and movement, but it's hard to gauge at this point. And who knows? Wartrukks might go down in points, giving shoota boyz all the mobility they need.
Can i just say, although they only have 8" range, skorchas do roast one MEQ on average in overwatch or shooting.
You can add one per unit of shoota boyz. That represents a pretty significant (30%) increase in shooting casualties when within range.
While the range is a huge factor, it is not affected by advancing or overwatch and hit modifiers don't affect it. I'm planning on using the evil sunz clan bonus to leverage this and add one to each unit while pushing into flamer range. If that is as rumored, you could advance a shoota boy unit an average of 10.5 inches a turn while shooting at full BS. That represents a reliable 18.5 inch threat range with the kombi skorcha on an infantry nob.
Wonder why people keep insist ignoring all modifers is somehow fluffy...If you spray lots of bullets it doesn\t mean odds of hitting stays fixed. If you have low odds more bullets means more hits y but easier targets would still get even more hits.
Idea of the "Orks believe so they magically hit more" is even more of a joke as that is not actual in universum fact. The whole "orks believe enough to make things work" is NOT ACTUAL FACT! Or even particularly important part of fluff. It's SPECULATION from one human and ONLY BEEN IN ONE CODEX!
That's about as unreliable as it gets.
Before claiming rule would be fluffy READ your fluff first.
We need to wait until the codex is out before making any snap judgements. This fixes an element of ork shooting, now we just need to hope that GW fix our other issues.
Those who have spoken about the problems with our shooting are absolutely correct - some platforms come with expensive guns that we need to use, there are situations where we can't assault units (grav tanks on buildings is always fun) and a 5% or 2% with -1 to hit increase in hits is not going to fix ork shooting alone.
I love how other factions and players are clamouring for our rules before we even have a codex.
This is exactly what Guard are hitting things on with a -2 to it.
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Yeah, and Guard throw more dice than Orks. Call me when Orks get a Heavy 40 weapon.
But that's neither here nor there. The larger question should be whether -2 modifiers should even be a thing, given how devastating even a -1 to hit can be for shooting focused armies like Tau and Guard. It strikes me that negative modifiers for shooting are disproportionately effective compared to other options, so are they even a good thing for the game?
An Actual Englishman wrote: We need to wait until the codex is out before making any snap judgements. This fixes an element of ork shooting, now we just need to hope that GW fix our other issues.
I love how other factions and players are clamouring for our rules before we even have a codex.
you are absolutely correct...but thats part of the problem, we have to wait.
im glad we are finally getting ork related reveals and articles. but the issue is the ork player base has been hyped up something fierce, we are all of the sudden very active on the forums since we now have something to talk about. but unfortunately until the codex comes out we have only speculation to talk about. if we didn't talk about rules and potential rules and speculate on whether GW will make our shooting worth a dam then all we have to converse on is the new cool looking vehicles....and we've done that, now time to pick apart rules both revealed and rumored to high heaven.
this was always going to happen, and until we get that codex in our hand and have had a few games then its going to stay that way.
I'm surprised there isn't more chat around the rumoured 20PL deep strike units stratagem. Granted we don't have much information but I think this is by far the scariest thing we've seen for our army so far.
Assuming it's only one model, a Gorkanaut dropping turn 2 with an 8" charge and possible 3D6 charge dice with mortal wounds sounds like an absolute game changer. Why not throw in a Mek Shop and KMKs with Stompa at the back? Feels really brutal.
Can someone tell me how the Stompa fares in light of DDD and assuming it's doing full shots with every weapon? That's a ton of Dakka no?
tneva82 wrote: Wonder why people keep insist ignoring all modifers is somehow fluffy...
Because Orks don't aim. The 5+ to hit already represents some bullets ending up in the same place as an enemy model simply by chance based on the bullets' even distribution across the battlefield. No amount of dodging or even being invisible has any bearing on the odds to hit under that assumption, because the spot you're dodging to is equally filled with ork bullets as the spot you're dodging from.
I'm surprised there isn't more chat around the rumoured 20PL deep strike units stratagem. Granted we don't have much information but I think this is by far the scariest thing we've seen for our army so far.
Assuming it's only one model, a Gorkanaut dropping turn 2 with an 8" charge and possible 3D6 charge dice with mortal wounds sounds like an absolute game changer. Why not throw in a Mek Shop and KMKs with Stompa at the back? Feels really brutal.
Can someone tell me how the Stompa fares in light of DDD and assuming it's doing full shots with every weapon? That's a ton of Dakka no?
Leaving the math to someone else, but I would just like to reiterate that I seriously doubt the mek shop will buff more than a single weapon on a single vehicle. If what I assume to be the case is indeed correct then the Kill tank is looking pretty strong. Jidmah noted that it's less than 20PL so it could be held off the table T1 just like tallarn superheavies and then you fire off 36 gigashoota shots (or 12 bursta kannon shots). I'm not sure how good that actually is but if someone owns a kill tank then this seems like a mssive improvement to usability
Can someone tell me how the Stompa fares in light of DDD and assuming it's doing full shots with every weapon? That's a ton of Dakka no?
If we assume full shots with every weapons:
Deff Kannon fires 6 times, hits twice, with one 6. 66% chance the extra attack misses. It'll do 7 dmg on average to pretty much any target without an invul thanks to it's -4 modifier.
Supa-Gatler fires 36 times if we also assume that we roll a 2+ then a 5+. 12 of those hit, with 6 extra attacks, 2 of which hit. 14 hits overall.
The Supa-Rokkit fires 3 times, hits once. There's a 50% chance this was a 6, but then a 66% chance that extra attack misses.
The Twin Big Shoota gets another 2 hits, and 1 extra attack, that also misses 66% of the time.
So overall, in absolutely optimum circumstances, Dakka Dakka Dakka gives a Stompa on average an extra 3 hits (2 Supa-Gatler, 1 split evenly between Deff Kannon, Supa-Rokkit and Twin Big Shoota).
Can someone tell me how the Stompa fares in light of DDD and assuming it's doing full shots with every weapon? That's a ton of Dakka no?
If we assume full shots with every weapons:
Deff Kannon fires 6 times, hits twice, with one 6. 66% chance the extra attack misses. It'll do 7 dmg on average to pretty much any target without an invul thanks to it's -4 modifier.
Supa-Gatler fires 36 times if we also assume that we roll a 2+ then a 5+. 12 of those hit, with 6 extra attacks, 2 of which hit. 14 hits overall.
The Supa-Rokkit fires 3 times, hits once. There's a 50% chance this was a 6, but then a 66% chance that extra attack misses.
The Twin Big Shoota gets another 2 hits, and 1 extra attack, that also misses 66% of the time.
So overall, in absolutely optimum circumstances, Dakka Dakka Dakka gives a Stompa on average an extra 3 hits (2 Supa-Gatler, 1 split evenly between Deff Kannon, Supa-Rokkit and Twin Big Shoota).
Nightlord1987 wrote: People who expect Orkz to shoot should just go play Guard and get it over with.
Get out of this thread, you are not welcome here anymore
On a more serious note, almost every picture showing orks that has ever been drawn shows them shooting. Our ratio of dedicated shooting units to dedicated close combat units is comparable to necrons or chaos space marines.
Orks are not a Khorne army, we are hybrids just like Space Marines should be, except they have better weapons and armor, while we have more bodies and more attacks in combat.
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Alcibiades wrote: Getting an extra hit on 6s is more or less having a Tau markerlight on everything.
This is probably the best comparison so far. It's a decent rule to get for free, but it's not going to save ork shooting all by itself.
Still, that extra rokkit that hits from time to time might be game changing.
Mathematically speaking there is indeed no difference between the second part of the dakka dakka rule and rerolling 1's to hit, which isn't half bad as a bonus. Only time will tell though if that is enough.
Nightlord1987 wrote: As an Ork player that has Shelved my army for 3 editions now... I feel the pain here, but.... You all do realize there are OTHER armies out there that do shooting proper right?
Im forced into using a 30 boyz Shoota mob because 130 Slugga Boyz just isn't enough and I only have 30 more Shoota boyz in my collection, but I don't expect them to do much realistically.
I'll use Da Jump on them if a target presents itself, but mostly back field them, or use as a Mob Rule bump.
People who expect Orkz to shoot should just go play Guard and get it over with.
But people want to play ork shooting lists because of how it is portrayed in the fluff.
IG is probably as close to real world armies as you'll get in 40k (still not particularly close), but as an ork player that's not what I'm after.
Each individual ork should not be "good" at shooting things[u] (the exceptions are big meks with their weird passion-project firearms, but that's another discussion). It also shouldn't matter that one ork is bad at shooting because there's never just one ork shooting at you.
Ork shooting shouldn't be viable because it's accurate, it should be viable because it is such a monstrously large wall of dakka that it doesn't need to be. That's the feeling of ork shooting that makes it different.
Can you do a massed horde of guns with IG? Yes, if you like rank-and-file, standard-issue dudes fighting for their very existence by all means, go have fun and do your thing.
But that's not what draws people to orks (or at least not me).
I want to do a big wall of gun-toting green that sprays so much in your general direction that you'll get hit eventually (I'm one of the weirdos who likes rolling lots of dice).
TL;DR, IG can shoot good, but they can't dakka.
I disagree profoundly on that point.
Each ork has a genetic predisposition to a certain type of war. You cannot tell me that a ork predetermined to become a loota who spends thier time shooting things up with thier deffguns and just wants to throw tons of bullets at things is not supposed to be good at shooting. Same with a ork that would be assigned as a gunner on a vehicle be it tank or walker or manning a cannon of said vehicles. flash gitz would likewise always be practicing with thier souped up snazzguns and thus should be able to hit with the things.
In the fluff other armies like Guard get some often minimal training before being handed a lasgun and in game terms hitting on 4's. I cannot believe that a ork who practices their whole life on shooting would not somehow equal that.
I think the solution is much liek guard have veterens who have BS3 ork speacialist shooters should be BS4.
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tneva82 wrote: Wonder why people keep insist ignoring all modifers is somehow fluffy...If you spray lots of bullets it doesn\t mean odds of hitting stays fixed. If you have low odds more bullets means more hits y but easier targets would still get even more hits.
Idea of the "Orks believe so they magically hit more" is even more of a joke as that is not actual in universum fact. The whole "orks believe enough to make things work" is NOT ACTUAL FACT! Or even particularly important part of fluff. It's SPECULATION from one human and ONLY BEEN IN ONE CODEX!
That's about as unreliable as it gets.
Before claiming rule would be fluffy READ your fluff first.
the orks believing in something and it happening is in more than one codex. we have rules for red paint in the 4th and 6th codexes and i the one before that i believe 3rd had the yellow explosions if i am recalling correctly.
ZoBo wrote: there's 3 more normal big shootas on there too...also a skorcha, assuming you're in range
Well the Skorcha doesn't benefit from Dakka Dakka Dakka so i didn't include it.
As to the other 3 Big Shootas I honestly forgot about them, but if we include them we get another 3 hits, with around a 50% chance of a 6 in there, for a net gain of pretty much nothing. When we're talking about a unit that clocks in at just under 1000 points, even with maxed out shooting it's really not doing very much.
I'm surprised there isn't more chat around the rumoured 20PL deep strike units stratagem. Granted we don't have much information but I think this is by far the scariest thing we've seen for our army so far.
Assuming it's only one model, a Gorkanaut dropping turn 2 with an 8" charge and possible 3D6 charge dice with mortal wounds sounds like an absolute game changer. Why not throw in a Mek Shop and KMKs with Stompa at the back? Feels really brutal.
Can someone tell me how the Stompa fares in light of DDD and assuming it's doing full shots with every weapon? That's a ton of Dakka no?
I don't think it's just one model, otherwise they would have made it similar to how daemons work, just telling to deep strike one unit. The 20 PLand a limit to one unit would only exclude full units of Nobz, MANz and deff dreads plus the stompa and the gargantuan squiggoth. 20 PL would be an incredibly odd way to do that, when they could just exclude monstrous or gargantuan creatures so it doesn't start to rain stompas.
It's probably 20 PL of whatever you want, though I could see it limited to infantry and bikes, since many other armies have limits like that. It also fits with the rumor of them going back to the drawing board because orks could deep strike half their army - if it were limited to two units like it was for eldar, we could still land 60 boyz plus kommandos plus da jump.
Assuming PL didn't change, some notable options are excluded from this stratagem:
- Full strength units of nobz (PL21)
- More than one full-strength unit of boyz (PL13) (maximum number of boyz possible are 40, with room for 10 gretchin)
- More than one unit of trukk boyz (PL 13)
- More than one battlewagon (PL11)
- Three deff dreads (PL22)
Options that are very interesting:
- 2x 15 tank bustas with 4 squigs (PL20)
- 6 MANz (19 PL)
- 6 Killa kanz (19 PL)
- Nauts, if they aren't excluded for some reason
- 10+5 Flashgits (PL20)
- Battlewagon with 20 shoota boyz inside (PL20)
- 15 Warbikes (PL17)
I don't think deep-striking and ramming gorkanauts are not intended game design, I so I wouldn't count on it working. I might be wrong though.
just checking, how does that work for multi-shot weapons?...for example an Assault 3 big shoota...if you roll a 6 to hit, would you then roll a single additional dice, or an additional 3 dice?
it's just 1 additional dice, right?...otherwise it would be worded as "make another shooting attack with that weapon" or something, right?
ZoBo wrote: just checking, how does that work for multi-shot weapons?...for example an Assault 3 big shoota...if you roll a 6 to hit, would you then roll a single additional dice, or an additional 3 dice?
It says immediately make an additional hit roll, so you'd roll one more die.
Well that'd get out of hand quickly. Back to my previous example. Kill Tank with giga shoota buffed by a mek shop. Roll 36 dice. Oh, one of them is a 6? ROLL 36 MORE DICE!
So, I've been pleasantly surprised by the rumors, leaks, and releases thus far, but I'm really thinking that there's no way we're getting anything like that mek shop.
And the knight shrine is a new mashup of like 7 previously existing sprues. Not that I know what they'd use for the mek shop. Guess it depends on whether it's a fortification or a vehicle.
Still holding out hope for a upgrade sprue meant for the battlewagon. It'd be charming as hell
as a long time ork player... kit? i might buy a kit to mod some terrain but if i am using one in game it will be scratch built or at least highly customized. my looted orks have a reputation to uphold
PiñaColada wrote: Well that'd get out of hand quickly. Back to my previous example. Kill Tank with giga shoota buffed by a mek shop. Roll 36 dice. Oh, one of them is a 6? ROLL 36 MORE DICE!
But that's not how it works, so why are we debating that.
Myself, I'm not even considering the existence of the mekshop until I see the rules. There's absolutely nothing in the game currently for fortifications that you'd ever consider spending points/PLs on unless it was something worked into the mission as a neutral objective or advantage for one player. If it were all the index rules id get it but after the Webway gate and the forgeshrine I definitely am of the opinion that GW is intentionally pricing fortifications like they price FW titans: make the rules, price it, multiply that price by 2 to get the actual price in game.
They're fun for cinematic scenery purposes I guess. I've run missions with neutral VSGs and webway gates scattered around that have been fun.
Jidmah wrote: I don't think it's just one model, otherwise they would have made it similar to how daemons work, just telling to deep strike one unit. The 20 PLand a limit to one unit would only exclude full units of Nobz, MANz and deff dreads plus the stompa and the gargantuan squiggoth. 20 PL would be an incredibly odd way to do that, when they could just exclude monstrous or gargantuan creatures so it doesn't start to rain stompas.
It's probably 20 PL of whatever you want, though I could see it limited to infantry and bikes, since many other armies have limits like that. It also fits with the rumor of them going back to the drawing board because orks could deep strike half their army - if it were limited to two units like it was for eldar, we could still land 60 boyz plus kommandos plus da jump.
Assuming PL didn't change, some notable options are excluded from this stratagem:
- Full strength units of nobz (PL21)
- More than one full-strength unit of boyz (PL13) (maximum number of boyz possible are 40, with room for 10 gretchin)
- More than one unit of trukk boyz (PL 13)
- More than one battlewagon (PL11)
- Three deff dreads (PL22)
Options that are very interesting:
- 2x 15 tank bustas with 4 squigs (PL20)
- 6 MANz (19 PL)
- 6 Killa kanz (19 PL)
- Nauts, if they aren't excluded for some reason
- 10+5 Flashgits (PL20)
- Battlewagon with 20 shoota boyz inside (PL20)
- 15 Warbikes (PL17)
I don't think deep-striking and ramming gorkanauts are not intended game design, I so I wouldn't count on it working. I might be wrong though.
I do love it when you talk tactics Jidmah!
Of the interesting options I think Warbikes are a waste because they're fast AF anyways. Same goes for Battlewagon really.
Flashgits (for some reason I'm going to do your list backwards) might be very interesting. Assuming they get their justified 4+ armour save, drop them next to a vehicle, roast it and use that supposed "Looted" stratagem to have a 3+ for the rest of the game. Bonus points if you somehow manage to get them in cover so it's a 2+. Could cause some serious rage.
Nauts are obviously bonkers if legit target.
6 Killa Kans don't strike me as a good prospect, their melee output is too low for me without buffs.
6 MANZ? Now we're talking! Hopefully they get either a durability increase or increase in damage to make them a little more viable but no doubt 6 of them appearing out of nowhere will be a problem for any opponent. It also helps solve their massive weakness. Again, why not have them kill a vehicle then use the Looted strat? 1+ save sounds decent, especially if you're the clan that's always in cover Hello ignoring -2 AP shooting!
The Bustas feel very expensive for the drop unless they get better armour. They're pretty much guaranteed to die but again, if you can kill a vehicle in melee to get the extra armour and you take the cover clan rule you might be able to do work on round 3 too. If nothing else the enemy will throw everything at them until they're dead. Might be a good gambit to kill something like a Knight or another critical vehicle.
If points and PL's drop enough with killa kans goff killa kans with waagh banner coming in same time might be nasty. Charge, some mortal wounds, 18 attacks hitting on 4+ S8 -3 D3 with exploding(on 5+ thanks to banner?) could be nasty.
Or if you can't DS that well da jump could be used.
Though 6" range is bit of a bummer. Might have to be just 15 attacks if nob fails charge.
An Actual Englishman wrote: Of the interesting options I think Warbikes are a waste because they're fast AF anyways. Same goes for Battlewagon really.
For the battlewagon the appeal is using the ramming stratagem right after. The deff rolla is a mean weapon if manage to hit something with it undegraded. 6 S8 AP-2 attacks that hit on 2+ is a very killy profile.
For bikes, the idea was that you could hide them out of harms way... but I guess if you need to do that, they are probably not worth fielding.
Flashgits (for some reason I'm going to do your list backwards) might be very interesting. Assuming they get their justified 4+ armour save, drop them next to a vehicle, roast it and use that supposed "Looted" stratagem to have a 3+ for the rest of the game. Bonus points if you somehow manage to get them in cover so it's a 2+. Could cause some serious rage.
Also, ammo runts. Since you are not limited by transport size and the don't cost PL 15 Flash gits would bring along 15 grots to be shot. Or you could bring along 30 gretchin and a runtherd for the grot shield stratagem.
6 Killa Kans don't strike me as a good prospect, their melee output is too low for me without buffs.
You still get six rokkits hitting on 4+, with DakkaDakkaDakka having a 50% chance to chuck in another. Their melee hasn't impressed me, no matter how many buffs you brought along, but six of them aren't exactly easy to shift. 3 Kanz+1 Deff dread might be an option to create an instant dread mob.
6 MANZ? Now we're talking! Hopefully they get either a durability increase or increase in damage to make them a little more viable but no doubt 6 of them appearing out of nowhere will be a problem for any opponent. It also helps solve their massive weakness. Again, why not have them kill a vehicle then use the Looted strat? 1+ save sounds decent, especially if you're the clan that's always in cover Hello ignoring -2 AP shooting!
From a pure power perspective, I'd put them with evil suns to help them make their charges.
The Bustas feel very expensive for the drop unless they get better armour. They're pretty much guaranteed to die but again, if you can kill a vehicle in melee to get the extra armour and you take the cover clan rule you might be able to do work on round 3 too. If nothing else the enemy will throw everything at them until they're dead. Might be a good gambit to kill something like a Knight or another critical vehicle.
30 tank bustas with 8 bomb squigs jumping next to a knight? Averages say you one-shot a knight with active rotated ion shields. Even if you don't he won't last long afterwards. The main gain here is that the tank bustas can't be shot off the board before they do anything.
What PL is Ghazzy?
Thrakka is PL 11 - he pretty much doesn't fit with anything useful, like most characters. Good game design by accident, if you ask me.
Better make damn sure the opponent doesn't have forewarned/auspex scan if you want to tellyport tankbustas in haha. Those guys would melt under any sort of firepower
Regarding Ghaz as a PL deepstrike drop.
Interesting idea how do younz feel about tellyportin in buffing characters ? Ghaz, a pain boy, a WAAAGH banner (or 2) a Big mek, what ever combination, don't forget that weird boy to cast warparth. I'm thinking 40boys jumped up, 90 storm boys Zagstukk, 45 Kommandos and buffs. Mostly a very goff-ish assault. Maybe not the kommandos. but keep them blood Axe and make them red skulls with snikrot. for the reroll 1's.
My only disinterest is the number of named characters, so I doubt I'd even try it.
Speaking of weird boys, I hope we get a LvL 2 caster.
Jidmah wrote: That would be a Warphead - we actually had those in our codex before 7th
That said, the current weird boy is better than all our psykers of the last four editions combined. If you ask me, he is fine as it is.
Oh cool, did not know that. Guess I missed some stuff during my 13 year hiatus from 40k haha. Regarding the Warphead, I don't really see a need for one as such but it'd be fun to have. I personally don't want more than one psyker in my Evil Sunz list but considering that's a completely self-imposed restriction I understand many people would just take two weirdboys if they want better psychic phases.
Spoletta wrote: Mathematically speaking there is indeed no difference between the second part of the dakka dakka rule and rerolling 1's to hit, which isn't half bad as a bonus. Only time will tell though if that is enough.
for evil sunz. a fun combo would to "mob up" 2 squads of 10 meganobz (if this strat remains) then have a weirdboy dajump them right to the enemy. then if the telyport strat allows gmorkanauts and can arrive at the same time as the manz then telyport the gorkanaught right at the enemy.
if all this works though the rules and no strat is halted by the enemy (DE) then you have 20 manz and a "ramming speed" gorkanaut right into the enemy.
Spoletta wrote: Mathematically speaking there is indeed no difference between the second part of the dakka dakka rule and rerolling 1's to hit, which isn't half bad as a bonus. Only time will tell though if that is enough.
Extra shots on 6s is better than re-rolling 1s.
Actually, both provide the exact same increase in hits.
For one you roll an additional hit dice when rolling a one for the other when rolling a six.
When you have both, their bonus multiplies, since you can also re-roll ones for the extra shots and you can get extra shots from the ones you re-rolled.
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geargutz wrote: for evil sunz. a fun combo would to "mob up" 2 squads of 10 meganobz (if this strat remains) then have a weirdboy dajump them right to the enemy. then if the telyport strat allows gmorkanauts and can arrive at the same time as the manz then telyport the gorkanaught right at the enemy.
if all this works though the rules and no strat is halted by the enemy (DE) then you have 20 manz and a "ramming speed" gorkanaut right into the enemy.
time to get kromped by the red bully mob!
MANz would be 10+9 (Second mob needs to be below 10).
Also those MANz can pile in and fight again afterwards
Isn't it just that statistically you'd get the same amount of hits but rerolling 1's will never net you more than 1 hit per shot whereas extra shots on 6's could result in 2 hits for every single shot fired?
PiñaColada wrote: Isn't it just that statistically you'd get the same amount of hits but rerolling 1's will never net you more than 1 hit per shot whereas extra shots on 6's could result in 2 hits for every single shot fired?
Which means in long run you get more hits. If average is same but max is more the one with bigger max is generally better
Btw regarding clan traits while nice game wise are odd fluff wise like they were mixed up. Eldar suffers from this.
For example bikes etc don't want to be evil sunz. Blood axe better. Or how with tellyport evil sunz is master of ambush and foot horde while blood axe goes screw cover. And snakebites and evil sunz are best walker build...
I might count as clans as different clans.
Goff is reasonably fluffy though they are the ones know for strenght. Ba equilavent might have been better for fluff(or extra s) though possibly broken
Long run you get the same number of hits. 38.888 of so out of a hundred.
Its just 6s give you a 5.5~ % chance to get two hits but you get nothing 66% of the time.
In a tournament reliability is usually better than hoping for a lucky spike.
yeah the rumored (and most likely true) clan traits don't fit well with their intended clans and how they fight.
though snakebites ability still would benefit squigoths (you just have to pay bloated FW prices...or convert something).
evilsunz still will benefit bikes and buggies because those models like to move and advance and still fire their weapons effectively.
blooddaxes at least allows your komandoes to not have to forced into cover (lore wise not good, but better game wise).
besides, all these clans are loosely formed groups of orks that have similarities, they are not defined by their units, its just those units tend to drift to those clans.
the cult of speed is a cult because any ork clan can have speedfreek fanatics (they are just more commonly found in evilsunz).
the tech ignorant snakebites are known for marking steam powered stompas (so its not too much of a stretch for snakebite dreadmobs).
in the end you can justify any pairing of list with clan, its just more convincing if you can pull of the correct paint jobs and the maybe some nifty conversions (imagine a whole dreadmob of snakebites and its just fantasy giant squigs and fantasy trolls with killakan and deffdredd bits).
what i would love would be clan insignia sprues (if sm can get theirs, we could get ours, though still unlikely).
Based on the clan rumors I am conflicted about which clan I prefer. I had expected eff Skulls were what my go too would be but after these rumors , possibly tightened up, to a single of the rerolls I'm much less inclined. With my playstyle I am tempted to go goffs. Snake bites are a strong second right now as well.
warhead01 wrote: Based on the clan rumors I am conflicted about which clan I prefer. I had expected eff Skulls were what my go too would be but after these rumors , possibly tightened up, to a single of the rerolls I'm much less inclined. With my playstyle I am tempted to go goffs. Snake bites are a strong second right now as well.
yeah, my army is painted deffskulls, but that clan trait is underwhelming. my deathskulls focus on dreddmobs, so having 6up invul is pointless, most high ap weapons will force my walkers to having a 6up save anyway. id rather pay for the kff for this (the invul is better for massed boyz).
we need better clarification on the "reroll" once per turn ability. its been vary meh with some saying its only for a single save or attack or wound. if you want to buff the iconic loota of the defskullz it would be better to allow them to "reroll one dice roll per turn" so you can reroll the number of shots instead of using a stratagem.
the "looted" rule that gives a unit a bonus armor save from a wrecked vehicle is most likely a deffskull stratagem (since the whole clan is known for nicking things). this stratagem. if i understand. only affects infantry, so its best to use for nobz or meganobz. so that might work for doing defskullz if you focus on units like that.(its not a good strat for normal 6upsave boyz since going to a five up is very underwhelming and any ap would negate it instantly and you would rely on the invul anyway).
yeah, i run dreadmob that is painted defskull but i will most likely use the evilsunz or the bloodaxe trait for them.
I run Deffskullz as well, and I'm actually really happy with each squad per turn rerolling a single die. That's actually really powerful, saving us a TON in CP considering we'll be using the "reroll" stratagem almost never.. Not only that, but a 6+ invuln is something that also works in CC, which is exceedingly rare for orks.
What I'm praying to Gork and Mork for is that the 6+ invul is actually a +1 to all invul saves, giving a 6+ otherwise, making KFFs a 4+. Granted, that is humongous wishlisting, but I'm still considering it a possibility until we get the exact wording for the rule.
Vitali Advenil wrote: I run Deffskullz as well, and I'm actually really happy with each squad per turn rerolling a single die. That's actually really powerful, saving us a TON in CP considering we'll be using the "reroll" stratagem almost never.. Not only that, but a 6+ invuln is something that also works in CC, which is exceedingly rare for orks.
What I'm praying to Gork and Mork for is that the 6+ invul is actually a +1 to all invul saves, giving a 6+ otherwise, making KFFs a 4+. Granted, that is humongous wishlisting, but I'm still considering it a possibility until we get the exact wording for the rule.
Would actually make me want to take a KFF every once in awhile. As it stands, unfortunately, it is always better to just "bring more boyz". On the other hand, my entire army will be counting as in cover the entire game so I automatically get a 5+ on every model, 4+ on my Kommandos and .....a 3+ !!!!!!!!!!!! on my nobz
Vitali Advenil wrote: I run Deffskullz as well, and I'm actually really happy with each squad per turn rerolling a single die. That's actually really powerful, saving us a TON in CP considering we'll be using the "reroll" stratagem almost never.. Not only that, but a 6+ invuln is something that also works in CC, which is exceedingly rare for orks.
What I'm praying to Gork and Mork for is that the 6+ invul is actually a +1 to all invul saves, giving a 6+ otherwise, making KFFs a 4+. Granted, that is humongous wishlisting, but I'm still considering it a possibility until we get the exact wording for the rule.
Would actually make me want to take a KFF every once in awhile. As it stands, unfortunately, it is always better to just "bring more boyz". On the other hand, my entire army will be counting as in cover the entire game so I automatically get a 5+ on every model, 4+ on my Kommandos and .....a 3+ !!!!!!!!!!!! on my nobz
I'm also holding out for them introducing a Mega-Force Field relic which grants a 4++ instead. IIRC it was a legit thing in 7th somehow. That would be fantastic in my walker army, even moreso if the +1 to invuln thing is real. Sadly I don't think we'll get either, but hey, that's honestly asking a lot. A 9 inch 3++ bubble would be kinda ridiculous.
evilsunz still will benefit bikes and buggies because those models like to move and advance and still fire their weapons effectively.
Except being so fast they have less need to advance to shoot...Meanwhile ability to fall back and shoot would be golden for those. Tag enemy into combat to prevent shooting, fall back, shoot, tag more.
Vitali Advenil wrote: I run Deffskullz as well, and I'm actually really happy with each squad per turn rerolling a single die. That's actually really powerful, saving us a TON in CP considering we'll be using the "reroll" stratagem almost never.. Not only that, but a 6+ invuln is something that also works in CC, which is exceedingly rare for orks.
What I'm praying to Gork and Mork for is that the 6+ invul is actually a +1 to all invul saves, giving a 6+ otherwise, making KFFs a 4+. Granted, that is humongous wishlisting, but I'm still considering it a possibility until we get the exact wording for the rule.
Would actually make me want to take a KFF every once in awhile. As it stands, unfortunately, it is always better to just "bring more boyz". On the other hand, my entire army will be counting as in cover the entire game so I automatically get a 5+ on every model, 4+ on my Kommandos and .....a 3+ !!!!!!!!!!!! on my nobz
I'm also holding out for them introducing a Mega-Force Field relic which grants a 4++ instead. IIRC it was a legit thing in 7th somehow. That would be fantastic in my walker army, even moreso if the +1 to invuln thing is real. Sadly I don't think we'll get either, but hey, that's honestly asking a lot. A 9 inch 3++ bubble would be kinda ridiculous.
Yup, the 4++ Mega Force Field was a relic you could take from the Ghazkuuls Waaaagh Supplement...it was one of 3 or so things in the entire book worth a damn, of course to compensate the price was set at 75pts.
I'm also hoping for
- Finking cap. Most likely CP regeneration - they don't do multiple warlord traits anymore
- Da Lukky Stikk. Even without the broken re-rolls, Waaagh! Banner on a warboss? Yes, please.
- Shiny Shoota, because awesome.
Something too awesome for GW to do would be keeping the relic bike and have it provide more movement and toughness to a Warboss/Big Mek. Instant biker HQ without the need to provide a datasheet.
Jidmah wrote: I'm also hoping for
- Finking cap. Most likely CP regeneration - they don't do multiple warlord traits anymore
- Da Lukky Stikk. Even without the broken re-rolls, Waaagh! Banner on a warboss? Yes, please.
- Shiny Shoota, because awesome.
Something too awesome for GW to do would be keeping the relic bike and have it provide more movement and toughness to a Warboss/Big Mek. Instant biker HQ without the need to provide a datasheet.
I think Finkin Cap is guaranteed to make a reappearance as a CP regen option, just makes too much sense. Da Lucky Stick was AMAZING! and I really want it back, but keep in mind, now that our Warbosses aren't gods of war in CC that can slice up terminators and land raiders alike it isn't as over powered as before.
Da De'd Shiny Shoota....I mean, sure why not? but I remember it wasn't worth taking except in friendly games because it basically functioned like a SAG
I am really hoping for a Squig Herder and a unit of squigs as troops, basically i want more Squig/Grot options in the codex. Grot snipers, Grot shoota ladz (24-36' ranged option) Grot tankz to be worth taking, Squig herda troopz, Grotz mounted on squigs, Squig anything really. It is so iconic to the game and its has to be the most under utilized option.
SemperMortis wrote: [.....] I am really hoping for a Squig Herder and a unit of squigs as troops, basically i want more Squig/Grot options in the codex. Grot snipers, Grot shoota ladz (24-36' ranged option) Grot tankz to be worth taking, Squig herda troopz, Grotz mounted on squigs, Squig anything really. It is so iconic to the game and its has to be the most under utilized option.
All of this, yes! More grots and more squigs. Grot snipers would basically just be ratlings statwise. I really hope that we can start squeezing in 2 grots for every 1 slot in a transport as well. Ram that battlewagon into CC and fire off 40 grotblasta shots hitting on 3+ (2x20 squads) wouldn't probably be very good but it'd be hilarious
SemperMortis wrote: I think Finkin Cap is guaranteed to make a reappearance as a CP regen option, just makes too much sense. Da Lucky Stick was AMAZING! and I really want it back, but keep in mind, now that our Warbosses aren't gods of war in CC that can slice up terminators and land raiders alike it isn't as over powered as before.
Last few codexes have been short on CP regeneration so it's not quaranteed. GW might have realized they are bad for the game.
On another topic wonder if orks will be like IG/knights/etc with no clan trait for super heavy aux or like eldars(and who else?) where they get it.
Play the Clan you painted you gits! We've managed to win games with index rules and no Clan kultures. Even if it's the most minute of buffs we'll make it work because that's what Ork players do!
An Actual Englishman wrote: Play the Clan you painted you gits! We've managed to win games with index rules and no Clan kultures. Even if it's the most minute of buffs we'll make it work because that's what Ork players do!
Although I lucked out with Evil Sunz
Well I have 4 clans to choose from and 5th is only matter of money&time. Sooner or later blood axe will be added in too. Snakebites I add when hell freezes. I go "ugh" at the idea of all those 2-3 dice rolls for dozens of boyz per turn! I avoid painboy as it is
Faster FNP is my #1 wish list for the 9th ed. Sooner the better that rule gets improved the better.
An Actual Englishman wrote: Play the Clan you painted you gits! We've managed to win games with index rules and no Clan kultures. Even if it's the most minute of buffs we'll make it work because that's what Ork players do!
Although I lucked out with Evil Sunz
Well I have 4 clans to choose from and 5th is only matter of money&time. Sooner or later blood axe will be added in too. Snakebites I add when hell freezes. I go "ugh" at the idea of all those 2-3 dice rolls for dozens of boyz per turn! I avoid painboy as it is
Faster FNP is my #1 wish list for the 9th ed. Sooner the better that rule gets improved the better.
What if I told you that you could improve it right now? Right. Now. Instantly.
An Actual Englishman wrote: Play the Clan you painted you gits! We've managed to win games with index rules and no Clan kultures. Even if it's the most minute of buffs we'll make it work because that's what Ork players do!
Although I lucked out with Evil Sunz
I'm not sure if I painted my Orks as Blood axes or Goffs. Probably just play them as Goffs for all the exploding 6's.
Working on my burna Boy bomb now, 7Burnas 3 spanners with killsaws +2 Burnas and 3 more spanners with Kill saws + 2 Burnas and 3 more spanners with Kill saws. Goff burna-Bomb mob! Jumpin out of a Battle Wagon!
An Actual Englishman wrote: Play the Clan you painted you gits! We've managed to win games with index rules and no Clan kultures. Even if it's the most minute of buffs we'll make it work because that's what Ork players do!
Although I lucked out with Evil Sunz
Well I have 4 clans to choose from and 5th is only matter of money&time. Sooner or later blood axe will be added in too. Snakebites I add when hell freezes. I go "ugh" at the idea of all those 2-3 dice rolls for dozens of boyz per turn! I avoid painboy as it is
Faster FNP is my #1 wish list for the 9th ed. Sooner the better that rule gets improved the better.
What if I told you that you could improve it right now? Right. Now. Instantly.
Dice App.
Do iiiiiiiiiiiitttttttt!!!
That\s not that helpful. PRoblem isn't number of # you roll total but the fact you have to roll those 2-3 one group at a time for like 20-30 models. That eats time pretty much same whether you have dice or app. App is good when you roll 40-60 dice. But rolling 40-60 dice doesn't do anything for FNP because you don't just roll dice and use each pass as saved model.
An Actual Englishman wrote: Play the Clan you painted you gits! We've managed to win games with index rules and no Clan kultures. Even if it's the most minute of buffs we'll make it work because that's what Ork players do!
Although I lucked out with Evil Sunz
Well, my army has always been sporting colorful camouflage, so I'll be playing blood axes.
My orks have always been entirely mixed. As there were never clan rules I just acquired a mass of multi color schemed dudes. I'll just run them as a mono clan 100% or make very clear distinctions as to what is what. I do expect to see some clans blatantly favor some units so say having a horde of foot evil sunz and a a dread mob of blood axes wouldn't be hard to remember what is what.
I am REALLY hoping the new ork vehicles have good rules because I would love to play a dedicated speed freaks style army. I have the bikes for it as is so hey lets do it!
An Actual Englishman wrote: Play the Clan you painted you gits! We've managed to win games with index rules and no Clan kultures. Even if it's the most minute of buffs we'll make it work because that's what Ork players do!
Although I lucked out with Evil Sunz
one of the reasons I have never painted my orks for a clan, I call em freebooters, they are just a mix of brown/black pants and shirts with metal accents all over as shiny things they have looted or been paid in. but since no defining color then much like a custom space marine chapter they can be anything
So what do you guys think the likelyhood that we're getting a new start collecting box is? The Necrons got an updated box if I remember correctly. Not that I super-duper need new models but who can say no to a good deal?
The current box includes: a Painboy, five Nobz and an ammo runt, eleven Boyz and a Deff Dread. Now, none of that's terrible but the Painboy isn't a great model and not even an HQ. I wouldn't be surprised if we got a new box with the new warboss (albeit perhaps on foot) and maybe swap out the deff dread with something else (bikes/battlewagon/flash gitz?)
PiñaColada wrote: So what do you guys think the likelyhood that we're getting a new start collecting box is? The Necrons got an updated box if I remember correctly. Not that I super-duper need new models but who can say no to a good deal?
The current box includes: a Painboy, five Nobz and an ammo runt, eleven Boyz and a Deff Dread. Now, none of that's terrible but the Painboy isn't a great model and not even an HQ. I wouldn't be surprised if we got a new box with the new warboss (albeit perhaps on foot) and maybe swap out the deff dread with something else (bikes/battlewagon/flash gitz?)
I wouldn’t be surprised if it got updated. Dreads are far from the new shiny thing and not having an HQ hurts the box’s credibility as a starter pack, plus the low demand for the units in it means that it’s been earmarked as a bad purchase by meta-adherents and budgeting players. Seeing a new box with an HQ and some sort of new armor would be my expectation for orktober.
PiñaColada wrote: So what do you guys think the likelyhood that we're getting a new start collecting box is? The Necrons got an updated box if I remember correctly. Not that I super-duper need new models but who can say no to a good deal?
The current box includes: a Painboy, five Nobz and an ammo runt, eleven Boyz and a Deff Dread. Now, none of that's terrible but the Painboy isn't a great model and not even an HQ. I wouldn't be surprised if we got a new box with the new warboss (albeit perhaps on foot) and maybe swap out the deff dread with something else (bikes/battlewagon/flash gitz?)
I expect there will be. As you say, the painboy not being a HQ is an issue. I would expect them to only put older models in though, so I'm going to guess that the HQ will be the big mek with shokk attack gun (they usually go with one which you don't want multiples of, so the mega armour big mek seems unlikely) and I think the big model might be a mek gun (thematic with the big mek and they hopefully realised it was overpriced). Add a set of grots and either some lootas or the basic boyz and you have a viable patrol which has about the right value of models.
Strong possibility we get a new Starter set but it depends on what new models we get.
Speed Freeks is basically a start collecting 'SpeedWaaaaaaggggghhh!!' or whatever. There's also the Kult of Speed set which further complicates things.
Maybe they'll release Grukk with his Nobs and some Boyz as part of a start collecting set?
A new starter kit I would like to see something that is not covered by the speed freak theme we are getting with their boxed game. I'd like a box that encourages variety and a new theme. I mean they could double down on the speed freaks theme and put a trike warboss, six bikers and a buggy and that would be cool. Throw in some boyz to pad it out.
However I think I would like a shooty ork box themed for flashgitz/Bad Moons perhaps. So a big mek with a fancy gun, a unit of flash gitz, a unit of boyz and a mek gun. The mek guns are so cheap in game but so outrageously expensive in $ it's hard to place a proper value on them in a start collecting box so I'm not sure they will use it. Perhaps throw in a unit of gretchin if you are wanting more points in the box.
A dread mob box could work. 3 kanz, a deffdread, a mek and boyz.
Maybe they'll release Grukk with his Nobs and some Boyz as part of a start collecting set?
I was thinking this as well if we dont get a new warboss model. As for the painboy thing, it is possible they simply move him to an HQ in the codex to solve that problem with the current SC set
Maybe they'll release Grukk with his Nobs and some Boyz as part of a start collecting set?
I was thinking this as well if we dont get a new warboss model. As for the painboy thing, it is possible they simply move him to an HQ in the codex to solve that problem with the current SC set
I like the idea of creating a new HQ unit known as a Painboss which is just a beefed up painboy with some additional healing mechanic or able to grant a single unit some stat boost.
G00fySmiley wrote: I'ld love to see megaboss, meganobz and a boyz kit but i doubt they woukld do one without a vehicle.
maybe one of the new ork buggies will be in there, the one nto in speed freaks.
I'm still holding out a small amount of hope that we'll get an ork tank. That's not to say I'm not very happy with the buggies, they're really cool.
They might lean more heavily into Kult of Speed though and give us the Wartrike, Boyz + Trukk and one of the new vehicles not in Speed Freeks in a new starter box.
Maybe they'll release Grukk with his Nobs and some Boyz as part of a start collecting set?
I was thinking this as well if we dont get a new warboss model. As for the painboy thing, it is possible they simply move him to an HQ in the codex to solve that problem with the current SC set
I like the idea of creating a new HQ unit known as a Painboss which is just a beefed up painboy with some additional healing mechanic or able to grant a single unit some stat boost.
Kind of like the old 3rd edition Painboss and the Forge World version on Cyborks?
Maybe they'll release Grukk with his Nobs and some Boyz as part of a start collecting set?
I was thinking this as well if we dont get a new warboss model. As for the painboy thing, it is possible they simply move him to an HQ in the codex to solve that problem with the current SC set
I like the idea of creating a new HQ unit known as a Painboss which is just a beefed up painboy with some additional healing mechanic or able to grant a single unit some stat boost.
I hope they give Big Meks something unique. Big Meks often rival warbosses in strength and influence, but as of now the only reason people take them is to get the KFF. They need some innate buffing aura, something that gives vehicles some buff.
As far as no new warboss model, I'm actually planning on getting two of the Wartrike bosses. That dude looks big. so I was thinking of building one bikerboss the normal way, then use the second kit to kitbash just a massive warboss using his model, and keep the bike for more scrap. Seriously, the possibilities with that guy are gonna be huge.
Maybe they'll release Grukk with his Nobs and some Boyz as part of a start collecting set?
I was thinking this as well if we dont get a new warboss model. As for the painboy thing, it is possible they simply move him to an HQ in the codex to solve that problem with the current SC set
I like the idea of creating a new HQ unit known as a Painboss which is just a beefed up painboy with some additional healing mechanic or able to grant a single unit some stat boost.
I hope they give Big Meks something unique. Big Meks often rival warbosses in strength and influence, but as of now the only reason people take them is to get the KFF. They need some innate buffing aura, something that gives vehicles some buff.
As far as no new warboss model, I'm actually planning on getting two of the Wartrike bosses. That dude looks big. so I was thinking of building one bikerboss the normal way, then use the second kit to kitbash just a massive warboss using his model, and keep the bike for more scrap. Seriously, the possibilities with that guy are gonna be huge.
Yeah I really like the point about giving the the big mek something special. As is they don't really offer much. Something special where they can modify a vehicle or provide something for vehicles beyond being a Nob HQ with access to crappy guns. As is yeah he is just a KFF bot so here's hoping he gets better.
The Big Mek can be built a bunch of different ways in terms of equipment (although most of those might be missing in the codex).
In terms of special abilities he's about the same as most other faction's mechanic characters. It would be cool if he got some interesting special abilities though, I'm definitely not against that. Maybe a couple cool Big Mek specific warlord traits?
A re-roll to wound in the shooting phase bubble would be handy. A lot of ork weapons don't do much even if they do hit.
Maybe a stratagem or just a change to the rules that allows a big mek to repair vehicles that he is embarked on.
I'd also like to see regular Meks and Spanner Boyz have a place. Right now they're pretty worthless.
I liked the idea of each big mek bringing his masterpiece to the battle - for each big mek you select a vehicle and add one to a random stat like movement speed, toughness, attacks, strength, etc.
Jidmah wrote: I liked the idea of each big mek bringing his masterpiece to the battle - for each big mek you select a vehicle and add one to a random stat like movement speed, toughness, attacks, strength, etc.
Oh that'd be amazing! Just have the guy parading around with his creation like a proud dad
Jidmah wrote: I liked the idea of each big mek bringing his masterpiece to the battle - for each big mek you select a vehicle and add one to a random stat like movement speed, toughness, attacks, strength, etc.
Oh that'd be amazing! Just have the guy parading around with his creation like a proud dad
I picture his little green face all sad and crying when his favorite child blows up in a blaze of glory.... and now I am sad.
maybe bigmek warlords can have a warlord trait that allows them to upgrade a stat on a vehicle before the battle (maybe a randum stat). so what jidmah said, but like a warlord trait (usually most ork warlord traits have been pretty useless in the past, i would like this if this was a warlord trait and would be pretty orky)
"da meks pashun project"
1=wounds +3
2=speed +3
3=atk +2
4=toughness +1
5=bs +1
6=you choose
(i think these should be reasonable)
...hmm...or maybe just kinda copy off the (I think it's the valhallan guard trait?) where you halve the amount of wounds taken for purposes of the degradation table?...that could be nice for deffrolla battlewagons, and stompas!...of course maybe just have it for one vehicle/unit though.
btw.. i'm not saying GW copied my warboss on a trike(obviously they didn't but this is in jest)... but my warboss has been on a trike since 2011 with photos from my Palm Pre (wow was it that long ago... also wow that camera on it was such a potato.)
geargutz wrote: maybe bigmek warlords can have a warlord trait that allows them to upgrade a stat on a vehicle before the battle (maybe a randum stat). so what jidmah said, but like a warlord trait (usually most ork warlord traits have been pretty useless in the past, i would like this if this was a warlord trait and would be pretty orky)
"da meks pashun project"
1=wounds +3
2=speed +3
3=atk +2
4=toughness +1
5=bs +1
6=you choose
(i think these should be reasonable)
I think that should be for EVERY Big Mek in the game regardless, Maybe create a secondary, lesser table for regular Mekz and not allow Mekz to double up on a single vehicle. Plus LET MEKZ FIX THE DAMN THINGS FROM THE INSIDE!
I think that should be for EVERY Big Mek in the game regardless, Maybe create a secondary, lesser table for regular Mekz and not allow Mekz to double up on a single vehicle. Plus LET MEKZ FIX THE DAMN THINGS FROM THE INSIDE!
I also wouldn't mind a +BS Bubble for Big Mekz
eh, that would get a little confusing to keep track of all those buffs, especially if the normal meks can do something similar. im fine its just only the bigmeks (then you can feasibly do 6 buffs in a 2000pt list...might have to make unique counters to show what vehicle has what buff)(i did just count the removal of the bikermek form the codex rumors, if they are somehow still in it then you can do 9 of these buffs)(if we included normal meks to have a psuedo version of this ability then you can do 9 more buffs since the mek/burnas/lootas all add to this, so that's 15buffs to keep track of)
i would change the rules i suggested though to include bikes as well (they aren't technically vehicles).
meks became alot less useful this edition with limitations to their repairs (yeah they hit more often with it but a model can only get repaired once a turn and only outside vehicles...now i cant run the stompa filled to the brim with meks )
Lots of grots on the previewed vehicles. I wonder if Grot Riggers will be a rule that all ork vehicles get?
The Forge World Grot Riggers are wargear, and not really worth much IMO. They would be fine as a free rule but I wouldn't want to pay for them except to keep things WYSIWYG. Alternatively a Grot Riggers stratagem could possibly be good.
Well given various Ork models in the index can take a grto of some sort of a re-roll in the game I'd expect something for some vehicles if they make the models - but likely datasheet specific
It wasn't until... bored lurkers rigged da forum with 2 kilos of fake rumours, just as the loyal ork fan was making his way through posts. BOOM! An exposion happened.
And blood and guts and AP-1 and Sixes was everywhere! And Bubba come crawlin' outa PM, his codex missin`. He is in pain!
He look up at me. He said, "Boss! I can't feel my new rules." I said, "Bubba, they ain't there." And I looked down, and them little bloody nubs was kickin' real fast, like this here. And I said, "Bubba, it's 30 days till the nearest codex. 'Less you can flip upside down and paint 90 boys, you ain't gonna make it."
All of a sudden, tau was all over da place! It was just me and my KMK. And I had no other alternative, but to blast my way out. "WAAAAAGH!! Die, bluberry ! Die ! You'll never take Major Bengork Win-a-lot Painboss alive !" Charge re-roll! Bam! "I saw what you did to my 'naut !" Bam! Bam!
JawRippa wrote: It wasn't until... bored lurkers rigged da forum with 2 kilos of fake rumours, just as the loyal ork fan was making his way through posts. BOOM! An exposion happened.
And blood and guts and AP-1 and Sixes was everywhere! And Bubba come crawlin' outa PM, his codex missin`. He is in pain!
He look up at me. He said, "Boss! I can't feel my new rules." I said, "Bubba, they ain't there." And I looked down, and them little bloody nubs was kickin' real fast, like this here. And I said, "Bubba, it's 30 days till the nearest codex. 'Less you can flip upside down and paint 90 boys, you ain't gonna make it."
All of a sudden, tau was all over da place! It was just me and my KMK. And I had no other alternative, but to blast my way out. "WAAAAAGH!! Die, bluberry ! Die ! You'll never take Major Bengork Win-a-lot Painboss alive !" Charge re-roll! Bam! "I saw what you did to my 'naut !" Bam! Bam!
I FREEKIN LOVE "MAJOR PAIN"
this movie quote is full of orky win.
have an exalt
leopard wrote: Well given various Ork models in the index can take a grto of some sort of a re-roll in the game I'd expect something for some vehicles if they make the models - but likely datasheet specific
typically on ork vehicles grot riggers crawl around and repair a vehicle. I would expect somethign along the liens of restore a wound on a 4 5 or 6+ per turn , probably a 6+ if free, maybe a 4 if they are pricey or 5 if they are minimal in cost (really how much would a 33% chance to recover 1 wound be worth on our vehicles currently made of tissue paper that cost more than most armies for some reason... seriously in what world is the trukk worth more than a rhino, worse save, worse bs 5+ vs 3+, 1 more ws but still a 5+, and minus 1 toughness, +2 capacity, and the same movement the rhino is just better than a trukk and 10 points cheaper, hopefully addressed in the codex)
leopard wrote: Well given various Ork models in the index can take a grto of some sort of a re-roll in the game I'd expect something for some vehicles if they make the models - but likely datasheet specific
typically on ork vehicles grot riggers crawl around and repair a vehicle. I would expect somethign along the liens of restore a wound on a 4 5 or 6+ per turn , probably a 6+ if free, maybe a 4 if they are pricey or 5 if they are minimal in cost (really how much would a 33% chance to recover 1 wound be worth on our vehicles currently made of tissue paper that cost more than most armies for some reason... seriously in what world is the trukk worth more than a rhino, worse save, worse bs 5+ vs 3+, 1 more ws but still a 5+, and minus 1 toughness, +2 capacity, and the same movement the rhino is just better than a trukk and 10 points cheaper, hopefully addressed in the codex)
The one where GW first ups the price of models up to get standard game sizes go up and then decreases points(especially vehicles) a lot with codex to ensure players buy MORE models to fit to new standard.
Don't worry. Vehicle prices went up a lot with indexes and invariably got reduced prices. Orks are very unlikely to be a different. GW wants to sell more models after all.
The trukk can also be shot out of, which is a significant advantage (although most of our shooting units suck at the moment). I definitely agree that the trukk is over costed.
Dakka Flakka Flame wrote: The trukk can also be shot out of, which is a significant advantage (although most of our shooting units suck at the moment). I definitely agree that the trukk is over costed.
Which everyone now agrees on.....which is hilarious to me since I was saying that the Trukk was an Over priced POS a year ago and was told I was wrong by numerous people.
Dakka Flakka Flame wrote: The trukk can also be shot out of, which is a significant advantage (although most of our shooting units suck at the moment). I definitely agree that the trukk is over costed.
Which everyone now agrees on.....which is hilarious to me since I was saying that the Trukk was an Over priced POS a year ago and was told I was wrong by numerous people.
it wasn't quite as bad when fighting another index army, and before lazcannon spam became common.
Dakka Flakka Flame wrote: The trukk can also be shot out of, which is a significant advantage (although most of our shooting units suck at the moment). I definitely agree that the trukk is over costed.
Which everyone now agrees on.....which is hilarious to me since I was saying that the Trukk was an Over priced POS a year ago and was told I was wrong by numerous people.
it wasn't quite as bad when fighting another index army, and before lazcannon spam became common.
Price drops from index to codex made trukks much worse in comparison to what other armies had available. Index CWE (and some Tau and Necron) vehicles were similarly overcosted, making the trukk seem more reasonable. Hopefully Trukks get some similar love.
Dakka Flakka Flame wrote: The trukk can also be shot out of, which is a significant advantage (although most of our shooting units suck at the moment). I definitely agree that the trukk is over costed.
Which everyone now agrees on.....which is hilarious to me since I was saying that the Trukk was an Over priced POS a year ago and was told I was wrong by numerous people.
it wasn't quite as bad when fighting another index army, and before lazcannon spam became common.
True, it wasn't as bad, but the Rhino was always cheaper....which is ridiculous, and the only thing the trukk has going for it over the Rhino is it is open topped so we can shoot out of it....except NONE of our shooting units are worth a damn. Putting lootas in them makes a bad unit (Lootas) Even worse because now the PPM cost goes up by 10+pts a model.
Did the evil sunz clan trait have any help with advancing and shooting rumoured in it? Got myself second stompa(got ridiculous pile of orks with one for less than 50% retail even if I got all I could from the usual UK store I use that has 15% discount AND pound exchange ratio working for me...) so thinking which clan to go. First one will be bad moon to up the shooting. For 2nd I'm tossing between goff(oomph for h2h), evil sunz(faster to combat) and blood axe(2+ baby!). Blood axe is least likely as I still have to have any blood axes in my army so it looks like goff or evil sun...
Goff boosts the section I think stompa needs least(h2h oomph. Generally it should get job done as it is) but to get full effect from evil sunz means advancing and that means no shooting with heavy weapons. Unless they have something like raven house from knights have...
I really hope now that stompas get hefty price drop and are worth fielding!
Evil suns get to advance and shoot assault weapons, so really doesn't do a whole lot.
Goff is probably a good bet, since you can use the slash profile to generate extra attacks and then roll those with the smash profile, just like Mortarion can with Death to the False Emperor.
Also, trust me when I tell you that you don't want to paint an entire stompa in bloodaxe camouflage unless you really love painting.
ZoBo wrote: also +1" to their move, advance, and charge ranges too right? (assuming the leaks(?) were accurate)
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Yeah that I knew but issue for stompa is that almost certainly everything is heavy. Thus if evil sunz can't advance and shoot heavy weapons ala raven knights that is too heavy price often to pay. You pay tons for those guns so might as well use them.
Rumoured to have some sort of grot meatshield, teleport up to 20PL, vehicle charges 3d6 and mortals if succesful. That's all I know so far. No idea CP's or exact rules though so for example can you teleport vehicles or is it one unit or multiple units etc no idea.
Also, trust me when I tell you that you don't want to paint an entire stompa in bloodaxe camouflage unless you really love painting.
I’d look at painting different sections of the stomp a in different camouflage schemes. Or take a leave out of the BAOR book and paint whole panels in alternating black, white and grey. That would ease the strain. Or, off the wall, paint it as an Imperium hab-blok, complete with citizens .
My issue with large bloodaxe models has always been that camouflage is basically adding another two or three layers of paint, almost doubling the time to get the base color on your model. If I ware to start again, I'd probably start with deff skulls. Paint everything blue, highlight some details with red or white, wash, done.
Also, trust me when I tell you that you don't want to paint an entire stompa in bloodaxe camouflage unless you really love painting.
I’d look at painting different sections of the stomp a in different camouflage schemes. Or take a leave out of the BAOR book and paint whole panels in alternating black, white and grey. That would ease the strain. Or, off the wall, paint it as an Imperium hab-blok, complete with citizens .
Painting stompa in blood axe is least of my problems. I have my cadians in camoflage and orks are less strict on camoflage. It doesn't have to be digital camoflage. I would approach it more like I do with warpaint of deth skulls. Except this time with airbrush rather than paint brush.
i have yet to paint my stompa (im thinking of ripping it apart and customizing it more, i assembled it like the instructions told me and then i felt really bad about that, it needs to be special).
anyway, great way to start with a camo is to buy the right type of base coat of primer. dont rely too much on GW overpriced spray paints, i have found many spray base coats (make sure its primer and not gloss) from hardware stores for good prices and look great. have the base coat be the base of your camo (im a fan of anything that is close to desert camo).
also, if you want to do a blodaxe stompa then consider some unique opportunities for customization.
bludaxes arnt only known for facepaint but also stuff they wear for better concealment. a bludaxe will see a stompa and think "whats as big as da stompa so that we can disguise it like dat?"
imperial buildings= buy any imperial terrain and literary glue it to the stompa and presto, the imperium would never suspect a giant moving building.
imperial knight(more expensive)= add the knights shoulderpads, and then have the carapace and head as a helmet for the stompa, it will fit right in with the rest of the current imp knight spam,they'll never see it coming.
stompa=what would be the last thing the imperials wont think a stompa would be disguised as? another stompa. at 1st they will be like "oh, its just another stompa" and then the stompa sheds its stompa esque coverage and reveals its true nature as a bludaxe stompa.
its hard to custimize every single orc boy to have ghili suits or are coming out of garbage cans, but for those big expensive models we should be more willing to give them our own personal flare, especially is its a bludaxe stompa.
koooaei wrote: So, no info on the strategems yet? I'm sure, i've seen them somewhere. Just can't remember where.
There's a stratagem that lets orks keep 20 power level off the board and deepstrike in anywhere on the board more than 9" away from the enemy.
Green tide stratagem, Take a boyz unit under half strength and set it up wholly within 6" of table and more than 9" away from the enemy (Don't know if it also replenishes the unit ála tide of traitors)
Grot shield stratagem, when suffering a wound on a 2+ a grot unit within 3" suffers a wound instead. Grots have to be closer to the firing unit
Ramming speed stratagem, ork vehicles can charge 3d6" and does mortal wounds when it successfully charges
Long uncrontrolled bursts stratagem, add +1 for flyers against other flyers
Looted stratagem, ork infantry units gain +1 Save when a vehicle is destroyed near them.
Get stuck in stratagem, ork infantry can pile in and fight again in CC
Nothing on how many CP they are, any restrictions (ex is the teleport one only 1 unit? Infantry only? etc), or anything about clan specific. Or if they are even real for that matter
Moriarty wrote: Or, off the wall, paint it as an Imperium hab-blok, complete with citizens .
I really like this idea.
Theoretically most older style camouflage schemes should scale-up with the model, and therefore not be that difficult. So if it were to have a tiger stripe looking pattern a Stompa wouldn't have a zillion tiny stripes but rather a few really big ones. On the other hand I could easily see orks not using camouflage in a way that makes any sort of sense to humans.
koooaei wrote: So, no info on the strategems yet? I'm sure, i've seen them somewhere. Just can't remember where.
There's a stratagem that lets orks keep 20 power level off the board and deepstrike in anywhere on the board more than 9" away from the enemy.
Green tide stratagem, Take a boyz unit under half strength and set it up wholly within 6" of table and more than 9" away from the enemy (Don't know if it also replenishes the unit ála tide of traitors)
Grot shield stratagem, when suffering a wound on a 2+ a grot unit within 3" suffers a wound instead. Grots have to be closer to the firing unit
Ramming speed stratagem, ork vehicles can charge 3d6" and does mortal wounds when it successfully charges
Long uncrontrolled bursts stratagem, add +1 for flyers against other flyers
Looted stratagem, ork infantry units gain +1 Save when a vehicle is destroyed near them.
Get stuck in stratagem, ork infantry can pile in and fight again in CC
Nothing on how many CP they are, any restrictions (ex is the teleport one only 1 unit? Infantry only? etc), or anything about clan specific. Or if they are even real for that matter
Thanks for the info.
Looking forward to deepstriking 2 units of speedfreak meganobz. 66% for a charge after ds is no joke.
Automatically Appended Next Post: Oh, and than 1+ armored meganobz! They might even become worthwhile.
tneva82 wrote: -1 ap useless, 4+ save vs lascannon and short of -6 weapon always gets save.
Problem being getting that vehicle destroyed close before being shot.
Because save modifiers are cumulative a +1 save would mitigate -1 ap weapons. and give them a fighting chance. Edit: I realized I commented on yours instead of the 1 you were commenting on but yeah this reinforces your point.
koooaei wrote: So, no info on the strategems yet? I'm sure, i've seen them somewhere. Just can't remember where.
I saw a leak of compilation on blood of kittens dude have a look there
That site looks unusable to me. Can't find anything related cor current Ork rumors at all. aside from a mention of "new vehicles".
Edit. Never mind. the layout of the site is what my problem was. found it. Apparently using the rumors and leaks tab was not where I needed to look.
Edit. I thought all of that was already in the first few pages of this thread. Maybe I'm thinking of another forum.
All of this information is in the OP. Literally in the first post. I've linked to videos that were the source and in the case of older news provided a summary.
i suspect they hadn't planned for ork teasers till this month, but early leaks (assuming they weren't intended by GW) forced them to give us early looks (the constant reminders from the facebook team being hounded by ork players probably also helped ). and now that we have the leaks we got then we are in a lull of news until late sept /early oct.
lolman1c wrote: I'm pretty cool with whatnhas been posted. Only 2 things right now that will tell me whether i love or hate the codex.
1. Points. If points too high then all our fancy new stuff is screwed.
2. Stompa. If gw can't figure out how to fix the stompa after their knights codex then i will be sad.
hoping so on the first part of points
not holding my breath on the gettign the stompa right. its the orks x10 it has crazy possible performance that it simply does not live up to barring hot dice. On the business front barring a enw stompa kit I and it including an upgrade spru and leaving current ones a trash then I cannot see GW deciding to make such an old model powerful. I am guessing normal stompa midtier at best, probably still overpriced trash tier.
I'm pretty optimistic that they'll make the Stompa a lot better. Maybe not good enough to be a competitive choice for tournaments, but not nearly as awful as it is now.
I doubt it will be as good as Imperial Knights because IK have their own codex. A big part of what makes IK good is their stratagems, relics, warlord traits, etc. Stompas might work well with a few ork stratagems, but without their own book I doubt a Stompa-focused army will be as good as an IK army.
Here's hoping for a Dread Mob book! I won't be angry if we don't get one, but it would be cool.
Well the 3d6" charge with vehicles could be interesting. With evil sunz colours that's 14"+3d6" threat range with rerolls. Albeit unsure if that allows even attempting charge outside 12"(if not opponent can deploy 2.1" behind DZ and be bulletproof)
Sorry to beat a dead horse, but I really wish we had our old Kustom Stompa rules back.
On one hand the Stompa is a pretty good value in terms of the size of the model relative to it's price in money. On the other hand it is severely lacking in options, which is bizarre for a giant ork machine. I think it would be worth the trade if they were to rebox it with some additional sprues to give it a bunch of options (like the Baneblade kit) even if they raised the price to that of the Baneblade.
Dakka Flakka Flame wrote: Sorry to beat a dead horse, but I really wish we had our old Kustom Stompa rules back.
On one hand the Stompa is a pretty good value in terms of the size of the model relative to it's price in money. On the other hand it is severely lacking in options, which is bizarre for a giant ork machine. I think it would be worth the trade if they were to rebox it with some additional sprues to give it a bunch of options (like the Baneblade kit) even if they raised the price to that of the Baneblade.
Agreed, those rules/point values actually made it somewhat useable. If they did add them back, I feel like they would probably screw it up and make all the options a ton of points more than theyre worth because of "potential"
Yeah that is my major bugbear with the kit. Even weapons are not easily posable for either arm! For orks this is REALLY bizzare kit.
Additional sprue would be fun. Alas I don't think we would see that for ages if ever :(
Been thinking what point values heavy weapons should be to get me include some in boyz squads. Death skulls and bad moons I could see getting some rokkits if price drops to reasonable. For evil suns and goffs I could see putting big shootas at somewhere around 2 pts per big shoota. 1 pts would be pretty much automatic take. 3 would start to get bit pricey so could be left out if stuck on points.
But death skull 1 reroll and bad moon rerolling 1's weapons that pack most punch are obvious choices. Especially with death skull with just 1 reroll per unit.
Dakka Flakka Flame wrote: Sorry to beat a dead horse, but I really wish we had our old Kustom Stompa rules back.
On one hand the Stompa is a pretty good value in terms of the size of the model relative to it's price in money. On the other hand it is severely lacking in options, which is bizarre for a giant ork machine. I think it would be worth the trade if they were to rebox it with some additional sprues to give it a bunch of options (like the Baneblade kit) even if they raised the price to that of the Baneblade.
Agreed, those rules/point values actually made it somewhat useable. If they did add them back, I feel like they would probably screw it up and make all the options a ton of points more than theyre worth because of "potential"
they will come back, "for open play only", ala the custom build Land Raider stuff, and likely the only way looted vehicles are coming back
When it comes to stuff that doesn't have a model currently in production I don't necessarily mind them putting out data sheets that only have Power Level and not points. For instance, I have the old Deffrolla Battle Fortress model and I'm happy that they released a data sheet for it even though it can't be used in tournament play. I would also be pretty happy with some fun rules for looted vehicles even if they were Open Play only.
On the other hand, I wish they'd come out with ork chassis and with weapon options that would allow many common vehicles from other races to be fairly well represented. So what I'm asking is for is kind of both things: looted vehicle rules that essentially just let us take whatever vehicle and slap on an orky WS and BS (but Open Play only), plus a few more ork vehicles that let us better represent various vehicles in matched play, because there's a lot of stuff that doesn't really fit into the Trukk or Battlewagon sizes and statlines.
The Big Trakk helps a lot when it comes to trying to represent various looted vehicles and ork vehicles that don't currently have rules. It's got kind of a weird profile though. Also, it seems like (at least locally) there is resistance to people using non-official Forge World models. I think that's both because it's seen as not supporting the company, and also because sometimes people are just trying to take advantage of a broken Forge World unit. Plus in other places it sounds like Forge World isn't welcome at all.
lolman1c wrote: I'm pretty cool with whatnhas been posted. Only 2 things right now that will tell me whether i love or hate the codex.
1. Points. If points too high then all our fancy new stuff is screwed.
2. Stompa. If gw can't figure out how to fix the stompa after their knights codex then i will be sad.
hoping so on the first part of points
not holding my breath on the gettign the stompa right. its the orks x10 it has crazy possible performance that it simply does not live up to barring hot dice. On the business front barring a enw stompa kit I and it including an upgrade spru and leaving current ones a trash then I cannot see GW deciding to make such an old model powerful. I am guessing normal stompa midtier at best, probably still overpriced trash tier.
Very true, the Stompa has HUGE potential damage if you have unbelievably hot dice. The Supa Gatla can theoretically dish out 36 S7 -2 AP 1 damage shots a turn, realistically though its closer to 14 shots with about 5 hitting a turn, and that has a 1/6th chance to disable the gun for the rest of the game. The DeffKannon can theoretically dish out 6 S10 -4 APD6 damage shots a turn, but realistically its 3 shots and 1 hit.
Adding to that, theoretically 40 T8 wounds with a 3+ save is pretty damn tough to kill, in reality though it isn't that tough to kill and actually clocks in at fairly easy to kill when comparing cost/durability. You can take just under 3 Land Raiders for a similar cost and that equates to 48 T8 wounds with a 2+ to save (not to mention the land raiders providing a helluva lot more dakka)
Beyond a massive price cut, the only way I can think of making the Stompa remotely worth taking is to double, possibly TRIPLE its dakka. The Supa Gatla for instance, isntead of 2D6 shots hitting on 5s it should be 6D6 shots (that averages out to 21 shots a turn and 7 hits) The DeffKannon instead of being D6 shots at S10 it should be 3D6 S10 shots (averages again 10-11 shots and 3 hits).
When I did the math the Deff Kannon came out to be roughly equivalent to a Rapid Fire Battle Cannon on an Imperial Knight. The RFBC was a little better overall, but it depended on what was being shot at. This was counting DakkaDakkaDakka but not counting clan or household abilities. Definitely not good on a thousand point model.
From the perspective of making weapon stats try to roughly match up With the fluff* I wonder if the Deff Kannon is sufficient? It's kind of like a Demolisher Cannon with triple the range and double the shots? That's a pretty powerful statline, but on the other hand it's a bonkers huge gun. It also appears to be self-loading so I could easily see it doubling its shots.
Just to be clear, the paragraph above was more about giving the gun a statline to match its model and fluff* and less about its effectiveness on the tabletop. Kind of like how even if they were to fix the Killkannon by making it extra cheap it would still disappoint me in how weak its statline is. Or how it's a shame that the Vanquisher is worse than a standard LRBT at taking out tanks.
*I know that weapons on the tabletop aren't nearly as lethal as they are in the fluff. I'm thinking more in terms of how they compare relative to each other.
koooaei wrote: Played by the leaked rules. Won a tourney.
Well done!
Can I ask for some more details?
I assume by 'leaked rules' you mean DDD and the clan trait.
Which clan(s) did you use? What was your list like?
How large and competitive was the tourney?
What kind of level do you usually play at? Do you expect to win tourneys of this kind given a reasonably strong codex?
Do you feel the new rules contributed significantly to your win?
It was a small local tourney with 6 people involved. Not top competitive but lists were noticeably stronger than average.
I brought deffskullz: bikerboss with kskorcha, painboy, wierdboy, 2*30 choppas, 2*30 shootas, 3 kmk, 2*5 tankbustas with squigs in a trukk
And evil sunz: wierdboy, 2*5meganobz(3 pairs of killsaws in each), little mek.
Ddd was used.
Also used the leaked strategems with some approximations. 3 cp for greentide - to res a half-dead squad of boyz - once per game, like tide of traitors, also we ruled it out that it only reses up to the max initial number of boyz in one squad - means no 60 regenerated boyz after mob up, only 30; 3 cp to fight twice, 1 cp to deepstrike a unit up to 20 pl.
Other strategems weren't used.
The extra rules were huge. For example, meganobz, while still not amazing, start to have a place when you can deepstrike them. And when they need a 8 to charge, your chances of making a charge quickly go from below 50% to 66%. Deffskullz are great for about anything i've brought there. Fighting twice is quite handy, though, not over the top good. Res a squad and outflank it is amazing. More for demoralizing than anything but still.
For example, necrons killed 24 out of 27 boyz with tesla immortals and than couldn't finish the last 3 boyz off as they were out of los. Well, now they're back to 30 and right in the backlines. Dark angels killed around 60 boyz on their first turn before i got to move. Well, now this 2 strong squad (after morale) goes back to 30.
We played 2k but the smaller the game -the more devastating greentide is.
I would say ability to deep strike up to 20PL worth of units will be more than 1CP. Dropping gorkanaut or 2 units of boyz etc...For 1CP? Nope don't see it being 1CP. More like 2.
tneva82 wrote: I would say ability to deep strike up to 20PL worth of units will be more than 1CP. Dropping gorkanaut or 2 units of boyz etc...For 1CP? Nope don't see it being 1CP. More like 2.
1 cp per squad of course. With a squad being less than 20 cp. So, regular ds with all the regular ds limitations - like no t1 ds outside deployment zone, but with cp limitation instead of unit type limitation. We don't know how it works exactly yet, so just assumed it works this way.
tneva82 wrote: I would say ability to deep strike up to 20PL worth of units will be more than 1CP. Dropping gorkanaut or 2 units of boyz etc...For 1CP? Nope don't see it being 1CP. More like 2.
1 cp per squad of course. With a squad being less than 20 cp. So, regular ds with all the regular ds limitations - like no t1 ds outside deployment zone, but with cp limitation instead of unit type limitation. We don't know how it works exactly yet, so just assumed it works this way.
Except current rumour seems to be 20PL total. Not 1 unit. So 2 units 10 PL each would be fair play.
This is btw why I wouldn't much put stock on plays with leaks. We don't even know the rules yet so hard to play. All we know is ddd.
Yeah, this might be the case. Will change how things work a bit. Besides we don't know about transports. If you're not restricted to 1 unit, you might want to get msu to maximise your tarpit chances.
Might want to ds a couple speedfreak megabosses if they get a discount in the codex. Or multiple bikerbosses.
I'm this close to buying a Gorkanaut and using the rumored Tellyporta and Ramming Speed combo on it... I mean I've wanted to get a Gorkanaut for a while now but they kinda suck at the moment, so I kinda want that combo to be true... but if it turns out to be false info then at least I would have a sweet model on my shelf... dunno what to do.
Weazel wrote: I'm this close to buying a Gorkanaut and using the rumored Tellyporta and Ramming Speed combo on it... I mean I've wanted to get a Gorkanaut for a while now but they kinda suck at the moment, so I kinda want that combo to be true... but if it turns out to be false info then at least I would have a sweet model on my shelf... dunno what to do.
wait until you have the codex in hand. I bought a gork in 7th due to rumors and it was a huge mistake.
So there is going to be a Moonclan Nightvault warband coming out (I'm pretty sure it was confirmed that the new troggoth was part of a Moonclan gang).
Do you guys think we might see a bigger Destruction release in October? Orruktober maybe? I know this is a 40k thread but there is a lot of conversion potential between 40k and AoS.
SemperMortis wrote: the Stompa has HUGE potential damage if you have unbelievably hot dice. The Supa Gatla can theoretically dish out 36 S7 -2 AP 1 damage shots a turn, realistically though its closer to 14 shots with about 5 hitting a turn, and that has a 1/6th chance to disable the gun for the rest of the game. The DeffKannon can theoretically dish out 6 S10 -4 APD6 damage shots a turn, but realistically its 3 shots and 1 hit.
Beyond a massive price cut, the only way I can think of making the Stompa remotely worth taking is to double, possibly TRIPLE its dakka. The Supa Gatla for instance, isntead of 2D6 shots hitting on 5s it should be 6D6 shots (that averages out to 21 shots a turn and 7 hits) The DeffKannon instead of being D6 shots at S10 it should be 3D6 S10 shots (averages again 10-11 shots and 3 hits).
It needs far more dakka to be remotely ok. Even if your dice are on fire it doesn't do very much damage for 1000 points. The supa gatla will do less infantry killing than a 160ish point leman russ punisher. The DeffKannon is basically 6 lascannons that can't hit for crap. Devestators in marines can bring 4 that hit on 3's for about 150 points. A vendetta brings 5 or 6 LCs for 200ish.
After you factor in the BS 5 you end up with about 200 points worth of offensive dakka.
SemperMortis wrote: the Stompa has HUGE potential damage if you have unbelievably hot dice. The Supa Gatla can theoretically dish out 36 S7 -2 AP 1 damage shots a turn, realistically though its closer to 14 shots with about 5 hitting a turn, and that has a 1/6th chance to disable the gun for the rest of the game. The DeffKannon can theoretically dish out 6 S10 -4 APD6 damage shots a turn, but realistically its 3 shots and 1 hit.
Beyond a massive price cut, the only way I can think of making the Stompa remotely worth taking is to double, possibly TRIPLE its dakka. The Supa Gatla for instance, isntead of 2D6 shots hitting on 5s it should be 6D6 shots (that averages out to 21 shots a turn and 7 hits) The DeffKannon instead of being D6 shots at S10 it should be 3D6 S10 shots (averages again 10-11 shots and 3 hits).
It needs far more dakka to be remotely ok. Even if your dice are on fire it doesn't do very much damage for 1000 points. The supa gatla will do less infantry killing than a 160ish point leman russ punisher. The DeffKannon is basically 6 lascannons that can't hit for crap. Devestators in marines can bring 4 that hit on 3's for about 150 points. A vendetta brings 5 or 6 LCs for 200ish.
After you factor in the BS 5 you end up with about 200 points worth of offensive dakka.
that was mine and his point though. The stompa has more melee capability than a lot of knights so that has to be taken in to account on the less firepower than say a Castillan. BUT I do think GW took into account the dmg potential rather than what actually hits. its nothing new for the book, or the game in general. I think GW just assumes everything hits on 3's. and gets rerolls forgetting orks can get neither. Honestly I don't really want more firepower if it means a point incease. compared to otehr models the Stompa really should be around 400 points. maybe 450 if it gets its own 5++
Another problem is how quickly it degrades. It's got a lot of wounds, but once it has taken half it is only moving 6" and hitting on 5+ in melee. For its last ten wounds it moves 4" and hitting on 6+.
If it had a ton of dakka I could see the damage chart not being as big of a deal, as it would transition from being a melee unit to being a gun turret. No increase in shooting but a massive price drop could also possiblely fix it.
I think another part of the problem is that GW seems to have overvalued transport capacity in general, and the Stompa has A lot of transport capacity.
Dakka Flakka Flame wrote: Another problem is how quickly it degrades. It's got a lot of wounds, but once it has taken half it is only moving 6" and hitting on 5+ in melee. For its last ten wounds it moves 4" and hitting on 6+.
Which is ironic seeing orks are the faction that would be very fluffy for SLOW degrading. The orks are infamous for soaking up fire seemingly without much of an effect.
Dakka Flakka Flame wrote: When I did the math the Deff Kannon came out to be roughly equivalent to a Rapid Fire Battle Cannon on an Imperial Knight. The RFBC was a little better overall, but it depended on what was being shot at. This was counting DakkaDakkaDakka but not counting clan or household abilities. Definitely not good on a thousand point model.
From the perspective of making weapon stats try to roughly match up With the fluff* I wonder if the Deff Kannon is sufficient? It's kind of like a Demolisher Cannon with triple the range and double the shots? That's a pretty powerful statline, but on the other hand it's a bonkers huge gun. It also appears to be self-loading so I could easily see it doubling its shots.
Just to be clear, the paragraph above was more about giving the gun a statline to match its model and fluff* and less about its effectiveness on the tabletop. Kind of like how even if they were to fix the Killkannon by making it extra cheap it would still disappoint me in how weak its statline is. Or how it's a shame that the Vanquisher is worse than a standard LRBT at taking out tanks.
*I know that weapons on the tabletop aren't nearly as lethal as they are in the fluff. I'm thinking more in terms of how they compare relative to each other.
RFBC on a Knight is 72" range, S8 Ap-2 D3 damage 2D6 shots hitting on 3s. the Deff Kannon is 72" range, S10 AP-4 D6 damage D6 shots hitting on 5s. The RFBC Is better literally across the board against every target T8 and below (95% of the game). 2D6 shots averages 7 shots hitting on 3s = about 5 hits a turn on average. against a T7 or less model that is 3-4 wounds and with -2 AP against a 3+ save that is 2-3 wounds doing 4-6 damage on average. The Deff Kannon is 3-4 shots on average, 1 hit on average, against T9 or less that is .66 of a wound, with -4 AP its going to go through most armor saves and do 3-4 damage on average. So you have a 2/3rds chance to do 3.5 damage on average compared to a Knights RFBC which AVERAGES 4-6 damage a turn
As far as a stompa being better in CC? Well not really. Against most targets a smart player will use the slash profile which is 12 attacks hitting on 3s wounding on 2 against T5 and below. Against another knight that is wounding on 3s. So against a Knight you get 8 hits on average, 5-6 wounds on average, -2 AP brings a knights armor to 5+ so he will save 2 of those wounds on average so 3-4 go through for D3 damage each averaging 6-8 damage. using the other profile its 4 attacks hitting on 3s so 3 hits, wounding on 2s so probably 3 wounds and 18 damage. I would probably use that profile and hope my dice don't betray me But the Knight paladin has 4 attacks, hitting on 3s wounding on 3s so 3 hits 2 wounds and 12 damage on average....So the knight hits harder with ranged weapons and in CC is only marginally worse. in trade offs the Stompa can carry 20 models (whoopee) and has a plethora of lesser (crappier) guns, the Knight on the other hand has a 5+ built in invuln vs shooting. Ohh, and you can take 2 Knight Paladins for cheaper then a single Stompa....
So I would say a Stompa is a lot more fairly priced at around 300-350pts without changing any stats. if you want to make it worth 500ish you need to double its dakka easily and probably give it a 5+ invuln built in.
Dakka Flakka Flame wrote: Another problem is how quickly it degrades. It's got a lot of wounds, but once it has taken half it is only moving 6" and hitting on 5+ in melee. For its last ten wounds it moves 4" and hitting on 6+.
Which is ironic seeing orks are the faction that would be very fluffy for SLOW degrading. The orks are infamous for soaking up fire seemingly without much of an effect.
It almost feels like the TRIED to have this mentality when 8th started. Our vehicles, for their price point, actually had a good number of wounds compared to others, but crap saves. This, in theory, is fine, but as 8th marched on, the degradation table really hurt us as well as the prevalence of high-damage weapons. Our vehicles in general need more wounds and a more generous wounds table. Make our vehicles keep running on fumes, but when they wreck, they wreck.
As far as a stompa being better in CC? Well not really. Against most targets a smart player will use the slash profile which is 12 attacks hitting on 3s wounding on 2 against T5 and below. Against another knight that is wounding on 3s. So against a Knight you get 8 hits on average, 5-6 wounds on average, -2 AP brings a knights armor to 5+ so he will save 2 of those wounds on average so 3-4 go through for D3 damage each averaging 6-8 damage. using the other profile its 4 attacks hitting on 3s so 3 hits, wounding on 2s so probably 3 wounds and 18 damage. I would probably use that profile and hope my dice don't betray me But the Knight paladin has 4 attacks, hitting on 3s wounding on 3s so 3 hits 2 wounds and 12 damage on average....So the knight hits harder with ranged weapons and in CC is only marginally worse. in trade offs the Stompa can carry 20 models (whoopee) and has a plethora of lesser (crappier) guns, the Knight on the other hand has a 5+ built in invuln vs shooting. Ohh, and you can take 2 Knight Paladins for cheaper then a single Stompa....
.
Ummm...Your definitions are bit weird. You say knight is only marginally worse in h2h when face to face stompa does 50% more damage. Meanwhile shooting say against T7 3+ target stompa does 2,72222222195 and knight RFBC does 4,148148135703704 which is, wait for it, 52% more than stompa would do. Against T8(say duel between the 2) advantage then turns toward stompa. T4 or worse advantage for knight increases. So how come you say flat out "harder with shooting and CC only marginally worse" when advantage is about same? More accurate thus would be "knight shoots marginally better and is marginally worse".
Issue is less with damage output and more about survivability and high price cost. But "better at shooting, only marginally worse in h2h" is somewhat dishonest.
Yes. But that's why the problem is with the damn thing costing ridiculous points. But it's silly to say knight h2h is "only marginally better" while not saying knight shoots only marginally better when the ratio is about the same.
Now albeit shooty killyness is generally better than stompy killiness but still the issue is less so with kill power as it's with durability(main culprit here being degration chart. In terms of wounds 40 wounds is actually better than 24 with 5++ especially when that 5++ is only for shooting) and price combined with lack of strategems, relics etc.
Put up stompa around price of knight and see how it goes. Hell stompa IS orks knight equilavent(it most definitely isn't titan equilaven) so that's where it should be both in power and points.
I somehow missed the part where the stompa is better in CC than a knight.
The slash of a mega-choppa has the same profile as a knight stomp, both have 4 attacks. The smash profile has more AP than the knight's fist and hits on 3+ instead of 4+. However, if your place the fist with the relic or use the stratagem, it becomes better than the stompa.
So, a non-Galant Knight is about equal in combat to a stompa and easily outshoots it. You can have almost three knights for the price of one stompa.
As far as a stompa being better in CC? Well not really. Against most targets a smart player will use the slash profile which is 12 attacks hitting on 3s wounding on 2 against T5 and below. Against another knight that is wounding on 3s. So against a Knight you get 8 hits on average, 5-6 wounds on average, -2 AP brings a knights armor to 5+ so he will save 2 of those wounds on average so 3-4 go through for D3 damage each averaging 6-8 damage. using the other profile its 4 attacks hitting on 3s so 3 hits, wounding on 2s so probably 3 wounds and 18 damage. I would probably use that profile and hope my dice don't betray me But the Knight paladin has 4 attacks, hitting on 3s wounding on 3s so 3 hits 2 wounds and 12 damage on average....So the knight hits harder with ranged weapons and in CC is only marginally worse. in trade offs the Stompa can carry 20 models (whoopee) and has a plethora of lesser (crappier) guns, the Knight on the other hand has a 5+ built in invuln vs shooting. Ohh, and you can take 2 Knight Paladins for cheaper then a single Stompa....
.
Ummm...Your definitions are bit weird. You say knight is only marginally worse in h2h when face to face stompa does 50% more damage. Meanwhile shooting say against T7 3+ target stompa does 2,72222222195 and knight RFBC does 4,148148135703704 which is, wait for it, 52% more than stompa would do. Against T8(say duel between the 2) advantage then turns toward stompa. T4 or worse advantage for knight increases. So how come you say flat out "harder with shooting and CC only marginally worse" when advantage is about same? More accurate thus would be "knight shoots marginally better and is marginally worse".
Issue is less with damage output and more about survivability and high price cost. But "better at shooting, only marginally worse in h2h" is somewhat dishonest.
Because simply put, Hand to hand is weaker then Ranged combat. That is why I say its only marginally better. Add to that, I picked a standard knight to use the RFBC, other knight models have better close combat abilities. Hell the Lancer one can deal some serious damage to a stompa in a single fight phase in CC. 4 attacks rerolling on 3s is 3 or 4 hits, those hits are wounding on 3s and deal 6 damage each, no saves. so 2-3 will definitely go through, and in retaliation, the Knight gets a 4++ in close combat AND -1 to hit in CC, so the Stompa is now hitting on 4s so the stompas 4 attacks only hit twice and wound twice on average which then the knight will save 1 because 4++ so 6 damage. And again, a Knight lancer...about half the price of a Stompa, so you could take the lancer and a range oriented knight, or hell just take two RFBC Knights and kill the Stompa without much hassle.
The thing is a giant lump of uselessness right now, I REALLY want GW to fix that
tneva82 wrote: Sheesh why i even bother when people don't read what i write but what they want to read
I was merely explaining my position based on your comment that my definition was a bit weird. Durability and price are definitely the corner stone failures of the stompa but honestly, even at the cost of a knight it wouldn't be worth taking because of how quickly it degrades. Knock it down 1 tier and you kill HALF its dakka. If you have a -1 to hit army wide, you basically can ignore the Stompa's shooting from the get go, but at tier 2 it literally can't even hit anything.
Anyone else see that Grukk is back but for Kill team and with a under a different name. The real question is who would Grukk be hiding from and why is he in the witness protection program under the name Bitzog...
The return of Grukk's model renamed is interesting for a few reasons I think.
First, initially I thought its clear GW's intentions is to have the model become our generic PK Warboss but on second thought they may be trying to shift some stock before a new, much more interesting model release happens.
Second I assume it means Grukk is officially dead in the fluff moving forward.
Third it'll be interesting to see how GW handle other Warboss models. Outside a metal kit we have no boss with Big Choppa. Something that they must be keeping as an option given the existence of Ead Woppas KC. We don't have a boss in MA etc We're getting the new Trike boss who replaces the biker boss.
First, initially I thought its clear GW's intentions is to have the model become our generic PK Warboss but on second thought they may be trying to shift some stock before a new, much more interesting model release happens.
Second I assume it means Grukk is officially dead in the fluff moving forward.
Third it'll be interesting to see how GW handle other Warboss models. Outside a metal kit we have no boss with Big Choppa. Something that they must be keeping as an option given the existence of Ead Woppas KC. We don't have a boss in MA etc We're getting the new Trike boss who replaces the biker boss.
Perhaps other new boss models are incoming?
What's I'd hope for. Yes I know... Is that with Grukk being a cad sculpt maybe they had tried other options for him in their sculpting. Maybe they can print out a few new army for him. I have Grukk on a shelf, I just got him to paint and don't recall how he's put together. Maybe his left army up the the shoulder is a separate part?
It would be good but I expect nothing.
I'm also not interested in yet another Warboss, for myself. although if it went hand in hand with better stats and options it would be difficult not to resize my Warboss to the larger body. Provided it would just look like he's grown bigger.
I haven't seen anything about the Grukk model coming back. Anyone got a link?
They do seem very keen on making plastic characters at the moment, so I wouldn't be surprised if orks got an absolute load of them. Mega-armour warboss seems almost guaranteed to me. Probably a bunch of entirely new ones as well.
Perfect Organism wrote: I haven't seen anything about the Grukk model coming back. Anyone got a link?
They do seem very keen on making plastic characters at the moment, so I wouldn't be surprised if orks got an absolute load of them. Mega-armour warboss seems almost guaranteed to me. Probably a bunch of entirely new ones as well.
Perfect Organism wrote: I haven't seen anything about the Grukk model coming back. Anyone got a link?
They do seem very keen on making plastic characters at the moment, so I wouldn't be surprised if orks got an absolute load of them. Mega-armour warboss seems almost guaranteed to me. Probably a bunch of entirely new ones as well.
Warboss with MA and a proper Big Mek model hopefully. Right now the only Big Mek models we have are puny or are modeled with the SAG. Big Meks are supposed to be roughly Warboss-size, or at least that of a large nob clad in all sorts of kustom gubbins.
An Actual Englishman wrote: Is anyone else surprised that GW decided the first release in "Orktober" should be a box set of Eldar vs SM with new leaders for each?
Orktober my arse.
I'm past the disappointment stage already. I have zero expectations now. It'll happen when it happens. All this is doing is giving me more time to put money aside for the drop dates.
An Actual Englishman wrote: Is anyone else surprised that GW decided the first release in "Orktober" should be a box set of Eldar vs SM with new leaders for each?
Orktober my arse.
hold on let me check my surprise levels....nope, bone dry. If GW releases anything in "Orktober" beyond the new speedfreakz game I'll be happily surprised.
An Actual Englishman wrote: Is anyone else surprised that GW decided the first release in "Orktober" should be a box set of Eldar vs SM with new leaders for each?
Orktober my arse.
Only yourself to blame for coming up with ideas yourself that GW then didn't deliver. Lol. You have been warned of doing this yet you keep doing it. You set up yourself for dissapointment. Blame yourself for being dissapointed then.
An Actual Englishman wrote: Is anyone else surprised that GW decided the first release in "Orktober" should be a box set of Eldar vs SM with new leaders for each?
Orktober my arse.
Only yourself to blame for coming up with ideas yourself that GW then didn't deliver. Lol. You have been warned of doing this yet you keep doing it. You set up yourself for dissapointment. Blame yourself for being dissapointed then.
I mean you can't really blame him when GW literally called it "Orktober"
to be fair, tneva, GW did actually say "Orktober" themselves...it would be a reasonable assumption to then be expecting at least most of the month to be filled with orky goodness...as it stands, the first we'll actually be able to get our hands on any new ork stuff, is the 13th, almost halfway through the month...
(primaris vs eldar box, killteam stuff - preorder 29th, release 6th...so earliest ork preorders = the 6th...release, the 13th...and it could be even later, that's just the earliest it could be!)
GW have actually "named" a month after a particular faction, and we're gonna be halfway through the month before we actually have anything new for that faction...that is a bit disappointing...
ZoBo wrote: to be fair, tneva, GW did actually say "Orktober" themselves...it would be a reasonable assumption to then be expecting at least most of the month to be filled with orky goodness...as it stands, the first we'll actually be able to get our hands on any new ork stuff, is the 13th, almost halfway through the month...
(primaris vs eldar box, killteam stuff - preorder 29th, release 6th...so earliest ork preorders = the 6th...release, the 13th...and it could be even later, that's just the earliest it could be!)
GW have actually "named" a month after a particular faction, and we're gonna be halfway through the month before we actually have anything new for that faction...that is a bit disappointing...
But then some people went all "Oh that means it's 100% ork releases!" assumption themselves. And not say think about the possibility it just means orks comes in october combined with pun on words.
People make assumptions themselves, they have only themselves to blame. Especially with WD leaks making it more likely it's end of the month.
ALSO GW has habit of using PRE ORDER date as deciding factor what month release is considered. Next saturday is, wait for it, SEPTEMBER! Since when september is part of october? So even if october WERE all orks(nevermind non-ork releases we know are coming as well) you would have first orktober preorder, wait for it, 6.10. How unusually logical. October releases coming in october.
You make up assumptions yourself, blame yourself for the dissapointment.
redboi wrote: At this point I'd honestly be thoroughly blown away if Orks are even released in October
It's September.
As is this saturday. Orks are coming on october. Not surprising thus they don't come on preorder for september(preorder being the defining moment).
If I had to put a wage I would be putting money on pre-release info for this sunday, codex for week after that.
Codex out on 27th would be slightly inconvenient as I have mega battle from 18:00 onward but I'm already making open office sheet with point costs etc for my list so that come the codex I can just plug in points and have new point total in one go
We are all very tired of waiting. Don't pour salt on the wound with petty posts, tneva.
Judging by the fact that GW hasn't given us proper teases yet, they'll start releasing teasers throughout october and then preorders will start at the end of the month. I guess speedfreaks leak was a legit leak, thus we have this huge info release gap?
As for myself, I've kept my expectations low, but if after all this wait, we'll get an uninspired codex, then I'll turn into salt elemental.
An Actual Englishman wrote: Is anyone else surprised that GW decided the first release in "Orktober" should be a box set of Eldar vs SM with new leaders for each?
Orktober my arse.
Only yourself to blame for coming up with ideas yourself that GW then didn't deliver. Lol. You have been warned of doing this yet you keep doing it. You set up yourself for dissapointment. Blame yourself for being dissapointed then.
Did I coin the phrase "Orktober"? Was it me that said; 'awesome things coming for Orks in Orktober! Not long to wait now all you Ork players! Prepare to be amazed!'?
No? That was all GW? Its impressive how often you manage to be completely wrong about something.
E - and stop regurgitating things other posters have said and claiming it as your own. Another poster mentioned pre order dates. You had no idea and didn't mention it until after they had.
It is my prerogative if I want to be disappointed with a release timing, not yours. And I am disappointed given the expectations GW HAVE THEMSELVES SET.
The Wake the Dead Set does seem weird. I guess AD vs Necrons must have flown off the shelves - although that might have been due to the seemingly passing Armiger hype.
Anyway hoping to see Warhammer Community articles on the Codex next Monday.
Tyel wrote: The Wake the Dead Set does seem weird. I guess AD vs Necrons must have flown off the shelves - although that might have been due to the seemingly passing Armiger hype.
Anyway hoping to see Warhammer Community articles on the Codex next Monday.
It think those sets are entry level product. They are similar to MtG's duel decks, where you can buy the box and have everything you need to play, unlike those start collecting boxes where you end up with a half-playable army and no rules.
JawRippa wrote: We are all very tired of waiting. Don't pour salt on the wound with petty posts, tneva.
Judging by the fact that GW hasn't given us proper teases yet, they'll start releasing teasers throughout october and then preorders will start at the end of the month. I guess speedfreaks leak was a legit leak, thus we have this huge info release gap?
As for myself, I've kept my expectations low, but if after all this wait, we'll get an uninspired codex, then I'll turn into salt elemental.
Or that they follow their standard release pattern. Which means if preorder for release X is 6.10(first release of october for GW) first teaser for that will be 29.9.
For love of god GW has very consistent release pattern. Why people keep ignoring that and coming up with new weird ideas. Just think how GW releases things. Pre-order on 29.9 for speed freak/codex was NEVER on cards when GW said they were coming in october. Not a chance. Zip, zero, nada. Nobody who has paid any attention to how GW does things would think otherwise. For GW first time anything they count as october release comes to store in october 2018 would be 6.10.2018. Conversely last release for october for GW will be preorders on 27.10 with release at 3.11.
GW is amateurs in term of game design but they have very consistent pattern for releases and the teasers for those.
After having a quick game against codex army at the start of the year I've decided to hold off playing 8th until I get a codex. I was pretty sure orks were gonna get their share by april since green hooligans are a major part of 40k. Little did I know.
At this point any news not about orks cause at least mild annoyance given all the ridiculously long wait.
Tyel wrote: The Wake the Dead Set does seem weird. I guess AD vs Necrons must have flown off the shelves - although that might have been due to the seemingly passing Armiger hype.
Anyway hoping to see Warhammer Community articles on the Codex next Monday.
It think those sets are entry level product. They are similar to MtG's duel decks, where you can buy the box and have everything you need to play, unlike those start collecting boxes where you end up with a half-playable army and no rules.
Makes sense. I mean a transportable duel set you can just break open with friends like you would a regular board game is an obvious target for GW.
Its just there seems a bar in having to put everything together and potentially painting it.
Tyel wrote: The Wake the Dead Set does seem weird. I guess AD vs Necrons must have flown off the shelves - although that might have been due to the seemingly passing Armiger hype.
Anyway hoping to see Warhammer Community articles on the Codex next Monday.
It think those sets are entry level product. They are similar to MtG's duel decks, where you can buy the box and have everything you need to play, unlike those start collecting boxes where you end up with a half-playable army and no rules.
Makes sense. I mean a transportable duel set you can just break open with friends like you would a regular board game is an obvious target for GW.
Its just there seems a bar in having to put everything together and potentially painting it.
If that's the case then it's a one time purchase or they look at the back and see they have to at least put the models together and maybe don't buy it. Chances are if they are in a game shop looking at it then it's for the kid of thing they have seen and or been exposed to. Not every gratification has to be instant.
JawRippa wrote: After having a quick game against codex army at the start of the year I've decided to hold off playing 8th until I get a codex. I was pretty sure orks were gonna get their share by april since green hooligans are a major part of 40k. Little did I know.
At this point any news not about orks cause at least mild annoyance given all the ridiculously long wait.
I'm not pointing this specifically about you, but as I have started playing 40k with 8th... I have to ask.
How did people survived previous editions where you could be waiting 4-6 years for your Codex?
JawRippa wrote: After having a quick game against codex army at the start of the year I've decided to hold off playing 8th until I get a codex. I was pretty sure orks were gonna get their share by april since green hooligans are a major part of 40k. Little did I know.
At this point any news not about orks cause at least mild annoyance given all the ridiculously long wait.
I'm not pointing this specifically about you, but as I have started playing 40k with 8th... I have to ask.
How did people survived previous editions where you could be waiting 4-6 years for your Codex?
much in the same way as we do now...moaned a lot...just for much longer!
JawRippa wrote: After having a quick game against codex army at the start of the year I've decided to hold off playing 8th until I get a codex. I was pretty sure orks were gonna get their share by april since green hooligans are a major part of 40k. Little did I know.
At this point any news not about orks cause at least mild annoyance given all the ridiculously long wait.
I'm not pointing this specifically about you, but as I have started playing 40k with 8th... I have to ask.
How did people survived previous editions where you could be waiting 4-6 years for your Codex?
The life of an ork player is generally as follows:
Wait half a decade for anything new
Become cautiously optimistic as rumors finally arrive
Jk it's actually terrible and unfun
Play it anyways trying to force yourself to have fun
Give up after a couple months
Buy some cheap models off ebay from other ork players dumping the army to try to make yourself feel better
Shelf them for the next half decade. Next edition they will fix orks, surely!
Repeat for 20 years
JawRippa wrote: After having a quick game against codex army at the start of the year I've decided to hold off playing 8th until I get a codex. I was pretty sure orks were gonna get their share by april since green hooligans are a major part of 40k. Little did I know.
At this point any news not about orks cause at least mild annoyance given all the ridiculously long wait.
I'm not pointing this specifically about you, but as I have started playing 40k with 8th... I have to ask.
How did people survived previous editions where you could be waiting 4-6 years for your Codex?
Back in those editions stratagems didn't exist.
So even though you might not have a codex in the current edition, the previous edition would at least give you the 'tools' to play a full game.
We're in a different situation in 8th where a lack of codex not only means issues around balance of our units but also we're literally playing less of a game compared to our opponents. In prior editions we could at least play the full game without a current codex.
JawRippa wrote: After having a quick game against codex army at the start of the year I've decided to hold off playing 8th until I get a codex. I was pretty sure orks were gonna get their share by april since green hooligans are a major part of 40k. Little did I know.
At this point any news not about orks cause at least mild annoyance given all the ridiculously long wait.
I'm not pointing this specifically about you, but as I have started playing 40k with 8th... I have to ask.
How did people survived previous editions where you could be waiting 4-6 years for your Codex?
Back in those editions stratagems didn't exist.
So even though you might not have a codex in the current edition, the previous edition would at least give you the 'tools' to play a full game.
We're in a different situation in 8th where a lack of codex not only means issues around balance of our units but also we're literally playing less of a game compared to our opponents. In prior editions we could at least play the full game without a current codex.
Basically this.
That third edition codex held up for me for a very very longtime and not getting a new codex didn't matter. Getting the 4th edition codex was a huge disappointment and it's been down hill from there so far.
Thing is there weren't a whole lot of rumors for a long time and, for myself, didn't see a point to a new codex that 3rd ed book was loaded full of tools for trashing other armies.
I think a lot of the disappointment comes more from rumors and expectation than anything else. Who knows.
JawRippa wrote: After having a quick game against codex army at the start of the year I've decided to hold off playing 8th until I get a codex. I was pretty sure orks were gonna get their share by april since green hooligans are a major part of 40k. Little did I know.
At this point any news not about orks cause at least mild annoyance given all the ridiculously long wait.
I'm not pointing this specifically about you, but as I have started playing 40k with 8th... I have to ask.
How did people survived previous editions where you could be waiting 4-6 years for your Codex?
Back in those editions stratagems didn't exist.
So even though you might not have a codex in the current edition, the previous edition would at least give you the 'tools' to play a full game.
We're in a different situation in 8th where a lack of codex not only means issues around balance of our units but also we're literally playing less of a game compared to our opponents. In prior editions we could at least play the full game without a current codex.
Yep. Old Codex >> NO Codex at all.
Playing 8th edition Orks is a little like playing 2nd edition Tau.
I wouldn't get all worked up if they waited until the last week of October to put things up for pre-order. That's not what I want, but it wouldn't make me very upset. I was a little mad when they announced Orks and then went quiet for two months, but then they gave me what I wanted (a rough time frame and some idea of what's coming for new models) so now I'm content to wait.
As far as the 3rd edition codex goes, it was pretty good for its time but still had some problems. I think one of the biggest complaints I had with it was that it was basically Codex: Goffs and playstyles favored by other clans weren't well supported with the original codex release.
Evil Sunz were hard to pull off at first because Trukks took up Fast Attack slots. They got a lot better with Codex: Armageddon. Kult of Speed from Codex: Armageddon was both really competitive and flavorful from what I remember.
Bad Moonz were bad for the whole life of the codex.
Deathskulls could be played fairly flavorfully, but probably not very competitively. Looted Basilisk was great though.
Snakebites could be run as Green Tide. Their options were kind of lacking. There was a fun WD feral orks supplement, but I can't remember it very well and I'm not sure if it allowed for good, flavorful Snakebites builds.
I can't remember how good or bad Blood Axes were in the 3rd Ed codex.
All of this is as best as I can remember. It was a long time ago so I very well might be wrong about it. It just seemed like Goffs were fairly well represented and the other clans got the short end of the stikkbomb unless they got one of the later supplements.
Snakebites could be run as Green Tide. Their options were kind of lacking. There was a fun WD feral orks supplement, but I can't remember it very well and I'm not sure if it allowed for good, flavorful Snakebites builds.
Feral Orks were amazingly good (okay, they were decent, but totally full of flavor). They became slightly better with their version 2 rules that came later. Mad Boys were cool, Warbosses mounted on top of a WarBoar were fast and extremely killy, and by the time of the version 2 rules they had 4 sizes of Squigoth. Squigoths added A LOT of much needed long-range heavy dakka, and were fairly decent in close combat too. God, I miss Boarboys. Proxying them as warbikes just isn't the same.
Snakebites could be run as Green Tide. Their options were kind of lacking. There was a fun WD feral orks supplement, but I can't remember it very well and I'm not sure if it allowed for good, flavorful Snakebites builds.
Feral Orks were amazingly good (okay, they were decent, but totally full of flavor). They became slightly better with their version 2 rules that came later. Mad Boys were cool, Warbosses mounted on top of a WarBoar were fast and extremely killy, and by the time of the version 2 rules they had 4 sizes of Squigoth. Squigoths added A LOT of much needed long-range heavy dakka, and were fairly decent in close combat too. God, I miss Boarboys. Proxying them as warbikes just isn't the same.
I'm going to have to dig through my old copies of WD and CA, as that does sound really fun. We're the second version of the rules in Chapter Approved?
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Moriarty wrote: Goff was flavour of the edition, being included in the box set vs Marines.
Wasn't that the 2nd Ed starter, with Marines vs Dark Eldar in 3rd?
JawRippa wrote: After having a quick game against codex army at the start of the year I've decided to hold off playing 8th until I get a codex. I was pretty sure orks were gonna get their share by april since green hooligans are a major part of 40k. Little did I know.
At this point any news not about orks cause at least mild annoyance given all the ridiculously long wait.
I'm not pointing this specifically about you, but as I have started playing 40k with 8th... I have to ask.
How did people survived previous editions where you could be waiting 4-6 years for your Codex?
4 to 6 years? Psssshhh what are you a Space Marine Player? 3rd edition ork codex to 4th edition ork codex was 1999 to 2008, 4th edition codex until the next new codex was 2008 - 2014. Closer to 6-10 years for ork players.
Also, to Tneva, GW has many things, a reliable release schedule is not one of them. The Ork codex alone proves that. GW was pushing out a codex a month and then took 6 months or so off, they teased codexs a month or so before they got their pre-order date. GW teased space wolves, genestealers cult and Orkz back in July, they released wolves only back in august, none in September and if we go by their releases following a pre-order we won't get orkz until about 1/3rd of the way through Orktober, and of course that is only if they don't release the Speed Freakz game before, if they do tack on another week or two.
Moriarty: "Goff was flavour of the edition, being included in the box set vs Marines.
Wasn't that the 2nd Ed starter, with Marines vs Dark Eldar in 3rd?"
Correct. 2nd edition codex supported a good variety of play styles too. (Messed up the quote box-apologies)
I just really hope that Orks get an option to run a somewhat decent army that isn't just based around spamming Boyz- similar how Tyranids can run Nidzilla.
Snakebites could be run as Green Tide. Their options were kind of lacking. There was a fun WD feral orks supplement, but I can't remember it very well and I'm not sure if it allowed for good, flavorful Snakebites builds.
Feral Orks were amazingly good (okay, they were decent, but totally full of flavor). They became slightly better with their version 2 rules that came later. Mad Boys were cool, Warbosses mounted on top of a WarBoar were fast and extremely killy, and by the time of the version 2 rules they had 4 sizes of Squigoth. Squigoths added A LOT of much needed long-range heavy dakka, and were fairly decent in close combat too. God, I miss Boarboys. Proxying them as warbikes just isn't the same.
I'm going to have to dig through my old copies of WD and CA, as that does sound really fun. We're the second version of the rules in Chapter Approved?
I think the 2nd edition of the Feral Orks rules were in the Chapter Approved annual. The second one that came out in 2008ish??? I think it had a Space Wolf Dreadnought on the cover.
I've just painted up my first 5 blood axes, the first Ork I've painted for about 13 years. I found a fair few of the beasts hiding in my garage and a now after a little TLC they have a nice urban camo scheme and await basing.
Rogerio134134 wrote: I've just painted up my first 5 blood axes, the first Ork I've painted for about 13 years. I found a fair few of the beasts hiding in my garage and a now after a little TLC they have a nice urban camo scheme and await basing.
Now... Where's this codex?
Your guess is as good as ours. We expect it in October due to GW's "Orktober" bit at the end of one of the buggy videos, but we have no actual confirmation. Honestly at this rate I'm nervous we're going to be waiting until November.
they seem to have added to it, there are now pictures of a grot themed army... its something but yea compared to other codexes nowhere near enough leaks so far. nor GW actualy previews.
LMAO! Orktober! Crap we forgot to put literally anything in White Dwarf for orkz....quick....grab a couple of pictures of some fluffy ork army and write up a 2 bit article on how they are taking over Orktober.
Well at least they remembered to put some stuff in the FAQ and erratas about Orkz right? no? well feth.
This just furthers my fears that we aren't getting our codex in October. "Orktober" could have purely been a pun on GW's part and not meant to imply a month of Ork releases. At the very least, we know the Speed Freeks game is coming out then, but that's no guarantee our codex is as well.
I've been defending the new GW so far, but I can't say I'm optimistic after seeing the WD preview. I pray to Gork I'm wrong, but I'm calling a November release for our codex.
Jidmah wrote: The community team has stated that Orktober was not a lie.
So the worst thing that could happen is pre-orders up on October 31st.
Negativity getting the better of me, it is starting to feel like GW massively screwed up on our codex and is either putting forth a rush jump or is just going to be completely screwing over a decent Codex because they thought it might be too powerful. If our codex is supposed to be released for pre-order sometime in the next 30 days I am a bit surprised we haven't had anything at all in regards to leaks or sneak previews since the "Klan" rules got leaked.
Jidmah wrote: The community team has stated that Orktober was not a lie.
So the worst thing that could happen is pre-orders up on October 31st.
If this is satisfactory for an "Orktober" for people, then good for them.
It isn't for me though. GW are within their rights to wait until 31st of October before allowing preorders to go up for Ork things but it would be a very, very stupid thing to do in the context of the expectations that they have, themselves, set.
Jidmah wrote: The community team has stated that Orktober was not a lie.
So the worst thing that could happen is pre-orders up on October 31st.
If this is satisfactory for an "Orktober" for people, then good for them.
It isn't for me though. GW are within their rights to wait until 31st of October before allowing preorders to go up for Ork things but it would be a very, very stupid thing to do in the context of the expectations that they have, themselves, set.
100% this. Even if their intention was never to give us our codex in October, Orks getting a codex in October is absolutely the impression they gave by confirming Orktober. With what they said, I would expect our codex to be released in October, but the pessimist in me is telling me November.
SemperMortis wrote: LMAO! Orktober! Crap we forgot to put literally anything in White Dwarf for orkz....quick....grab a couple of pictures of some fluffy ork army and write up a 2 bit article on how they are taking over Orktober.
Well at least they remembered to put some stuff in the FAQ and erratas about Orkz right? no? well feth.
GW batting a thousand as usual
The White Dwarf highlights are on things already released. If they were pre-orders then you would have a point. But they aren't so you don't.
SemperMortis wrote: LMAO! Orktober! Crap we forgot to put literally anything in White Dwarf for orkz....quick....grab a couple of pictures of some fluffy ork army and write up a 2 bit article on how they are taking over Orktober.
Well at least they remembered to put some stuff in the FAQ and erratas about Orkz right? no? well feth.
GW batting a thousand as usual
The White Dwarf highlights are on things already released. If they were pre-orders then you would have a point. But they aren't so you don't.
September's WD had previews and news about the SW codex that hadn't been released yet.
SemperMortis wrote: LMAO! Orktober! Crap we forgot to put literally anything in White Dwarf for orkz....quick....grab a couple of pictures of some fluffy ork army and write up a 2 bit article on how they are taking over Orktober.
Well at least they remembered to put some stuff in the FAQ and erratas about Orkz right? no? well feth.
GW batting a thousand as usual
The White Dwarf highlights are on things already released. If they were pre-orders then you would have a point. But they aren't so you don't.
Most of the White Dwarfs have spotlights and battle reports with codex's that are landing that month
i expected nothing from the FAQ, if it comes out right before the codex then there is no reason to expect any faq for us, we are about to get the codex (though if i remember they have stated they do an faq after a codex release to touch up anything in the codex, or in the case of SW completely negate the codex before it came out ).
but yeah, this whole white dwarf thing is more then infuriating, but not really shocking. i can easily see GW unhyping any release that isnt "blue big marine spank", but i dont have to be happy for something for so predictable.
this is all getting to my irrational fear. now that i "know" gw is actively unhyping the orktober releases for orks then i correlate that with a type of "damage control" for a bad codex and bad rules for new models.
they cant get in trouble if they dont say "these models are going to be so awesome on the tabletop" and the models turn out to be squig dung.
geargutz wrote: i expected nothing from the FAQ, if it comes out right before the codex then there is no reason to expect any faq for us, we are about to get the codex (though if i remember they have stated they do an faq after a codex release to touch up anything in the codex, or in the case of SW completely negate the codex before it came out ).
but yeah, this whole white dwarf thing is more then infuriating, but not really shocking. i can easily see GW unhyping any release that isnt "blue big marine spank", but i dont have to be happy for something for so predictable.
this is all getting to my irrational fear. now that i "know" gw is actively unhyping the orktober releases for orks then i correlate that with a type of "damage control" for a bad codex and bad rules for new models.
they cant get in trouble if they dont say "these models are going to be so awesome on the tabletop" and the models turn out to be squig dung.
You mean like they did with the Orkanauts? or the Wazbom Blasta Jet? or the (Insert ork release)
oh man...the wazbom blastajet...almost forgot about that one actually...and come to think of it, I have no idea what it has/does...is it any good, in any way, at all?
ZoBo wrote: oh man...the wazbom blastajet...almost forgot about that one actually...and come to think of it, I have no idea what it has/does...is it any good, in any way, at all?
Its 179pts fully equipped...ish, It has 2 1D3 KMKs with a different name, 2 Supa Shootas a Smasha gun and a KFF. For the kustom KMKs it rolls 2D3 (averages 4) but only hits on 5s. The Supa Shooters don't get strafing rules so they hit on 5s and the Smasha Gun can hit on 4s. The KFF is kind of useless and is basically a 20pt 5++ for the plane alone.
Basically, you could take 4 KMKs for about the same price and do a lot more damage and be more durable.
yeahh, figured that'd be the case, considering how very little I've heard about it since it came out...shame, it does look cool...also, annoying, because they just decided to pack that sprue in with every ork flyer variant and jack up the price -__-
Hoping we get an article in Warhammer Community tomorrow afternoon.
The White Dwarf is a bit sad. It wouldn't shock me if that means no pre-order until say 26th. Not sure what they could have for the next 3 weeks though.
Whether the Ork Codex is awful or not (and I doubt it will be Necrons bad) I'd have thought they would be plugging their buggy game.
Tyel wrote: Hoping we get an article in Warhammer Community tomorrow afternoon.
The White Dwarf is a bit sad. It wouldn't shock me if that means no pre-order until say 26th. Not sure what they could have for the next 3 weeks though.
Whether the Ork Codex is awful or not (and I doubt it will be Necrons bad) I'd have thought they would be plugging their buggy game.
ive posted about this in another forum, but the fact they named the month "orktober" is the same as saying "month dedicated to orks". if they decide to leave our stuff for the end of the month then they are going back on their word. i cant wait to see the increasing justified rage on the facebook page.
This has been known for weeks. GW clearly wanted ork releases to be in ONE white dwarf and with the amount of models orks get only way that is possible is late october/early november.
What's there to be surprised? This was known already for few weeks.
First orks to be announced next sunday. So only one more week to wait.
What's there to be surprised? This was known already for few weeks.
if i might ask. how was this "known for weeks"?
this is news to me that they decided to leave all ork stuff to be at the end of octbober/beginning of November. can you post proof of this. i haven't been on the forum for a while (too busy prepping for a tourney), so i wasn't here to learn from your apparent "insider" like knowledge of this stuff.
They told orks coming on october. October WD was leaked long time ago not having orks. As WD contains last half of previous month+first half of WD month...
No orks on october WD=either orks are not coming on october at all(proven false by GW saying they come on october) or they come on 2nd half.
If you know month something comes(we know here it 100% sure as GW already officially stated so) and you know whether it's in WD of that month you can 100% accurately tell is it on first or or second half of that month.
On the flip side this means that not only ork release is going to be big(likely spreading to november as well) but also orks are practically OWNING the november WD(which contains last half of october=orks and first half of november=likely MORE orks as there's coming up so many kits for orks and GW wants to spread out releases. They don't release codex, speed freak and say 6 model kits in 1 or 2 weeks! They want to spread out to maximize profits as generally they are more likely to get people spend more money by spreading releases during few weeks than concentrating. Not quite sure how that works since it goes so much against my buying habits but hey since it works it's obvious path for GW to take). So it's one heck of a green WD coming up.
tneva82 wrote: They told orks coming on october. October WD was leaked long time ago not having orks. As WD contains last half of previous month+first half of WD month...
No orks on october WD=either orks are not coming on october at all(proven false by GW saying they come on october) or they come on 2nd half.
If you know month something comes(we know here it 100% sure as GW already officially stated so) and you know whether it's in WD of that month you can 100% accurately tell is it on first or or second half of that month.
On the flip side this means that not only ork release is going to be big(likely spreading to november as well) but also orks are practically OWNING the november WD(which contains last half of october=orks and first half of november=likely MORE orks as there's coming up so many kits for orks and GW wants to spread out releases. They don't release codex, speed freak and say 6 model kits in 1 or 2 weeks! They want to spread out to maximize profits as generally they are more likely to get people spend more money by spreading releases during few weeks than concentrating. Not quite sure how that works since it goes so much against my buying habits but hey since it works it's obvious path for GW to take). So it's one heck of a green WD coming up.
oh, i get it now...
your just assuming this all then.
i assume your basing the majority of these claims on "hindsight" knowledge of what you assume is how whitedwarfs work. because GW has yet to claim how they do whitedwarfs (unless you can pull a quote form them on how they set up whitedwarfs).
also, was there a white dwarf leak that i didn't catch that came out before this recent community post? the community post ive known about only came out 2days ago. i must've missed something because you make it seem you've known this stuff at least a week in advance.
i assume your basing the majority of these claims on "hindsight" knowledge of what you assume is how whitedwarfs work. because GW has yet to claim how they do whitedwarfs (unless you can pull a quote form them on how they set up whitedwarfs).
also, was there a white dwarf leak that i didn't catch that came out before this recent community post? the community post ive known about only came out 2days ago. i must've missed something because you make it seem you've known this stuff at least a week in advance.
Correct.
He makes assumptions based on random guesses then claims we've known about it for 'ages' and gets on his high horse if he's correct. It's pretty shameful to be honest.
The WD that he claims was spoiled had exactly one page shown in advance of the preview that you've seen and we still haven't seen the entire thing. In the WD the month BEFORE the SW release, they were included. So his claim that Orks don't fit into the WD schedule (that doesn't exist) are also wrong.
Either way, perhaps GW shouldn't name an entire month after a faction and release/preview nothing for the faction during the first weeks of that month? Maybe that would appease Ork players? If GW actually delivered what they claimed they were going to?
They have made a rod for their own back and they deserve every bit of vitriol the community gives them. This is what happens when you misrepresent something while trying to build hype and fill your wallets - the community bites back and reacts negatively.
E - just to put the 'why are people expecting Ork news now?!' thing to bed, here's a link to an article by the community team that states, and I quote:
Warhammer Community Team wrote:"Watch out for more Orks vehicles and more rules previews as Orktober approaches…"
At this point, it's not even just the complete lack of info regarding "orktober". It's a lot of pent up annoyance by a very dedicated and loyal fanbase that are the Ork players. If this was the ONLY disappointment regarding orks, it wouldn't be such a big deal, but it's a long running trend now.
We waited an entire year for codex news. For one of oldest and most core factions in the game next to space marines. Unsurprisingly, we were left until dead last.
We get completely neglected by Chapter Approved when there was plenty of room for tweaks that other factions received.
We had previously gotten 2 codexes every single month for a solid year, and when Orks are finally announced in June, suddenly it's radio silence and no new books come out.
We are then left with zero news, and no new info regarding a possible release date for MONTHS
GW finally gives out some info(most likely their hand was forced after the leaks), and promises an "Orktober". A whole month dedicated to Orks to make the whole wait all worthwhile in the end
Now they just turn around completely destroy any hype and good will they earned back. The absolute EARLIEST we can expect a release is on the 13th. More realistically the 20th. Half way through the month. Orktober my ass
We are now coming up on FOUR MONTHS since the codex was announced. It's really hard to stay hyped after that long. We still don't even have a solid release window. Technically, they havn't even announced that the codex is even coming in October. Unless I'm mistaken, the only thing they have actually confirmed is the Speed Freeks box game. They have implied that the codex is coming too, but nothing concrete has been promised.
Most this frustration and anger could be answered the most minimal amount of communication "Oh ye sorry lads we forgot about your codex. see you november".
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tneva82 wrote: They told orks coming on october. October WD was leaked long time ago not having orks. As WD contains last half of previous month+first half of WD month...
No orks on october WD=either orks are not coming on october at all(proven false by GW saying they come on october) or they come on 2nd half.
If you know month something comes(we know here it 100% sure as GW already officially stated so) and you know whether it's in WD of that month you can 100% accurately tell is it on first or or second half of that month.
On the flip side this means that not only ork release is going to be big(likely spreading to november as well) but also orks are practically OWNING the november WD(which contains last half of october=orks and first half of november=likely MORE orks as there's coming up so many kits for orks and GW wants to spread out releases. They don't release codex, speed freak and say 6 model kits in 1 or 2 weeks! They want to spread out to maximize profits as generally they are more likely to get people spend more money by spreading releases during few weeks than concentrating. Not quite sure how that works since it goes so much against my buying habits but hey since it works it's obvious path for GW to take). So it's one heck of a green WD coming up.
Do you remember when the leaked schedules hit and we were slated for june? The Ork community couldn't believe it.
Do you remember when the Space Wolves and Ork codex were announced? The Ork community was estatic! Finally, some news!
Do you remember when we had no work on the Ork codex for several months, and the only information we had was from some badly worded rumors sent to a youtuber?
What about all the releases since the announcement of the Codex, Adeptus Titanicus, Killteam, Space Wolves, Shadespire, Killteam Expansions, FAQ's and two other codex (I'm sure i'm forgetting something).
tneva82, I get you're trying to be optimistic. But this level of communication and frankly, terrible support, is a valid source of frustration and disbelief.
In an effort to discuss something other than when the release date will/will not be, can we speculate wildly about what kind of datasheet and points costs the new buggies will have to have to be good?
I'm assuming a T6 4+ armor save model with under 10 wounds. All seem heavily-armed when it comes to guns. Possible melee/drive-by type weapons. The best they will have for BS is probably 4+ with some kind of mekboy-enhanced sights or targeting squigs.
Based on that, what kind of firepower at what price point do they need to have a place? By design they don't sound like they can be a very durable unit. And with no better than 4+ to hit, I don't know how reliable we can expect their firepower to be. Looking at the shock jump dragsta, for example, it appears to have rokkits and some kind of kustom mega weapon. If the thing had a rack of rokkits and a KMB at 4+ BS with some ability to teleport and ram enemies with its mini-deff rolla for mortal wounds, what would you pay for it, assuming a profile of T6 4+ save and say, 8 wounds?
redboi wrote: Unsurprisingly, we were left until dead last.
Genestealer Cults say hi.
redboi wrote: We get completely neglected by Chapter Approved when there was plenty of room for tweaks that other factions received.
We got about the same the other non-Codex factions did in Chapter Approved. And in the intervening time we've found out we'll be getting a lot more when our Codex *does* arrive than most factions did (i.e. a fairly substantial new model release, which doesn't really mesh with the narrative of "GW doesn't care about Orks").
redboi wrote: We had previously gotten 2 codexes every single month for a solid year, and when Orks are finally announced in June, suddenly it's radio silence and no new books come out.
We are then left with zero news, and no new info regarding a possible release date for MONTHS
Granted, this was mildly annoying, but given that an explanation (i.e. "it'd interfere with the release of AoS 2" or "there are going to be a bunch of new models accompanying the Ork Codex") would have required GW to reveal upcoming releases months in advance, something they don't tend to do, I can see how it happened.
redboi wrote: GW finally gives out some info(most likely their hand was forced after the leaks), and promises an "Orktober". A whole month dedicated to Orks to make the whole wait all worthwhile in the end
I'm pretty sure they didn't do this at all. They said Speed Freeks would be coming in "Orktober" then a bunch of people read between the lines and somehow extrapolated this to "A whole month dedicated to Orks". Then, the internet being what it is, this became an established "fact", despite there being no evidential basis for it.
redboi wrote: Now they just turn around completely destroy any hype and good will they earned back. The absolute EARLIEST we can expect a release is on the 13th. More realistically the 20th. Half way through the month. Orktober my ass
So it's now GW's fault that they haven't lived up to the expectations cooked up by people putting two and two together and making five? Ok.
redboi wrote: We are now coming up on FOUR MONTHS since the codex was announced. It's really hard to stay hyped after that long. We still don't even have a solid release window.
I think this is something of case where GW couldn't win. Currently, people are mad they don't know when the Codex is out. If they *hadn't* announced it so far in advance, people would have spent four months freaking out about no Ork Codex news.
redboi wrote: Technically, they havn't even announced that the codex is even coming in October. Unless I'm mistaken, the only thing they have actually confirmed is the Speed Freeks box game. They have implied that the codex is coming too, but nothing concrete has been promised.
Correct.
Personally, I'd be very surprised if we don't have a Codex, or at least pre-order by the end of the month. Is hanging on for another month, tops, really that much to ask? As I've said before, the level, and rate, of support for 40K since the arrival of 8th is literally unprecedented. However, the community, and the players, being offered more, quicker, than they ever have been in the past seems to have ramped up the level of entitlement felt by some people, and the level of associated moaning that comes with that.
Don't get me wrong, I'm excited about getting my mitts on the new Codex, but I certainly don't have so little going on in my life that I'm going to mind waiting another couple of weeks here or there. And I really don't see what page after page after page on a forum of pretty much unrelenting negativity hopes to achieve. It certainly isn't going to make the Codex arrive any quicker.
I'm pretty sure they didn't do this at all. They said Speed Freeks would be coming in "Orktober" then a bunch of people read between the lines and somehow extrapolated this to "A whole month dedicated to Orks". Then, the internet being what it is, this became an established "fact", despite there being no evidential basis for it.
Spoiler:
then pray tell my good git, what should we interpret the term "orktober" to mean?
personally i wasn't expecting orks to be the only thing to be coming out in october (GW does have other brands, i cant expect them to drop all other projects), but i expected more then what we have been revealed.
we are getting a codex, a box game, and 4 new confirmed models, we can expect each of these things to at least get its own dedicated week (3 total, one for models, one for codex, and one for box game), that would take the whole month practically...and the whitedwarf which should preview stuff coming out that month, (or part of it as tneva wont stop yapping about), then why is there no new ork stuff in the whitedwarf preview (article of someones painted army barely counts)?
you are the one "extrapolating" that orktober means "barely anything ork related"
if GW wanted to have our releases to cover multible months then maybe they should've said "now begins the winter of the orks discontent" or something else stupidly witty (i normally love british humor, but with this much edging im just not in the mood anymore).
edit-
yo mantube, i understand the frustration with the constant bickering (not the negativity, but the fights just cover the same stuff again and again), but i would be lying if this wasnt getting me more involved in the forum (and i will admit im adding to it). i just wish there was other news for us to finaly start speculating,
anyway, i did speculate on wpn loadouts on a forum earlier
Spoiler:
wargear theories
snazzwagon
-grot blastas (not sure if this will be represented in the 8th edition rules, grot blastas are pointless, even more so then the las banks on a chimera)
-1 hull mounted bigshoota, Pintle mounted bigshoota and tri barrel type rotary cannon (i suspect its all the same weapon, or maybe just 2 with the hull mounted one being separate, i suspect a lot of shots at around s5-6 with range most likely at 36inch)
-Molotovs (with 2 on the model i definitely suspect it to be a wpn, and maybe not a traditional grenade, but maybe some type of weapon sort of like the defkoptas bigbomm with you having to "drive by" to hit the enemy)
-final thoughts (this is the anti infantry buggie with a focus on flames and shootas)
shockjumpah
-targeting squig (i expect a higher ballistic skill like the flashgitz but not limited and can shoot bs4 at normal speeds)
-shock jump system (maybe a scout move or maybe a really cool bonus to charge since in the fluff blurbs they've said talks about using it to jump to the gits, like when the old SAG used to be a personal telly port system for an unsuspecting bigmek)
-rokets (probably normal rokets, with basic roket stats to add a little extra dakka for this beast)
-da grindah (more killy than the rams on the other buggies, this one is an active mini deathrolla, i imagine an actual good melee profile and would pair well with my suspicions that the jumpah helps it get into combat)
-shock attack kustom blasta (very unique looking among ork weapons, but the grot looks like hes actively feeding the thing with what look like little batteries, maybe something similar to cpt badruk's kustom snazzgun that shoots mini plasma cells, so i suspect high strength, high ap but few shots and shorter range like 24inches)
-final thoughts (i suspect this is anti tank but deigned to get close and personal to the enemy, maybe it might have a cool randum table like the SAG of old but hopefully not too many negative options)
kustom boosta blasta
-stick bomb (might work like the Molotov idea for the snazzwagon)
-exhaust pipes with flamer igniters (an odd enough detail that it seems it could be a weapon, ill just assume it works like the "drive by" idea i had)
-big cannon (this thing has electrical bits on it and its ammo feed looks like big bolts being loaded into it, so i suspect its some type of rail gun, probably has few shots but a good range and possibly a decent strength and ap)
-final thoughts (im thinking this beast is built for high speed ranged combat)
final thoughts for all vehicles
with the incorporation of stickbombs/Molotovs/ the flamer exhaust/and the nasty looking rams i suspect thses are weapons that encourage you to keep these vehicles moving to the enemy and not stuck in ruins firing from afar. but i dont think GW want these vehicle to get stuck in combat and then not able to shoot the rest of the battle (remember a buggy in combat is a buggy not racing), so maybe most of theses close range options are some type of "drive by" type system that only allows these bombs to be shot when the vehicle passes by an enemy unit within a certain distance (like 3 inches or something, again similar to the defkopta bigbomm). (
now, GW could be ignorant enough to make all these wpns hvy and thus force them to stay a distance away and trying to fire from cover, but these models could also very well be given rules that encourage to constantly be moving with out having to stop for any git while dropping grenades and unleashing dakka.
Seeing “Orktober” as anything but a shallow pun and extrapolating to mean a month of JUST ORKS ZOMG is all the work of people reading the word. A month with a bunch of Ork releases in = Orktober is the reality. Getting hung up on it is pointless, but appears to be the salt everyone is currently mining...
GW finally gives out some info(most likely their hand was forced after the leaks), and promises an "Orktober". A whole month dedicated to Orks to make the whole wait all worthwhile in the end
No. They never, never, NEVER promised whole october for orks.
Furthermore you are missing something big: Ork release is big one. Lots of kits. Speed freak box, codex(plus accessory), 4 vehicle kits and also rumoured to have 3 non-speed freak kits as well. WD covers 2 months of half. To have ork releases in one WD they HAVE to either a) start on 2nd half of september and continue first half of october b) start on 2nd half of october, continue first half of november. I'm sure ork whiners would be complaining about a not being orktober either.
Of course they could dilute WD ork content by splitting to two but they seem to prefer one big ork themed white dwarf instead. With that decision either ork release would be size of usual codex+accessories+maybe one kit or it's split in 2 months.
Either way orks ARE getting month worth of releases but split between 2 months to ensure it's in one WD(most likely reason and if not that's what it ends up anyway. November WD is practically owned by orks).
But they never, ever said full october is orks. That's just idea people came up on their own. That one is on those who came up with that idea. GW never claimed so.
Orks are getting one of the biggest releases for any codex and yet ork players are not satisfied. Lol.
ManTube wrote: In an effort to discuss something other than when the release date will/will not be, can we speculate wildly about what kind of datasheet and points costs the new buggies will have to have to be good?
I'm assuming a T6 4+ armor save model with under 10 wounds. All seem heavily-armed when it comes to guns. Possible melee/drive-by type weapons. The best they will have for BS is probably 4+ with some kind of mekboy-enhanced sights or targeting squigs.
Based on that, what kind of firepower at what price point do they need to have a place? By design they don't sound like they can be a very durable unit. And with no better than 4+ to hit, I don't know how reliable we can expect their firepower to be. Looking at the shock jump dragsta, for example, it appears to have rokkits and some kind of kustom mega weapon. If the thing had a rack of rokkits and a KMB at 4+ BS with some ability to teleport and ram enemies with its mini-deff rolla for mortal wounds, what would you pay for it, assuming a profile of T6 4+ save and say, 8 wounds?
Guessing not vastly different to how they are now to be honest, though with a range of different weapon options and special equipment upgrades open to them - keeps them in the "flanking cavalry" role. Base cost may be lower, but easy to make pricy with too many options added.
Thats one option, the other is for them not to be "War Buggy" data sheets, leaving that in the index and to have a couple of new named vehicle types which could well be very different. Guessing in all cases though they won't be as durable as a trukk, T6 10W doesn't sound unreasonable, not sure on the 4+ save though, expect a 5+, and expect an ork shooting for BS5+, possibly with options or a special rule about ignoring modifiers when moving and the clan trait to ignore when advancing
you are the one "extrapolating" that orktober means "barely anything ork related"
I’m not though. I’m simply saying that in the absence of anything explicit being stated by GW, all we know at this point is that we’ll be getting the new buggy (and, by extension, probably Speed Freeks) in ‘Orktober’. As such, people starting to chuck their toys out of the pram because of expectations they’ve concocted themselves (or been convinced of by other people’s wild speculation on the internet) don’t have any justification for behaving as though GW have done something unreasonable, and should probably give the pissing and moaning a rest. It’s not GW’s fault people have decided to read far too much into what *may* have just been a throwaway play on words in some promotional material.
so, if someone said "your gong to disney land" and then later just went to a normal water park and then watched a disney movie afterword its basically then its basically the same thing. they went to Disney by watching a movie and the water park was the "land" part of it,
this example has gotten out of hand but all im saying if someone promised me disneyland and then gave me some drugs and bashed my head in a few times to then i guess i shouldn't complain becasue what was sold as a month of orks (or orktober, GW words, not mine)and then they released a bunch of non ork stuff and then maybe something at the very end of the month for us ork players, then its all fine, its basically what they said.
you know what, your right!
man, i was just being unreasonable
-sarcasm
Automatically Appended Next Post:
geargutz wrote: so, if someone said "your gong to disney land" and then later just went to a normal water park and then watched a disney movie afterword its basically then its basically the same thing. they went to Disney by watching a movie and the water park was the "land" part of it,
this example has gotten out of hand but all im saying if someone promised me disneyland and then gave me some drugs and bashed my head in a few times then i guess i shouldn't complain because what was sold as a month of orks (or orktober, GW words, not mine)and then they released a bunch of non ork stuff and then maybe something at the very end of the month for us ork players, then its all fine, its basically what they said.
you know what, your right!
man, i was just being unreasonable
-sarcasm
-man, this reads like squig droppings, its bedtime, complain tomorrow if no news from GW,
-Gnight
I don't really care anymore, I was just hoping to run Orks in a tournament last weekend of 'Orktober'. But I have other armies so I guess at this point a couple of weeks one way or the other doesn't really make a difference. It's already been a 15 month wait.
geargutz wrote: so, if someone said "your gong to disney land" and then later just went to a normal water park and then watched a disney movie afterword its basically then its basically the same thing. they went to Disney by watching a movie and the water park was the "land" part of it,
this example has gotten out of hand but all im saying if someone promised me disneyland and then gave me some drugs and bashed my head in a few times to then i guess i shouldn't complain becasue what was sold as a month of orks (or orktober, GW words, not mine)and then they released a bunch of non ork stuff and then maybe something at the very end of the month for us ork players, then its all fine, its basically what they said.
you know what, your right!
man, i was just being unreasonable
-sarcasm
Automatically Appended Next Post:
geargutz wrote: so, if someone said "your gong to disney land" and then later just went to a normal water park and then watched a disney movie afterword its basically then its basically the same thing. they went to Disney by watching a movie and the water park was the "land" part of it,
this example has gotten out of hand but all im saying if someone promised me disneyland and then gave me some drugs and bashed my head in a few times then i guess i shouldn't complain because what was sold as a month of orks (or orktober, GW words, not mine)and then they released a bunch of non ork stuff and then maybe something at the very end of the month for us ork players, then its all fine, its basically what they said.
you know what, your right!
man, i was just being unreasonable
-sarcasm
-man, this reads like squig droppings, its bedtime, complain tomorrow if no news from GW,
-Gnight
fething hell this is one of the stupidest analogies I’ve ever heard. Ok, stay mad because you’re too thick to understand the difference between an explicit statement and an inference you’ve made inside your own head.
you are the one "extrapolating" that orktober means "barely anything ork related"
I’m not though. I’m simply saying that in the absence of anything explicit being stated by GW, all we know at this point is that we’ll be getting the new buggy (and, by extension, probably Speed Freeks) in ‘Orktober’. As such, people starting to chuck their toys out of the pram because of expectations they’ve concocted themselves (or been convinced of by other people’s wild speculation on the internet) don’t have any justification for behaving as though GW have done something unreasonable, and should probably give the pissing and moaning a rest. It’s not GW’s fault people have decided to read far too much into what *may* have just been a throwaway play on words in some promotional material.
I've seen this type of argument floating around a lot lately. It's utterly disingenuous.
you are the one "extrapolating" that orktober means "barely anything ork related"
I’m not though. I’m simply saying that in the absence of anything explicit being stated by GW, all we know at this point is that we’ll be getting the new buggy (and, by extension, probably Speed Freeks) in ‘Orktober’. As such, people starting to chuck their toys out of the pram because of expectations they’ve concocted themselves (or been convinced of by other people’s wild speculation on the internet) don’t have any justification for behaving as though GW have done something unreasonable, and should probably give the pissing and moaning a rest. It’s not GW’s fault people have decided to read far too much into what *may* have just been a throwaway play on words in some promotional material.
I've seen this type of argument floating around a lot lately. It's utterly disingenuous.
What’s disingenuous about saying “you’re mad at GW for not doing something they never said they were going to do, and that’s ridiculous”?
My 2c regarding the 'Orktober' term: GW really should not have used the phrase 'Orktober' unless they were planning to heavily dedicate (clearly does not have to be exclusively Ork stuff, but they should be the empasis) the month to Orky related news, features, releases etc. You can argue semantics all you like but I think the common sense answer is if you replace the correct spelling of a month (October) with a pun of a faction (Orktober) you are directly implying that faction is the primary focus of the entire month. Anything else is simply disingenuous on GW's behalf and no amount of linguistic squirming will prove otherwise.
It's a bit early to be crying Orky tears but as things stand with a bespoke Grot modded army (which could prove interesting if/when models are missing data profiles in the codex due to 'no model, no rules?' yet they are showcasing an example of after market modification) seeming to be the only article in WD and nothing on pre-orders yet... It is already feeling a little like an after thought :/
funny enough I do like those zarbag's gitz in the shadowspire release, will probably pick some up, they even have squig models, gretchin in cosplay, plus getchin weirdboy counts as models!.
tneva82 wrote: ...4 vehicle kits and also rumoured to have 3 non-speed freak kits as well.
No, once again, there was never a rumour of 3 non-speed-freak kits. There was a rumour of three new units apart from the two that had been revealed by the time that rumour came out. All of them are vehicles; the deffkilla wartrike, rukkatrukk squig buggy and megatrakk skrapjet. We don't have any idea how many kits there are (beyond 'at least one, probably more'). For all we know all the new units could be built with a couple of new kits with lots of options, or equally they could each be a different kit with several more kits for existing units (I'm inclined to believe the latter, but that's guesswork on my part, not a rumour from a source claiming inside knowledge).
This is another example of forum speculation being treated as solid information because it has been repeated a lot and people don't bother to actually look at the sources or read what is written, but instead mash together a vague impression from half-remembered hearsay.
Got to say I'm disappointed by WD content. Regardless of how GW organises itself, I did expect at least a preview in October's WD of the supposed new models and codex, to build interest prior to the pre-release.
As it stands, my excitement over the new buggies has waned, and I'm actually just a bit bummed by it all.
The wait has been too long. We were told October, and here we are still waiting. It may only be a few weeks (maybe), but my goodwill reserves just bottomed out. The codex better be well thought out and worth it, otherwise I'm spending not a single penny more on GW Ork releases.
JohnnyHell wrote: Seeing “Orktober” as anything but a shallow pun and extrapolating to mean a month of JUST ORKS ZOMG is all the work of people reading the word. A month with a bunch of Ork releases in = Orktober is the reality. Getting hung up on it is pointless, but appears to be the salt everyone is currently mining...
And they're entirely correct to mine this salt, given that GW have promised something and failed to deliver, yet again.
Nazrak wrote: ’m not though. I’m simply saying that in the absence of anything explicit being stated by GW, all we know at this point is that we’ll be getting the new buggy (and, by extension, probably Speed Freeks) in ‘Orktober’. As such, people starting to chuck their toys out of the pram because of expectations they’ve concocted themselves (or been convinced of by other people’s wild speculation on the internet) don’t have any justification for behaving as though GW have done something unreasonable, and should probably give the pissing and moaning a rest. It’s not GW’s fault people have decided to read far too much into what *may* have just been a throwaway play on words in some promotional material.
This is completely wrong, GW did promise news in advance of "Orktober" (see information below). We've had no new news since Nova so they have lied. We have every right to be annoyed.
GW finally gives out some info(most likely their hand was forced after the leaks), and promises an "Orktober". A whole month dedicated to Orks to make the whole wait all worthwhile in the end
No. They never, never, NEVER promised whole october for orks.
Furthermore you are missing something big: Ork release is big one. Lots of kits. Speed freak box, codex(plus accessory), 4 vehicle kits and also rumoured to have 3 non-speed freak kits as well. WD covers 2 months of half. To have ork releases in one WD they HAVE to either a) start on 2nd half of september and continue first half of october b) start on 2nd half of october, continue first half of november. I'm sure ork whiners would be complaining about a not being orktober either.
Of course they could dilute WD ork content by splitting to two but they seem to prefer one big ork themed white dwarf instead. With that decision either ork release would be size of usual codex+accessories+maybe one kit or it's split in 2 months.
Either way orks ARE getting month worth of releases but split between 2 months to ensure it's in one WD(most likely reason and if not that's what it ends up anyway. November WD is practically owned by orks).
But they never, ever said full october is orks. That's just idea people came up on their own. That one is on those who came up with that idea. GW never claimed so.
Orks are getting one of the biggest releases for any codex and yet ork players are not satisfied. Lol.
Let's have a look at what GW did actually 'promise' shall we?
I'll just repeat my previous post here, since the three of you above seem to have missed it;
E - just to put the 'why are people expecting Ork news now?!' thing to bed, here's a link to an article by the community team that states, and I quote:
Warhammer Community Team wrote:
"Watch out for more Orks vehicles and more rules previews as Orktober approaches…"
Now I'm not sure what 'more Orks vehicles and more rules previews as Orktober APPROACHES' means to you, but to me it means we'll get things in advance of Orktober. Orktober is a pun of October, the month we are now in. We've had no previews since this statement. Nothing. This was Nova.
I'm getting pretty sick of certain white knights putting this back on the community. GW have made this mess, no one else. GW CHOSE to name the month "Orktober" and push it as if there'd be a ton of new releases. They CHOSE to respond to comments by citing the wonderful "Orktober" that was coming. They CHOSE to make the statement above in the article linked that leads everyone to believe there'll be previews before October. It's a marketing feth up and they deserve all the hate they have themselves generated. This is all on the back of a 17 month wait where we've been playing half a game of 8th edition, with basically one competitive build that happens to make my particular play style completely unusable.
We've already lost Orks who have moved on to armies that actually get updates in good time. If we don't get any more updates soon, we'll just lose more players. It's as simple as that. Hopefully GW realise this and do what they can to fix the situation that they have, themselves created.
JohnnyHell wrote: Seeing “Orktober” as anything but a shallow pun and extrapolating to mean a month of JUST ORKS ZOMG is all the work of people reading the word. A month with a bunch of Ork releases in = Orktober is the reality. Getting hung up on it is pointless, but appears to be the salt everyone is currently mining...
And they're entirely correct to mine this salt, given that GW have promised something and failed to deliver, yet again.
Nazrak wrote: ’m not though. I’m simply saying that in the absence of anything explicit being stated by GW, all we know at this point is that we’ll be getting the new buggy (and, by extension, probably Speed Freeks) in ‘Orktober’. As such, people starting to chuck their toys out of the pram because of expectations they’ve concocted themselves (or been convinced of by other people’s wild speculation on the internet) don’t have any justification for behaving as though GW have done something unreasonable, and should probably give the pissing and moaning a rest. It’s not GW’s fault people have decided to read far too much into what *may* have just been a throwaway play on words in some promotional material.
This is completely wrong, GW did promise news in advance of "Orktober" (see information below). We've had no new news since Nova so they have lied. We have every right to be annoyed.
GW finally gives out some info(most likely their hand was forced after the leaks), and promises an "Orktober". A whole month dedicated to Orks to make the whole wait all worthwhile in the end
No. They never, never, NEVER promised whole october for orks.
Furthermore you are missing something big: Ork release is big one. Lots of kits. Speed freak box, codex(plus accessory), 4 vehicle kits and also rumoured to have 3 non-speed freak kits as well. WD covers 2 months of half. To have ork releases in one WD they HAVE to either a) start on 2nd half of september and continue first half of october b) start on 2nd half of october, continue first half of november. I'm sure ork whiners would be complaining about a not being orktober either.
Of course they could dilute WD ork content by splitting to two but they seem to prefer one big ork themed white dwarf instead. With that decision either ork release would be size of usual codex+accessories+maybe one kit or it's split in 2 months.
Either way orks ARE getting month worth of releases but split between 2 months to ensure it's in one WD(most likely reason and if not that's what it ends up anyway. November WD is practically owned by orks).
But they never, ever said full october is orks. That's just idea people came up on their own. That one is on those who came up with that idea. GW never claimed so.
Orks are getting one of the biggest releases for any codex and yet ork players are not satisfied. Lol.
Let's have a look at what GW did actually 'promise' shall we?
I'll just repeat my previous post here, since the three of you above seem to have missed it;
E - just to put the 'why are people expecting Ork news now?!' thing to bed, here's a link to an article by the community team that states, and I quote:
Warhammer Community Team wrote:
"Watch out for more Orks vehicles and more rules previews as Orktober approaches…"
Now I'm not sure what 'more Orks vehicles and more rules previews as Orktober APPROACHES' means to you, but to me it means we'll get things in advance of Orktober. Orktober is a pun of October, the month we are now in. We've had no previews since this statement. Nothing. This was Nova.
I'm getting pretty sick of certain white knights putting this back on the community. GW have made this mess, no one else. GW CHOSE to name the month "Orktober" and push it as if there'd be a ton of new releases. They CHOSE to respond to comments by citing the wonderful "Orktober" that was coming. They CHOSE to make the statement above in the article linked that leads everyone to believe there'll be previews before October. It's a marketing feth up and they deserve all the hate they have themselves generated. This is all on the back of a 17 month wait where we've been playing half a game of 8th edition, with basically one competitive build that happens to make my particular play style completely unusable.
We've already lost Orks who have moved on to armies that actually get updates in good time. If we don't get any more updates soon, we'll just lose more players. It's as simple as that. Hopefully GW realise this and do what they can to fix the situation that they have, themselves created.
yea, in 5th I was 100% only orks. I picked up an eldar army to paint towards the end, and ran a few gaems with them but 90+% went orks. then the travesty that was 6th ed came otu and ruined orks completely. graned in GWs defense I now have a huge imperial army, plus a chaos marines army built to augment my orks... but i want to go back to my good ole orks ebign relivant again... though in anticipation of orktober I pulled them out to dust them off and saw how far my painting has come since then... may be strippign them and repainting a squad at a time.
Runtherdz also serve as the cultural history keepers of the Orks, for they are born with an ancestral memory of past events and the deeds of their clan – not that anyone listens to them.
Nazrak wrote: Boyz on 32mm bases confirmed. People are going to lose their minds.
not seeing that in there, and the pictures of boyz do not appear to be 32mm. though much liek space marines all it means to most casuals is they will buy new models with different base sizes than old ones.
for tournament players they will likely just buy the snaprings to make the bases a bit bigger.
This must be fake. I was told by this thread and the rumors thread that GW hates orks and becuase GW hadn't posted anything about Orks by Sept 30th that Orktober was a lie.
at least they promised more articles about the clans, and had a blurb about vigilus (though it added no context, just states we are there. which we knew already and they couldn't help themselves and talk about the other factions there as well), and they have a new pic with some of the new buggies that confirms 32mm bases for boyz (i still think its a non issue, GW has never forced us to rebase 40k minis before,especially if what we have them based on is what came in the box with them originally).
this article has majority copy paste stuff. and again, as said by many others, we are tired after this ridiculous wait (doesn't matter if you think its a justified wait or not). many of us are fed up with being stringed along with poor marketing (long periods of no news whatsoever after model previews).
GW did hype up this month with claiming it "orktober" (and no amount of "orktober doesn't mean month of orks" arguments are going to change our mind about it). GW could easily just have a bunch of articles pop up this month and all the releases could be reserved for the very end of the month or next month, we are still are going to be irritated.
we have been made bitter and pessimistic by the GW team. they have shown they dont know how to properly hype up our faction (so far what we have seen has mostly been copy paste of what we knew already). at this point no amount of "you guys should be soooo excited" is going to change our mood until we have codex in hand and have played a few games to see if they really understand our faction. they have tried hyping us up for bad codexs and bad models (rules wise) before and they disappointed us.
we will stay disappointed till the day they finally give us something genuinely good (and not a half squiged attempt to satiate us).
Nazrak wrote: Boyz on 32mm bases confirmed. People are going to lose their minds.
not seeing that in there, and the pictures of boyz do not appear to be 32mm. though much liek space marines all it means to most casuals is they will buy new models with different base sizes than old ones.
for tournament players they will likely just buy the snaprings to make the bases a bit bigger.
And for players like me that cares about the look of our armies its a disaster...