NEW UNITS
*Mek Tank – Sporting a giant Shokk Attack Gun, firing Bomb Squigs. Tank can purchase a KFF.
UNIT UPDATES
*Flashgits - Their Snazz guns roll for random range each turn (12+3d6). On a triple 1 they overheat like Gets Hot. The unit may purchase upgrades like +1 BS, +1A, blast, rapid fire, skyfire, ans others, several are mutually exclusive.
*Boys - cheaper!
*Meks - Look for ability to field an increased number of Deffdreads and Kanns than currently.
*Stormboyz - Gain a "Rocket boost" attack that can target flyers. They must move 18” and if they pass a flyer they each get 2 attacks on it as if assaulting a vehicle. Move as infantry during their next turn. Looks like the designers played a lot of THQ's Space Marine!
*Buggys / Trakks - May tank shock if they are upgraded with spiked plates/wheels.
Part 2 from Larry Vela
NEW HQs *"Grot Boss" Grot with a stateline of a Ork Boy, but higher BS. Equipped with a nice kustom-mega-shoota as an option. Can also get a Buggy or take a Killa-kan as a transport/upgrade
*"Da Crew" An HQ unit of even bigger Nobs. They have odd LoS modifications, One Nob must be nominated as "Da Boss", and if Da Boss is killed, one of Da Crew is promoted. This interacts in some new way with "Kill the Warlord" victory conditions, and is effectively an entire "warlord unit".
NEW UNITS
*Grot Whirlybird: Rotored transport: Capacity 20 Grots. They get dumped on the battlefield roughly from the Whirlybird taking a mandatory DT test, and cause mayhem if they fall atop another unit.
*Grots Buggys: Similar to Nob Bikers, but are buggies with Grots on the back and Orks behind the wheel! Drive-by attacks. Highly likely this will be an "alternate unit" for a buggy combo-unit box.
Gretchin/ Grots
This bit came in to me over on Faeit 212 by two separate sources, and its not completely clear whether the following will be in the Ork codex, or if it will be part of an allied supplement that may be coming.
Part 1
*I dont think this is for a new Orks Codex, or a new Codex at all yet though.
*grot boss - a big grot almost an ork.
*Gretchin Weirdling - grot psyker. Lvl1. Upgrade to lvl 2. Access to divination, gork, and mork lists
*Killa kans in elite.
*Gretchin - can take control collars no ork herder like in ork list. 5-20 unit. Cheaper than ork codex gretchin by a pt. Can take whirlybird or looted wagon as dt *Squig runts- sounds like 40k equivalent of squig hoppers
*Whirlybird – looks like a Huey hit with ork hammer, bomb doors underneath to drop gretchin
*Grot scootas - rocket propelled skateboarders? Squad of 5-10. Hvy bolter profile weapon.
*Grot buggies - drive by assault 8 grot blastas
*Grot rocket - single shot roket with large range and big blast.
*Big Guns – control collar option again, the ones from ork codex, plus a flakk gun with skyfire
Part 2
*Grot Whirlybird -
*Looks like a old Vietname War Hellicopter, big bulged bubble cockpit/body, skinny tail boom.
*About twice as big as the ork DefKoptas. Concept is the doors of the main body open on the
bottom like an old bomber to drop the Grots on to the battlefield.
*Cannot carry Orks or Bulky/Very Bulky models.
*Can drop Grots at any point along path travelled in movement phase only if not Zooming.
*Placement like deepstrike, but scatter is reduced if hovering.
It feels like early rumors and follows the ideas I have seen in 6th - that is rough/strange additional new units in lieu of expanding/correcting current units.
The problem with adding more grot units is the fact that it will inherently add more random elements and silliness instead of correcting the deficiencies created in the transfer to 6th.
Eh, I am skeptical... While there have been new units added, they can't invalidate decades of models and wargear... And since they are going to make kits for these rules, a lot of these sound like "Rebel Grots" conversion list you would see in WD with no model support.
pretre wrote: That's from Larry Vela on BOLS, not just BOLS.
I only meant to imply that the rumor was found there. I'm not big on tracking rumors, but found this and noticed no one posted it yet.
I know, I wasn't beating up on you, just clarifying.
Automatically Appended Next Post:
nkelsch wrote: Eh, I am skeptical... While there have been new units added, they can't invalidate decades of models and wargear... And since they are going to make kits for these rules, a lot of these sound like "Rebel Grots" conversion list you would see in WD with no model support.
Does this person have any reliability in rumors?
Larry Vela - Total rumors: (7 TRUE) / (8 FALSE) / (0 PARTIALLY TRUE/VAGUE)
Spoiler:
Ork Rumors - March 2013 NEW HQs "Grot Boss" Grot with a stateline of a Ork Boy, but higher BS. Equipped with a nice kustom-mega-shoota as an option. Can also get a Buggy or take a Killa-kan as a transport/upgrade PENDING
"Da Crew" An HQ unit of even bigger Nobs. They have odd LoS modifications, One Nob must be nominated as "Da Boss", and if Da Boss is killed, one of Da Crew is promoted. This interacts in some new way with "Kill the Warlord" victory conditions, and is effectively an entire "warlord unit". PENDING
NEW UNITS Grot Whirlybird: Rotored transport: Capacity 20 Grots. They get dumped on the battlefield roughly from the Whirlybird taking a mandatory DT test, and cause mayhem if they fall atop another unit. PENDING
Grots Buggys: Similar to Nob Bikers, but are buggies with Grots on the back and Orks behind the wheel! Drive-by attacks. Highly likely this will be an "alternate unit" for a buggy combo-unit box. PENDING
Eldar - March 2013 -New Eldar "large tank" is being worked on (not the same as the new falcon variant) PENDING -Guardian/Storm Guardian combo plastic box PENDING -Guardian jetbikes/Shining Spear combo box PENDING
Chaos Daemons Look for dual 40K/WFB Chaos Daemons army book-codexes in Feb/March. DUPLICATE They should be in the March White Dwarf, and hit the street end of February DUPLICATE
- All four Greater Daemon plastic kits with named options FALSE - Plastic Furies, dual-option kit with "Flesh Terrors" FALSE - Plastic Khorne Chariot, herald, dual kit with a cannon, pulled by Bloodcrushers DUPLICATE - Plastic Tzeentch Chariot, herald, dual kit with "flame-beast" pulled by screamers, ( 40k: a Skimmer) TRUE - Plastic Nurgle Palanquin, (chariot), carried by Nurglings, (combines with Nurgle GD kit for named character model - Ku'gath) FALSE - Nurgle Plague-flies jetbikes/monsterous cavalry (40K-Elites, WFB-Rares) DUPLICATE - New Daemon-engine, bipedal with atypical porportions, uses ectoplasmic weaponry of CSMs, has numerous options for CC or Ranged loadout. (40K- Heavy, WFB-Special) FALSE - New Daemon flying MC. (40K-Fast Attack-flyer, WFB-Rare) FALSE Rules - Daemon Princes with Wings will move slots in 40K. FALSE - Look for across the board points increases in the codex/army book. FALSE
Chaos Daemons Jan 2013 It is believed to be a Q1 release. DUPLICATE There is conflicting chatter as to whether the Codex is coming as well, or whether it is a miniatures-only wave with White Dwarf rules like we say in Q4-12. SPECULATION
BloodThirster DUPLICATE Great Unclean One, DUPLICATE New Nurgle "jetbikes" - Described as GIANT FLIES with Plaguebearer Riders!!! TRUE Khornate Chariot with dual-build options. [TRUE -Option 1: Transport (holds a big squad of daemons, opened top) TRUE -Option 2: Cannon Variant (autocannon equivalent blast template, medium range) TRUE
Release Mark 2 - Dec 2012 Q1 Late-December-January: Dark Angels TRUE February-March: Chaos Daemons (still LOTS of chatter of a synchronized release of 40k/WFB Daemons books like Games Workshop did last time) TRUE March: 40K Miniatures Wave ALPHA (see below) FALSE Another Hobbit release wave is in this quarter as well. PENDING
Q2 April: Warhammer Fantasy Armybook DUPLICATE May: Tau Empire DUPLICATE June: 40K Miniatures Wave BETA (see below) PENDING
40K Miniatures waves are said to be: Ork wave: with buggy, wartrack, updated Battlewagon, coptas, flashgitz, and tankbustas PENDING Flyer wave: with: Eldar, Tau, Tyranid, Dark Eldar kits PENDING The order of those two waves is in contention, but both keep coming up in chatter.
Release Schedule JAN: Dark Angels DUPLICATE FEB: Daemons DUPLICATE MAR: Wave month (hobbit, warriors of chaos, 40k) DUPLICATE APR: High Elves PENDING MAY: Tau PENDING JUN: Summer wave (40k, supplement book for 40k) PENDING JUL: Lizardmen PENDING AUG: Mystery Box PENDING SEP: Wave month DUPLICATE NOV: Eldar PENDING
edit: Updated Larry's rate since I hadn't done Daemons yet.
If they take the orks back to being 60% loss and 40% victory all depending on 'wacky fun random stuff on d1000 charts' like they were in 2nd, I'll sell the fething lot. I want to play a game, not roll dice to determine if I 'win' or 'lose'.
If they take the orks back to being 60% loss and 40% victory all depending on 'wacky fun random stuff on d1000 charts' like they were in 2nd, I'll sell the fething lot. I want to play a game, not roll dice to determine if I 'win' or 'lose'.
Yeah... just don't go CRAZY on that gak...
-Just update the current rules for 6th ED (like at you ol'Zogwort).
-Totally agree to find ways to expand the usefulness of grots and nobz.
-Give the Flash Gitz their own dedicated transport.
-AND OMG. PLEASE include the Squiggoth as dedicated transport!
I am a bit concerned about the flood of early playtest information within a few days. Sure, there are rumours of Tyranids and Orks in 2014/2015, so early playtesting could be done now. Still weird. Let's not take this too seriously.
MeanGreenStompa wrote: If they take the orks back to being 60% loss and 40% victory all depending on 'wacky fun random stuff on d1000 charts' like they were in 2nd, I'll sell the fething lot. I want to play a game, not roll dice to determine if I 'win' or 'lose'.
Get ready for the totally random cinematic "Waaaagh! Chart", rolled on at the start of every Ork Assault Phase. Results included:
1. 'Ead Bang: There's so much residual psychic energy that things start going pop! Randomly Cinematically choose one Ork from any unit engaged in HTH combat. They immediately die with no saves possible.
2. I'z bigga den yoo: A minor disagreement devolves into an all-out brawl. Roll a Leadership Check on 3d6 for every unengaged Ork unit. Any unit that fails is effectively pinned as they fight amongst themselves. The unit also takes D6 S4 AP- hits, applied randomly cinematically to the unit.
MeanGreenStompa wrote: If they take the orks back to being 60% loss and 40% victory all depending on 'wacky fun random stuff on d1000 charts' like they were in 2nd, I'll sell the fething lot. I want to play a game, not roll dice to determine if I 'win' or 'lose'.
Get ready for the totally random cinematic "Waaaagh! Chart", rolled on at the start of every Ork Assault Phase. Results included:
1. 'Ead Bang: There's so much residual psychic energy that things start going pop! Randomly Cinematically choose one Ork from any unit engaged in HTH combat. They immediately die with no saves possible.
2. I'z bigga den yoo: A minor disagreement devolves into an all-out brawl. Roll a Leadership Check on 3d6 for every unengaged Ork unit. Any unit that fails is effectively pinned as they fight amongst themselves. The unit also takes D6 S4 AP- hits, applied randomly cinematically to the unit.
And so on...
Bring it on, as long as (almost) as much bad stuff happens to the enemy
eg (some made up rulez)
1. Wez erd der woz Krumping, Randomly determine a unit in your orc horde, a duplicate unit shows up to join in the fun
2. Weird Boyz iz Best, The sheer amount of Waarg energy on the field reaches a critical level, as long as you have a living wierd boy on the field waarg energy arc between him any any (enemy) models with the psyker rule causing a single S6 Ap- hit to any enemy model along the line(s). The enemy psykers are unable to use any powers in their turn
Ouze wrote: Would love to see more Grot love. Also, would like to see the return of "It's a Grot's Life".
Isn't that the one where an Ork would throw a grot in a mine field?
Yes. I have no idea why it was removed... it perfectly shows Orky Kultur, and where grots fit into it.
Also, I think there was one where they were human shields, and any shooting through a grot mob at Orks would have the hits & wounds applied to the grots? I truthfully forget which was current and which was removed, it was one or the other.
If they take the orks back to being 60% loss and 40% victory all depending on 'wacky fun random stuff on d1000 charts' like they were in 2nd, I'll sell the fething lot. I want to play a game, not roll dice to determine if I 'win' or 'lose'.
Same here. Randomness is cool and all, but it should be an optional bit.
For the love of god, don't make every unit random.
Don't make me have to hope I don't roll a 1 on every vehicle or else it stalls, or on a 1 my shootas on my dakkajet jam, or a roll of double twelves my boyz mob just goes nuts and kills themselves.
I would quit the game at that point. It'd be the final straw.
Hope the grot bits are true. Anything that increases grot use is good news in my book--they're great to paint. I wish grots in 40k were as prominent as goblins in WFB.
Bangbangboom wrote: And what is wrong with random elements and silliness in an ork army?
Nothing, so long as the randomness isn't mandatory. I love the shokk and trukk rules - I just don't want my entire army based on it. A little sprinkled in for flavor is fine but to add more than there is currently might push it a little too far for my tastes.
I like these rumours so far, I am loving the Crew idea a lot...
..I hope they make a rule which makes them more resiliant against stuff that makes them more immuine towards wargear and Maledictions I can see it sort off...
Thick Skullz/Wez not afraid: whaen taking LD tests from a unit witch causes them to or a malediction is caused on them to make a LD test use one less dice to determing the passing or failing of a LD test...
I know this sounds like wishlisting but that would be so awesome .
I persoanlly hate grots. They annoy me to no end. I hope we don't get more units like that. Grots are food.
I am personally happy with our Dex. I think it is still a very good dex. My issue is with a few units. The Flash gitz need to have a transport option as has been mentioned. The looted wagon I think should be a bit more armored as it is built off a leman russ chassis. Even a 13 would be fine with me. Snikrot actually being able to charge the turn he comes in. And new kits, ie meganobs, buggies/trakks, a new battle wagon kit would be nice. One that is actually bigger then a trukk.
More randomeness is not the way I want to play my Orks. Their weapons being a bit random is fine but they way the move or act is not going to work in this game as it is now. I hope GW realizes this for sure.
balsak_da_mighty wrote: I persoanlly hate grots. They annoy me to no end. I hope we don't get more units like that. Grots are food.
I am personally happy with our Dex. I think it is still a very good dex. My issue is with a few units. The Flash gitz need to have a transport option as has been mentioned. The looted wagon I think should be a bit more armored as it is built off a leman russ chassis. Even a 13 would be fine with me. Snikrot actually being able to charge the turn he comes in. And new kits, ie meganobs, buggies/trakks, a new battle wagon kit would be nice. One that is actually bigger then a trukk.
More randomeness is not the way I want to play my Orks. Their weapons being a bit random is fine but they way the move or act is not going to work in this game as it is now. I hope GW realizes this for sure.
It would be pro commercial move from GW to bring out Grot boss, and enable Gretchin-only armies. They'd be big seller.
Lots have been said about Ork randomness, but in fact Orks are very reliable army, if you only use their core units. They're not very vulnerable to bad luck in same fashion as small elite armies. All the wacky random stuff (Weirdboyz, Shokk Attack Gun etc) are optional.
It would be really lame if this was to change so that in every turn you'd roll for each mob of Boyz what they do...
balsak_da_mighty wrote: I persoanlly hate grots. They annoy me to no end. I hope we don't get more units like that. Grots are food.
I am personally happy with our Dex. I think it is still a very good dex. My issue is with a few units. The Flash gitz need to have a transport option as has been mentioned. The looted wagon I think should be a bit more armored as it is built off a leman russ chassis. Even a 13 would be fine with me. Snikrot actually being able to charge the turn he comes in. And new kits, ie meganobs, buggies/trakks, a new battle wagon kit would be nice. One that is actually bigger then a trukk.
More randomeness is not the way I want to play my Orks. Their weapons being a bit random is fine but they way the move or act is not going to work in this game as it is now. I hope GW realizes this for sure.
Grotz arent just for food Sir lol... in actuality, grots tend to sit back and collect teeth anyway, so they can be an active part of the battle
I do have to say the looted wagon being based off of the leman russ is a common misconception/mistake... the looted wagon is made up of whatever the orks find laying around, even more so is that very rarely does the wagon resemble the vehicle its parts were taken from... to that end, I've seen looted wagons made of distinguishable russes, rhinos, grav-tanks, skimmers, boats, and any other manner of track vehicles. The ork shtick is poor armor due to ram-shackling in general.
but I do agree that orks are random enough. a mob of thirty boyz still functions perfectly despite many disadvantages and hits like a mac truck... I do not want a dice roll that can make my thirty man mob (cheaper than a tac squad) sit where it starts the entire game, stuff like that adds to the notion that orks are for fun play friendly games rather than competition.
Bangbangboom wrote: And what is wrong with random elements and silliness in an ork army?
Because GW equates 'silliness' with 'your army is supposed to suck'.
Look at the WFB book for examples. Somehow orc bolt throwers went up in price, while at the same time gaining a chance to destroy themselves when you roll a 1, similar to a stonethrower. Back in Warhammer Armies, orcs had a nice array of warmachines and it was one of the advantages of the army. Now orcs are "whacky" and are supposed to have stuff break all the time.
I have high hopes for a new Ork codex. Ironic since I don't trust them to do anything right anymore.
Bangbangboom wrote: And what is wrong with random elements and silliness in an ork army?
Because GW equates 'silliness' with 'your army is supposed to suck'.
Look at the WFB book for examples. Somehow orc bolt throwers went up in price, while at the same time gaining a chance to destroy themselves when you roll a 1, similar to a stonethrower. Back in Warhammer Armies, orcs had a nice array of warmachines and it was one of the advantages of the army. Now orcs are "whacky" and are supposed to have stuff break all the time.
I have high hopes for a new Ork codex. Ironic since I don't trust them to do anything right anymore.
Just as long as they keep whoever wrote the rules for the Ork flyers FAR away from the codex. These are the latest Ork rules we have to go off of, and frankly they suck.
The Supa-Shoota is about the only thing introduced with the flyer that they got right, as well as the WAAGGH Plane ability, which is fun and very Orky.
However, all three planes are over-costed, and two out of three of them have weapons which are tremendously sub-par AND overcosted.
If we got an entire codex re-write of this level rule quality, I'd be very worried.
Murrdox wrote: Just as long as they keep whoever wrote the rules for the Ork flyers FAR away from the codex. These are the latest Ork rules we have to go off of, and frankly they suck.
The Supa-Shoota is about the only thing introduced with the flyer that they got right, as well as the WAAGGH Plane ability, which is fun and very Orky.
However, all three planes are over-costed, and two out of three of them have weapons which are tremendously sub-par AND overcosted.
If we got an entire codex re-write of this level rule quality, I'd be very worried.
I have to disagree with 90% of your statements... I have used the ork flier (only one, the dakkajet) in multiple games... it is a fantastic flier with a simple motive, shoot stuff and kill stuff.
I have used it to destroy multiple vehicles and entire units. It has lasted entire games even getting shot it. it has an awesome ballistic skill for an ork vehicle. it looks amazing, and the list goes on. The bomber is not bad bad requires more infantry on the field. The Blitza is obviously the most orky of the three and has the potential to do major damage even if it fails.
I have to disagree with 90% of your statements... I have used the ork flier (only one, the dakkajet) in multiple games... it is a fantastic flier with a simple motive, shoot stuff and kill stuff.
I have used it to destroy multiple vehicles and entire units. It has lasted entire games even getting shot it. it has an awesome ballistic skill for an ork vehicle. it looks amazing, and the list goes on. The bomber is not bad bad requires more infantry on the field. The Blitza is obviously the most orky of the three and has the potential to do major damage even if it fails.
Have you used the rules/fielded the models?
I've used Dakkajets, and yes, they are good models, and there is a lot to like about them. But compare them with the other flyers out there, and you have to wonder why the designers wanted to screw Orks.
The Blitzabomma costs almost the exact same as the Dark Eldar Razorwing. However the Razorwing is an infinitely superior flyer for the same amount of points. The Burnabomma is 20 points cheaper, but has to pay 10 points per missile where the Dark Eldar is only 5, and the Dark Eldar missile is vastly superior. If an Ork Skorcha Missile costs 10 points, by comparison I don't see how a Dark Eldar Shatterfield Missile should cost anything less than 20.
Even if you don't get into cost comparisons, the Blitzabomma and Burnabomma simply aren't designed well. A Looted Wagon with a Boomgun can do the same job as a Blitzabomma, only better, and for less points. Sure, Burna Bomms and Skorcha Missiles ignore cover, but at only S5 AP4, they're simply light infantry killers, and the codex is jammed full of light infantry killers.
So yes, the Dakkajet is good, and it's not horribly over-costed. The other two are both over-costed, and tactically inferior choices. As an Ork player, being given THREE flyer variants was incredibly awesome. I'm just horribly disappointed that 2 out of the 3 simply aren't worth ever putting on the table. That makes me worry about future Ork rules. I don't want a codex where 2/3 of the options just aren't worth taking. I'm sad enough that 6th edition made me pack away my Kan Wall army.
Murrdox wrote: Just as long as they keep whoever wrote the rules for the Ork flyers FAR away from the codex. These are the latest Ork rules we have to go off of, and frankly they suck.
The Supa-Shoota is about the only thing introduced with the flyer that they got right, as well as the WAAGGH Plane ability, which is fun and very Orky.
However, all three planes are over-costed, and two out of three of them have weapons which are tremendously sub-par AND overcosted.
If we got an entire codex re-write of this level rule quality, I'd be very worried.
I have to disagree with 90% of your statements... I have used the ork flier (only one, the dakkajet) in multiple games... it is a fantastic flier with a simple motive, shoot stuff and kill stuff.
I have used it to destroy multiple vehicles and entire units. It has lasted entire games even getting shot it. it has an awesome ballistic skill for an ork vehicle. it looks amazing, and the list goes on. The bomber is not bad bad requires more infantry on the field. The Blitza is obviously the most orky of the three and has the potential to do major damage even if it fails.
Have you used the rules/fielded the models?
So he says 2/3 suck, you say no, you've used 1 and then ask him if he's used the rules or fielded the models?
Guess which 2/3 he was referring to, I'll give you a clue, not the fething dakkajet. The flyers are costed too highly, as are nobs, battlewagons, both types of walker, stormboyz and deffkoptas. Also more units should be able to take battlewagons as transports to free up the HS choices.
I've used Dakkajets, and yes, they are good models, and there is a lot to like about them. But compare them with the other flyers out there, and you have to wonder why the designers wanted to screw Orks.
The Blitzabomma costs almost the exact same as the Dark Eldar Razorwing. However the Razorwing is an infinitely superior flyer for the same amount of points. The Burnabomma is 20 points cheaper, but has to pay 10 points per missile where the Dark Eldar is only 5, and the Dark Eldar missile is vastly superior. If an Ork Skorcha Missile costs 10 points, by comparison I don't see how a Dark Eldar Shatterfield Missile should cost anything less than 20.
Even if you don't get into cost comparisons, the Blitzabomma and Burnabomma simply aren't designed well. A Looted Wagon with a Boomgun can do the same job as a Blitzabomma, only better, and for less points. Sure, Burna Bomms and Skorcha Missiles ignore cover, but at only S5 AP4, they're simply light infantry killers, and the codex is jammed full of light infantry killers.
So yes, the Dakkajet is good, and it's not horribly over-costed. The other two are both over-costed, and tactically inferior choices. As an Ork player, being given THREE flyer variants was incredibly awesome. I'm just horribly disappointed that 2 out of the 3 simply aren't worth ever putting on the table. That makes me worry about future Ork rules. I don't want a codex where 2/3 of the options just aren't worth taking. I'm sad enough that 6th edition made me pack away my Kan Wall army.
Fantastic example of the kan wall BTW... I agree that releasing such wonderful models and then turning around and making them sub-par was for all intents and purposes crappy of the rules writers... GIVE US BACK OUR KANZ!!!!
I had forgotten about the razorwing/void raven, which my wife uses all the time no less, in that instance definitely destroying the vailidity of the blitza/bomber models... I hadnt even planned on using them anyway to be honest, solely because I love the idea of an ork fighting raining down and ungodly amount of firepower... dakka is orky after all...
another thing I want to see done is returning effectiveness of our Deffkoptas... Not being able to scout and assualt significantly lowered our hammering capabilities from turn 1
ph34r wrote: How can you negatively compare skorcha missiles to shatter fields if one ignores cover (a massive advantage) and the other (iirc) does not?
Yes, Skorcha Missiles ignore cover but at only S5 AP4 they're not nearly as scary as a Shatterfield Missile. Then there's range, and the fact that Shatterfield is a large blast. Let's add to that the fact that the Shatterfield Missile is being fired by a BS4 gunner, as opposed to the BS2 Ork.
So he says 2/3 suck, you say no, you've used 1 and then ask him if he's used the rules or fielded the models?
Guess which 2/3 he was referring to, I'll give you a clue, not the fething dakkajet. The flyers are costed too highly, as are nobs, battlewagons, both types of walker, stormboyz and deffkoptas. Also more units should be able to take battlewagons as transports to free up the HS choices.
Dont really care if you're DCM or what power you think that comes with with regards to being disrespectful with your posts, so I'll assume you were trying to be funny and leave it at that...
Back to the discussion, I too feel that alot of the ork units are over-priced when you consider that a grey knight player can bring like 9-10 razorbacks in a 2K list, where-as Im running out of points by adding two trukks to mine, hence why I prefer to run blobs. Though I disagree with stormboyz, especially since they are one of the few units able to assault from deepstrike
Back to the discussion, I too feel that alot of the ork units are over-priced when you consider that a grey knight player can bring like 9-10 razorbacks in a 2K list, where-as Im running out of points by adding two trukks to mine, hence why I prefer to run blobs. Though I disagree with stormboyz, especially since they are one of the few units able to assault from deepstrike
Well, they can only do that if you bring along a special character, and Zagstruk is a double-edged sword since his Power Klaw goes away after he charges. It's easy for him to get locked into an un-winnable combat, which is great if you want to Tarpit someone, but that's usually not what you want to be using Zagstruk for.
6th Edition gave Stormboyz Hammer of Wrath, which is nice. However it also took away their initiative bonus from Furious Charge, and it made them suffer Overwatch, which makes them more fragile than ever. For 12 points, Stormboyz should be coming with 'Eavy Armor or some other kind of bonus besides their jumppack.
At least Zagstruk still works though. The 6th Edition rules flat-out broke Snikrot, messed up Ghazzghul's Waaagh!, and turned Old Zogwort into a confusing mess.
Whether it's Cyboars or Cyborked Squigs or some other strange life-form I think just about every Ork player would welcome a new Ork unit riding some kind of mount. The Orks have a nice big hole in their codex just waiting to be filled since we currently have no "Beasts" or "Chariot" type units, and I could definitely see Orks using one or both with some sort of crazy cyborked creature attached.
NEW UNITS Mek Tank – Sporting a giant Shokk Attack Gun, firing Bomb Squigs. Tank can purchase a KFF.
UNIT UPDATES Flashgits - Their Snazz guns roll for random range each turn (12+3d6). On a triple 1 they overheat like Gets Hot. The unit may purchase upgrades like +1 BS, +1A, blast, rapid fire, skyfire, ans others, several are mutually exclusive.
Boys - cheaper!
Meks - Look for ability to field an increased number of Deffdreads and Kanns than currently.
Stormboyz - Gain a "Rocket boost" attack that can target flyers. They must move 18” and if they pass a flyer they each get 2 attacks on it as if assaulting a vehicle. Move as infantry during their next turn. Looks like the designers played a lot of THQ's Space Marine!
Buggys / Trakks - May tank shock if they are upgraded with spiked plates/wheels.
UNIT UPDATES
Flashgits - Their Snazz guns roll for random range each turn (12+3d6). On a triple 1 they overheat like Gets Hot. The unit may purchase upgrades like +1 BS, +1A, blast, rapid fire, skyfire, ans others, several are mutually exclusive.
So, utterly pointless still. 3d6 random range? THE FU....?
Meks - Look for ability to field an increased number of Deffdreads and Kanns than currently.
Stormboyz - Gain a "Rocket boost" attack that can target flyers. They must move 18” and if they pass a flyer they each get 2 attacks on it as if assaulting a vehicle. Move as infantry during their next turn. Looks like the designers played a lot of THQ's Space Marine!
Buggys / Trakks - May tank shock if they are upgraded with spiked plates/wheels.
The Mek Tank sounds essentially like the Mek Junka from Imperial Armour.
Flashgitz having to roll for range... I'm not too sure how I feel about that. An average roll for 3D6 is going to be 10-11. If they get a base 12 range, that puts their guns at an average of a measly 20 inches. That's pretty crappy range for what are supposed to be some of the shootiest Orks in the Klans. Even if you get lucky and roll maximum you're only getting 30 inches, which isn't even as long as a standard Big Shoota.
With 6th Edition having 2D6 Assault ranges, having a unit this shooty have such short range weapons makes little sense to me.
What would make it worse is if the Flash Gitz have to choose their target BEFORE they roll for their range, meaning they lose the shot if they fail. What is fun and/or Orky about this?
Honestly Flash Gitz as they stand would be great with a point reduction, a Bosspole option, and a Dedicated Transport.
As far as Deff-Dreads and Kanz go, they'll have to be made significantly cheaper and/or more powerful for me to dig out my Kan Wall again, no matter how many I'm allowed to bring. Give Kans 3 Hull Points, and give Deff-Dreads 4. With the changes 6th made to grenades in Assault, Deff-Dreads are just too fragile to take anymore against anything with Power Armor.
The Stormboy ability sounds nice, but way too circumstantial to make Stormboyz worth bringing to the table reliably at their current point cost.
Other than cheaper Boyz... all this sounds very very "meh" to me.
NEW UNITS Mek Tank – Sporting a giant Shokk Attack Gun, firing Bomb Squigs. Tank can purchase a KFF.
Sounds cool.
I somehow knew that the Mek Junka from The Raid on Kastorel-Novem would end showing up on 40k. Still, I thought it would be a Chariot transport option for a single big mek, so it would fulfill a different role depending on how is its passenger outfitted.
UNIT UPDATES Flashgits - Their Snazz guns roll for random range each turn (12+3d6). On a triple 1 they overheat like Gets Hot. The unit may purchase upgrades like +1 BS, +1A, blast, rapid fire, skyfire, ans others, several are mutually exclusive.
So, utterly pointless still. 3d6 random range? THE FU....?
That sums up my feelings as well.
Assuming those are early playtest rumors, it looks like they're trying to turn the Gits into the next Lootas, but switching random attacks for random range is NOT the way to go.
Count me amongst the few who think Flash Gits are not so broken in the current 'dex. They are simply in the wrong FOC slot. If they were Elite and had access to designated transports, people would be taking them in droves, hurrying them to the frontlines to deliver a volley of much-needed AP:2 shots. As they stand now, you need to waste TWO of your precious HS slots for a single, moderately-viable unit.
Meks - Look for ability to field an increased number of Deffdreads and Kanns than currently.
Stormboyz - Gain a "Rocket boost" attack that can target flyers. They must move 18” and if they pass a flyer they each get 2 attacks on it as if assaulting a vehicle. Move as infantry during their next turn. Looks like the designers played a lot of THQ's Space Marine!
Buggys / Trakks - May tank shock if they are upgraded with spiked plates/wheels.
All sounds fairly good, now ditch the casualties from stormboyz and drop their price.
Buggies being able to Tank Shock was more or less to be expected. Cheaper boyz? Anytime. Wonder if Meks will allow Dreads and Kans to be taken as troops without limitations (or if we'll be able to take Meka- or Boss-Dreads... that'd be sweet). Not entirely sure about Stormboys being able to hit Fliers on the go, moreover when other jump units in recent codices lack such an ability. Orks performing awesome aerial feats while Space Marines sit down and watch?... hard chance...
I'd rather believe if they updated our planes with a rule that allows them to smash into an enemy flier, destroying both aircraft in the process, with jink saves allowed and maybe a mishaps table to ensure that extra damage is dealt to OUR side, or something along these lines, than an actually useful ability with no added perks like the Rocket Boost as described above.
Just my two cents. Anyways, everything's looking cool so far. We're probably still a long way from the release, but I like how things are (supposedly) shaping up
WarlordRob117 wrote: I do have to say the looted wagon being based off of the leman russ is a common misconception/mistake... the looted wagon is made up of whatever the orks find laying around, even more so is that very rarely does the wagon resemble the vehicle its parts were taken from... to that end, I've seen looted wagons made of distinguishable russes, rhinos, grav-tanks, skimmers, boats, and any other manner of track vehicles. The ork shtick is poor armor due to ram-shackling in general.
How is it a misconception when the picture in the Dex is clearly a Russ with Orks bitz all over it. The misconception is what everyone builds them off of. I know what they are made from. The thing is the last ed codex you got to choose which model you got to loot. If you wanted a russ you got a russ. If you wanted a Rhino you got a rhino. I have no problme with it being less armor then a russ after all it was damaged during battle and what not. But to drop a russ from AV14 to AV11 is a bit much.
But to get back on track, the Gitz sound really strange to me. Its not so much the random range, as it is the big list of upgrades that can be taken. Why would you buy rapid fire on a model that has a range of 15-30 inches? Skyfire, really? I do agree that their fluff doesn't fit what they a presenting, but GW has been know to change their fluff on things. So it is a possibility for them to do something like that. Especailly because Orks are supposed to be random and silly and what not. The stormboys ability sounds cool on paper,er...screen. But I don't see this happening at all for sure. We already have a dread list and that is from FW. Why make it even more useless for the people how spent the money on a $95 book. I would like to see Klan specific stuff more in the new dex. Deffskulls should be able to loot more vehicles. Evil Suns have cheaper transports or something. Bad Moons have more Mega Armor or bigger guns. What have you, brain storming. I honestly am not ready for a new Dex. The one we have is still damn good. We just need new models for some things. Plastic Manz! Please...!!!!!
The new book doesn't need to make ork boyz cheaper. We can already barely fit our models on the table to begin with.
What the new book needs to do is take the pressure off our boyz and make the other slots in our dex worthwhile choices again. Right now, it seems so much off the ork army depends on using boyz to answer threats. Kill troops? Throw boyz at it. Tanks? Boyz to deliver a PK. Elite close combat? The boyz will probably have to handle it.
If nobz were cheaper, tank hunters were more reliable anti-tank, etc, the humble boy wouldn't have to handle everything in the game alone.
Cheaper boyz? Im all for that but theyre already cheap as it is for what you get. Any cheaper and id be afraid theyd get a stat drop or cant take a nob with pk or something.
I'd like to see the Ork biker cover save given to all ork vehicles (or at least Trukks/buggies).
Trukks are fast....and that is about it. They simply can't move enough boyz or be taken in vast enough numbers to be terribly effective imo.
I'd also like to see something to represent the resilience of orks. In all the fluff orks are portrayed as a race that can continue fighting with crippling, or even lethal, wounds. Yet all we get to represent that is a measly 6+ save and T4. Yeah T4 is good and all, but you see FNP handed out like candy to marines of all colors.
I'm not saying I want FNP across the board, but just something that makes my orks resemble the fluff a little better.
I really like the sound of the mek tank so far.
A return of flexible ork retinues for bosses and such would also be great and very characterful.
Dendarien wrote: I'd like to see the Ork biker cover save given to all ork vehicles (or at least Trukks/buggies).
Trukks are fast....and that is about it. They simply can't move enough boyz or be taken in vast enough numbers to be terribly effective imo.
I'd also like to see something to represent the resilience of orks. In all the fluff orks are portrayed as a race that can continue fighting with crippling, or even lethal, wounds. Yet all we get to represent that is a measly 6+ save and T4. Yeah T4 is good and all, but you see FNP handed out like candy to marines of all colors.
I'm not saying I want FNP across the board, but just something that makes my orks resemble the fluff a little better.
I really like the sound of the mek tank so far.
A return of flexible ork retinues for bosses and such would also be great and very characterful.
Keep the 6+ armor save, and add a 6+ FNP save?
Besides, I'm liking some of these random rules. I don't mind random as long as they do em right! (Why were Zappa's made to hit at BS again? They should've stayed autohit!)
Count me amongst the few who think Flash Gits are not so broken in the current 'dex. They are simply in the wrong FOC slot. If they were Elite and had access to designated transports, people would be taking them in droves, hurrying them to the frontlines to deliver a volley of much-needed AP:2 shots. As they stand now, you need to waste TWO of your precious HS slots for a single, moderately-viable unit.
Yeah, most mind-boggling mistake of the current Ork codex is that Flash Gitz don't get dedicated transport.
Current Ork codex is still very good, with solid basis. Biggest mistake GW could do is if they do a complete overhaul and give every unit some random "Orkz rulez!" -rule where you roll a dice for a random effect each turn, or some other similar nonsense. IMO, what the codex needs is just a facelift - don't fix stuff which isn't broken. New options and new rules for units which are too useless or too bland. That'll do.
How is it a misconception when the picture in the Dex is clearly a Russ with Orks bitz all over it. The misconception is what everyone builds them off of. I know what they are made from. The thing is the last ed codex you got to choose which model you got to loot. If you wanted a russ you got a russ. If you wanted a Rhino you got a rhino. I have no problme with it being less armor then a russ after all it was damaged during battle and what not. But to drop a russ from AV14 to AV11 is a bit much.
I disagree again... what is pictured is a variant of a looted wagon, not a looted russ... it has similar characteristics like a heapon weapon up front exposed tracks and a turret, but chimeras have all those as well... Im not trying to be difficult, im just saying a looted vehicle can be made from 50 different tanks rolled into one, that does not mean it was a russ... it may have parts from a russ but it is not a russ
but I do like what you had to say about plastic MANZ and the stormboyz... metal/finecast can get f$%@ing expensive
Currently, nobs are challenge bait. Almost any other army can pluck your nob or remove his attacks from combat at the beginning of the turn. PK, choppa or otherwise. That is something that needs to be addressed - whether it is through rerolls from boys or a waagh power generated I don't care. But currently nobs are useless.
Meganobs are freaking great, until you get hit with a black mace. Then you are dead. But there is really nothing you can do about that.
They can add grots and reconfigure abilities, but until Orks are able to do something in close combat effectively, they are going to continue to be taken as a shooting style force. I bet they chance the shoota stats though. They do in every release.
Kroothawk wrote: I am a bit concerned about the flood of early playtest information within a few days. Sure, there are rumours of Tyranids and Orks in 2014/2015, so early playtesting could be done now. Still weird. Let's not take this too seriously.
I know what you mean. HOWEVER, folks have been saying that the codices we've been getting lately are coming out at this crazy rate because they've been in the can for quite a while now. So it's logical that the designers would have moved on to Orks, Tyranids, SMs, etc. Doesn't make the rumors accurate, but it suggests that they're plausible.
Certain things about these rumors I think we can take with less salt than others.
The Telly-porta Nobz hinted at earlier make sense, it corresponds with other rumors out there pertaining to models of this unit. The new tank with the Shokk Attack gun *could* be the "Gun Fortress" model that was hinted at.
However, other things like these changes to Flash Gitz make a lot less sense and I'm inclined to think that they are just playtest rules. Flash Gitz would be useless if they had to roll for random range AND for random AP on their Snazzguns. My guess is this was a playtest rule that made Snazzguns AP2 or AP3 and rolled randomly for range instead.
Well, I might as well throw in what I've managed to cobble together from my sources... these are third-hand, mostly old and from a less than reliable source who has a bad habit of passing on their own speculation alongside actual facts, but I get the impression that they are about as good as the other stuff posted in this thread. Add generous helpings of salt.
The ork codex is still a long way off (late next year at the soonest). At least some of the models have been designed, but there shouldn't really be any kind of playtesting going on yet. Orks are fairly steady sellers, so GW is more interested in reviving 'stagnant' lines, like Tau, Tyranids, Eldar and SoB at the moment.
Grots are not likely to feature heavily. The grot mob box set isn't a great seller and GW apparently take that to mean that there isn't much interest in grot-heavy forces.
Boarboyz and other feral ork units probably won't get into the codex. Apparently GW has no objection to FW doing a feral ork list, which means they don't intend to explore that aspect in their main range. This doesn't mean that FW will do a feral orks list, just that someone over there was interested enough to ask about it.
All the new plastic ork kits will have options to make at least two different units. GW are pushing heavily to make all new kits multi-purpose, to minimise shelf space needed and reduce the risk of some kits not selling well. Apparently the ork range will push this concept further than we have seen before, with some kits being able to make radically different units.
One kit may be able to make a wartrakk, a chariot, an artillery piece or a special character (presumably Wazzdakka). The same bits are used in multiple roles (the example I was given was that one piece could be a rocket, an engine or a fuel tank, thanks to moving a few small bits around).
Another kit makes a looted wagon which can be either a transport or a couple of different types of tank. It seems that the transport variant may be a dedicated transport for some units. It looks more like a rhino than a leman russ.
Apparently there was a concept for a kit which could make several deffkoptas or one big flyer. This was considered a good idea, but actually designing the kit proved to be tricky. There were some concerns that it would be too complicated for the GW 'target market' to assemble.
Designs for buggies, big guns and mega-armour have supposedly been done for quite some time, but may have been sent back to the drawing-board to add new options since they weren't expected to be viable releases as they were.
At one stage it was suggested that the buggy kit could make three normal buggies or two heavy buggies (with six wheels and two sets of weapons each), but that would mean releasing it as a 'large' kit, which would cause some issues (as far as I can tell, the size and price points of kits are decided fairly early in the design process and changing them around is a lot of hassle).
Mega-armour could possibly be released as a single-figure meganob / big mek kit. This is the most likely kit to be seen before the main release. Very unlikely to be cheaper than the current finecast models, but supposedly better looking with more options.
There will probably only be one infantry box coming out with the codex. It should be a small group of 'high-value' infantry, with the option of building them as flash gitz or a couple of different 'new' units (cybork skarboyz and madboyz). Four 'standard' models and one character, who is dressed in a long coat and can be a nob, a painboy or a weirdboy, plus a squig and a runt.
Plastic blister-pack characters (like you get in fantasy) are supposed to be coming for 40k, but it seems that they are only designed fairly late in the process of getting ready for an army release so they won't have been worked on yet beyond the rough concept stage. Likewise, finecast characters aren't likely to be sculpted yet. Finecast boxed kits, rather than blisters, are supposed to be phased out, so don't expect to see any new ones by the time the ork release happens.
Finally, it seems that some existing kits may be repackaged as multi-purpose kits. For example the current ork boyz kit could be sold as a dual shoota-boyz/choppa-boyz kit and the battlewagon could be used to make two 'different' vehicles (basically making dedicated transport battlewagons a different army list entry with a new name). These are not new kits, just new packaging.
Automatically Appended Next Post: More Natfka stuff:
via an anonymous source
I dont think this is for a new Orks Codex, or a new Codex at all yet though. This is what is being worked on.
grot boss - a big grot almost an ork.
Gretchin Weirdling - grot psyker. Lvl1. Upgrade to lvl 2. Access to divination, gork, and mork lists
Killa kans in elite.
Gretchin - can take control collars no ork herder like in ork list. 5-20 unit. Cheaper than ork codex gretchin by a pt. Can take whirlybird or looted wagon as dt Squig runts- sounds like 40k equivalent of squig hoppers
Whirlybird – looks like a Huey hit with ork hammer, bomb doors underneath to drop gretchin
Grot scootas - rocket propelled skateboarders? Squad of 5-10. Hvy bolter profile weapon.
Grot buggies - drive by assault 8 grot blastas
Grot rocket - single shot roket with large range and big blast.
Big Guns – control collar option again, the ones from ork codex, plus a flakk gun with skyfire
stormboy wrote: Currently, nobs are challenge bait. Almost any other army can pluck your nob or remove his attacks from combat at the beginning of the turn. PK, choppa or otherwise. That is something that needs to be addressed - whether it is through rerolls from boys or a waagh power generated I don't care. But currently nobs are useless.
Meganobs are freaking great, until you get hit with a black mace. Then you are dead. But there is really nothing you can do about that.
They can add grots and reconfigure abilities, but until Orks are able to do something in close combat effectively, they are going to continue to be taken as a shooting style force. I bet they chance the shoota stats though. They do in every release.
I kinda wish you could take like, 1 nob per 15 boyz in a mob or something. That would solve it pretty nicely but you end up having less boyz.
Natfka again wrote:Grot Whirlybird -
*Looks like a old Vietname War Hellicopter, big bulged bubble cockpit/body, skinny tail boom.
*About twice as big as the ork DefKoptas. Concept is the doors of the main body open on the
bottom like an old bomber to drop the Grots on to the battlefield.
*Cannot carry Orks or Bulky/Very Bulky models.
*Can drop Grots at any point along path travelled in movement phase only if not Zooming.
*Placement like deepstrike, but scatter is reduced if hovering.
I kinda wish you could take like, 1 nob per 15 boyz in a mob or something. That would solve it pretty nicely but you end up having less boyz.
There are a LOT of ways I can think of to fix the challenge mechanic. MOSTLY I just wish GW would errata the challenge section completely so that it makes sense... i.e. "Sacrificial" challenges aren't so beneficial. 6th Edition rules makes it such that in many close combats, the weaker character WANTS to challenge the stronger character just to keep the stronger character out of the fight. When the weaker character dies, that player pays no penalty for challenging a fight that he knew his character couldn't win. It's stupid. My Warboss should be able to crush a 5-Man tactical squad single-handedly in one turn. Instead, any smart player will challenge him, forcing him to take two turns to do the same thing.
Anyways, back to Orks.
I could see a mechanic for buying Nobz per number of Boyz. Great idea. I could also see this same thing for Painboyz and Mekboyz as well.
I could also see a mechanic whereby "Mob Rule" makes Orks immune to challenges as long as they are Fearless. Orks could issue challenges, but choose to ignore challenges that were issued to them with no consequences.
Due to all the recent codex-creep of lowering costs, I'm sure you can bet on our Boyz going down to 5 or even 4 points per Ork though. So we'll have more points for Nobz and other toys.
Murrdox wrote: My Warboss should be able to crush a 5-Man tactical squad single-handedly in one turn. Instead, any smart player will challenge him, forcing him to take two turns to do the same thing.
Umm. No.
You charge the Tac Squad. Tac Squad wants to lose this combat so that you are stuck in the open. Any smart player will decline the challenge, get beat up, fall back and then laugh as your Warboss gets gunned down.
If that 'smart' player did what you said, your warboss would be free to charge a unit without getting shot at on your turn.
Murrdox wrote: My Warboss should be able to crush a 5-Man tactical squad single-handedly in one turn. Instead, any smart player will challenge him, forcing him to take two turns to do the same thing.
Umm. No.
You charge the Tac Squad. Tac Squad wants to lose this combat so that you are stuck in the open. Any smart player will decline the challenge, get beat up, fall back and then laugh as your Warboss gets gunned down.
If that 'smart' player did what you said, your warboss would be free to charge a unit without getting shot at on your turn.
It's simple example I cooked up in 5 minutes to demonstrate how "challenges" can be issued not to win the challenge, but to minimize casualties. I was only citing a micro-example of a 5 man squad vs. a Warboss. I wasn't providing an entire scenario. I don't think you understood the example correctly.
I'll expand so you understand a bit better.
Warboss charges Tactical Squad. Tactical Squad issues challenge to Warboss, which he cannot refuse. Warboss kills the Sergeant, wins combat. Tactical squad can then either choose to stay stuck in combat for another turn, for reinforcements to join combat against the Warboss, or they can voluntarily fail their morale, fall back, and gun down the Warboss as you'd said earlier. You've only lost one marine in the process.
In 5th edition, there was no such option. If a Warboss charged a Tactical squad you're likely down at least 3 or 4 marines, and possibly wipe them out.
Murrdox wrote: The Mek Tank sounds essentially like the Mek Junka from Imperial Armour.
And based on GW's stance on copy/pasting Forgeworld units, I think I can safely say faaaake. Never mind the ridiculous grot-only codex (I mean ridiculous as in "GW would never do it," I actually love the concept)
I like what I'm hearing so far. I really hope they tweek our waagh rule some. Maybe make it so we could charge after we run, provided we waaaghed that turn or something. Would also like them to do something about challenges. It's just useless. My nobs a pretty much just a meatsheild to buy my boys an extra turn to tie up a beast character, not even worth buying power klaws anymore.
Really hoping for zog wort and wazzdakka model. And plastic manz please. Anything else is just icing for me.
I am a little bummed about an actual looted wagon kit though. I liked the creativity of being able to loot anything, but if they make an actual kit for it then were stuck with that kit instead off having veriaty.
l0k1 wrote: Just saw this on Bols and figured I'd share. Please take with usual salt as its pretty early for Ork rumors, but they do share the current ork fun.
NEW UNITS
*Mek Tank – Sporting a giant Shokk Attack Gun, firing Bomb Squigs. Tank can purchase a KFF.
UNIT UPDATES
*Flashgits - Their Snazz guns roll for random range each turn (12+3d6). On a triple 1 they overheat like Gets Hot. The unit may purchase upgrades like +1 BS, +1A, blast, rapid fire, skyfire, ans others, several are mutually exclusive.
*Boys - cheaper!
*Meks - Look for ability to field an increased number of Deffdreads and Kanns than currently.
*Stormboyz - Gain a "Rocket boost" attack that can target flyers. They must move 18” and if they pass a flyer they each get 2 attacks on it as if assaulting a vehicle. Move as infantry during their next turn. Looks like the designers played a lot of THQ's Space Marine!
*Buggys / Trakks - May tank shock if they are upgraded with spiked plates/wheels.
Part 2 from Larry Vela
NEW HQs *"Grot Boss" Grot with a stateline of a Ork Boy, but higher BS. Equipped with a nice kustom-mega-shoota as an option. Can also get a Buggy or take a Killa-kan as a transport/upgrade
*"Da Crew" An HQ unit of even bigger Nobs. They have odd LoS modifications, One Nob must be nominated as "Da Boss", and if Da Boss is killed, one of Da Crew is promoted. This interacts in some new way with "Kill the Warlord" victory conditions, and is effectively an entire "warlord unit".
NEW UNITS
*Grot Whirlybird: Rotored transport: Capacity 20 Grots. They get dumped on the battlefield roughly from the Whirlybird taking a mandatory DT test, and cause mayhem if they fall atop another unit.
*Grots Buggys: Similar to Nob Bikers, but are buggies with Grots on the back and Orks behind the wheel! Drive-by attacks. Highly likely this will be an "alternate unit" for a buggy combo-unit box.
Gretchin/ Grots
This bit came in to me over on Faeit 212 by two separate sources, and its not completely clear whether the following will be in the Ork codex, or if it will be part of an allied supplement that may be coming.
Part 1
*I dont think this is for a new Orks Codex, or a new Codex at all yet though.
*grot boss - a big grot almost an ork.
*Gretchin Weirdling - grot psyker. Lvl1. Upgrade to lvl 2. Access to divination, gork, and mork lists
*Killa kans in elite.
*Gretchin - can take control collars no ork herder like in ork list. 5-20 unit. Cheaper than ork codex gretchin by a pt. Can take whirlybird or looted wagon as dt *Squig runts- sounds like 40k equivalent of squig hoppers
*Whirlybird – looks like a Huey hit with ork hammer, bomb doors underneath to drop gretchin
*Grot scootas - rocket propelled skateboarders? Squad of 5-10. Hvy bolter profile weapon.
*Grot buggies - drive by assault 8 grot blastas
*Grot rocket - single shot roket with large range and big blast.
*Big Guns – control collar option again, the ones from ork codex, plus a flakk gun with skyfire
Part 2
*Grot Whirlybird -
*Looks like a old Vietname War Hellicopter, big bulged bubble cockpit/body, skinny tail boom.
*About twice as big as the ork DefKoptas. Concept is the doors of the main body open on the
bottom like an old bomber to drop the Grots on to the battlefield.
*Cannot carry Orks or Bulky/Very Bulky models.
*Can drop Grots at any point along path travelled in movement phase only if not Zooming.
*Placement like deepstrike, but scatter is reduced if hovering.
I don't think Boyz will be cheaper. They are already priced appropriately.
Looking forward to tabling some smug Ork players. Can't stand most of them.
Murrdox wrote: The Mek Tank sounds essentially like the Mek Junka from Imperial Armour.
And based on GW's stance on copy/pasting Forgeworld units, I think I can safely say faaaake. Never mind the ridiculous grot-only codex (I mean ridiculous as in "GW would never do it," I actually love the concept)
Bangbangboom wrote: And what is wrong with random elements and silliness in an ork army?
Nothing, so long as the randomness isn't mandatory. I love the shokk and trukk rules - I just don't want my entire army based on it. A little sprinkled in for flavor is fine but to add more than there is currently might push it a little too far for my tastes.
Yes, i can live without a lot of the silliness GW has dished out lately. Somehow 'wacky' and 'unreliable' don't seem to give a points decrease. Losing games because units decide to just sit and argue is something I've had to put up with in WFB, and has resulted in about 6k of orcs not leaving the shelf.
Some of those rumors are odd. So what if stormboyz can attack a flyer? Hows does str 3 or 4 attacks damage most anything except an ork flyer?
I'm hoping that things like Flak truks make it into the list.
mikhaila wrote: Hows does str 3 or 4 attacks damage most anything except an ork flyer?
Rear armor 10.
That's still Str 9 if you roll all 6's. Won't do much to that Razorwing or that Valkyrie.
They'll be S4 on the charge with furious charge. And who knows, maybe they'll get some sort of anti tank grenades, or you know, use the PK nob they can get to throw that flier into the sun.
I think it'd be more Orky for the Ork Stormboyz to collide (on purpose or not) with the Flyer that they attack and count as some sort of missile. Every hit on the vehicle kills a model but damages the vehicle.
NELS1031 wrote: I think it'd be more Orky for the Ork Stormboyz to collide (on purpose or not) with the Flyer that they attack and count as some sort of missile. Every hit on the vehicle kills a model but damages the vehicle.
They are essentially a rocket with an Orc on it.
Hmmmm, no, I don't agree. I see much on dakka about ork's doing stupid things and they really don't. The average ork has a reasonable amount of desire to live to the next fight, get more teeth and buy a bigger killy gun. Orks do die in spectacular fashions but not intentionally, they only find that stuff fun when it 'appens to da ova fella...
I can really see orks hurtling past a flyer and the boss thrusting his claw upward to tear a chunk out of it. Not ramming aircraft 'ead on.
NELS1031 wrote: I think it'd be more Orky for the Ork Stormboyz to collide (on purpose or not) with the Flyer that they attack and count as some sort of missile. Every hit on the vehicle kills a model but damages the vehicle.
They are essentially a rocket with an Orc on it.
Hmmmm, no, I don't agree. I see much on dakka about ork's doing stupid things and they really don't. The average ork has a reasonable amount of desire to live to the next fight, get more teeth and buy a bigger killy gun. Orks do die in spectacular fashions but not intentionally, they only find that stuff fun when it 'appens to da ova fella...
I can really see orks hurtling past a flyer and the boss thrusting his claw upward to tear a chunk out of it. Not ramming aircraft 'ead on.
Ork have low cunning... underestimate your own peril.
MeanGreenStompa wrote: Hmmm, no, I don't agree. I see much on dakka about ork's doing stupid things and they really don't. The average ork has a reasonable amount of desire to live to the next fight, get more teeth and buy a bigger killy gun. Orks do die in spectacular fashions but not intentionally, they only find that stuff fun when it 'appens to da ova fella...
I can really see orks hurtling past a flyer and the boss thrusting his claw upward to tear a chunk out of it. Not ramming aircraft 'ead on.
See, I agree with everything you said, guess I just should've worded it better.
I didn't mean it as suicidal, but more akin to Wazdakka jumping off a cliff to land in a Titans cockpit. Just balls to the wall aggression, insanity and supreme, albeit near suicidal, confidence that they'll triumph.
NELS1031 wrote: I think it'd be more Orky for the Ork Stormboyz to collide (on purpose or not) with the Flyer that they attack and count as some sort of missile. Every hit on the vehicle kills a model but damages the vehicle.
They are essentially a rocket with an Orc on it.
Hmmmm, no, I don't agree. I see much on dakka about ork's doing stupid things and they really don't. The average ork has a reasonable amount of desire to live to the next fight, get more teeth and buy a bigger killy gun. Orks do die in spectacular fashions but not intentionally, they only find that stuff fun when it 'appens to da ova fella...
I can really see orks hurtling past a flyer and the boss thrusting his claw upward to tear a chunk out of it. Not ramming aircraft 'ead on.
I agree with MGS on the stormboyz not wanting to become suicide bombers. Now strap a rocket pack onto a grot and you've got a cool, orky, anti-air suicide projectile. (doom-diver anyone?)
Clang wrote: Simply letting stormboyz attack flyers in mid-air (using otherwise standard rules as if on the ground) would be hilarious, fluffy and easy rules-wise
Except that won't Str4 bounce off of most anything except for an ork flyer? At least the poweclaw will have a good chance. Maybe Krak grenades.
Clang wrote: Simply letting stormboyz attack flyers in mid-air (using otherwise standard rules as if on the ground) would be hilarious, fluffy and easy rules-wise
Except that won't Str4 bounce off of most anything except for an ork flyer? At least the poweclaw will have a good chance. Maybe Krak grenades.
You always hit rear armor. All boyz will have S4, ensuring at least a couple of glances, since all fliers right now have av 10 rears (to my knowledge, maybe the crons are 11 all around) That said, if the boyz can't kill it, I'm pretty sure the nob with a S9 AP 2 powerklaw and 4 attacks will at the very least ruin it's day.
And that's if they add literally nothing else to stormboyz to make them better at their job. I could easily see them getting tankbusta bombs or something to help make them a more viable unit.
Clang wrote: Simply letting stormboyz attack flyers in mid-air (using otherwise standard rules as if on the ground) would be hilarious, fluffy and easy rules-wise
Except that won't Str4 bounce off of most anything except for an ork flyer? At least the poweclaw will have a good chance. Maybe Krak grenades.
You always hit rear armor. All boyz will have S4, ensuring at least a couple of glances, since all fliers right now have av 10 rears (to my knowledge, maybe the crons are 11 all around) That said, if the boyz can't kill it, I'm pretty sure the nob with a S9 AP 2 powerklaw and 4 attacks will at the very least ruin it's day.
And that's if they add literally nothing else to stormboyz to make them better at their job. I could easily see them getting tankbusta bombs or something to help make them a more viable unit.
Now see, that would be so much better than just choppas, sluggas, and klaws.
Clang wrote: Simply letting stormboyz attack flyers in mid-air (using otherwise standard rules as if on the ground) would be hilarious, fluffy and easy rules-wise
Except that won't Str4 bounce off of most anything except for an ork flyer? At least the poweclaw will have a good chance. Maybe Krak grenades.
You always hit rear armor. All boyz will have S4, ensuring at least a couple of glances, since all fliers right now have av 10 rears (to my knowledge, maybe the crons are 11 all around) That said, if the boyz can't kill it, I'm pretty sure the nob with a S9 AP 2 powerklaw and 4 attacks will at the very least ruin it's day.
And that's if they add literally nothing else to stormboyz to make them better at their job. I could easily see them getting tankbusta bombs or something to help make them a more viable unit.
Actually Storm Ravens are rear AV12, and since all of the Necron transports are rear AV11 it wouldn't surprise me if their fliers were as well. I'm not sure about the Storm Talon.
Still, the idea of Ork flyers ramming other flyers sounds delightfully Orky.
After observing what a huey looks like I can see it would be more suitable if it was a transport for Kommandos or a personal flyer for a Warboss and his Nobs...
Also Killa Kanz should turn into squadrons of 6 for orkyness as Gretchen love to be in herds...
I love my orks but cheaper boys doesn't sound like a good idea. Honestly, I wish they'd limit the amount of boyz in an ork boyz squad to about 20. You can field 180 boyz with a Nob w/ powerklaw in each squad and its just shy of 1300 points. Add 2 Big Mekks with KFF and PK and nothing can eat through that many boyz in a 1500 point game. I'm all for getting them a new codex with some cool stuff but I want to remove the possiblity of someone dropping $$$ on a bunch of old/AoBR orks and flooding the board with them. Been on both sides of the ork mob and its not fun to play with or against. WHat really ticks me off is when they field 180 unpainted orks.
Necron fliers are 11 rear armor.
I'm all for a Huey looking copter, used to work on them and love 'em.
pretre wrote: Why wouldn't a Warboss want to accept the challenge? Orks are always up for squishing upstart 'umies.
We need some way to actually win or avoid challenges. Cause right now if your Nob or Warboss gets challenged, he either has to accept and die(having swung second, and therefore doesn't get to swing at all) or be irrelevant in the army, as if you don't accept the challenge you don't get to attack.