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Post by: nflagey
CthuluIsSpy wrote: nflagey wrote:Leak from the French:
Stompa is one of the funniest model in the codex, with an infinite re-roll apparently on the gatling ... but the gun might stop working for the whole game too
920pts though
worth it
40PV
Is 40 wounds for 920 points worth it though? What are the stats on the gun? And what do you mean by infinite reroll?
sounds like the rule that was already leaked (I think) ... which says the 6s are rerolled, and the rerolls can be rerolled, etc ...
don't quote me though, I missed the details of the rule but that seems to be the intent
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Post by: Psychocouac
Oh sweet jesus yes!
From French wargame studio:
Shockjump dragsta: 110
Kustom boosta blasta: 120 (yes it mispelled the name before.)
Squigbuggy: 140
The stompa is the coolest unit of the dex. The most fun unit from it's rules with the psycho boosta blasta. But it's still worth it. It's 920 points but with dakkadakkadakka and so much health it worth it. And there is a stratagem to make the 6+ explodes on 5+ instead! And better, it makes the auto hit on malus BS hit on 5+ too!
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Post by: nflagey
Psychocouac wrote:Oh sweet jesus yes!
From French wargame studio:
Shockjump dragsta: 110
Kustom boosta blasta: 120 (yes it mispelled the name before.)
Squigbuggy: 140
The stompa is the coolest unit of the dex. The most fun unit from it's rules with the psycho boosta blasta. But it's still worth it. It's 920 points but with dakkadakkadakka and so much health it worth it. And there is a stratagem to make the 6+ explodes on 5+ instead! And better, it makes the auto hit on malus BS hit on 5+ too!
Merci Psychocouac
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Post by: the_scotsman
Psychocouac wrote:Oh sweet jesus yes!
From French wargame studio:
Shockjump dragsta: 110
Kustom boosta blasta: 120 (yes it mispelled the name before.)
Squigbuggy: 140
The stompa is the coolest unit of the dex. The most fun unit from it's rules with the psycho boosta blasta. But it's still worth it. It's 920 points but with dakkadakkadakka and so much health it worth it. And there is a stratagem to make the 6+ explodes on 5+ instead! And better, it makes the auto hit on malus BS hit on 5+ too!
Well, I'm very happy to be proven wrong. The boosta-blasta is probably usable at 120.
Keep all the crap on the squigbuggy! Let the others be decent!
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Post by: Guyver 3
Index only units will exist. If painboy on bike is index only that fine as he still has the <clan> Keyword.
As do the other index bike units.
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Post by: PiñaColada
120 for the KBB still seems like 30-40 points too many but I guess we'll see after some testing.. Better than the absurd 140 at least
Edit: Then you gotta wonder why the KBB isn't 6PL, oh well. It's all part of lifes little mysteries I guess
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Post by: JimOnMars
PDB would be especially fun if you can reroll the 2d6...at least once.
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Post by: Psychocouac
I asked about the Shock Attack gun:
"It's not that expensive, something like 65~75 points. But it's really random with the 2D6." (2D6 shots i suppose.)
Codex review on saturday.
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Post by: PiñaColada
Psychocouac wrote:I asked about the Shock Attack gun:
"It's not that expensive, something like 65~75 points. But it's really random with the 2D6." ( 2D6 shots i suppose.)
A SAG has 2d6 Strength
121929
Post by: Psychocouac
PiñaColada wrote:Psychocouac wrote:I asked about the Shock Attack gun:
"It's not that expensive, something like 65~75 points. But it's really random with the 2D6." ( 2D6 shots i suppose.)
A SAG has 2d6 Strength
Aw, maybe it's still 1D6 shot then. =/
He also said that the scrapjet is really good.
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Post by: Kap'n Krump
JimOnMars wrote:PDB would be especially fun if you can reroll the 2d6...at least once.
Also bear in mind that the supa-gatla is now 3D6 shots.
As for an infinite shots.........in the index, you get to shoot again if you roll a certain value. Maybe that value gets fixed, and as long as you roll above it, you shoot again?
Like, shoot 3D6, on a 2+ you shoot again. Then, on a 3+ you shoot again. Etc until it's a 6+ to shoot again, but you can always shoot again as long as you roll a 6. But if you don't make the roll you're out of ammo for the rest of the game.
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Post by: nflagey
Kap'n Krump wrote: JimOnMars wrote:PDB would be especially fun if you can reroll the 2d6...at least once.
Also bear in mind that the supa-gatla is now 3D6 shots.
As for an infinite shots.........in the index, you get to shoot again if you roll a certain value. Maybe that value gets fixed, and as long as you roll above it, you shoot again?
that's how I understood it ... check Psychocouac message though
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Post by: Psychocouac
"No new models for the kopter but they are still there."
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Post by: PiñaColada
Psychocouac wrote:PiñaColada wrote:Psychocouac wrote:I asked about the Shock Attack gun:
"It's not that expensive, something like 65~75 points. But it's really random with the 2D6." ( 2D6 shots i suppose.)
A SAG has 2d6 Strength
Aw, maybe it's still 1D6 shot then. =/
He also said that the scrapjet is really good.
Man, am I happy to hear that! My two favorite buggies, the dragsta and the skrapjet, both looking viable. Itz a good 'un ladz
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Post by: Kap'n Krump
Psychocouac wrote:I asked about the Shock Attack gun:
"It's not that expensive, something like 65~75 points. But it's really random with the 2D6." ( 2D6 shots i suppose.)
Codex review on saturday.
SAGs are already like 65 points. The problem is that 1D6 @ orky BS is hot garbage. 2D6 shots would be an improvement.
And I KNOW there's someone out there in the world with the ork codex in their hand. One day soon, the other hand is going to have a camera in it.
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Post by: crzylgs
nflagey wrote:Leak from the French:
Stompa is one of the funniest model in the codex, with an infinite re-roll apparently on the gatling ... but the gun might stop working for the whole game too
920pts though
worth it
40PV
920pts doesn't sound fun, because even with the rules/weapons we've seen it'll still never get used :/
People have correctly stated that it is objectively worse than a knight that costs half that.
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Post by: Psychocouac
Kap'n Krump wrote:
And I KNOW there's someone out there in the world with the ork codex in their hand. One day soon, the other hand is going to have a camera in it.
Be sure i'll be here to "translate" saturday when the video comes up. My english is average but i'm so hype you'll have a full report as soon as it goes live. (or even before if someone else has seen some leaks. I-JUST-WANT- TO-KNOW!  )
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Post by: Galas
Only GW could take a horrible mode like the Stompa, give it buffs and make it even more expensive.
GW, if something is really, really bad, you make it cheaper or give it buffs. If you give it buffs and then make it more expensive is like you didn't did anything, unless the buffs are so big the increase in price is deserved.
I doubt it. 920 points. Half an army. I can't see a Stompa being worth that.
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Post by: PiñaColada
Just a general FYI, on the saturday that codex preorders go up we've always had the youtube channels WintersSEO and Strikingscorpion82 do youtube reviews. However, they might not show enough actual stats for them to be useful but all the stratagems are revealed and unit abilities are usually talked about
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Post by: Psychocouac
crzylgs wrote: nflagey wrote:Leak from the French:
Stompa is one of the funniest model in the codex, with an infinite re-roll apparently on the gatling ... but the gun might stop working for the whole game too
920pts though
worth it
40PV
920pts doesn't sound fun, because even with the rules/weapons we've seen it'll still never get used :/
People have correctly stated that it is objectively worse than a knight that costs half that.
I don't know. With the stratagem that boost dakkadakkadakka it might be quite scary? Exploding 5 and 6 and no malus modifier? And Bad moons? If someone better than me in math could make the stats. ^^"
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Post by: TedNugent
Squigbuggy appears to have been both designed and priced by the people in this thread constantly saying that averages don't matter with random combinations of dice rolls.
It appears the design team was perhaps more impressed with the numbers leading the D6 count than their actual casualty output. Because that points cost couldnt have come from play testing.
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Post by: PiñaColada
TedNugent wrote:Squigbuggy appears to have been both designed and priced by the people in this thread constantly saying that averages don't matter with random combinations of dice rolls.
It appears the design team was perhaps more impressed with the numbers leading the D6 count than their actual casualty output. Because that points cost couldnt have come from play testing.
Perhaps they decided on the price by rolling a d200?
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Post by: crzylgs
Psychocouac wrote:crzylgs wrote: nflagey wrote:Leak from the French:
Stompa is one of the funniest model in the codex, with an infinite re-roll apparently on the gatling ... but the gun might stop working for the whole game too
920pts though
worth it
40PV
920pts doesn't sound fun, because even with the rules/weapons we've seen it'll still never get used :/
People have correctly stated that it is objectively worse than a knight that costs half that.
I don't know. With the stratagem that boost dakkadakkadakka it might be quite scary? Exploding 5 and 6 and no malus modifier? And Bad moons? If someone better than me in math could make the stats. ^^"
And then the gun stops working because that's how GW 'balance' Orks. Fun. Right?
Seriously though, I can't see how it can have enough Dakka to justify 920 points. When currently its not worth even half of that.
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Post by: Vineheart01
Stompa is still over 900pts?
ugh...better have buffed the crap out of it. 40hp sounds like a lot but thats still not that tough to take down when its pretty much the only big thing to fire all the high damage guns at.
Also why is it always French leaks anyway? ive noticed that across ALL the games i play...its always a french leak lol
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Post by: crzylgs
PiñaColada wrote: TedNugent wrote:Squigbuggy appears to have been both designed and priced by the people in this thread constantly saying that averages don't matter with random combinations of dice rolls.
It appears the design team was perhaps more impressed with the numbers leading the D6 count than their actual casualty output. Because that points cost couldnt have come from play testing.
Perhaps they decided on the price by rolling a d200?
Well done Sir. That earned an IRL chuckle.
I didn't know you could get d1000 but totally explains the Stompa
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Post by: Guyver 3
So sad about the stompa, in this age of gw “listening” to player feedback surely they must understand how badly it is costed, has no one told them?
Unless all the other superheavies are going up in points in ca!
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Post by: Grimskul
Ugh, my heart sinks since I REALLY want to use the Stompa without completely shooting myself in the foot, but it seems like I'll have to find a narrative game that makes it more palatable to use as usual. I find it baffling that GW can make IK usable, but god forbid a xenos equivalent be anywhere close to the same utility as them.
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Post by: Psychocouac
crzylgs wrote:
And then the gun stops working because that's how GW 'balance' Orks. Fun. Right?
Seriously though, I can't see how it can have enough Dakka to justify 920 points. When currently its not worth even half of that.
The gatling can be either terribad or awesome, it's really total random with the PDB rule but the deffkanon is great and won't stop shooting no?
So with stratagem a shooting phase on the Stompa is:
3D6 gatling shots exploding 5 exploding 6 reroll 1 for bad moons and sees if the gun fire again or not. If it fire again there is still exploding 5 and 6 and reroll 1.
1D6 suppa rokket exploding 5 & 6 reroll 1.
3D6 deffkanon exploding 5 & 6 reroll 1.
We clearly won't be to the damage output of a raven castellan don't make me wrong but it doesn't seem bad either. The thing seems tankier. Close combat is good too but it depend on the health remaining cause the last table is WS6+ and 3A... I don't know it needs testing i think.
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Post by: deffrekka
i think i would prefer that better version of dakkadakkadakka (lets call it MOAR DAKKA!) on a big unit of snakebite tankbustas. I just find monster hunters too good of a stratagem to pass up.
With two units of 10 shooting a knight, one with MOAR DAKKA! (better be 1 CP like everyone elses shooting stratagems (except grey knight lol..)) popped and also with Monster Hunters. The thing should be going down.
If someone could work out the averages that would be sweet
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Post by: Kap'n Krump
Come now, boyz. Did anyone really expect geedubz to make stompas usable?
Next you'll be surprised when deff dreads continue to be horrible!
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Post by: nflagey
One other thing the French guys said is that there are no bad units in the Codex ... don't know what that means for competitive players though.
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Post by: lolman1c
How anyone can justify paying 920pts (does this even include weapons) for a stompa is beyond me. Especially seen as the titan weapons of the blades are like 400-500pts and can take down your stompa in 1 turn. Automatically Appended Next Post: nflagey wrote:One other thing the French guys said is that there are no bad units in the Codex ... don't know what that means for competitive players though.
They say this every time... i never believe them... only thing that might save it for me is that everything else got a huge 25% price cut.
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Post by: deffrekka
if anyone were to run a stompa, i think the two best clans for it is either bad moons or snakebites.
Reroll 1's to hit with MOAR DAKKA! is ok. But we have yet to find out what their clan stratagem is, if it is the rumoured shoot again ability that would be actually alright. However that boosted DDD could very well be the bad moon stratagem...
Snakebites gives you a bit of extra mileage from your stompa, with an average 6 additional saves throughout the course of the stompas 40 wounds down to 0. You could of course roll more 6+++ or get unlucky and never roll a single 6 but you are also healing D3 wounds on a 2+ as well so you may get more chances to roll those 6's.
The main part of running snakebites for it is once again the Monster Hunters stratagem. getting +1 to wound vs knights, daemon primarchs, tyranid gun beasts/hive tyrants and heavy vehicles like PBC for example is so damn good. Suddenly those dethkannon shots wound anything short of a Walord titan on a 2+. The supa gatler will be wounding most vehicles and daemon primarchs on 2's and the heavier vehicles like knights on 3's and then its big shootas and skorchas on 4's. (havent included the supa rokkit, you get the picture).
Then not only does it affect your stompa but you can fire sluggas, shootas to plink more wounds off on a 5+, big shoota and other str 5/6 weapons on 4's.
I just find that so efficent. Its veterans of the long wars but on a big gribbily you want dead on you whole army for that chosen phase!!!
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Post by: gungo
TedNugent wrote:gungo wrote:Goff is the go to for boy spam w extra hits and skarboys (higher star)
Badmoons is the KMK units
Evil suns or boodaxes will be the core of lost peoples armies depending on what they plan on using..
Remember zhardsnark is still evil suns....
The 2 main questions I have is the trikeboss a vehicle of biker keyword
This is important because a painboy on bike with lukky stick (Goff) gives FNP to bikers...and the lukky stick makes the painboy klaw finally good with a nice aura.
And what’s the price of bikers/nob bikers because bloodaxe bikers might be good again. Especially nob bikers if priced right with BCs.
Characters on a bike other than zhad won't exist. Per KiriothTV.
Also per the same, blood axes may shoot and charge the turn they fell back.
we all know they are not in the codex... but the index is still fair game and relics stil work
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Post by: Obi_wang
I think the It would be cool if the Stompa was 920 points and worth every bit. Like it could just be murder machine from top to bottom.
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Post by: Daedalus81
Galas wrote:Only GW could take a horrible mode like the Stompa, give it buffs and make it even more expensive.
GW, if something is really, really bad, you make it cheaper or give it buffs. If you give it buffs and then make it more expensive is like you didn't did anything, unless the buffs are so big the increase in price is deserved.
I doubt it. 920 points. Half an army. I can't see a Stompa being worth that.
It would be really unfortunate. Unless it has some other big buffs there is just no way it can do anything useful. I feel like they would have mentioned that along with the 6 attacks. Even with a KFF on it...just not viable.
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Post by: tneva82
Vineheart01 wrote:Stompa is still over 900pts?
ugh...better have buffed the crap out of it. 40hp sounds like a lot but thats still not that tough to take down when its pretty much the only big thing to fire all the high damage guns at.
Also why is it always French leaks anyway? ive noticed that across ALL the games i play...its always a french leak lol
Or until you realize knight is about as tough with 5++ anyway.
I can only conclude gw plays in enviroment where lascannons shoot at infantry and heavybolters at vehicles.
But yeah guess i transfer model purchaces to AT instead.
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Post by: Daedalus81
Psychocouac wrote:crzylgs wrote:
And then the gun stops working because that's how GW 'balance' Orks. Fun. Right?
Seriously though, I can't see how it can have enough Dakka to justify 920 points. When currently its not worth even half of that.
The gatling can be either terribad or awesome, it's really total random with the PDB rule but the deffkanon is great and won't stop shooting no?
So with stratagem a shooting phase on the Stompa is:
3D6 gatling shots exploding 5 exploding 6 reroll 1 for bad moons and sees if the gun fire again or not. If it fire again there is still exploding 5 and 6 and reroll 1.
1D6 suppa rokket exploding 5 & 6 reroll 1.
3D6 deffkanon exploding 5 & 6 reroll 1.
We clearly won't be to the damage output of a raven castellan don't make me wrong but it doesn't seem bad either. The thing seems tankier. Close combat is good too but it depend on the health remaining cause the last table is WS6+ and 3A... I don't know it needs testing i think.
If I understand this correctly - there is a stratagem that makes DakkaDakkaDakka trigger on 5s instead of 6s? If so, that will be incredible (in general).
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Post by: tneva82
Obi_wang wrote:I think the It would be cool if the Stompa was 920 points and worth every bit. Like it could just be murder machine from top to bottom.
A) doesn'' look like it is worth it
B) stompa is orks knight equilavent. Not warhound. It shouldn't be 1000 pts model. It's one ork war machine you should be able to take multiples like knights
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Post by: TedNugent
*sigh* death skulls tomorrow
I hope there's something in there aside from 6++ and the "snazzwagon" to make them worth painting everything that admittedly fantastic color scheme.
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Post by: Obi_wang
tneva82 wrote:Obi_wang wrote:I think the It would be cool if the Stompa was 920 points and worth every bit. Like it could just be murder machine from top to bottom.
A) doesn'' look like it is worth it
B) stompa is orks knight equilavent. Not warhound. It shouldn't be 1000 pts model. It's one ork war machine you should be able to take multiples like knights
I'm not trying to say it is, but saying it could be cool if there was a model that cost 900 points and was worth it.
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Post by: tneva82
At least make such modei be one that should be around that price rather than one such as stompa where squadron of them should be possible.
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Post by: gungo
TedNugent wrote:*sigh* death skulls tomorrow
I hope there's something in there aside from 6++ and the "snazzwagon" to make them worth painting everything that admittedly fantastic color scheme.
Shocker would be a looted wagon strategem!!!
I’m not even sure how they could make that work lol
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Post by: mortar_crew
gungo wrote: TedNugent wrote:*sigh* death skulls tomorrow
I hope there's something in there aside from 6++ and the "snazzwagon" to make them worth painting everything that admittedly fantastic color scheme.
Shocker would be a looted wagon strategem!!!
I’m not even sure how they could make that work lol
I sure would be nice but the Blood Axes would ask for it also!
Looted/traded wagon that is.
I would be a happy camper If i could use this nice looted rhino
kit from FW here and there...
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Post by: JimOnMars
I don't know how that would work...You suddenly get to play with somebody else's model? I've run into some folk that could get a little tetchy with that....
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Post by: NinthMusketeer
JimOnMars wrote:I don't know how that would work...You suddenly get to play with somebody else's model? I've run into some folk that could get a little tetchy with that....
No; it stops being their model when you take it.
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Post by: tneva82
JimOnMars wrote:I don't know how that would work...You suddenly get to play with somebody else's model? I've run into some folk that could get a little tetchy with that....
Rather changes stats of your existing model. Or would be entry in codex with mandatory cp usage which would be silly
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Post by: rvd1ofakind
I definitelly don't agree about Stompa being on the knight level. Have you seen the damn thing? It's about twice as big, so the price is also about twice as big. It could be worth it at about 650-700 points with the current stats. Then it'd be comparable to a Castellan(without 3++ ofc). However it might get a cool "add +1 to hit rolls for ORK unit" stratagem or something and might go off the rails, we don't know yet.
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Post by: tneva82
Size!=power. Stompa has always been squadronable swarm unit more comparable to land raider than warhound. It only got to this level in latest go when it became thing in 40k where designers mixed up stompa with mekboy gargant which is ork equilavent to warhound.
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Post by: Spreelock
A good thing is that the billowing exhaust fumes stratagem is for all orks, not just Evil sunz. Same goes for the speedwaagh. I'm still waiting for the Bad moons stratagem to be reveal, otherwise its probably goffs that i'm most excited.
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Post by: nflagey
Got my SpeedFreeks box!! If anybody wants info, just ask.
Here is a comment on the size of the sprues. Yes, the sprues are big ... they are twice the size of a "regular one" (e.g. a warbiker one). On the red buggy, it seems like it could easily be split in two parts however and there is a flash mark right in the middle. On the yellow buggy, it's a bit more tricky, but not impossible to have it on 2 regular sprues.
Here is another one on customization: it seems impossible to switch parts without some work. Nothing too difficult I imagine, by looking at the sprues. The assembly book shows no options at all, except for the warbikers of course. The datacards don't show any options either for the two buggies.
Points: PL6 for the Shokkjump Dragstas (up to 3 per squadron), PL5 for the Kustom Boosta-Blastas (up to 3 per squadron).
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Post by: PiñaColada
nflagey wrote:Got my SpeedFreeks box!! If anybody wants info, just ask.
Here is a comment on the size of the sprues. Yes, the sprues are big ... they are twice the size of a "regular one" (e.g. a warbiker one). On the red buggy, it seems like it could easily be split in two parts however and there is a flash mark right in the middle. On the yellow buggy, it's a bit more tricky, but not impossible to have it on 2 regular sprues.
Here is another one on customization: it seems impossible to switch parts without some work. Nothing too difficult I imagine, by looking at the sprues. The assembly book shows no options at all, except for the warbikers of course. The datacards don't show any options either for the two buggies.
Points: PL6 for the Shokkjump Dragstas (up to 3 per squadron), PL5 for the Kustom Boosta-Blastas (up to 3 per squadron).
What's your opinion on the terrain? A lot of people have stated that it's amazing but doesn't come across well on camera
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Post by: nflagey
Terrain is good. Six big pieces, with lots of diversity on them: tires, pieces of dakkajet/trukk/wagon, tools, ork symbols, imperial symbol, lightbulbs dangling in the wind, ...
They fill 2 regular sprues, to give you an idea of the size.
Three pieces have to be put flat, while the other three are on their side, if you see what I mean. Automatically Appended Next Post: The driver of the red buggy is definitely a cybork by the way.
We could see his spine (kind of necron-like) on some pictures already. Both arms also show mechanical parts.
Another general comment: it's weird to see sprues in brown, red, and yellow (first time for me). The yellow one is really giving me a sense of lack of details (just an impression of course)
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Post by: tneva82
Spreelock wrote:A good thing is that the billowing exhaust fumes stratagem is for all orks, not just Evil sunz. Same goes for the speedwaagh. I'm still waiting for the Bad moons stratagem to be reveal, otherwise its probably goffs that i'm most excited.
Problem is it's speed freak only and triggered at the start of movement phase so in terms of usability it's inferior to rotate ion shield which already is dubious use except when fielding lone knight as ally. Problem will be that a) vehicles will be 1 model units which aren't really that super units you would want to definitely protect one specific b) enemy can simply skip it and shoot another. As there's no "protect this one at all cost" like castellan with knights it's not even much of a hindrance for enemy...
Pretty much custom made for units of 12 bikes. Though doesn't look those got enough boost that they would be worth it even for this. Now if battlewagon gets speed freak tag...
Another case of non-scalability of strategems kicking orks in the teeth. Ork army building style and strategems don't really synergy when orks works by overloading enemy with target saturation while strategems work by buffing one unit. Exact opposite styles...
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Post by: An Actual Englishman
If the points are as stated by the French war game studio I have a few concerns.
The stompa looks vastly overcosted unless it has some stats and abilities that we haven't seen. I'm sure we''ve seen the rule for PDB by the way, it was in a preview and allows the gun to fire again on a 2+. I'm still not seeing almost 1k pts of value.
The buggies are also too expensive and their costing makes little sense. The KBB at 5 PL is more expensive in points than the SJD at 6 PL? What?
110 pts is usable for the SJD but its hardly efficient. 120 for the KBB is too expensive. The Squig Buggy will be the worst selling of the buggies I suspect because its far too expensive.
I wonder if bikes have had the substantial price reduction they needed. It wasn't mentioned in the Evil Sunz article so I'm not sure.
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Post by: Spreelock
Well, I was considering it for nobz on bikes, to make them more resilient. Yeah, it is definately good if battlewagon gets speed freak keyword.
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Post by: PiñaColada
Spreelock wrote:Well, I was considering it for nobz on bikes, to make them more resilient. Yeah, it is definately good if battlewagon gets speed freak keyword.
I think it was stated somewhere which all the units with keywords speedfreeks were. I think it's just the new buggies, bikes and deffkoptas. Not planes, trukks nor battlewagons. Maybe it was answered on facebook or something, I honestly don't remember right now
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Post by: Morkphoiz
I hope bikers will be viable. I could see them getting a constant -1 to hit because of all the dust and exhaust fumes. Just like the admech dragoons. They used to have constant cover because of this a few editions ago.
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Post by: An Actual Englishman
PiñaColada wrote: Spreelock wrote:Well, I was considering it for nobz on bikes, to make them more resilient. Yeah, it is definately good if battlewagon gets speed freak keyword.
I think it was stated somewhere which all the units with keywords speedfreeks were. I think it's just the new buggies, bikes and deffkoptas. Not planes, trukks nor battlewagons. Maybe it was answered on facebook or something, I honestly don't remember right now
Correct. They stated in the comments that the article named all the units with the Speed Freeks tag - bikes, koptas and the new buggies. Not planes, trukks or bwagons.
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Post by: nflagey
By the way, I saw someone here ask about Looted Wagons.
The French guys talked about them briefly and said they were not in the Codex. I guess this is not really a surprise.
Psychocouac, tu confirmes?
100848
Post by: tneva82
Spreelock wrote:Well, I was considering it for nobz on bikes, to make them more resilient. Yeah, it is definately good if battlewagon gets speed freak keyword.
Oh right those exists too! They are so lol bad I entirely forgot they even were in codex  Well if they have the tag then yeah full(or at least big) unit of those would be also worth it. Suitably death starry for strategems.
edit: Oh drat noticed yet another NERF on stompa...Degration chart just got worse. Rather than S degrading it's now A...And since S is the one you are least going to miss...Basically by the time you get to combat your new improved A value has degraded into state of same or worse as before. And "funnily" enough if anything orks are the ones that should be least degrading rather than stompa being hurt by degration even more than say imperial knights. Ugh.
edit2: And FW made necron walker rules that are much more playable(though wouldn't consider that as auto include even then...). Sigh. Puts stompa at shame, costs 66% of stompa and still isn't auto include.
121929
Post by: Psychocouac
nflagey wrote:By the way, I saw someone here ask about Looted Wagons.
The French guys talked about them briefly and said they were not in the Codex. I guess this is not really a surprise.
Psychocouac, tu confirmes?
Yes, not in the codex.
112636
Post by: fe40k
Knights, Deathguard; Strategem, Guarantees explosion, no roll.
Orks; Strategem, Explodes on a 5+ instead of 6+!
If that’s true - come on.
Also, I love how the reality that this codex, despite being hyped/"worked on" for long, is beginning to sink in that it’s rhe exact same as other codecii - in that the writing is poor, unit prices/values are off, and it could honestly end up anywhere from top of pack, to more likely, lower in the pack rankings.
Evil Sunz and teleport strategems only thing holding the codex together from the sounds of it; boyz are nerfed, vehicles are overpriced, shooting is still equally poor (although more open to different BS values than 5+), stratagems largely unapplicable, and so on...
Hitting on 6+ always is a nice touch though; but I’ll be honest, I’m expecting that to be a base game rule in he upcoming CA.
Worst part is knowing that we’ll have to wait a year to see any hope of updated/improved points pricing on models, since we’re being released too close to CA2018.
I’m sure between Evil Sunz; Da Jump, Stormboyz, and 20pl teleport stratagem; we’ll still be a competitive army - but it’ll largely be the same play style as now (albeit reduced ability to green tide in number); but all the fun/fluffy units, aka the best ones, will largely remain unviable.
5269
Post by: lord_blackfang
NinthMusketeer wrote: JimOnMars wrote:I don't know how that would work...You suddenly get to play with somebody else's model? I've run into some folk that could get a little tetchy with that....
No; it stops being their model when you take it.
Permanently!
116485
Post by: PiñaColada
fe40k wrote:Knights, Deathguard; Strategem, Guarantees explosion, no roll.
Orks; Strategem, Explodes on a 5+ instead of 6+!
If that’s true - come on.
Also, I love how the reality that this codex, despite being hyped/"worked on" for long, is beginning to sink in that it’s rhe exact same as other codecii - in that the writing is poor, unit prices/values are off, and it could honestly end up anywhere from top of pack, to more likely, lower in the pack rankings.
Evil Sunz and teleport strategems only thing holding the codex together from the sounds of it; boyz are nerfed, vehicles are overpriced, shooting is still equally poor (although more open to different BS values than 5+), stratagems largely unapplicable, and so on...
Hitting on 6+ always is a nice touch though; but I’ll be honest, I’m expecting that to be a base game rule in he upcoming CA.
Worst part is knowing that we’ll have to wait a year to see any hope of updated/improved points pricing on models, since we’re being released too close to CA2018.
I’m sure between Evil Sunz; Da Jump, Stormboyz, and 20pl teleport stratagem; we’ll still be a competitive army - but it’ll largely be the same play style as now (albeit reduced ability to green tide in number); but all the fun/fluffy units, aka the best ones, will largely remain unviable.
The knight stratagem is explodes on a 4+ for 2CP. On the new knights they roll 2 die and if either is a 6+ (or 4+ with the strat) it blows up. If both are 6+/4+ it blows up bigger
91355
Post by: geargutz
i was hoping for a sensible stompa price decrease, but im not surprised by what we are getting.
im gonna try to stay hopeful for other pt decreases for other units. until then im not getting too disappointed by the inevitable worthless stompa (was there an edition it was actually good? besides the cheap bigmek stompa of 7th lol).
and no offence to the french youtuber who is being awesome by leaking this stuff, but unless he runs orks for his primary army and hes played the stompa against any army that is good against hvy armor, then im not gonna take his word on how good the over costed stompa is (i didn't believe when reece said it, im not gonna believe it here).
20983
Post by: Ratius
Not Happy.
5598
Post by: Latro_
Its horses for courses i'd love to run my tac marine focused army with land speeders and such at a tourney but it wouldn't survive past turn 1.
most tournament armies i see are a tiny variation on the same theme across factions. Like chaos oh look another morty, and plague drones of etc etc
its not what gw wanted to do with 8th but its the reality.
84656
Post by: nflagey
geargutz wrote:i was hoping for a sensible stompa price decrease, but im not surprised by what we are getting.
im gonna try to stay hopeful for other pt decreases for other units. until then im not getting too disappointed by the inevitable worthless stompa (was there an edition it was actually good? besides the cheap bigmek stompa of 7th lol).
and no offence to the french youtuber who is being awesome by leaking this stuff, but unless he runs orks for his primary army and hes played the stompa against any army that is good against hvy armor, then im not gonna take his word on how good the over costed stompa is (i didn't believe when reece said it, im not gonna believe it here).
I'd agree with you ... the leaks were ... well, leaked ... during a very brief AAQ right after they demoed Speed Freeks.
It was not a thought through analysis of points/power balance at all.
Whether or not he's an ork player was not really relevant in that context.
So yeah, I would not assume his view on the Stompa or other units are those of a competitive ork player
100848
Post by: tneva82
fe40k wrote:Knights, Deathguard; Strategem, Guarantees explosion, no roll.
Orks; Strategem, Explodes on a 5+ instead of 6+!
Hum. I thought the exploding thing referred to 6's causing more shots rather than dying on explosion? Or did I misunderstand something.
Also, I love how the reality that this codex, despite being hyped/"worked on" for long, is beginning to sink in that it’s rhe exact same as other codecii - in that the writing is poor, unit prices/values are off, and it could honestly end up anywhere from top of pack, to more likely, lower in the pack rankings.
[ ] surprised.
112636
Post by: fe40k
PiñaColada wrote:fe40k wrote:Knights, Deathguard; Strategem, Guarantees explosion, no roll.
Orks; Strategem, Explodes on a 5+ instead of 6+!
If that’s true - come on.
Also, I love how the reality that this codex, despite being hyped/"worked on" for long, is beginning to sink in that it’s rhe exact same as other codecii - in that the writing is poor, unit prices/values are off, and it could honestly end up anywhere from top of pack, to more likely, lower in the pack rankings.
Evil Sunz and teleport strategems only thing holding the codex together from the sounds of it; boyz are nerfed, vehicles are overpriced, shooting is still equally poor (although more open to different BS values than 5+), stratagems largely unapplicable, and so on...
Hitting on 6+ always is a nice touch though; but I’ll be honest, I’m expecting that to be a base game rule in he upcoming CA.
Worst part is knowing that we’ll have to wait a year to see any hope of updated/improved points pricing on models, since we’re being released too close to CA2018.
I’m sure between Evil Sunz; Da Jump, Stormboyz, and 20pl teleport stratagem; we’ll still be a competitive army - but it’ll largely be the same play style as now (albeit reduced ability to green tide in number); but all the fun/fluffy units, aka the best ones, will largely remain unviable.
The knight stratagem is explodes on a 4+ for 2CP. On the new knights they roll 2 die and if either is a 6+ (or 4+ with the strat) it blows up. If both are 6+/4+ it blows up bigger
Hmm, I eat my words then.
I looked up the Death Guard one, and it was an automatic explosion; so I figured the big knights would be as well - which seems weird that it’s not, since there’s even less of them than Death Guard vehicles, and they’re so big...
I suppose that it might be balanced out since the big ones can have a larger explosion, depending how to roll.
I’m not sold on a +1 to explosion roll for +1 cp (which it has to close, right?); but maybe it’ll have its use in a niche situation - better to have it as an option, then not have it, I guess.
121929
Post by: Psychocouac
tneva82 wrote:fe40k wrote:Knights, Deathguard; Strategem, Guarantees explosion, no roll.
Orks; Strategem, Explodes on a 5+ instead of 6+!
Hum. I thought the exploding thing referred to 6's causing more shots rather than dying on explosion? Or did I misunderstand something.
You are right. I re explain:
Rule DakkaDakkaDakka: you won't hit worse than 6+ and 6+ generates an other hit roll.
New stratagem (moar dakka!): you won't hit worse than 5+ and 5+ generates an other hit roll.
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Post by: PiñaColada
The moar dakka strat is basically what I think the bad moons rule should have been instead, just for simplicity's sake
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Post by: deffrekka
i really hope orkz get a surprise lieutenant in the codex. Something like a boss nob that scares the boys into fighting harder giving reroll 1's to wound in close combat like the CSM aspiring champion?
Thats what orkz are missing, some character synergy. Yes we have KFF Big Mekz, Painboyz, Banner Nobz and Warbosses but we need something else.
Hey even the little Mek could grant reroll 1's to wound for Mek Guns and Vehicles. All of sudden he isnt trash anymore!!!
****like when dark angels got their Talon Master, it wasnt expected and hes actually quite good!****
100848
Post by: tneva82
I'm rather glad if they DON'T give rerolls. Those slow down. 8th ed is already slower than any edition in years. If they want boost things have rather modifiers. +1 to wound and more pricey or something. Orks already roll tons of dices. I already am rushing things enough without even more rerolls to the mix.
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Post by: deffrekka
tneva82 wrote:I'm rather glad if they DON'T give rerolls. Those slow down. 8th ed is already slower than any edition in years. If they want boost things have rather modifiers. +1 to wound and more pricey or something. Orkz already roll tons of dices. I already am rushing things enough without even more rerolls to the mix.
+1 to wound would be silly on things on like KMK's. Reroll 1's are fine. For a battery of 5 Mek Gunz it doesnt slow down the game that much. I play Admech as well as Dark Eldar and they have rerolls coming from all over the place and it has never slowed down my turn. In fact my opponents take longer with there turns than i do with mine.
I know all my weapons and rules and i know my opponents army too. I rarely have to flick through my codex or my opponents and i am quite good at guessing how many dice i need to roll in my opponents turn. With all this combined i quite frequently finish before time is called.
And it is the same when i play my Orkz. Orkz dont roll a tonne of dice in the shooting phase compared to most armies, regularly ive seen people roll more dice in the shooting phase than us. The slowest phase of the game for us is the movement phase which can be offset by movement trays and a billion combat gauges everywhere to plan ahead
The slowest game ive ever had was vs a guilliman gunline. Took him forever to decide what to shoot his twin assault cannons at and then when he did it was just a wave of dice then rerolls then dice thrown again with more rerolls.
Quite often i find people with gun lines take longer turns.
100848
Post by: tneva82
deffrekka wrote:tneva82 wrote:I'm rather glad if they DON'T give rerolls. Those slow down. 8th ed is already slower than any edition in years. If they want boost things have rather modifiers. +1 to wound and more pricey or something. Orkz already roll tons of dices. I already am rushing things enough without even more rerolls to the mix.
+1 to wound would be silly on things on like KMK's. Reroll 1's are fine. For a battery of 5 Mek Gunz it doesnt slow down the game that much. I play Admech as well as Dark Eldar and they have rerolls coming from all over the place and it has never slowed down my turn. In fact my opponents take longer with there turns than i do with mine.
And you don't think that reroll HQ wouldn't be used to reroll for 30+ boyz mobs etc? Unsurprisingly those are where rerolls would help most as you would be rolling tons of dices.
Simple fact of the matter is it takes more time with rerolls. There's no way up or down of it. Oh and silly? Let's see. KMK vs knight, with reroll 1's goes to 7 wounds, with +1 to wound goes to 8 wounds. Is that 1 really THAT silly? Especially when obviously the aura would be buffed accordingly.
BTW funny how you mentioned KMK as "silly" as that's actually on the worse units to use +1 to wound for. You know where it actually would be waaaay more powerful? Basic S4 boy vs anything with T8. And yes +1 to wound would be better aura. That's why I say price the aura up. I have no qualms paying more for better ability. Games not played to the end sucks though.
108925
Post by: Dakka Flakka Flame
tneva82 wrote:edit: Oh drat noticed yet another NERF on stompa...Degration chart just got worse. Rather than S degrading it's now A...And since S is the one you are least going to miss...Basically by the time you get to combat your new improved A value has degraded into state of same or worse as before. And "funnily" enough if anything orks are the ones that should be least degrading rather than stompa being hurt by degration even more than say imperial knights. Ugh.
Degrading Attacks is worse than degrading Strength, but in this case they have given the Stompa two more attacks to start with so it's not until the last bracket that the Stompa has less attacks than it had in the index.
110797
Post by: lolman1c
I still wonder how long it would take the enti titan weapons to kill the new stompa.
86662
Post by: deffrekka
tneva82 wrote: deffrekka wrote:tneva82 wrote:I'm rather glad if they DON'T give rerolls. Those slow down. 8th ed is already slower than any edition in years. If they want boost things have rather modifiers. +1 to wound and more pricey or something. Orkz already roll tons of dices. I already am rushing things enough without even more rerolls to the mix.
+1 to wound would be silly on things on like KMK's. Reroll 1's are fine. For a battery of 5 Mek Gunz it doesnt slow down the game that much. I play Admech as well as Dark Eldar and they have rerolls coming from all over the place and it has never slowed down my turn. In fact my opponents take longer with there turns than i do with mine.
And you don't think that reroll HQ wouldn't be used to reroll for 30+ boyz mobs etc? Unsurprisingly those are where rerolls would help most as you would be rolling tons of dices.
Simple fact of the matter is it takes more time with rerolls. There's no way up or down of it. Oh and silly? Let's see. KMK vs knight, with reroll 1's goes to 7 wounds, with +1 to wound goes to 8 wounds. Is that 1 really THAT silly? Especially when obviously the aura would be buffed accordingly.
BTW funny how you mentioned KMK as "silly" as that's actually on the worse units to use +1 to wound for. You know where it actually would be waaaay more powerful? Basic S4 boy vs anything with T8. And yes +1 to wound would be better aura. That's why I say price the aura up. I have no qualms paying more for better ability. Games not played to the end sucks though.
I did mention a Boss Nob / Overseer that could reroll 1's to wound for close combat..... like how CSM have there Aspiring Champion and then i mentioned that the Mek could grant reroll 1's to wound for Mek Gunz and vehicles..... so you just agreed with what i said as i mentioned 2 possible units that could provide an aura that would be useful but affects different parts of the army.
A +1 to wound makes KMKs wound T7 and below on a 2+ and T8 on a 3+. If you had this made up character squat next to 18 Mek Guns and they were all bad moons (even though they are BS4) youd be destroying everything left right and centre. You are getting 8-9 KMKs for a Knight and around 14 for a Castellan. And even ages targets that arent knights your still going to murder everything with a +1 to wound.
Off the back of your hand how many units out there provide a +1 to wound? I can think of units that reroll 1's to wound like necron lords, lieutenants, aspiring champions (in combat), guilliman.... none add +1 to wound (although guilliman is pretty close to it with reroll fails).
Stratagem wise we have Veterans of the long war, masterful marksmenship, a couple of deathwatch stratagems vs select targets and monster hunters?
Feel free to add on those lists.
In tournaments i have attended i rarely come across knights. I have played against the BA, IG and Castellan list before and i dismantled it with my Dark Eldar. Just because its the meta doesnt mean that list is invincible. Ive seen many players use odd ball lists and rank top 5 very often as people dont expect these lists.
Trying something different is good and i imagine the Ork community will be the same, everyone here is unique in there play styles and that is an Orky trait.
I was simply providing my thoughts on how to upgrade certain parts of our army roster that doesnt make is OMG OP EVERYONE MUST SPAM AND TAKE ONLY TO TOURNAMENTS.
There have been quite a few good points made by people on this thread and the two others and its been interesting seeing their point of view and what they want to run, but there has also been some people who just instantly shut down these people and tell them how bad there ideas are and just being all negative.
That needs to stop. If you dont agree with what someone has posted be nice and leave it be, dont punish them for not being uber competitive.
Ork players are diverse, dont force them to be or play in a way they dont enjoy. Everyone has there own successes no matter how small like local tournaments or how big at GTs.
110797
Post by: lolman1c
Honestly, I've had 1k points of orks die to 1 knight before... I've entered a few tournaments with speed freaks and out biggest problem I found was that we just didn't have the damage output and survivability.
I would fire my Morkanout, finally get 1 shot and role a 1 and get 1 wound after taking 1 mortal wound myself. XD They would fire like double my shots, hit them all with BS and rerolls. It just seemed in my mechanised list that they had more than I did... Was hoping this would change and my 2k points would go down to 1,500 or something so i could fit more trukks and wagon in.
86662
Post by: deffrekka
lolman1c wrote:Honestly, I've had 1k points of orks die to 1 knight before... I've entered a few tournaments with speed freaks and out biggest problem I found was that we just didn't have the damage output and survivability.
I would fire my Morkanout, finally get 1 shot and role a 1 and get 1 wound after taking 1 mortal wound myself. XD They would fire like double my shots, hit them all with BS and rerolls. It just seemed in my mechanised list that they had more than I did... Was hoping this would change and my 2k points would go down to 1,500 or something so i could fit more trukks and wagon in.
My morkanaut is so bad in its history, the gorkanaut has always done better
100848
Post by: tneva82
deffrekka wrote:tneva82 wrote: deffrekka wrote:tneva82 wrote:I'm rather glad if they DON'T give rerolls. Those slow down. 8th ed is already slower than any edition in years. If they want boost things have rather modifiers. +1 to wound and more pricey or something. Orkz already roll tons of dices. I already am rushing things enough without even more rerolls to the mix.
+1 to wound would be silly on things on like KMK's. Reroll 1's are fine. For a battery of 5 Mek Gunz it doesnt slow down the game that much. I play Admech as well as Dark Eldar and they have rerolls coming from all over the place and it has never slowed down my turn. In fact my opponents take longer with there turns than i do with mine.
And you don't think that reroll HQ wouldn't be used to reroll for 30+ boyz mobs etc? Unsurprisingly those are where rerolls would help most as you would be rolling tons of dices.
Simple fact of the matter is it takes more time with rerolls. There's no way up or down of it. Oh and silly? Let's see. KMK vs knight, with reroll 1's goes to 7 wounds, with +1 to wound goes to 8 wounds. Is that 1 really THAT silly? Especially when obviously the aura would be buffed accordingly.
BTW funny how you mentioned KMK as "silly" as that's actually on the worse units to use +1 to wound for. You know where it actually would be waaaay more powerful? Basic S4 boy vs anything with T8. And yes +1 to wound would be better aura. That's why I say price the aura up. I have no qualms paying more for better ability. Games not played to the end sucks though.
I did mention a Boss Nob / Overseer that could reroll 1's to wound for close combat..... like how CSM have there Aspiring Champion and then i mentioned that the Mek could grant reroll 1's to wound for Mek Gunz and vehicles..... so you just agreed with what i said as i mentioned 2 possible units that could provide an aura that would be useful but affects different parts of the army.
A +1 to wound makes KMKs wound T7 and below on a 2+ and T8 on a 3+. If you had this made up character squat next to 18 Mek Guns and they were all bad moons (even though they are BS4) youd be destroying everything left right and centre. You are getting 8-9 KMKs for a Knight and around 14 for a Castellan. And even ages targets that arent knights your still going to murder everything with a +1 to wound.
Off the back of your hand how many units out there provide a +1 to wound? I can think of units that reroll 1's to wound like necron lords, lieutenants, aspiring champions (in combat), guilliman.... none add +1 to wound (although guilliman is pretty close to it with reroll fails).
Stratagem wise we have Veterans of the long war, masterful marksmenship, a couple of deathwatch stratagems vs select targets and monster hunters?
Feel free to add on those lists.
In tournaments i have attended i rarely come across knights. I have played against the BA, IG and Castellan list before and i dismantled it with my Dark Eldar. Just because its the meta doesnt mean that list is invincible. Ive seen many players use odd ball lists and rank top 5 very often as people dont expect these lists.
Trying something different is good and i imagine the Ork community will be the same, everyone here is unique in there play styles and that is an Orky trait.
I was simply providing my thoughts on how to upgrade certain parts of our army roster that doesnt make is OMG OP EVERYONE MUST SPAM AND TAKE ONLY TO TOURNAMENTS.
There have been quite a few good points made by people on this thread and the two others and its been interesting seeing their point of view and what they want to run, but there has also been some people who just instantly shut down these people and tell them how bad there ideas are and just being all negative.
That needs to stop. If you dont agree with what someone has posted be nice and leave it be, dont punish them for not being uber competitive.
Ork players are diverse, dont force them to be or play in a way they dont enjoy. Everyone has there own successes no matter how small like local tournaments or how big at GTs.
Kmk benfits less from modifier to wounds than boyz. That's mathematical fact that cannot be denied. It also has minimal difference to reroll 1's to wounds. That's also mathematical fact. It's also fact rerolls take more time to resolve than modifier. Only anybody who doesn't think about it even 1 second would claim otherwise.
Now do you want slower or faster method is to each. I would see more faster methods rather than rerolls. Gw loves rerolls but that doesn't make it good. Actually if gw likes something it's often opposite!
Funny that others might disagree with you and want other kinds of buffs. I'm sure you are such an special case your word is final on what kind of buffs should be applied.
Btw 18 kmk shot vs t7 with reroll 16 wounds. Kmk same target with +1 to wound 12 wounds. How it would be so ridiculous? It's worse buff than reroll for kmk vs t7!
This is big problem with people. They make claims without doing elementary school math that would show does claim hold water
110797
Post by: lolman1c
Okay... welll... erm... just did a practice game with the new rules (new weapons, price and dakkadakka) for the stompa vs 2 Shadowswords.
Let's go through this mess....
Stompa: 920 points 40 wounds
vs
2 Shadowswords: 808 points 52 wounds
Turn 1: (stompa goes first)
1 damage from super gat
7 damage from deffkannon
total, 8 damage to 1 Shadow
Shadowsword turn 1:
4 damage from heavy bolters
73 wounds from the two Volcano Cannons...
-_-
We played another game when the stompa was charge range... He got 1 shadowsword down to about 10 wounds but then they both just pulled back and did 52 wounds to him.
59016
Post by: Jacob29
Anyone else feel this release was a bit poop?
Not exactly a crazy month for Orks seeing how half of it wasnt even Orks.
and.. well.. not exactly a massive amount of models either.
110797
Post by: lolman1c
Jacob29 wrote:Anyone else feel this release was a bit poop?
Not exactly a crazy month for Orks seeing how half of it wasnt even Orks.
and.. well.. not exactly a massive amount of models either.
The models are more than I could have hoped for... it's just the rest of the codex needs fixing as well.
86662
Post by: deffrekka
My solution to tough target is snakebite tankbustas.
2 unit of 10 with 2 squigs in each
Or
2 units of 15 with 6 squigs in each
100848
Post by: tneva82
lolman1c wrote:Okay... welll... erm... just did a practice game with the new rules (new weapons, price and dakkadakka) for the stompa vs 2 Shadowswords.
.
Well to be fair shadowsword is specialised big model killer while stompa is more generalist so should be matchup. But gap is still too large. New necron walker is better, costs 620 or so and is still non competive...
Btw did stompa use exploding 5 strat and bad moon trait? Probably only sensible combo.
Oh and stompa got nerfed in degrade table...wonder how gw thinks anything about stompa needed nerf
110797
Post by: lolman1c
tneva82 wrote: lolman1c wrote:Okay... welll... erm... just did a practice game with the new rules (new weapons, price and dakkadakka) for the stompa vs 2 Shadowswords.
.
Well to be fair shadowsword is specialised big model killer while stompa is more generalist so should be matchup. But gap is still too large. New necron walker is better, costs 620 or so and is still non competive...
Btw did stompa use exploding 5 strat and bad moon trait? Probably only sensible combo.
Oh and stompa got nerfed in degrade table...wonder how gw thinks anything about stompa needed nerf
I mean I don't think it really matters... any 2 Blade variant has more wounds, less points and does more than 7 damage to the stompa with extremely high range guns. But I think a good game would be Stompa vs the new knight. Might have to try that out later today.
100848
Post by: tneva82
Neither do i. Good luck on opponents watching my dice roll. Doesn't help much when rules are so slow that what used to be easy 2k in 2h became impossibie.
Slower rules isn't good thing. But hey somebody who thinks buff that gives you 25% less wounds than other makes things ridiculously good... lol. worse buff making things worse. Your credibility is pretty low with that.
116485
Post by: PiñaColada
The big issue with the stompa other than points (assuming they are indeed 920) is just that degrade table. I don't get why it degrades more than twice. Usually big stuff degrades at 50% health and then again at 25%, those numbers scale so why even add more? Just remove the last bracket in terms of nerfs it gets, and spread it out according to everything else.
But yeah, facing it off against a castellan or shadowsword is going to make it look worse than it is since they are specialised titanic hunters
100848
Post by: tneva82
lolman1c wrote:tneva82 wrote: lolman1c wrote:Okay... welll... erm... just did a practice game with the new rules (new weapons, price and dakkadakka) for the stompa vs 2 Shadowswords.
.
Well to be fair shadowsword is specialised big model killer while stompa is more generalist so should be matchup. But gap is still too large. New necron walker is better, costs 620 or so and is still non competive...
Btw did stompa use exploding 5 strat and bad moon trait? Probably only sensible combo.
Oh and stompa got nerfed in degrade table...wonder how gw thinks anything about stompa needed nerf
I mean I don't think it really matters... any 2 Blade variant has more wounds, less points and does more than 7 damage to the stompa with extremely high range guns. But I think a good game would be Stompa vs the new knight. Might have to try that out later today.
If by new knight you mean castelian don't bother. It's premium vehicle buster. It can go walker to tank vs 2 shadowsword that goes first and win. Stompa? Lunch
121929
Post by: Psychocouac
lolman1c wrote:tneva82 wrote: lolman1c wrote:Okay... welll... erm... just did a practice game with the new rules (new weapons, price and dakkadakka) for the stompa vs 2 Shadowswords.
.
Well to be fair shadowsword is specialised big model killer while stompa is more generalist so should be matchup. But gap is still too large. New necron walker is better, costs 620 or so and is still non competive...
Btw did stompa use exploding 5 strat and bad moon trait? Probably only sensible combo.
Oh and stompa got nerfed in degrade table...wonder how gw thinks anything about stompa needed nerf
I mean I don't think it really matters... any 2 Blade variant has more wounds, less points and does more than 7 damage to the stompa with extremely high range guns. But I think a good game would be Stompa vs the new knight. Might have to try that out later today.
Try a stompa against 2 knights (but not the castellan which is specialised against heavy stuff and shine against a stompa. And is a bit underpriced too.) Like 2 errants for example.
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Post by: tneva82
PiñaColada wrote:The big issue with the stompa other than points (assuming they are indeed 920) is just that degrade table. I don't get why it degrades more than twice. Usually big stuff degrades at 50% health and then again at 25%, those numbers scale so why even add more? Just remove the last bracket in terms of nerfs it gets, and spread it out according to everything else.
But yeah, facing it off against a castellan or shadowsword is going to make it look worse than it is since they are specialised titanic hunters
Guess gw thinks anything with 40+ wounds should do that. Gw seems to think it's small titan like warhound(which btw degrades similarly) when it's closer to knight class.
More gradual degrade makes sense with something like warlord but stompa is too small for that. And orks are ones you would expect to be less hindered by degrade!
And stompa degrade got worse...
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Post by: xttz
PiñaColada wrote:The big issue with the stompa other than points (assuming they are indeed 920) is just that degrade table. I don't get why it degrades more than twice. Usually big stuff degrades at 50% health and then again at 25%, those numbers scale so why even add more? Just remove the last bracket in terms of nerfs it gets, and spread it out according to everything else.
But yeah, facing it off against a castellan or shadowsword is going to make it look worse than it is since they are specialised titanic hunters
Pretty much everything with 30+ wounds has additional levels of degradation. It's just that these units tend to be in FW books rather than codexes. It's consistent with units like the Harridan and Warhound titan, both of which have fewer than 40 wounds.
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Post by: deffrekka
tneva82 wrote:
Neither do i. Good luck on opponents watching my dice roll. Doesn't help much when rules are so slow that what used to be easy 2k in 2h became impossibie.
Slower rules isn't good thing. But hey somebody who thinks buff that gives you 25% less wounds than other makes things ridiculously good... lol. worse buff making things worse. Your credibility is pretty low with that.
Speaking of credibility, where is yours? All you do is shut people down through this thread and the ork tactics thread too.
You think giving buffs to boys is better than giving buffs to other units in the codex. If all you want to use is boys go ahead, many people don't want to just keep spamming greentide to remain semi competitive.
Try helping the community instead of being toxic and constantly bringing up knights every 5 seconds.
Orkz struggle vs vehicles of all shapes and sizes not just the boogeyman of the castellan.
Provide solutions to this problem that doesn't involve mob it with boys then your credibility will be alot better.
If you want to carry this on, PM and we can discuss the pros and cons of different strategies we can use against knights.
I've already expressed mine which is snakebite tank bustas deepstriking with da jump and tellyport, popping more dakka and monsterhunters at the castellan on a 3++
You can try work out the damage but they are cheaper than the knight
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Post by: PiñaColada
Oh okay, then that's fair I guess. Never actually bothered to look at the titans. It's still rough but at least there's some consistency.
Let's just hope the stompa get a lot of special rules added. I don't own one nor do I want to but it's a shame when an army's centerpiece model is basically a glorified paperweight. I don't mind the fact that it's not just an orky imperial knight but I'm skeptical GW will give it enough impact to be worth spending almost half your points in.
I don't even know where they'd start. For sure just give it a 5++ against shooting built in, maybe some buffs for nearby ork models? Give it ramshackle? Reroll everything in CC?
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Post by: tneva82
deffrekka wrote:tneva82 wrote:
Neither do i. Good luck on opponents watching my dice roll. Doesn't help much when rules are so slow that what used to be easy 2k in 2h became impossibie.
Slower rules isn't good thing. But hey somebody who thinks buff that gives you 25% less wounds than other makes things ridiculously good... lol. worse buff making things worse. Your credibility is pretty low with that.
Speaking of credibility, where is yours? All you do is shut people down through this thread and the ork tactics thread too.
You think giving buffs to boys is better than giving buffs to other units in the codex. If all you want to use is boys go ahead, many people don't want to just keep spamming greentide to remain semi competitive.
Try helping the community instead of being toxic and constantly bringing up knights every 5 seconds.
Orkz struggle vs vehicles of all shapes and sizes not just the boogeyman of the castellan.
Provide solutions to this problem that doesn't involve mob it with boys then your credibility will be alot better.
If you want to carry this on, PM and we can discuss the pros and cons of different strategies we can use against knights.
I've already expressed mine which is snakebite tank bustas deepstriking with da jump and tellyport, popping more dakka and monsterhunters which deals 9 unsaved wounds to a castellan on a 3++ so 27 damage before squigs and is cheaper than said knight
You provide buffs that are slow, i say i would prefer buff that isn't as fast, you claim it would be ridiculously broken good because it'" 25% worse than your buff. Lol. I look at math and logic. You just pull claims out of air.
25% worse is silly good. Lol lol
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Post by: deffrekka
Also bomb squigs are affected by DDD  extra explodey squigs!
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Post by: Sal4m4nd3r
Is it bad I REALLY want to do Goff and blood axes together. Goff boys and leaders. Blood axe kommandos, bikes, and burnas. Oh god blood axe burnas will be so fething good. But that is literally the two clans with opposite fluff  cries in ghaz
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Post by: deffrekka
tneva82 wrote: deffrekka wrote:tneva82 wrote:
Neither do i. Good luck on opponents watching my dice roll. Doesn't help much when rules are so slow that what used to be easy 2k in 2h became impossibie.
Slower rules isn't good thing. But hey somebody who thinks buff that gives you 25% less wounds than other makes things ridiculously good... lol. worse buff making things worse. Your credibility is pretty low with that.
Speaking of credibility, where is yours? All you do is shut people down through this thread and the ork tactics thread too.
You think giving buffs to boys is better than giving buffs to other units in the codex. If all you want to use is boys go ahead, many people don't want to just keep spamming greentide to remain semi competitive.
Try helping the community instead of being toxic and constantly bringing up knights every 5 seconds.
Orkz struggle vs vehicles of all shapes and sizes not just the boogeyman of the castellan.
Provide solutions to this problem that doesn't involve mob it with boys then your credibility will be alot better.
If you want to carry this on, PM and we can discuss the pros and cons of different strategies we can use against knights.
I've already expressed mine which is snakebite tank bustas deepstriking with da jump and tellyport, popping more dakka and monsterhunters which deals 9 unsaved wounds to a castellan on a 3++ so 27 damage before squigs and is cheaper than said knight
You provide buffs that are slow, i say i would prefer buff that isn't as fast, you claim it would be ridiculously broken good because it'" 25% worse than your buff. Lol. I look at math and logic. You just pull claims out of air.
25% worse is silly good. Lol lol
Lol lol lol your saying deepstriking tankbustas is slow lol lol? Pulling stuff out of thin air you are.
How many times do I have to state about snakebite tankbustas?
Try stop thinking about boys for a change  your statistics don't really do much in a game where anything can happen.... not everything is in a vacuum.
And to be brutally honest, I don't want a +1 to wound coming from a cheap ass mek. A reroll is fine.
I have fun and I win games, I don't want to trash can my opponent with the next best GW cheese.
I've came up with a solution to vehicles that doesn't involve a wave of boys and is effective vs all types of vehicles
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Post by: quindia
LOL.. I don't hang out around here often (usually only looking for rumors when something I'm interested in is pending). Are all new GW releases treated with this level of scorn or are there books that everyone is thrilled with?
Just curious if there was Eldar rage, if Ad Mech generals were incredulous at the point cost of one of their tech-whatzits, or this is just an Ork trait. I see many people bemoaning the fact that GW can't properly point cost their models so I'm assuming everyone is in the same boat..
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Post by: rtb02
quindia wrote:LOL.. I don't hang out around here often (usually only looking for rumors when something I'm interested in is pending). Are all new GW releases treated with this level of scorn or are there books that everyone is thrilled with?
Just curious if there was Eldar rage, if Ad Mech generals were incredulous at the point cost of one of their tech-whatzits, or this is just an Ork trait. I see many people bemoaning the fact that GW can't properly point cost their models so I'm assuming everyone is in the same boat..
Sadly it seems to be dakka's nature. I only tend to frequent when b and c is down plus dakka often gets rumours quicker than other places.
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Post by: Sunny Side Up
quindia wrote:LOL.. I don't hang out around here often (usually only looking for rumors when something I'm interested in is pending). Are all new GW releases treated with this level of scorn or are there books that everyone is thrilled with?
Just curious if there was Eldar rage, if Ad Mech generals were incredulous at the point cost of one of their tech-whatzits, or this is just an Ork trait. I see many people bemoaning the fact that GW can't properly point cost their models so I'm assuming everyone is in the same boat..
If books are obviously and massively OP and undercosted like Astra Militarum, Craftworlds, Dark Eldar and Imperial Knights, there tend to be (somewhat) fewer complaints.
Books that are actually reasonably balanced, the gnashing of teeth tends to be worse.
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Post by: lolman1c
You're on an internet forums. A place specifically designed to express people opinions. If you don't like it then don't come on here or try post positive opinions rather bogging down the forums with the same copy pasted message resulting in my responding with the same copy pasted message.
Anyway... Who is hyped for death skullz today? What we expecting in the preview you think?
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Post by: Kirasu
Stompa degrading at 75% where as other vehicles degrade at 50% makes it basically a throw away unit already. 920 points on top of that? Might as well just melt down the sprues. New Ork combo is basically take your money + stompa and throw them both into a trash bin.
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Post by: the_scotsman
quindia wrote:LOL.. I don't hang out around here often (usually only looking for rumors when something I'm interested in is pending). Are all new GW releases treated with this level of scorn or are there books that everyone is thrilled with?
Just curious if there was Eldar rage, if Ad Mech generals were incredulous at the point cost of one of their tech-whatzits, or this is just an Ork trait. I see many people bemoaning the fact that GW can't properly point cost their models so I'm assuming everyone is in the same boat..
No, there was plenty of disappointment when the new eldar webway portal was also "not even if it was free" level bad, there were complaints when it was revealed Dark Eldar hqs would still be footslogging-only, there were complaints when Space Wolves needed day-1 errata, complaints when wraithknights were still unusably bad.
It is possible for someone to have a negative opinion on one fact while still having a positive opinion on the release as a whole. If you look on previous pages, you'll see plenty of positive reactions to positive reveals.
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Post by: Kirasu
quindia wrote:LOL.. I don't hang out around here often (usually only looking for rumors when something I'm interested in is pending). Are all new GW releases treated with this level of scorn or are there books that everyone is thrilled with?
Just curious if there was Eldar rage, if Ad Mech generals were incredulous at the point cost of one of their tech-whatzits, or this is just an Ork trait. I see many people bemoaning the fact that GW can't properly point cost their models so I'm assuming everyone is in the same boat..
Its called critical thinking as each book is a collection of separate rules. If someone is thrilled OR has scorn for everything in a given book then they aren't using their brain very hard or they don't understand the game at all.
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Post by: TedNugent
lolman1c wrote:Okay... welll... erm... just did a practice game with the new rules (new weapons, price and dakkadakka) for the stompa vs 2 Shadowswords.
Let's go through this mess....
Stompa: 920 points 40 wounds
vs
2 Shadowswords: 808 points 52 wounds
Turn 1: (stompa goes first)
1 damage from super gat
7 damage from deffkannon
total, 8 damage to 1 Shadow
Shadowsword turn 1:
4 damage from heavy bolters
73 wounds from the two Volcano Cannons...
-_-
We played another game when the stompa was charge range... He got 1 shadowsword down to about 10 wounds but then they both just pulled back and did 52 wounds to him.
This didn't happen. Mathematics doesn't exist. Play testing doesn't work. Just guess the stats and the points values and you'll be okay.
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Post by: lolman1c
Wellllllll! Luckily for us we have a game from warhammer themselves tonight!
ORKS VS KNIGHTS!!!
this should be fun to watch.... XD
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Post by: docdoom77
lolman1c wrote:Wellllllll! Luckily for us we have a game from warhammer themselves tonight!
ORKS VS KNIGHTS!!!
this should be fun to watch.... XD
This seems like a bad way to showcase the new Orks.
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Post by: TedNugent
That'll be cute.
At least they're reading the thread. Hi, GW.
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Post by: lord_blackfang
Live, right? That game should be so embarassing for GW that there's no way they would publish it if it were pre-recorded.
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Post by: lolman1c
We will see, a bit of me hopes it's all good (and they give the ork player weighted dice). This for me will tell me what the new codex really is.
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Post by: TedNugent
lord_blackfang wrote:Live, right? That game should be so embarassing for GW that there's no way they would publish it if it were pre-recorded.
We'll be able to see the realization steadily dawn in real time!
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Post by: Billagio
Thats pretty cool. My guess is that theyre going to be making a list primarily with new units/speed freeks. Curious to how it will turn out. My gut says that knights would stomp a list like that but GW wouldnt want to show off their new codex/models getting steamrolled either.
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Post by: lord_blackfang
Is there even a way to intentionally or unintentionally build a Knight list so badly that this would be a fair matchup?
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Post by: Billagio
lord_blackfang wrote:Live, right? That game should be so embarassing for GW that there's no way they would publish it if it were pre-recorded.
You mean embarrassing for the knight player right?? Automatically Appended Next Post: lord_blackfang wrote:Is there even a way to intentionally or unintentionally build a Knight list so badly that this would be a fair matchup?
All melee knights?
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Post by: PiñaColada
The melee knights (gallants) are monsters. I'd say maybe a valiant and crusaders with the rapid fire battle cannon & thermal cannon loadouts. Those aren't bad, just not as points efficient. And the autocannon carapace weapons since they are easily the least worth it IMO.
Maybe the preceptor if the don't bring armigers for him to buff.
But building a poor knight list is pretty difficult, they could just be playing the stratagems in a dumb manner to compensate. I doubt we'll see house raven
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Post by: Kirasu
Just because Knights will be used, doesn't mean the person USING Knights understands how to play the game.
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Post by: Billagio
Also, its worth noting that while the battle does start at 6:15 BST, there is stuff leading up to that as well Orks Lore: 4-5 BST Mastering Codex Orks: 5-6 BST
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Post by: lolman1c
Billagio wrote:Also, its worth noting that while the battle does start at 6:15 BST, there is stuff leading up to that as well
Orks Lore: 4-5 BST
Mastering Codex Orks: 5-6 BST
Yes, they might give out some info so i expect you to all be watching!
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Post by: the_scotsman
Yeah i think pure knights are actually going to struggle against orks, especially with all the gapclosing they've given the orks in the new codex. Play it smart and any Armigers/helverins are going to be swamped and not shooting real quick, and any Wardens/gatling crusaders are going to be taken out ASAP.
It's screened knights orks will really struggle against. Pure knights will have a puny CP pool, and be much, much easier to close against. After just 1 or 2 goes down, the orks will be pretty much in good shape.
I shall be refreshing this thread with great interest. I call upon you, my British comrades who will be getting out of work when I'm just starting 1PM!
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Post by: PiñaColada
Some fun stuff in there. The extra stikkbombs strat is going to be crazy on tankbustas
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Post by: Bowie
“Dis is Ours! Zogg Off!” sounds like objective secure, but they have it for all infantry. Plus they get 1 hit, 1 wound and 1 damage reroll per unit in the shooting and fight phase. AND a 6++ save. Deathskulls look pretty tempting to me
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Post by: Malkyr
Warphead strat, 1 CP to upgrade a Wierdboy and they know and can cast an extra power per turn
Edit: from the Stream right now
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Post by: hordrak
Well, I'm happy I painted my orks blue. Invulns are always welcome, but those rerolls are also quite nice, especially for fighty warbosses. Hope they give lootas 3shots up from D3.
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Post by: An Actual Englishman
Bowie wrote:
“Dis is Ours! Zogg Off!” sounds like objective secure, but they have it for all infantry. Plus they get 1 hit, 1 wound and 1 damage reroll per unit in the shooting and fight phase. AND a 6++ save. Deathskulls look pretty tempting to me
Yea obsec on all infantry is interesting. The kultur does look strong.
Malkyr wrote:Warphead strat, 1 CP to upgrade a Wierdboy and they know and can cast an extra power per turn
Edit: from the Stream right now
Top man, keep the new stuff coming!
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Post by: greggles
I was playing this strat totally wrong with my buddies....
I didn't realize it was
1 hit roll
and
1 to wound roll
and
1 damage roll
PER unit, Per shooting and Per fighting.
That's REALLY NICE.
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Post by: docdoom77
greggles wrote:I was playing this strat totally wrong with my buddies....
I didn't realize it was
1 hit roll
and
1 to wound roll
and
1 damage roll
PER unit, Per shooting and Per fighting.
That's REALLY NICE.
It's really good. That is a TON of re-rolls each turn. Considering that a re-roll usually costs a CP, it's a good value.
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Post by: PiñaColada
greggles wrote:I was playing this strat totally wrong with my buddies....
I didn't realize it was
1 hit roll
and
1 to wound roll
and
1 damage roll
PER unit, Per shooting and Per fighting.
That's REALLY NICE.
Yeah, it's the salamanders trait but better. And they get an invuln. And obsec on all infantry. That's pretty darn good
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Post by: greggles
So flipping excited that I started paintin the boyz blue!
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Post by: the_scotsman
Wow, that's a pretty great stratagem too. I think that and the obsec probably moves the Deff Skullz up into tier 1 along with the Evil Sunz and Blood Axes.
Loot It! also looks awesome, especially because Mek Gunz are vehicles, AND units in transports get out before the vehicle is "destroyed" so you could pop out a unit of trukk boyz and instantly give them a 5+ save.
Which, ironically, means we have a 1cp way of getting 'ard boyz on the board if they're in a trukk. Or, a way to spend 3cp if we really REALLY want 4+ boyz.
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Post by: Redemption
Again a mention of the Mob Up stratagem. Combining units into a huge green tide again?
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Post by: Malkyr
There will be several types of Battlewagons in the codex. More details in the later codex discussion (this is mainly just fluff discussion).
They also confirmed that Freebootaz is a choice of clan kultur for the army though I think that was pretty known already.
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Post by: lord_blackfang
Snagged a new angle shot of the Squigbuggy. That's a large crew!
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Post by: docdoom77
It's unfortunate that the Squigbuggy is my favorite new model with my least favorite rules. Sigh.
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Post by: Daedalus81
lord_blackfang wrote:Is there even a way to intentionally or unintentionally build a Knight list so badly that this would be a fair matchup?
I think you're hilariously underestimating this book.
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Post by: lord_blackfang
Malkyr wrote:There will be several types of Battlewagons in the codex. More details in the later codex discussion (this is mainly just fluff discussion).
My money is on the two distinct kits in the GW online store:
- Battlewagon with Deffrolla
- Battlewagon without Deffrolla
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Post by: Daedalus81
hordrak wrote:Well, I'm happy I painted my orks blue. Invulns are always welcome, but those rerolls are also quite nice, especially for fighty warbosses. Hope they give lootas 3shots up from D3.
Well, that might be a bit much depending on points.
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Post by: Nightlord1987
Hmm. Pretty impressed, I've always learned towards Death Skulls for my army theme these last few years.
However, I still think Bad Moons might be better on Lootaz.
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Post by: OrlandotheTechnicoloured
Wonder if “Dis is Ours! Zogg Off!” will just join Objective Secured and Defenders of Humanity or if it will trump them? (now wouldn't that be fun)
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Post by: TedNugent
Obsec....for everything???
WAAAGH!
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Post by: Kirasu
OrlandotheTechnicoloured wrote:Wonder if “Dis is Ours! Zogg Off!” will just join Objective Secured and Defenders of Humanity or if it will trump them? (now wouldn't that be fun)
Theyre the same ability... No codex has an ability called "objective secured", they just call it something different.
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Post by: Malkyr
Flash Gitz will not get any Clan Kultur rules other then Freebootaz, but you can include them in other detachments without losing your Clan rules (Like the Astra Militarum or Dark Eldar books)
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Post by: Trimarius
So Deathskulls are the new winner for the heavy guns detachment? Rerolling one hit, wound, and damage per phase per unit works out much better on all those individual KMKs, gets you the reroll wounds and ten tankbusta bombs, and isn't too shabby on anything else with a big gun (or powerful melee attacks, really). The 6++ is just icing.
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Post by: Billagio
They mentioned Flash Gitz wont benefit from other klan rules, but it doesnt prevent you from getting the benefits on your other units if you have flash gitz in a detachment EDIT: Whoops this was already mentioned by Malkyr, ill just let him report everything
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Post by: Nightlord1987
Death Skulls might have the better Nobz and Mega Nobz.
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Post by: Daedalus81
the_scotsman wrote:Wow, that's a pretty great stratagem too. I think that and the obsec probably moves the Deff Skullz up into tier 1 along with the Evil Sunz and Blood Axes.
Loot It! also looks awesome, especially because Mek Gunz are vehicles, AND units in transports get out before the vehicle is "destroyed" so you could pop out a unit of trukk boyz and instantly give them a 5+ save.
Which, ironically, means we have a 1cp way of getting 'ard boyz on the board if they're in a trukk. Or, a way to spend 3cp if we really REALLY want 4+ boyz.
3+ Ard Boy Blood Axes...crazy
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Post by: Nightlord1987
So, MSU Death Skull Lootaz or big mob Bad Moon lootaz? Or Free Bootaz Lootaz?
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Post by: Billagio
Maybe. If youre jumping/teleporting meganobz I think Evil Suns would still be better
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Post by: Malkyr
Billagio wrote:
EDIT: Whoops this was already mentioned by Malkyr, ill just let him report everything 
Feel free to carry on, I wont be able to stay for most of the Codex discussion anyway so I'd appreciate someone recording what I miss!
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Post by: OrlandotheTechnicoloured
I guess if you're playing with very serious WYSIWYG types when you use the wrecker stratagem you should also give any vehicles you destroy a quick spray with some blue paint...….
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Post by: Daedalus81
Bad Moon i'm certain - the 5+ DDD strat, plus reroll 1s will produce way more pain than the single reroll. Deathskullz for heavy hitting weapons.
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Post by: Latro_
does the loot it thing work for the transport the unit was in?
e.g. mega nobz in a truk you kill the truk an they jump out, whack on the stat they have now 1+ save (obv 1 always fails but good vs mods).
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Post by: CthuluIsSpy
Latro_ wrote:does the loot it thing work for the transport the unit was in?
e.g. mega nobz in a truk you kill the truk an they jump out, whack on the stat they have now 1+ save (obv 1 always fails but good vs mods).
It does not specify enemy vehicles, so it would seem that you can totally loot your own vehicles.
Which makes sense, actually. Why wouldn't the Orks strip down their vehicles after it gets destroyed? I could totally see them doing that.
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Post by: bullyboy
Doubt it, unit is not on table to be within 3" of transport when destroyed.
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Post by: the_scotsman
bullyboy wrote:Doubt it, unit is not on table to be within 3" of transport when destroyed.
The sequence of events is
1) unit explodes, resolve mortals if applicable.
2) unit gets out within 3", rolls for 1s to see if models die.
3) transport is 'destroyed' and removed from play.
So yeah, it works on the transport you were riding in.
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Post by: TedNugent
bullyboy wrote:Doubt it, unit is not on table to be within 3" of transport when destroyed.
So if the unit is embarked when it's destroyed, can they loot their own transport?
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Post by: Tamwulf
So... the Ork Codex is actually coming out in NOVEMBER and not ORKTOBER? Speed Freaks is coming out just four days before November? What marketing genus at GW came up with that? LOL Looks like Orktober was a big Orkfailure.
Happy for the Ork players to finally get a proper Codex for 8th. The new buggies are fantastic and very Mad Max. The stratagems dropped so far seem very Orky, but far too random for my tastes. Other people love it though, and it's very much in the flavor of what GW presents the Orks as.
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Post by: the_scotsman
TedNugent wrote: bullyboy wrote:Doubt it, unit is not on table to be within 3" of transport when destroyed.
So if the unit is embarked when it's destroyed, can they loot their own transport?
Yes. Read the "transports' block in the rules. You get out before the vehicle is destroyed.
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Post by: CthuluIsSpy
the_scotsman wrote: bullyboy wrote:Doubt it, unit is not on table to be within 3" of transport when destroyed. The sequence of events is 1) unit explodes, resolve mortals if applicable. 2) unit gets out within 3", rolls for 1s to see if models die. 3) transport is 'destroyed' and removed from play. So yeah, it works on the transport you were riding in. Alternatively, you could have 30 blood axes boys follow around something fragile, like a lone killa kan. Killa kan gets destroyed, you activate Loot it. You now have 30 boys with 4+ armor saves. If they are 'ard boyz they now have 3+ saves. For 3 CP you can field 30 3+ saves for 180 points. I understand now why the 'ard boy strat is 2CP.
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Post by: Daedalus81
Tamwulf wrote:So... the Ork Codex is actually coming out in NOVEMBER and not ORKTOBER? Speed Freaks is coming out just four days before November? What marketing genus at GW came up with that? LOL Looks like Orktober was a big Orkfailure.
Ok, that's it. Cancel the codex. Pack it in guys. GW is done.
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Post by: Latro_
i guess it comes down to when it counts as 'destroyed' its still there on the table when they get out of it and before its removed
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Post by: crzylgs
the_scotsman wrote: bullyboy wrote:Doubt it, unit is not on table to be within 3" of transport when destroyed.
The sequence of events is
1) unit explodes, resolve mortals if applicable.
2) unit gets out within 3", rolls for 1s to see if models die.
3) transport is 'destroyed' and removed from play.
So yeah, it works on the transport you were riding in.
I'd tend to agree with The_Scotsman... But it's one of the classic RAW/ RAI interpretations that'll probably need a GW FAQ clarification. Else people could argue around in circles for days. It would make sense that it was intended to buff trukk boys. Because they are so useless pre-Codex.
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Post by: TedNugent
Picking a clan is going to be damn hard.
I might have to flip a coin after doing best of three - with reflips.
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Post by: lord_blackfang
"So he [Wazdakka] is not in the current Ork Codex because there is no model for him"
Straight from GW's mouth, in case anyone still doubted the "no model, no rules" policy.
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Post by: Latro_
as i said a few pages back multiple detachments focused on different clans is gonna be the standard IMO.
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Post by: xttz
Tamwulf wrote:So... the Ork Codex is actually coming out in NOVEMBER and not ORKTOBER? Speed Freaks is coming out just four days before November? What marketing genus at GW came up with that? LOL Looks like Orktober was a big Orkfailure.
The genius who realised that if all the new stuff was released any earlier, they'd have no new content to post on the community site through the rest of the month.
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Post by: quindia
lolman1c wrote:You're on an internet forums. A place specifically designed to express people opinions. If you don't like it then don't come on here or try post positive opinions rather bogging down the forums with the same copy pasted message resulting in my responding with the same copy pasted message.
I love the internet. There was nothing copy and paste in my post, or did you miss the part about I don’t frequent the forum? I was reading posts about how bad everything seems, mixed with posts about how this was typical of GW. That made me think all the books must be unbalanced and was more generally curious if ANY were. I don’t think I commented on the vaidity of anyone’s opinions. This is just a reminder of why I don’t frequent the forums. If you and I were standing in a shop having the same discussion, I imagine we’d have a pleasant exchange.
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Post by: the_scotsman
Man, this makes me regret the fact that the buggies aren't dual-kits with shared bitz. I would totally have bought a Trukk, made the second buggy out of the trukk skeleton, and modeled ten boyz all holding bits of the trukk to represent my post-Loot It trukk boyz.
Re-use the heads from the trukk sprues to have the gunner just holding the Big Shoota still in the trukk mount, have the driver head on an ork boy holding a steering wheel on a stick as his choppa, one boy holding the door as a shield...
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Post by: Mandragola
Kirasu wrote:Just because Knights will be used, doesn't mean the person USING Knights understands how to play the game.
True. This also applies to the ork player.
We might learn some stuff about the release, but I doubt we'll learn a lot about tactics. I'll still be watching
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Post by: the_scotsman
Mandragola wrote: Kirasu wrote:Just because Knights will be used, doesn't mean the person USING Knights understands how to play the game.
True. This also applies to the ork player.
We might learn some stuff about the release, but I doubt we'll learn a lot about tactics. I'll still be watching 
I still remember I watched a preview game for the 8th ed Tsons codex and one of the players had a predator with a twin las turret, 2 heavy bolters and a combi-melta.
That was an exciting moment for me.
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Post by: fe40k
That's a really great point that it can be used by the units inside a transport, after the transport blows up - if it sticks and actually does work this way, well; my love for the strategem just went up.
Shame it's a 5+ for 2cp, but I guess it's something - especially if it works with the Blood Axe's cover.
Also @CthululsSpy; they could just not attack that lone Killa Kan, as in reality, it's not likely to do too much - but it's an interesting concept.
As far as the new Deathskulls preview - color me hyped. It seems like they've got winning strategems, and that re-roll trait - so much better than I ever could have hoped for. Not so great for large squads; but I'll gladly take it on KMK/Cannon units.
I'm curious how the 3cp Snakebite stratagem will work out versus the 2cp Wreckers; I guess it will come out to army composition and metagame; and what you want to teleport in - depending how you can build a list, but you may be able to have some versatility every game.
Orks will need a lot of CP it seems - looks like grots are back on the menu, Boyz.
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Post by: JimOnMars
TedNugent wrote:Picking a clan is going to be damn hard.
I might have to flip a coin after doing best of three - with reflips.
This. How lucky are we to have so many clans that seem viable?
With all the stratagems and options, it's going to take a while to fully digest the ork book.
With what we've heard so far, I believe we are at least mid-tier, even if there are some misses (what book doesn't have these?)
If GW does something against soup with CA, but leaves Ork Soup as-is, I'm liking our chances.
Points will tell all.
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Post by: Billagio
The guy talking about the Codex is saying he focuses a lot on tournaments and the competitive scene. Thinks the codex is going to be really competitive and disrupt the IK/Imperial Soup meta
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Post by: the_scotsman
fe40k wrote:That's a really great point that it can be used by the units inside a transport, after the transport blows up - if it sticks and actually does work this way, well; my love for the strategem just went up.
Shame it's a 5+ for 2cp, but I guess it's something - especially if it works with the Blood Axe's cover.
Also @CthululsSpy; they could just not attack that lone Killa Kan, as in reality, it's not likely to do too much - but it's an interesting concept.
As far as the new Deathskulls preview - color me hyped. It seems like they've got winning strategems, and that re-roll trait - so much better than I ever could have hoped for. Not so great for large squads; but I'll gladly take it on KMK/Cannon units.
I'm curious how the 3cp Snakebite stratagem will work out versus the 2cp Wreckers; I guess it will come out to army composition and metagame; and what you want to teleport in - depending how you can build a list, but you may be able to have some versatility every game.
Orks will need a lot of CP it seems - looks like grots are back on the menu, Boyz.
Good thing I have 120 of those.
Also, Loot it! is 1CP, and it works on any infantry unit, not just boyz.
So, you know, 5+ boyz, or 3+ nobz, or 1+ Meganobz... With what we know about nobz (them getting a double-choppa option specifically, and this stratagem) i'm not seeing how they can be that underpowered. 10 nobz with double choppa and 3+ armor save throwing out 50 S4 attacks is pretty good.
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Post by: mhalko1
Trimarius wrote:So Deathskulls are the new winner for the heavy guns detachment? Rerolling one hit, wound, and damage per phase per unit works out much better on all those individual KMKs, gets you the reroll wounds and ten tankbusta bombs, and isn't too shabby on anything else with a big gun (or powerful melee attacks, really). The 6++ is just icing.
To be fair that grenade strategem didn't say Deathskullz strategem so it will be available to all kulturs.
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Post by: Billagio
Wartike Confirmed 120 points all wargear included. Likely can get first turn charge all the time. Quoted stats are basically what was leaked Automatically Appended Next Post: ere we go confirmed to be either dice, not just both Automatically Appended Next Post: Confirmed you dont need to rebase your models to 32mm. 25mm is still supported
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Post by: fe40k
They were just mentioning that from a competitive standpoint, his plan is to get into melee; the shooting is just a bonus.
I hope a decent (albeit if not the most competitive) list can be made from shooting units.
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Post by: Billagio
One battlewagon good at movement and advancing, BW with lots of guns (gunwagon) hitting on 4s?, Bonebreaker BW with a deffrolla. I think he mentioned this one also give them extra WS? Sorry he was talking super fast
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Post by: lord_blackfang
3 Battlewagons:
- basic
- gunwagon (BS4+)
- bonebreaka (deffrolla)
Sounds like they mostly just split the unit entry, maybe just to get more granular Power Levels.
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Post by: CthuluIsSpy
So...what if you have a battlewagon with the rolla and killkannon? Because that's what my wagon has. KMF is 9" apparently, stratagem to increase it to 18", affects units, 5++ invul.
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Post by: Billagio
Mentioned KFF is every unit within 6 inches gets the save, rather than every model.
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Post by: fe40k
Stompa extends range to KFF range to 18".
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Post by: lord_blackfang
KFF: Every unit in 9" !!! (he corrected himself)
Strategem can boost it to 18"
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Post by: necrontyrOG
Ninja'd
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Post by: Dakka Flakka Flame
lord_blackfang wrote:3 Battlewagons:
- basic
- gunwagon (BS4+)
- bonebreaka (deffrolla)
Sounds like they mostly just split the unit entry, maybe just to get more granular Power Levels.
Also maybe to get around the rule of three for people who want to play Blitz Brigade style armies?
If basic is a Dedicated Transport that would make me extra-happy.
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Post by: PiñaColada
An outrider detachment called the boosta blasta led by a mega armoured big mek with kff for 362 points. Are there multiple KBBs in there? 3KBB plus him for 362
They are way less than 120!
EDIT: 100 points each
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Post by: Billagio
Kustom Boosta Blasta 100 points, Weirdboy still 62
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Post by: necrontyrOG
KBB 100 pts!
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Post by: mhalko1
Well the interesting thing about the loot it strategem. For 1 CP that unit gets the +1 SV. Now say you had already upgraded the unit to ardboys for 2 CP. Turn 1, your opponent now has a choice.
They have to focus the 5+ SV ork boys, 4+ with the bloodaxe kultur unless they have AP modifiers or ignore cover.
Or they can focus your vehicles who are flanking them or are out in front. If they focus the vehicle and kill it. Then you are going to upgrade your boys. If they don't then the vehicle is going to book it straight down the middle of the table.
On to turn 2, realistically you will have more than 1 vehicle so which one does your opponent focus on now. killing off the 3+ save boys, who could have had a painboy nearby from the beginning or the next vehicles approaching. If they focus a vehicle you pop the strategem on another unit nearby.
Whether this will truely work or not, idk. But forcing your opponent into bad decisions is always makes for an exciting game.
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Post by: Billagio
Big mek with PK, MA and KFF is 77 points!
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Post by: An Actual Englishman
Ooooh this stuff looks so hot.
Loving this stream.
E - Boyz at 7ppm......
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Post by: JimOnMars
The 1cp stikkbomb strat will make trukkboyz scary again. 60 shots from 10 boyz isn't bad at all, especially bad moons.
It will go well with the blood axe trait also--fall back the choppa boyz and stikkbomb them. Then charge again. 23 quick st3 hits from 10 guys! waaaaay better than guardsmen.
Remembering all of this crap is what is going to be hard.
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Post by: PiñaColada
The guy seems pretty dialed in as well. (And maybe on speed haha)
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Post by: deffrekka
painboy is now 52pts base..... 65pts in total
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Post by: Billagio
Warbikes 23 points each
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Post by: PiñaColada
3 warbikes for 69 points. Meaning 23 ppm, down 4ppm
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Post by: deffrekka
hes 112pts, 77 base, 13 for klaw, 2 for kustom shoota and 20 for kff
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Post by: the_scotsman
Boosta-blasta in his list is 100 points! Unless im misreading - anyone want to confirm?
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Post by: necrontyrOG
Scrapjet 99 pts
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Post by: Billagio
deffrekka wrote:
hes 112pts, 77 base, 13 for klaw, 2 for kustom shoota and 20 for kff
Oh yeah my bad I was looking at base cost
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Post by: lord_blackfang
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Post by: An Actual Englishman
Warbikes at 23 are still garbage unless they've gained something..
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Post by: Billagio
Buggies besides the Squigbuggy are 100 points or cheaper (but was just going off the top of his head)
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Post by: An Actual Englishman
He also said ALL Buggies are BS4 (or 3 for SJD) for ALL shots. I wonder if he's made a mistake?
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Post by: Psychocouac
Mh i think the French Wargame Studio seriously mispelled the name of the buggy to mistake 3 times in a row lol.
All those things looks so promising!
Blood axe mega nobz in battlewagon exploding? Use the CP and get +0 armor save! xD
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Post by: Daedalus81
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Post by: PiñaColada
Noticed that too. They are not really modeled as such but that would make the points more palatable no doubt
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Post by: xttz
WD preview has a bunch of unit power levels:
MANz are 2PL each, 'nauts are now 15PL
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Post by: fe40k
Did he say why he's taking squads of Boyz in 20's, instead of 30's?
Seems like a number that you'd run with Battlewagons - but he doesn't have any?
I had to step away for a moment - perhaps I missed something in the list.
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Post by: An Actual Englishman
Sorry what I meant was something other than traits (that every other army got) and Wartrikes that cost 120ppm....
That's nowhere near enough. They are far too expensive.
On the subject of Wartrikes, they're vehicles so can be healed by Meks/Big Meks
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Post by: Vineheart01
so the Loot It! strategem...it doesnt specify Blood Axe unit just ork infantry....
Ok, im loving that one. That technically works on Nobz, theyre infantry. 3+ save nobz anyone? lol
It also doesnt specify ENEMY vehicle - so Trukks have a second purpose! Transport something, blow up, and beef their armor up lol....
oh god im loving that.
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Post by: Billagio
Interesting, Gorkanauts went down to 15PL from 19. Wonder if there is a point reduction in there too. Also 10 MANZ would be 20PL as well which means they went down too (and can use teleport). 3PL trukks
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Post by: mhalko1
where are you getting this from?
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Post by: Billagio
Sorry I was looking at base cost not with wargear. Someone corrected me
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Post by: fe40k
Regarding warbikers:
"Warbikes are awesome"
"I actually didn't look too closely at the datasheet, let me look again"
Regarding nob bikers:
"They're probably not as awesome as you want them to be"
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Post by: Billagio
fe40k wrote:Regarding warbikers:
"Warbikes are awesome"
"I actually didn't look too closely at the datasheet, let me look again"
Did he say they were 2 wounds or was he looking at nob bikers?
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Post by: TedNugent
Both painboys and boys going up in cost is not good.
13 point klaws is not good.
23 point bikes is meh.
I'm not impressed. Buggy cost is an improvement.
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Post by: fe40k
Billagio wrote:fe40k wrote:Regarding warbikers:
"Warbikes are awesome"
"I actually didn't look too closely at the datasheet, let me look again"
Did he say they were 2 wounds or was he looking at nob bikers?
Normal bikers are 2wounds.
He was checking if they had 2 DakkaGuns (which they did, "as expected").
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Post by: Daedalus81
Vineheart01 wrote:so the Loot It! strategem...it doesnt specify Blood Axe unit just ork infantry....
Ok, im loving that one. That technically works on Nobz, theyre infantry. 3+ save nobz anyone? lol
It also doesnt specify ENEMY vehicle - so Trukks have a second purpose! Transport something, blow up, and beef their armor up lol....
oh god im loving that.
Stream confirmed jumping out and taking advantage of the strat before the trukk is destroyed.
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Post by: Billagio
Ha bikes are already 2 wounds...I always assumed they were 1 wound. Shows how much Ive used them
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Post by: CthuluIsSpy
Vineheart01 wrote:so the Loot It! strategem...it doesnt specify Blood Axe unit just ork infantry....
Ok, im loving that one. That technically works on Nobz, theyre infantry. 3+ save nobz anyone? lol
It also doesnt specify ENEMY vehicle - so Trukks have a second purpose! Transport something, blow up, and beef their armor up lol....
oh god im loving that.
The reason why Blood axes were mentioned is because they are (supposedly) always in cover.
So that means Blood axe boyz effectively have 5+ saves.
With 'ard boyz that becomes 4+ saves.
With Loot it it becomes 3+ saves.
Blood axe nobz would be 2+ saves, and meganobz become 0+ (only for the purposes of modifiers, obviously)
Non-Blood axe units would be capped at 4+ saves.
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Post by: fe40k
"Well, in hyper competitive you won't see Stompas"
"40w, 3+ armor save"
"You're shooting like 18 shots a turn"
"Stompas are WAYYY better, but you have to remember, Orks are better"
"Orks always hitting on 6's, make the Stompa BadMoonz to reroll 1s"
"Blood Axe Stompa, 2+"
"Two meks inside, one hops out each round and heals it before it runs off"
I mean, for 940 points - I'm still not sold.
Stop pulling a Reece and hyping up a bad unit; I get you're a mouthpiece, but you're representing the only really informed individual we have at the moment; as you have the codex in hand.
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Post by: Grimskul
I'm surprised Painboyz went up in price. Maybe there's a strat or change to Dok Toolz that make them more useful? I'm pretty sure the FNP bubble is still only 6+, so unless they changed how it works, I don't know why you wouldn't just take a Big Mek in most cases besides healing Weirdboy duty.
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Post by: An Actual Englishman
fe40k wrote:Regarding warbikers:
"Warbikes are awesome"
"I actually didn't look too closely at the datasheet, let me look again"
Regarding nob bikers:
"They're probably not as awesome as you want them to be"
I lol'd.
Then facepalmed.
He was claiming Bikes are good because they had 2 wounds "not like previous editions".
23 point bikes is really, really poor. Not surprising though. At least Buggies seem OK.
TedNugent wrote:Both painboys and boys going up in cost is not good.
13 point klaws is not good.
23 point bikes is meh.
I'm not impressed. Buggy cost is an improvement.
Couldn't agree more.
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Post by: TedNugent
I was going to say thank God for obsec all on deffskulls with boys going up in price, until I saw the KFF reading. Yeah, no.
KFF is mandatory with those rules.
Esp with points increases.
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Post by: fe40k
Wait, Klaws are 13 points?
What's the cost on a Powerfist?
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Post by: Grimskul
fe40k wrote:Wait, Klaws are 13 points?
What's the cost on a Powerfist?
The same IRRC.
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Post by: Daedalus81
TedNugent wrote:Both painboys and boys going up in cost is not good.
13 point klaws is not good.
23 point bikes is meh.
I'm not impressed. Buggy cost is an improvement.
Boyz need to be 7 with all the gak they have coming their way. 30 Boyz just clipping a KFF. 3+/4+ armor saves. Fight twice. Regen unit.
Powerfist is S8 and 12 points. PK is S10. I think it's just fine where it is.
23 point bikes is 2 cheaper than CSM with 1 less save and 2 more attacks plus rerolls to charge. There are some other subtle nuances, but the Orks also have access to super solid traits unlike CSM.
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Post by: CthuluIsSpy
Orks get a stratagem that can resurrect a dead squad.
Necrons, an army with Resurrection as a main theme, don't.
Dammit GW
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Post by: TedNugent
Imho painboy was just increased to make snakebites more appealing, because they have little else and there's no other reason for the really frankly mediocre painboy to go up in price.
As a force multiplier, KFF will again be king.
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Post by: CthuluIsSpy
Flash gitz are 4+ BS now.
The captain hits on a 3+ because of squig.
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Post by: Grimskul
TedNugent wrote:Imho painboy was just increased to make snakebites more appealing, because they have little else and there's no other reason for the really frankly mediocre painboy to go up in price.
As a force multiplier, KFF will again be king.
That's a real bummer if that's the case. Could at least have made Painboyz made units that have a FNP equivalent just re-roll failed rolls of 1, instead of being useless for them. Hell, even +1 to the FNP save would make Snakebitez a real consideration against the other Klanz.
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Post by: TedNugent
Daedalus81 wrote: TedNugent wrote:Both painboys and boys going up in cost is not good.
13 point klaws is not good.
23 point bikes is meh.
I'm not impressed. Buggy cost is an improvement.
Boyz need to be 7 with all the gak they have coming their way. 30 Boyz just clipping a KFF. 3+/4+ armor saves. Fight twice. Regen unit.
Powerfist is S8 and 12 points. PK is S10. I think it's just fine where it is.
23 point bikes is 2 cheaper than CSM with 1 less save and 2 more attacks plus rerolls to charge. There are some other subtle nuances, but the Orks also have access to super solid traits unlike CSM.
That's some fantasy wish list you've come up with, got any references?
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Post by: Daedalus81
TedNugent wrote: Daedalus81 wrote: TedNugent wrote:Both painboys and boys going up in cost is not good.
13 point klaws is not good.
23 point bikes is meh.
I'm not impressed. Buggy cost is an improvement.
Boyz need to be 7 with all the gak they have coming their way. 30 Boyz just clipping a KFF. 3+/4+ armor saves. Fight twice. Regen unit.
Powerfist is S8 and 12 points. PK is S10. I think it's just fine where it is.
23 point bikes is 2 cheaper than CSM with 1 less save and 2 more attacks plus rerolls to charge. There are some other subtle nuances, but the Orks also have access to super solid traits unlike CSM.
That's some fantasy wish list you've come up with, got any references?
Uhh...everything on the stream...
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Post by: An Actual Englishman
Daedalus81 wrote:23 point bikes is 2 cheaper than CSM with 1 less save and 2 more attacks plus rerolls to charge. There are some other subtle nuances, but the Orks also have access to super solid traits unlike CSM.
And worse BS (on a shooty unit). 4+ save is 16% worse than 3+ save. 2pts is not 16% pts difference. And I don't see armies of CSM bikes at tournaments, in fact, I never see any CSM bikes at tournaments.... sooo probably not the best comparison (particularly when they're better).
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Post by: fe40k
Painboy went up? What? Why?
@TedNugent: I think you're probably right, it went up just to make Snakebites look better in comparison.
Regarding Flash Gits; "Gun Crazy Showoffs" is still shoot again if you roll a 6 (on a single d6 for the unit).
"It only happens once in a blue moon, but when it does"
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Post by: lord_blackfang
Flasbooterz kultur confirmed as per the original rumour
(+1 to hit for subsequent units when an enemy is destroyed)
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Post by: CthuluIsSpy
fe40k wrote:Painboy went up? What? Why?
@TedNugent: I think you're probably right, it went up just to make Snakebites look better in comparison.
Regarding Flash Gits; "Gun Crazy Showoffs" is still shoot again if you roll a 6 (on a single d6 for the unit).
"It only happens once in a blue moon, but when it does"
I'm a necron player, and we pay a premium for a special rule that can cancelled out pretty easily.
Its not great.
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Post by: lolman1c
How the hell has the painboy gone up in points!!!!!! and by 12!!!!!!!!!!!!! Seriously!
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Post by: docdoom77
fe40k wrote:Painboy went up? What? Why?
@TedNugent: I think you're probably right, it went up just to make Snakebites look better in comparison.
Regarding Flash Gits; "Gun Crazy Showoffs" is still shoot again if you roll a 6 (on a single d6 for the unit).
"It only happens once in a blue moon, but when it does"
Also, Snakebites traditionally had lots of painboyz (for things like boarboyz and cyboars). It's weird for painboys to be useless for them.
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Post by: PiñaColada
Did they say if the "resurrect" stratagem brings the squad back as they were so to speak? So if a unit of skarboyz are brought back, are they skarboyz or normal boyz? Same with if they had the loot it stratagem put on them? Do they still get to keep their improvements?
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Post by: lolman1c
Also from the looks of it I was totally correct and the big mek with kff is also now gone so that's more points we have to tack on....
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Post by: deffrekka
Powerfists are 12pts if my memory is correct
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Post by: JimOnMars
Is painboy confirmed to be 6+++? or did he go to 5?
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Post by: lolman1c
Wazbombblasta jet is 160points... seriously, how can you justify this?
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Post by: Vineheart01
Both fists and klaws were originally 25pts but because the lack of insta-sporking happened NOBODY wanted them anymore at that price. Codex and CA dropped it to 12/13 respectively, presumably orks cost 1pt more because imperial bia- er i mean S10/12 depending on who has it.
Also i seriously dont see why the painboy went up. I legitimately only used the idiot because on 90+ boyz why WOULDNT you? with that many bodies hes going to get some payback, but still not insanely good. I'd just much rather have him than half a boy unit.
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Post by: PiñaColada
lolman1c wrote:Wazbombblasta jet is 160points... seriously, how can you justify this?
Maybe the rules are massively improved? We don't know anything about it yet..
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Post by: An Actual Englishman
Do we roll to see if the Trukk explodes before we loot it or after?
Trukk Boys may be much more viable if their total cost dropped and with that Stratagem synergy.
Or Trukk Nobz. A 3+ save would be tasty. Although we've probably lost the ammo runt shenanigans.
Vineheart01 wrote:Both fists and klaws were originally 25pts but because the lack of insta-sporking happened NOBODY wanted them anymore at that price. Codex and CA dropped it to 12/13 respectively, presumably orks cost 1pt more because imperial bia- er i mean S10/12 depending on who has it.
Also i seriously dont see why the painboy went up. I legitimately only used the idiot because on 90+ boyz why WOULDNT you? with that many bodies hes going to get some payback, but still not insanely good. I'd just much rather have him than half a boy unit.
Lol I also used him just so I didn't have to take more Boyz. There's no reason I can think that he's took a price increase.
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Post by: Daedalus81
An Actual Englishman wrote: Daedalus81 wrote:23 point bikes is 2 cheaper than CSM with 1 less save and 2 more attacks plus rerolls to charge. There are some other subtle nuances, but the Orks also have access to super solid traits unlike CSM.
And worse BS (on a shooty unit). 4+ save is 16% worse than 3+ save. 2pts is not 16% pts difference. And I don't see armies of CSM bikes at tournaments, in fact, I never see any CSM bikes at tournaments.... sooo probably not the best comparison (particularly when they're better).
I don't agree. You don't see CSM bikes at tournaments, because they don't have what Orks now have.
6 shots with DDD results in 2.3 hits.
At long range it's 1.3 hits for CSM or 2.6 within 12".
Blood Axes bikes would be an equivalent save if you wanted.
Or you can give them a 5++ or 6++.
Or you can make the M16 +1A +1C
Or FNP which is great on W2 models
Or give them exploding melee attacks.
And the trait (Renegades) CSM could use to advance and charge...is covered by the trike.
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Post by: JimOnMars
CthuluIsSpy wrote:fe40k wrote:Painboy went up? What? Why?
@TedNugent: I think you're probably right, it went up just to make Snakebites look better in comparison.
Regarding Flash Gits; "Gun Crazy Showoffs" is still shoot again if you roll a 6 (on a single d6 for the unit).
"It only happens once in a blue moon, but when it does"
I'm a necron player, and we pay a premium for a special rule that can cancelled out pretty easily.
Its not great. GW is tableflipping the 7e meta. Tau, Necrons and Demons and marines are now down.
We just need the pointy ears to get theirs and all will be well.
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Post by: mhalko1
CthuluIsSpy wrote:fe40k wrote:Painboy went up? What? Why?
@TedNugent: I think you're probably right, it went up just to make Snakebites look better in comparison.
Regarding Flash Gits; "Gun Crazy Showoffs" is still shoot again if you roll a 6 (on a single d6 for the unit).
"It only happens once in a blue moon, but when it does"
I'm a necron player, and we pay a premium for a special rule that can cancelled out pretty easily.
Its not great.
I understand. as the 2 armies I play are orks and necrons. I get double shafted in this situation. Hopefully not on the orks side anymore.
108013
Post by: Bowie
JimOnMars wrote: CthuluIsSpy wrote:fe40k wrote:Painboy went up? What? Why?
@TedNugent: I think you're probably right, it went up just to make Snakebites look better in comparison.
Regarding Flash Gits; "Gun Crazy Showoffs" is still shoot again if you roll a 6 (on a single d6 for the unit).
"It only happens once in a blue moon, but when it does"
I'm a necron player, and we pay a premium for a special rule that can cancelled out pretty easily.
Its not great. GW is tableflipping the 7e meta. Tau, Necrons and Demons and marines are now down.
We just need the pointy ears to get theirs and all will be well.
Swear someone high up in GW is a fanatical eldar player, they have been pretty unstoppable at tournaments since 7th edition
110797
Post by: lolman1c
Sorry, i thought Wazbomb Blasta jet was the new ork vechile... sorry for that.
28269
Post by: Red Corsair
fe40k wrote:They were just mentioning that from a competitive standpoint, his plan is to get into melee; the shooting is just a bonus.
I hope a decent (albeit if not the most competitive) list can be made from shooting units.
Your joking right? You can take 9 shock jump buggies for under 1K and make them def skulls. They hit on a 3 with a free reroll to hit, wound and damage roll EACH. This book is not difficult to power game at all from the leaked cultures and strats alone.
All that crying over imaginary spilled milk with boys being 7ppm, and now what the few were telling you, wait and see, turns out to be true and worse. Turns out you can easily start the game with a full battalion of blood axes with 4+ saves and maxed defskull buggies between them form an outrider, oh whats that? They will shoot the buggies? Right, so you not only have a 6++ but when it does finally go down, without degrading, for only 1cp one of those bricks of 30 blood ax boys becomes 3+ save...
This books traits are easily the most broken the game has seen. Some of these klans are getting 2-3 other factions traits all rolled into one and some even better.
47547
Post by: CthuluIsSpy
mhalko1 wrote: CthuluIsSpy wrote:fe40k wrote:Painboy went up? What? Why?
@TedNugent: I think you're probably right, it went up just to make Snakebites look better in comparison.
Regarding Flash Gits; "Gun Crazy Showoffs" is still shoot again if you roll a 6 (on a single d6 for the unit).
"It only happens once in a blue moon, but when it does"
I'm a necron player, and we pay a premium for a special rule that can cancelled out pretty easily.
Its not great.
I understand. as the 2 armies I play are orks and necrons. I get double shafted in this situation
I also play Orks, though I think they might be in a better place overall than necrons.
Better traits, more options, not as over priced.
65311
Post by: Vineheart01
nope thats the last flyer they gave us.
which i dont even know how good it was before, since i stopped playing when it popped up and never proxied one of my dakkajets as it in 8th.
116485
Post by: PiñaColada
lolman1c wrote:Sorry, i thought Wazbomb Blasta jet was the new ork vechile... sorry for that.
Haha, easy mistake to make I guess.
28269
Post by: Red Corsair
lord_blackfang wrote:3 Battlewagons:
- basic
- gunwagon (BS4+)
- bonebreaka (deffrolla)
Sounds like they mostly just split the unit entry, maybe just to get more granular Power Levels.
Or to break the rule of 3 again.
47547
Post by: CthuluIsSpy
Red Corsair wrote:fe40k wrote:They were just mentioning that from a competitive standpoint, his plan is to get into melee; the shooting is just a bonus.
I hope a decent (albeit if not the most competitive) list can be made from shooting units.
Your joking right? You can take 9 shock jump buggies for under 1K and make them def skulls. They hit on a 3 with a free reroll to hit, wound and damage roll EACH. This book is not difficult to power game at all from the leaked cultures and strats alone.
All that crying over imaginary spilled milk with boys being 7ppm, and now what the few were telling you, wait and see, turns out to be true and worse. Turns out you can easily start the game with a full battalion of blood axes with 4+ saves and maxed defskull buggies between them form an outrider, oh whats that? They will shoot the buggies? Right, so you not only have a 6++ but when it does finally go down, without degrading, for only 1cp one of those bricks of 30 blood ax boys becomes 3+ save...
This books traits are easily the most broken the game has seen. Some of these klans are getting 2-3 other factions traits all rolled into one and some even better.
In order to get those 4+ saves you need to burn 2Cp though, unless boyz now have 5+ saves base. Still bloody good though.
69619
Post by: Zachectomy
Red Corsair wrote:fe40k wrote:They were just mentioning that from a competitive standpoint, his plan is to get into melee; the shooting is just a bonus.
I hope a decent (albeit if not the most competitive) list can be made from shooting units.
Your joking right? You can take 9 shock jump buggies for under 1K and make them def skulls. They hit on a 3 with a free reroll to hit, wound and damage roll EACH. This book is not difficult to power game at all from the leaked cultures and strats alone.
All that crying over imaginary spilled milk with boys being 7ppm, and now what the few were telling you, wait and see, turns out to be true and worse. Turns out you can easily start the game with a full battalion of blood axes with 4+ saves and maxed defskull buggies between them form an outrider, oh whats that? They will shoot the buggies? Right, so you not only have a 6++ but when it does finally go down, without degrading, for only 1cp one of those bricks of 30 blood ax boys becomes 3+ save...
This books traits are easily the most broken the game has seen. Some of these klans are getting 2-3 other factions traits all rolled into one and some even better.
Which, to be fair, orks desperately needed. We'll see how this all shakes out. The deffskullz reveal today gave me some hope. The new army looks like it'll be more fun than the index, tho.
28269
Post by: Red Corsair
Billagio wrote:Mentioned KFF is every unit within 6 inches gets the save, rather than every model.
Hey look I called this one too. What a rollercoaster. This book is going to turn out to be a problem, Sounds more busted then my dark eldar by a LARGE factor. At least DE have list building issues between unit types. This release is looking more and more busted by the second. Worst part is, CA2018 is already in the pipe, so prepare to weather the green tide until next december 2019 LMAO. Oh well it's been since early 5th since everyone was rocking orks, glad they are getting some more sunlight even if they are fungi
47547
Post by: CthuluIsSpy
Red Corsair wrote: Billagio wrote:Mentioned KFF is every unit within 6 inches gets the save, rather than every model.
Hey look I called this one too. What a rollercoaster. This book is going to turn out to be a problem, Sounds more busted then my dark eldar by a LARGE factor. At least DE have list building issues between unit types. This release is looking more and more busted by the second. Worst part is, CA2018 is already in the pipe, so prepare to weather the green tide until next december 2019 LMAO. Oh well it's been since early 5th since everyone was rocking orks, glad they are getting some more sunlight even if they are fungi 
Actually, he made an error which he quickly fixed. KFF is 9" and there's a strat that doubles it to 18"
28269
Post by: Red Corsair
Zachectomy wrote: Red Corsair wrote:fe40k wrote:They were just mentioning that from a competitive standpoint, his plan is to get into melee; the shooting is just a bonus.
I hope a decent (albeit if not the most competitive) list can be made from shooting units.
Your joking right? You can take 9 shock jump buggies for under 1K and make them def skulls. They hit on a 3 with a free reroll to hit, wound and damage roll EACH. This book is not difficult to power game at all from the leaked cultures and strats alone.
All that crying over imaginary spilled milk with boys being 7ppm, and now what the few were telling you, wait and see, turns out to be true and worse. Turns out you can easily start the game with a full battalion of blood axes with 4+ saves and maxed defskull buggies between them form an outrider, oh whats that? They will shoot the buggies? Right, so you not only have a 6++ but when it does finally go down, without degrading, for only 1cp one of those bricks of 30 blood ax boys becomes 3+ save...
This books traits are easily the most broken the game has seen. Some of these klans are getting 2-3 other factions traits all rolled into one and some even better.
Which, to be fair, orks desperately needed. We'll see how this all shakes out. The deffskullz reveal today gave me some hope. The new army looks like it'll be more fun than the index, tho.
Uh what? Orks didn't need the most reliable AT in the game. Cheap, doesn't degrade. Fast as feth, multiple shots, at marine BS with 3 CP rerolls per unit per phase. That means those 9 buggies would be getting 27 rerolls for free every shooting phase.
117801
Post by: An Actual Englishman
Daedalus81 wrote: An Actual Englishman wrote: Daedalus81 wrote:23 point bikes is 2 cheaper than CSM with 1 less save and 2 more attacks plus rerolls to charge. There are some other subtle nuances, but the Orks also have access to super solid traits unlike CSM.
And worse BS (on a shooty unit). 4+ save is 16% worse than 3+ save. 2pts is not 16% pts difference. And I don't see armies of CSM bikes at tournaments, in fact, I never see any CSM bikes at tournaments.... sooo probably not the best comparison (particularly when they're better).
I don't agree. You don't see CSM bikes at tournaments, because they don't have what Orks now have.
Lol, can't wait to see these armies of Ork bikes dominating tournaments.
Daedalus81 wrote:6 shots with DDD results in 2.3 hits.
At long range it's 1.3 hits for CSM or 2.6 within 12".
So they hit more often then? Because why would a bike not be rushing up the table to get the enemy in close range? Don't they use Combi weapons? So Meltas and the like can be thrown in? Massive flexibility.
With worse BS. Worse weapons.
They cost points or a trait.
I assume you mean +1 Advance and +1 Charge? So? They don't want to be in combat.
Great is relative. Costs trait or points.
Costs trait. They don't want to be in melee.
Daedalus81 wrote:And the trait (Renegades) CSM could use to advance and charge...is covered by the trike.
That costs 120 points....
Do you want to place a friendly bet to see if Warbikers suddenly start to dominate the Ork tournament meta?
28269
Post by: Red Corsair
CthuluIsSpy wrote: Red Corsair wrote: Billagio wrote:Mentioned KFF is every unit within 6 inches gets the save, rather than every model.
Hey look I called this one too. What a rollercoaster. This book is going to turn out to be a problem, Sounds more busted then my dark eldar by a LARGE factor. At least DE have list building issues between unit types. This release is looking more and more busted by the second. Worst part is, CA2018 is already in the pipe, so prepare to weather the green tide until next december 2019 LMAO. Oh well it's been since early 5th since everyone was rocking orks, glad they are getting some more sunlight even if they are fungi 
Actually, he made an error which he quickly fixed. KFF is 9" and there's a strat that doubles it to 18"
So it's even better  This has to be a misinterpretation. If it's by unit and can jump to 18 this is getting stupid.
494
Post by: H.B.M.C.
lolman1c wrote:Sorry, i thought Wazbomb Blasta jet was the new ork vechile... sorry for that.
Ain't that telling...
28269
Post by: Red Corsair
CthuluIsSpy wrote: Red Corsair wrote:fe40k wrote:They were just mentioning that from a competitive standpoint, his plan is to get into melee; the shooting is just a bonus.
I hope a decent (albeit if not the most competitive) list can be made from shooting units.
Your joking right? You can take 9 shock jump buggies for under 1K and make them def skulls. They hit on a 3 with a free reroll to hit, wound and damage roll EACH. This book is not difficult to power game at all from the leaked cultures and strats alone.
All that crying over imaginary spilled milk with boys being 7ppm, and now what the few were telling you, wait and see, turns out to be true and worse. Turns out you can easily start the game with a full battalion of blood axes with 4+ saves and maxed defskull buggies between them form an outrider, oh whats that? They will shoot the buggies? Right, so you not only have a 6++ but when it does finally go down, without degrading, for only 1cp one of those bricks of 30 blood ax boys becomes 3+ save...
This books traits are easily the most broken the game has seen. Some of these klans are getting 2-3 other factions traits all rolled into one and some even better.
In order to get those 4+ saves you need to burn 2Cp though, unless boyz now have 5+ saves base. Still bloody good though.
2 cp is a joke. It hits 30 guys and lasts all game. Guard has +1 to a 10 man unit for a phase at 1cp. How anyone can figure thats expensive is beyond me. A single blood axe battalion brings 5 CP, so for 1 more and only 630 you get 90 4+ save boys...
5269
Post by: lord_blackfang
Red Corsair wrote:Uh what? Orks didn't need the most reliable AT in the game. Cheap, doesn't degrade. Fast as feth, multiple shots, at marine BS with 3 CP rerolls per unit per phase. That means those 9 buggies would be getting 27 rerolls for free every shooting phase.
I guess now we know why the Dragsta is exclusive to a $150 box.
112636
Post by: fe40k
Red Corsair wrote:fe40k wrote:They were just mentioning that from a competitive standpoint, his plan is to get into melee; the shooting is just a bonus.
I hope a decent (albeit if not the most competitive) list can be made from shooting units.
Your joking right? You can take 9 shock jump buggies for under 1K and make them def skulls. They hit on a 3 with a free reroll to hit, wound and damage roll EACH. This book is not difficult to power game at all from the leaked cultures and strats alone.
All that crying over imaginary spilled milk with boys being 7ppm, and now what the few were telling you, wait and see, turns out to be true and worse. Turns out you can easily start the game with a full battalion of blood axes with 4+ saves and maxed defskull buggies between them form an outrider, oh whats that? They will shoot the buggies? Right, so you not only have a 6++ but when it does finally go down, without degrading, for only 1cp one of those bricks of 30 blood ax boys becomes 3+ save...
This books traits are easily the most broken the game has seen. Some of these klans are getting 2-3 other factions traits all rolled into one and some even better.
Congrats - you have what amounts to 50 point lascannons, and 1 squad of boyz with some extra saves.
2000 points
1000 - 10 Shokkjump Dragsta
210, 2cp - 30 Boyz
210, 2cp - 30 Boyz
210, 2cp - 30 Boyz
1cp, "Lootin'"
That leaves 370 points for HQs and grots ( cp farms).
So, for 7cp (which is a lot itself), you get 90 boyz that are 4-5+ save, and one that might be a 3+; I forsee the meta potentially quickly shifting to units that counter cover saves (Imperial Fists, etc); since it not only counters Blood Axes, it also counters the 2cp 2nd turn cover strategem.
The thing is, this list is about 50/50 in terms of Infantry/Vehicles - when the meta is based on skew lists; and since it doesn't skew, I imagine it'll have an interesting time. It gives all of your opponents guns (anti-tank and anti-infantry) optimal targets all around.
Nevermind you ALSO want 3cp (I imagine that's what it is) to teleport 20pl of units.
10cp for that whole list, for three squads of boyz and some double price lascannons.
82852
Post by: KurtAngle2
Orks will certainly be Dark Eldar broken tier...I do not want to ever face a Green tide of Evil Sunz boyz with permanent 5++ and 6+++ stomping people everywhere
116485
Post by: PiñaColada
There is a megatrakk skrapjet in the streamed game now though, no? Looks like it in the bottom left corner
87004
Post by: warhead01
Without further details here to clarify, it sounds like the Wazbomb came down in price? if it also has a KFF. Funny thing about that one, it used to come with a twin big shoota as well as the other weapons but the twin big shoota was not on the data sheet in the index. did it come back?
65311
Post by: Vineheart01
Orks are probably the worst players to have a model be exclusive to a big box.
We kitbash....everything...unless the original model is just that sexy or youre one of the few ork players with no kitbashing ability.
Im getting speedfreeks but if the Dragsta turns out to be something i want multiples of i'll kitbash it LONG before i'll buy another 150 box.
117801
Post by: An Actual Englishman
Red Corsair wrote:This books traits are easily the most broken the game has seen. Some of these klans are getting 2-3 other factions traits all rolled into one and some even better.
Better than armywide -1 to hit? Really? I disagree.
53708
Post by: TedNugent
I'm down on blood axes and death skulls with the KFF rules being so stronk.
They'd be pointless on either, while complimenting evil sunz perfectly.
28269
Post by: Red Corsair
fe40k wrote: Red Corsair wrote:fe40k wrote:They were just mentioning that from a competitive standpoint, his plan is to get into melee; the shooting is just a bonus.
I hope a decent (albeit if not the most competitive) list can be made from shooting units.
Your joking right? You can take 9 shock jump buggies for under 1K and make them def skulls. They hit on a 3 with a free reroll to hit, wound and damage roll EACH. This book is not difficult to power game at all from the leaked cultures and strats alone.
All that crying over imaginary spilled milk with boys being 7ppm, and now what the few were telling you, wait and see, turns out to be true and worse. Turns out you can easily start the game with a full battalion of blood axes with 4+ saves and maxed defskull buggies between them form an outrider, oh whats that? They will shoot the buggies? Right, so you not only have a 6++ but when it does finally go down, without degrading, for only 1cp one of those bricks of 30 blood ax boys becomes 3+ save...
This books traits are easily the most broken the game has seen. Some of these klans are getting 2-3 other factions traits all rolled into one and some even better.
Congrats - you have what amounts to 50 point lascannons, and 1 squad of boyz with some extra saves.
2000 points
1000 - 10 Shokkjump Dragsta
210, 2cp - 30 Boyz
210, 2cp - 30 Boyz
210, 2cp - 30 Boyz
1cp, "Lootin'"
That leaves 370 points for HQs and grots ( cp farms).
So, for 7cp (which is a lot itself), you get 90 boyz that are 4-5+ save, and one that might be a 3+; I forsee the meta potentially quickly shifting to units that counter cover saves (Imperial Fists, etc); since it not only counters Blood Axes, it also counters the 2cp 2nd turn cover strategem.
The thing is, this list is about 50/50 in terms of Infantry/Vehicles - when the meta is based on skew lists; and since it doesn't skew, I imagine it'll have an interesting time.
Nevermind you ALSO want 3cp (I imagine that's what it is) to teleport 20pl of units.
10cp for that whole list, for three squads of boyz and some double price lascannons.
That wasn't meant to be a list mate  It just demonstrates how easy it is to pack both bodies, durable bodies, and ranged AT. And if you think those are just 50pt las canons your just bad.
48746
Post by: Billagio
KurtAngle2 wrote:Orks will certainly be Dark Eldar broken tier...I do not want to ever face a Green tide of Evil Sunz boyz with permanent 5++ and 6+++ stomping people everywhere
And yet people are also saying that its going to be disappointing. I think its a bit early to say one way or the other
112636
Post by: fe40k
All I was saying was, while it sounds strong, such a list doesn't provide too much in terms of actual game-winning threats; and at such a huge cp investment.
Boyz go down in droves regardless; doubly so when the enemy brings cover ignoring weapons (or army traits).
28269
Post by: Red Corsair
Billagio wrote:KurtAngle2 wrote:Orks will certainly be Dark Eldar broken tier...I do not want to ever face a Green tide of Evil Sunz boyz with permanent 5++ and 6+++ stomping people everywhere
And yet people are also saying that its going to be disappointing. I think its a bit early to say one way or the other
It was early to say the sucked the entire month. After seeing the strats and traits in full it's easy to see how insane this will be. This isn't just OPrk players to be fair, EVERY release folks are complaining until they see the stratagems and the actual trait wording then they all start doing a 180. It was just as absurd as a DE player seeing other DE player complain about how bad the book was looking yet look where we are.
47547
Post by: CthuluIsSpy
Do you really want to 6 points on boys though? That's almost the entire battalion allotment of CP. I mean, you could do that, but that doesn't mean its a good idea.
117801
Post by: An Actual Englishman
To absolutely no one's surprise a Buggy dies instantly on stream to the Knight player awarding first blood.
48746
Post by: Billagio
Red Corsair wrote: Billagio wrote:KurtAngle2 wrote:Orks will certainly be Dark Eldar broken tier...I do not want to ever face a Green tide of Evil Sunz boyz with permanent 5++ and 6+++ stomping people everywhere
And yet people are also saying that its going to be disappointing. I think its a bit early to say one way or the other
It was early to say the sucked the entire month. After seeing the strats and traits in full it's easy to see how insane this will be. This isn't just OPrk players to be fair, EVERY release folks are complaining until they see the stratagems and the actual trait wording then they all start doing a 180. It was just as absurd as a DE player seeing other DE player complain about how bad the book was looking yet look where we are.
It still really depends on points.
28269
Post by: Red Corsair
fe40k wrote: Red Corsair wrote:fe40k wrote: Red Corsair wrote:fe40k wrote:They were just mentioning that from a competitive standpoint, his plan is to get into melee; the shooting is just a bonus.
I hope a decent (albeit if not the most competitive) list can be made from shooting units.
Your joking right? You can take 9 shock jump buggies for under 1K and make them def skulls. They hit on a 3 with a free reroll to hit, wound and damage roll EACH. This book is not difficult to power game at all from the leaked cultures and strats alone.
All that crying over imaginary spilled milk with boys being 7ppm, and now what the few were telling you, wait and see, turns out to be true and worse. Turns out you can easily start the game with a full battalion of blood axes with 4+ saves and maxed defskull buggies between them form an outrider, oh whats that? They will shoot the buggies? Right, so you not only have a 6++ but when it does finally go down, without degrading, for only 1cp one of those bricks of 30 blood ax boys becomes 3+ save...
This books traits are easily the most broken the game has seen. Some of these klans are getting 2-3 other factions traits all rolled into one and some even better.
Congrats - you have what amounts to 50 point lascannons, and 1 squad of boyz with some extra saves.
2000 points
1000 - 10 Shokkjump Dragsta
210, 2cp - 30 Boyz
210, 2cp - 30 Boyz
210, 2cp - 30 Boyz
1cp, "Lootin'"
That leaves 370 points for HQs and grots ( cp farms).
So, for 7cp (which is a lot itself), you get 90 boyz that are 4-5+ save, and one that might be a 3+; I forsee the meta potentially quickly shifting to units that counter cover saves (Imperial Fists, etc); since it not only counters Blood Axes, it also counters the 2cp 2nd turn cover strategem.
The thing is, this list is about 50/50 in terms of Infantry/Vehicles - when the meta is based on skew lists; and since it doesn't skew, I imagine it'll have an interesting time.
Nevermind you ALSO want 3cp (I imagine that's what it is) to teleport 20pl of units.
10cp for that whole list, for three squads of boyz and some double price lascannons.
That wasn't meant to be a list mate  It just demonstrates how easy it is to pack both bodies, durable bodies, and ranged AT. And if you think those are just 50pt las canons your just bad.
I'm not sure how to respond to this without it seeming personal.
You made a point.
I made a counter point.
"Oh, my first point wasn't meant to be a real point".
Actually,
You asked a question
I answered it by demonstrating a simple point
You missed the point entirely Automatically Appended Next Post: CthuluIsSpy wrote:Do you really want to 6 points on boys though? That's almost the entire battalion allotment of CP.
I mean, you could do that, but that doesn't mean its a good idea.
It's a great idea. Your spending cp on a game lasting effect on durability. What esle would you spend it on? Rerolls? Because apparently there is a Kultur that just gets as many of those as it wants for free.
53708
Post by: TedNugent
Okay, okay.
Evil sunz.
Kan wall in front KFF big mek center.
Painboy behind. Shootas flank painboy for auras. WAAAGH banner center.
When a Killa kan unit drops, boys pick up +1 armor save for the lulz.
Maybe a trike for the aura but idk since the speed difference is going to make that rather awkward.
Multiply for redundancy.
57651
Post by: davou
Anyone know what happens if you use a unit from the index that isnt in a codex, but carries a piece of wargear from the codex?
I assume the bike mek KFF is gone, but Id like to run mine and not proxy it as a mega-mek and be accused of taking advantage of the huge ass profile I made
112636
Post by: fe40k
Moving on;
What happened to the list that was being discussed pre-game? I thought that's what list they'd be running; instead, they're running a Stompa list.
Also, none of those knights moved - aren't there some melee ones in that list?
69619
Post by: Zachectomy
fe40k wrote: Red Corsair wrote:fe40k wrote:They were just mentioning that from a competitive standpoint, his plan is to get into melee; the shooting is just a bonus.
I hope a decent (albeit if not the most competitive) list can be made from shooting units.
Your joking right? You can take 9 shock jump buggies for under 1K and make them def skulls. They hit on a 3 with a free reroll to hit, wound and damage roll EACH. This book is not difficult to power game at all from the leaked cultures and strats alone.
All that crying over imaginary spilled milk with boys being 7ppm, and now what the few were telling you, wait and see, turns out to be true and worse. Turns out you can easily start the game with a full battalion of blood axes with 4+ saves and maxed defskull buggies between them form an outrider, oh whats that? They will shoot the buggies? Right, so you not only have a 6++ but when it does finally go down, without degrading, for only 1cp one of those bricks of 30 blood ax boys becomes 3+ save...
This books traits are easily the most broken the game has seen. Some of these klans are getting 2-3 other factions traits all rolled into one and some even better.
Congrats - you have what amounts to 50 point lascannons, and 1 squad of boyz with some extra saves.
2000 points
1000 - 10 Shokkjump Dragsta
210, 2cp - 30 Boyz
210, 2cp - 30 Boyz
210, 2cp - 30 Boyz
1cp, "Lootin'"
That leaves 370 points for HQs and grots ( cp farms).
So, for 7cp (which is a lot itself), you get 90 boyz that are 4-5+ save, and one that might be a 3+; I forsee the meta potentially quickly shifting to units that counter cover saves (Imperial Fists, etc); since it not only counters Blood Axes, it also counters the 2cp 2nd turn cover strategem.
The thing is, this list is about 50/50 in terms of Infantry/Vehicles - when the meta is based on skew lists; and since it doesn't skew, I imagine it'll have an interesting time. It gives all of your opponents guns (anti-tank and anti-infantry) optimal targets all around.
Nevermind you ALSO want 3cp (I imagine that's what it is) to teleport 20pl of units.
10cp for that whole list, for three squads of boyz and some double price lascannons.
Don't bother arguing. I took a look at Red Corsair's other posts, and he's clearly got a thing against orks, "complainers" or both. The dragster is a nice model and situationally strong but not worth maxing out on. The reliable BS is a nice gimmick. Bikers I actually am excited about. Strong? Maybe. But the kultures open up options
116137
Post by: Pandabeer
Billagio wrote:Interesting, Gorkanauts went down to 15PL from 19. Wonder if there is a point reduction in there too. Also 10 MANZ would be 20PL as well which means they went down too (and can use teleport). 3PL trukks
Wonder if I can shove a Big Mek with KFF and the Evil Sunz armor relic in a Gorkanaut at or below 20 PL... then Tellyport them T2 for a pretty high chance of making the charge (practically guaranteed if Ramming Speed is real) with a 5++ against overwatch/ shooting attacks after enemy falls back and a bit of extra movement (and a chance to deal a mortal wound in some phase I thought?).
fe40k wrote:"Well, in hyper competitive you won't see Stompas"
"40w, 3+ armor save"
"You're shooting like 18 shots a turn"
"Stompas are WAYYY better, but you have to remember, Orks are better"
"Orks always hitting on 6's, make the Stompa BadMoonz to reroll 1s"
"Blood Axe Stompa, 2+"
"Two meks inside, one hops out each round and heals it before it runs off"
I mean, for 940 points - I'm still not sold.
Stop pulling a Reece and hyping up a bad unit; I get you're a mouthpiece, but you're representing the only really informed individual we have at the moment; as you have the codex in hand.
Probably won't work in hyper-competitive but maybe a properly supported Stompa could be a viable option in most other environments, even at 940 points. But yeah, the cost is still steep. Also, as for comparing it to the Castellan (talking in general here, not just to you); please remember that a Castellan with Cawls' Wrath/ Ion Bulwark/ Rotate Ion Shields is incredibly undercosted for the amount of dakka it spits out and it's tankiness. First thing I'd do is nerf Cawls' Wrath instead of giving it a massive price hike though.
101510
Post by: happy_inquisitor
An Actual Englishman wrote: Daedalus81 wrote:23 point bikes is 2 cheaper than CSM with 1 less save and 2 more attacks plus rerolls to charge. There are some other subtle nuances, but the Orks also have access to super solid traits unlike CSM.
And worse BS (on a shooty unit). 4+ save is 16% worse than 3+ save. 2pts is not 16% pts difference. And I don't see armies of CSM bikes at tournaments, in fact, I never see any CSM bikes at tournaments.... sooo probably not the best comparison (particularly when they're better).
It is not really a shooty unit or even a smashy unit, it is first and foremost a fast unit. I think its all about getting around the table fast and controlling the space on the table. Oh and killing chaff, they are decent at killing chaff.
Paint 'em red and put one of those funky trikes nearby and they can get +2 to move, +1 to advance and charge and they get to advance and then shoot and charge without penalty. So they move 16" plus the D6 +1 advance, shoot at normal BS - then they charge 2D6 +1 with re-roll one or both dice. It is all about getting across the table super-fast and getting in that first strike. They do that much better than CSM bikers because their threat range is a lot bigger. It is a fair few points for a big unit of them but if that removes the chaff from a gunline on turn 1 setting up a nasty tellyporta / Da jump strike on turn 2 then it was worth it.
If you don't paint them red I'm not sure why you would take them. As a shooty or a smashy unit they are pretty meh. Paint go-faster stripes on them or leave them at home I say.
117801
Post by: An Actual Englishman
Red Corsair wrote:Actually,
You asked a question
I answered it by demonstrating a simple point
You missed the point entirely
No you didn't answer the question. The question was; "I wonder if I can make a decent shooting army?"
The SJD is a singular vehicle that is an expensive (and not so durable) Anti-armour platform. Not sure what you'd be doing against a horde of Letters, Cultists and other Infantry with this 10 SJD list? Other than losing of course.
91290
Post by: Kap'n Krump
Someone was stupid enough to bring buggies v. knights?
Let me know how that game goes!
116485
Post by: PiñaColada
Kap'n Krump wrote:
Someone was stupid enough to bring buggies v. knights?
Let me know how that game goes!
Yeah, the megatrakk skrapjet died instantly I'm afraid. So we still don't know its stats
47547
Post by: CthuluIsSpy
Supa Gatling rule revealed -
After you finish firing it, you can roll a die. On a 2+ you can shoot again, on a 1 you run out of ammunition and you lose it for the game.
88978
Post by: JimOnMars
CthuluIsSpy wrote:Supa Gatling rule revealed -
After you finish firing it, you can roll a die. On a 2+ you can shoot again, on a 1 you run out of ammunition and you lose it for the game.
Can you CP reroll it??
48746
Post by: Billagio
JimOnMars wrote: CthuluIsSpy wrote:Supa Gatling rule revealed -
After you finish firing it, you can roll a die. On a 2+ you can shoot again, on a 1 you run out of ammunition and you lose it for the game.
Can you CP reroll it??
I would assume so
47547
Post by: CthuluIsSpy
JimOnMars wrote: CthuluIsSpy wrote:Supa Gatling rule revealed -
After you finish firing it, you can roll a die. On a 2+ you can shoot again, on a 1 you run out of ammunition and you lose it for the game.
Can you CP reroll it??
I think you can, I don't see how you couldn't. He didn't roll a 1, so it didn't come up.
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