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Ork rumours - First post updated 20th June @ 2014/06/21 12:08:49


Post by: tarnish


Damn that painboy makes me want to rip my eyes out with a rusty chainsaw...

Other then that im liking all i see so far. The dull biker and trukk armies of the past will die out which suits me fine, and the shooting and mek nonsense will be
back in power. Good times ahead


Ork rumours - First post updated 20th June @ 2014/06/21 12:13:46


Post by: Melcavuk


SNikrot doesnt replace the nob, so you get both.


Ork rumours - First post updated 20th June @ 2014/06/21 12:15:57


Post by: Perfect Organism


What are runtherds like now?

Still compulsory one per ten grots?

Still ten points?

Still come with Squighound and Grabba Stick? What do they do?

Is the Grot Prod the same?

Do the Grots get any special rules at all?


Ork rumours - First post updated 20th June @ 2014/06/21 12:24:01


Post by: Watarr


So shootaboys cost 6 or 7 points?


Ork rumours - First post updated 20th June @ 2014/06/21 12:25:32


Post by: Loborocket


 Melcavuk wrote:
With tank hunter, melta bombs, a price decrease and a trukk the Tankbustas seem pretty reasonable anti tank now. Especially since tank hunter works in melee too (armour bane with rerolls to pen and AP1)


Tank bustas assaulting out of a Trukk with a boarding plank and a busta bomb? That sounds awesome! Even if it is not reliable, it just brings really cool suicide mission type of images to my mind. My bustas have sat un-painted and un-loved for some time, but I think that is going to change!


Ork rumours - First post updated 20th June @ 2014/06/21 12:25:41


Post by: PapaSoul


People only see the bad. I can't believe people aren't jumping on the threat range orks have on a Waaaaagh! With this new book. Trukks and storm boys are especially evil. I understand the loss of the invin save in combat is a biggie, but do you really think people are going to be able to kill that many orks? I for one am worried about what the local ork player is gonna bring now.


Ork rumours - First post updated 20th June @ 2014/06/21 12:28:23


Post by: PhillyT


I think that those are things that aren't going to hit people until they actually play the game.

It is always tough when your tried and true armies are invalidated by the new codex. Happens fairly often with new books (unless you are Marines of Astra that is).


Automatically Appended Next Post:
Loborocket wrote:
 Melcavuk wrote:
With tank hunter, melta bombs, a price decrease and a trukk the Tankbustas seem pretty reasonable anti tank now. Especially since tank hunter works in melee too (armour bane with rerolls to pen and AP1)


Tank bustas assaulting out of a Trukk with a boarding plank and a busta bomb? That sounds awesome! Even if it is not reliable, it just brings really cool suicide mission type of images to my mind. My bustas have sat un-painted and un-loved for some time, but I think that is going to change!


Only problem with using them to assault is that if they manage to blow the vehicle up half of them will die in the conflagration!


Ork rumours - First post updated 20th June @ 2014/06/21 12:29:14


Post by: Musibatkhan


one last question this concerns both the rule book and the new codex. the section in Rule book about detachment is confusing me.

If I want to have 4 heavies in my ork army i need to the following? am i doing this right?

Primary Detachment
HQx2
2 x troops
3x heavies

2nd detachment :
2x HQ
2x troop ( do i need to include these in 2nd detachment or can I skip them? )
1x heavy

did I get the above right?

+ can some one explain 3 HQ and 3 troops selection how does that work? any detachment can be like this? or only the main one?

thank you to all who answered my last post of questions. It means a lot to me that you guys took out time to answer my questions.


Ork rumours - First post updated 20th June @ 2014/06/21 12:30:00


Post by: Melcavuk


Perfect Organism wrote:What are runtherds like now?

Still compulsory one per ten grots?

Still ten points?

Still come with Squighound and Grabba Stick? What do they do?

Is the Grot Prod the same?

Do the Grots get any special rules at all?


One per ten compulsary
Still ten
Comes with Grabba stick, can buy squig hound. If the unit breaks the hound causes D3 str 3 hits on the unit, and can then reroll the morale test.
Grot prod can exchange its attacks for a single double strength attack. AP -
Grabba reduces the enemies attacks by one
No special rules, at all

Watarr wrote:So shootaboys cost 6 or 7 points?

Seven

Loborocket wrote:
 Melcavuk wrote:
With tank hunter, melta bombs, a price decrease and a trukk the Tankbustas seem pretty reasonable anti tank now. Especially since tank hunter works in melee too (armour bane with rerolls to pen and AP1)


Tank bustas assaulting out of a Trukk with a boarding plank and a busta bomb? That sounds awesome! Even if it is not reliable, it just brings really cool suicide mission type of images to my mind. My bustas have sat un-painted and un-loved for some time, but I think that is going to change!


Even better on a turn you Waaagh, drive, disembark, run, charge, blow stuff up.



Automatically Appended Next Post:
 Musibatkhan wrote:
one last question this concerns both the rule book and the new codex. the section in Rule book about detachment is confusing me.

If I want to have 4 heavies in my ork army i need to the following? am i doing this right?

Primary Detachment
HQx2
2 x troops
3x heavies

2nd detachment :
2x HQ
2x troop ( do i need to include these in 2nd detachment or can I skip them? )
1x heavy

did I get the above right?

+ can some one explain 3 HQ and 3 troops selection how does that work? any detachment can be like this? or only the main one?

thank you to all who answered my last post of questions. It means a lot to me that you guys took out time to answer my questions.


To get 2 combined arms detachments you would need 2 HQ, 4 troop total (HQ and 2 troop each) and have access to 6 heavy supports.

The Ork detachment is a different type, has more required troops but more HQ and troop slots. You can take this instead of, aswell as the current coombined arms, or just not take it.


Ork rumours - First post updated 20th June @ 2014/06/21 12:47:57


Post by: Bonde


I'm actually like the sound of this new codex. Tankbustas and Flashgits are usable and Looted Wagons are still there (are they in the Codex, or do you have to get the WD?)

The only thing I'm concerned about is the new Mob rule. Orks have poor leadership, and the table sounds like it's going to cause a lot of casualties, although it makes the LD of small units a bit more dependable.


Ork rumours - First post updated 20th June @ 2014/06/21 12:50:26


Post by: Goresaw


From what I see, the frustrating part is, the rules do not support a 'competitive' ork list I want to play.

I imagine most of us want to hurl our boyz across the table in grand fashion, and mix it up on the other side of the table with good results. We want to see the fear in our opponent's eyes as the wagons pull up and the boyz hop out.

Problem is, the codex does not support that sort of aggressive action. We don't have the points to spam enough threats or the durability to support those threats.

The ork army will win games the way it's always won games, since late 5th and through 6th. By hiding and surviving. Winning means carefully marshaling your resources (boyz) and protecting them till turn 5 or 6 when you're on the objectives.

If you try to play aggressively, your opponent's amazingly deadly shooting army will laugh, and gun your boyz down in the undoubtedly open terrain filling the board. .Assault armies are still popular in this game, but they come with rerollable +2 saves and 12+ inch movement. They do not walk across the table in T-shirts.

As an example, I played a Tyranid player with my Tau. I played a game of 40k. He played 7 turns of "dodge the missile". He almost won simply by not dying, but he didn't enjoy the game, because he couldn't actually be aggressive like his army was supposed to be.


Ork rumours - First post updated 20th June @ 2014/06/21 12:51:15


Post by: MeanGreenStompa


PapaSoul wrote:
People only see the bad. I can't believe people aren't jumping on the threat range orks have on a Waaaaagh! With this new book. Trukks and storm boys are especially evil. I understand the loss of the invin save in combat is a biggie, but do you really think people are going to be able to kill that many orks? I for one am worried about what the local ork player is gonna bring now.


You mean the 12 orks assaulting from a trukk? Assuming the trukk, having suffered further to become even less of a transport of worth with the ramshackle nerf, gets anywhere without being vaporized.

Yes, I'd imagine between overwatch, ork gak initiative and gak armor save, the 'trukk assault' remains as totally useless as it's always been for taking on anything other than an imperial guard heavy weapon squad...


Ork rumours - First post updated 20th June @ 2014/06/21 12:52:28


Post by: Loborocket


PapaSoul wrote:
People only see the bad. I can't believe people aren't jumping on the threat range orks have on a Waaaaagh! With this new book. Trukks and storm boys are especially evil. I understand the loss of the invin save in combat is a biggie, but do you really think people are going to be able to kill that many orks? I for one am worried about what the local ork player is gonna bring now.


Yeah I think the threat range for assault is awesome. Then the stuff can't be shoot in' me as I am bringing up the 2nd wave since they are locked in combat.


Automatically Appended Next Post:
 PhillyT wrote:
I think that those are things that aren't going to hit people until they actually play the game.

It is always tough when your tried and true armies are invalidated by the new codex. Happens fairly often with new books (unless you are Marines of Astra that is).


Automatically Appended Next Post:
Loborocket wrote:
 Melcavuk wrote:
With tank hunter, melta bombs, a price decrease and a trukk the Tankbustas seem pretty reasonable anti tank now. Especially since tank hunter works in melee too (armour bane with rerolls to pen and AP1)


Tank bustas assaulting out of a Trukk with a boarding plank and a busta bomb? That sounds awesome! Even if it is not reliable, it just brings really cool suicide mission type of images to my mind. My bustas have sat un-painted and un-loved for some time, but I think that is going to change!


Only problem with using them to assault is that if they manage to blow the vehicle up half of them will die in the conflagration!


Yeah I said it was a suicide mission. But stuff does not blow up as easy anymore.


Ork rumours - First post updated 20th June @ 2014/06/21 12:54:56


Post by: MeanGreenStompa


 Bonde wrote:
I'm actually like the sound of this new codex. Tankbustas and Flashgits are usable and Looted Wagons are still there (are they in the Codex, or do you have to get the WD?)


Looted wagons are in WD, not the codex, they are in WD because people in GW do, I suspect, read forums, read the anger from ork players about their removal and said 'oops' and threw us a bone with the WD entry.

Whilst I do actually need to sit down with the codex and read it for myself, what's being reported here is... highly frustrating and disappointing. It reads like it was written by someone with no love of the army.


Ork rumours - First post updated 20th June @ 2014/06/21 12:58:35


Post by: deffrekka


Thanks how many pts are kommandos now? Is snikrot the same amount of pts?


Ork rumours - First post updated 20th June @ 2014/06/21 12:59:03


Post by: Zog Off


It looks like, to open up those heavy support slots in a battleforged army - you know, to have more than one Dread, Kanz, or Lootas unit in the same army - Orks will have to pay a minimum of 80 points in "grot tax" for another detachment.

That's a bummer for fans of the classic Dread/Kan wall with Lootas support, right?

Or is there some other way around it that I haven't seen?


Ork rumours - First post updated 20th June @ 2014/06/21 13:00:14


Post by: RedNoak


so basically orks need to go unbound?

i am not amused...


Ork rumours - First post updated 20th June @ 2014/06/21 13:01:20


Post by: Ouze


 MeanGreenStompa wrote:
Whilst I do actually need to sit down with the codex and read it for myself, what's being reported here is... highly frustrating and disappointing. It reads like it was written by someone with no love of the army.


Yes, this is where I am now. I'm not butthurt until I read the book with my own eyes, not that I think anyone's lying... but from what I read it sounds disappointing. I think the old book was one of the best in 40k.


Ork rumours - First post updated 20th June @ 2014/06/21 13:06:10


Post by: jhnbrg


RedNoak wrote:
so basically orks need to go unbound?

i am not amused...


Yes, to be able to play my orks i need to convince my gaming group that unbound is fun and cinematic and not at all the pit of steaming rotten cheese that it is...


Ork rumours - First post updated 20th June @ 2014/06/21 13:10:22


Post by: Bonzofever


 MeanGreenStompa wrote:
Whilst I do actually need to sit down with the codex and read it for myself, what's being reported here is... highly frustrating and disappointing. It reads like it was written by someone with no love of the army.

QFT. I'm thinking about playing 2 combined arms detachments in order to field 15 Mek Gunz + Battlewagons (maybe 1x KFF Morkanaut).
HQs would be 4x KFF Big Meks to have protection for my boyz. Deffkopters/Buggies in Fast Attack. Could be fun...

Also I'm sorry if those questions have been answered, but I'd like to know:
- Is it true that Deffkoptaz have seen a point drop? Have they been nerfed?
- Is it true that Buggies have seen a point drop? Are they able to outflank? Can we take up to 5 buggies per unit?

Thanks in advance, guys!


Ork rumours - First post updated 20th June @ 2014/06/21 13:12:59


Post by: Melcavuk


30 Points base, gun swaps are free, still a jetbike.

25 points base, gun swap is free, upto 5, can outflank


Ork rumours - First post updated 20th June @ 2014/06/21 13:13:25


Post by: RedNoak


 Bonzofever wrote:

Also I'm sorry if those questions have been answered, but I'd like to know:
- Is it true that Deffkoptaz have seen a point drop? Have they been nerfed?
- Is it true that Buggies have seen a point drop? Are they able to outflank? Can we take up to 5 buggies per unit?

Thanks in advance, guys!


yes to all of that. main point drop is the free rokkit exchange.



still, the support section seems way to overcrowded...

[ELITE]
nobz
bustaz
burnaz
kommandoz

[FAST]
stormboys
koptaz
buggys
bikes

[TROOPS]
boyz
gretchin

[SUPPORT]
looted wagon
battlewagon
big gunz
lootaz
kanz
deffs
flash gitz
GM'nautz


Ork rumours - First post updated 20th June @ 2014/06/21 13:15:33


Post by: Bonzofever


 Melcavuk wrote:
30 Points base, gun swaps are free, still a jetbike.

25 points base, gun swap is free, upto 5, can outflank

Thank you very much
So basically twin-linked rokkit launchas are a free option now? This sounds really great, doesn't it?

edit: thx RedNoak


Ork rumours - First post updated 20th June @ 2014/06/21 13:21:29


Post by: Chaos Legionnaire


It looks like my army won't be changing very much at all.
I run tankbustas (got cheaper), lootas (cheaper), rokkit buggies (cheaper), deffkoptas (cheaper), Big Mek HQ,
Shoota boyz in trukks (ok, those took a hit), and a Dakkajet.
I guess I'll be dropping the jet and upgrading the shoota boyz to 'ard boyz and see how that works. Should still be fun.


Ork rumours - First post updated 20th June @ 2014/06/21 13:24:45


Post by: Allot


RedNoak wrote:
 Bonzofever wrote:

Also I'm sorry if those questions have been answered, but I'd like to know:
- Is it true that Deffkoptaz have seen a point drop? Have they been nerfed?
- Is it true that Buggies have seen a point drop? Are they able to outflank? Can we take up to 5 buggies per unit?

Thanks in advance, guys!


yes to all of that. main point drop is the free rokkit exchange.



still, the support section seems way to overcrowded...

[ELITE]
nobz
bustaz
burnaz
kommandoz

[FAST]
stormboys
koptaz
buggys
bikes

[TROOPS]
boyz
gretchin

[SUPPORT]
looted wagon
battlewagon
big gunz
lootaz
kanz
deffs
flash gitz
GM'nautz


Only half the army is in HS. atleast move Flashgits to elite if you move Lootas to HS. And Nobz should be troops imo.


Ork rumours - First post updated 20th June @ 2014/06/21 13:27:32


Post by: Rubs


How do killa kans take their leadership tests?


Ork rumours - First post updated 20th June @ 2014/06/21 13:28:06


Post by: Goresaw


With so much in the heavy support, we really want more force orgs. The problem is... so do other armies. And they're much happier to get it than we. With multiple force orgs, we get more big gunz or wagons. Necrons for example though... get more annihilation barges. And I don't think I need to spell out who wins that one.


Ork rumours - First post updated 20th June @ 2014/06/21 13:30:44


Post by: mortar_crew


Well, the big let down for me is that Kommandos are still the same,
not able to blow-up a thing, even if they are carrying enough
explosives to blow a whole damn bridge up...

They have knives, axes, sluggas and...
That's it.

Shame. Nice figs.


Ork rumours - First post updated 20th June @ 2014/06/21 13:42:04


Post by: Musibatkhan


RedNoak wrote:
 Bonzofever wrote:

Also I'm sorry if those questions have been answered, but I'd like to know:
- Is it true that Deffkoptaz have seen a point drop? Have they been nerfed?
- Is it true that Buggies have seen a point drop? Are they able to outflank? Can we take up to 5 buggies per unit?

Thanks in advance, guys!


yes to all of that. main point drop is the free rokkit exchange.



still, the support section seems way to overcrowded...

[ELITE]
nobz
bustaz
burnaz
kommandoz

[FAST]
stormboys
koptaz
buggys
bikes

[TROOPS]
boyz
gretchin

[SUPPORT]
looted wagon
battlewagon
big gunz
lootaz
kanz
deffs
flash gitz
GM'nautz


You are forgetting:

Elites :
Manz

Fast:
Stormboyz
jets and bombas


Ork rumours - First post updated 20th June @ 2014/06/21 13:45:49


Post by: SaJeel


thanks so much!
what are stikkbombs, and who can take em,
Do stormboyz have 'ere we go'?
grots have nothing special anymore? can you give more info on grots?


Ork rumours - First post updated 20th June @ 2014/06/21 13:47:04


Post by: Musibatkhan


Tank bustas should have been moved to Troops.

Flashgitz to Elite

We have only 2 Troops

5 Elites

5 Fast

8 Heavy????

rather than adding lootaz to heavy they should have added them to Troops.


Ork rumours - First post updated 20th June @ 2014/06/21 13:49:27


Post by: Goresaw


Its so ork players start pushing for multiple FoC's in their playgroup. But again, this isn't a road we want to go down, as while it helps us... it helps other armies waaaaay more.


Ork rumours - First post updated 20th June @ 2014/06/21 13:57:17


Post by: luftsb


anyone else notice that nazgrek steeleye looks like its just a conversion from a mega nob with a funny (godawful) face......... not much work on that one gw


Ork rumours - First post updated 20th June @ 2014/06/21 13:59:00


Post by: Mr.Omega


Buggies are pretty incredible now, but it isn't the TL Rokkits that have caught my eye, for 125 points you can get 5 with TL Big Shootas as I understand it.

Putting out 15 TL S5 AP5 shots at 36'', spread out across 5 vehicles which can reposition quickly is pretty sensational even at BS2.

I forget, is the skorcha twinlinked? That has potential for sure with outflank



Ork rumours - First post updated 20th June @ 2014/06/21 14:00:03


Post by: stormboy


I wonder if this book will set the tone for the rest of the 7th ed books? No changes to FOC - which requires using unbound armies ( which may or may not be cool, depending on your gaming environment). Large vehicle price bumps (if the open topped, rear armor 10, glanced to death with deep striking storm bolters, battlewagon is increased by 20 points I can't wait to see the increase I price for landraiders). I think it is difficult to gauge how all of this is going to work together, but there seems to have been a ton of changes to things that were working fine (ramshackle and fearless over 10 models). I can't wait to get the book and look at it myself, but my initial reaction is hesitant based on the reported shifts in rules and FOC changes.


Ork rumours - First post updated 20th June @ 2014/06/21 14:03:28


Post by: Mr.Omega


stormboy wrote:
I wonder if this book will set the tone for the rest of the 7th ed books? No changes to FOC - which requires using unbound armies ( which may or may not be cool, depending on your gaming environment). Large vehicle price bumps (if the open topped, rear armor 10, glanced to death with deep striking storm bolters, battlewagon is increased by 20 points I can't wait to see the increase I price for landraiders). I think it is difficult to gauge how all of this is going to work together, but there seems to have been a ton of changes to things that were working fine (ramshackle and fearless over 10 models). I can't wait to get the book and look at it myself, but my initial reaction is hesitant based on the reported shifts in rules and FOC changes.


Honestly the Battlewagon was maybe 10 points underpriced being AV14 and having I believe 4 HP. They're still worth It given they can carry 20 Boys, soak up fire and then do a move-disembark-charge thanks to open topped.


Ork rumours - First post updated 20th June @ 2014/06/21 14:12:44


Post by: Da Butcha


The advice to play Unbound for your Biker/Nob/Dread armies is just kind of naff.

Can't play a list that was legal a few days ago...and, wasn't even particularly competitive then?

Well, you should just play Unbound, because having one Dread per Big Mek as troops is TOTALLY in the same category as having anything you want in any combination from any army. You play your unbound ork army with three dreads as troops, and I will play my unbound army with Riptides and Wave Serpents. Completely level playing field there.

There's two huge glaring problems with this advice. Many people (and I suspect the people who want to play Dread heavy lists are some of them) view Unbound as GW's lazy shoulder shrugging of any attempt to allow themed lists. "We can't figure out how to let you play a Genestealer Cult army, because rules are hard. So just take whatever you want." We don't think taking Biker mobs as troops rises to the level of taking anything from any Codex.

The second problem is that not only did our own previous Codex allow this with incredibly brief rules, but many existing Codexes still allow this mechanism. GW ADDED the option to take tanks as troops in the Astra Militarum Codex, and then dropped FOC manipulation in ours. Space Marines can still take Bikers as troops in a Battleforged army but it's 'anything goes' if Orks do it?


Ork rumours - First post updated 20th June @ 2014/06/21 14:12:53


Post by: rtb01


 Mr.Omega wrote:
Buggies are pretty incredible now, but it isn't the TL Rokkits that have caught my eye, for 125 points you can get 5 with TL Big Shootas as I understand it.

Putting out 25 TL S5 AP5 shots at 36'', spread out across 5 vehicles which can reposition quickly is pretty sensational even at BS2.

I forget, is the skorcha u? That has potential for sure with outflank


Where are you getting 25 shots? Wouldn't it be 15 as big shootasbhave 3 shots each?


Ork rumours - First post updated 20th June @ 2014/06/21 14:14:47


Post by: mondry


What are the prices of nobs and lootas now? 18 and 14?


Ork rumours - First post updated 20th June @ 2014/06/21 14:15:38


Post by: Goresaw


Provided the rumors are true, and the Kill Kannon is moved to str 8, I think the wagon will become more of a gun platform than an assault transport.

The changes to the damage table don't benefit us as much as others, because open topped is still very likely to go big when you get penned.

No escape means your boys aren't really protected anymore. Fast moving flamers are even more dangerous to your precious contents.

Sure, a 'ard case, kill kannon battlewagon is inferior in about every way to a single, cheaper leman russ... but hey... what did you expect? We're the bad guys. We're target practice for some kid playing space marines.


Ork rumours - First post updated 20th June @ 2014/06/21 14:16:07


Post by: stormboy


I can't find pick/screen shot of the new meganobs what page was that one?


Ork rumours - First post updated 20th June @ 2014/06/21 14:20:05


Post by: RedNoak


Da Butcha wrote:
The advice to play Unbound for your Biker/Nob/Dread armies is just kind of naff.

it wasnt an advise... 'twas an observation.

GW is forcing us to use the new unbound rules... or rather to accept them.

the best bits of the new kodex are cheap lootaz, cheap looted waggons, buffed dreads, 6 kanz and the new big guns options... all in the support section.

boyz got more expensive... bikers and stormboyz changes are kinda 'meh'

elite slots had got a major buff but mainly cause the lootaz were moved to support

and the new mob rule makes us rely more on firepower... i.e. SUPPORT.


EDIT:
Goresaw wrote:
Provided the rumors are true, and the Kill Kannon is moved to str 8, I think the wagon will become more of a gun platform than an assault transport.
sources stated no change for the killkannon. still str 7 and 24" so no instakill for all those T4 models


Ork rumours - First post updated 20th June @ 2014/06/21 14:24:24


Post by: Deunstephe


 Melcavuk wrote:
Tankbusta bomb is now a melta bomb, not sure if thats different from before (str 8 AP1, unwieldy, armourbane does seem an advantage on the old "krak but 2D6 armour pen). They derfinately have the tank hunter special rule listed in their special rules. they definately got a 2 point decrease, can take a trukk, and get 2 VP for first blood if they blow up a tank.

Kommandos got move through cover, stealth and infiltrate.

Snikrot causes fear.

I'd been saving bits for Tankbusta conversions. Now that they actually seem worth it I'm going to build a frag load of them.

stormboy wrote:
I can't find pick/screen shot of the new meganobs what page was that one?

New MANZ are on pages way too far back to check out so they're under the spoiler.
Spoiler:


Ork rumours - First post updated 20th June @ 2014/06/21 14:28:34


Post by: Mister Feral


From what I've read and seen online, I quite like the sounds of this codex. This is from a modelling over gaming perspective and from me trying to get into Orks, beginning with 7th edition.

Stuff I like mainly;

Badrukk as a separate HQ, new Flash Gitz models and 'Ard Boys as Troops / Boyz upgrades (I think that's what someone said?).

Only thing I really wanted that seems to be missing is the Forge World Big Gunz to be included in the codex somewhere, because I love the look of those resin artillery pieces. (I am aware that Killkannons are in the 'dex for Battlewagons I believe?)

I am really considering a small force of old-school Ork outcasts and freaks, you know; Madboyz and possessed Weirdboys, Khorne Stormboys, chaos-orientated Orks renegades, old Codex Daemon Hunters "Adversaries"-style mutants, Ork Genestealer Hybrids and generally just mashing up the dregs of Ork society up together under the all-encompassing Freebooter flag / Jolly Ork!

Yarrrrrrr!

ps. cheeky plug I know, but I started painting one of the new Flash Gitz yesterday, a couple of pics in my painting thread.


Ork rumours - First post updated 20th June @ 2014/06/21 14:41:21


Post by: TedNugent


So, let's talk about bosspoles for a second. Old rules, you took one wound and then get a reroll of the leadership check.

NamelessBard wrote:


D6 Result
1
If the unit is locked in combat, it passes the Morale check or Pinning test. If the unit is not locked in combat, it fails.
2-3
If the unit includes one or more Ork characters (including Independent Characters), it suffers D6 Strength 4 AP- hits, and is then treated as if it had passed the Morale check or Pinning test.
4-6
If the unit has 10 or more models, it suffers D6 Strength 4 AP- hits, and is then treated as if it had passed the Morale check or Pinning test. The hits are Randomly Allocated. If the unit has fewer than 10 models, it fails the Morale check or Pinning test.


New rules are more complicated. If you have more than ten models, you can pass after taking D6 S4 hits 50% of the time. If you have less than ten models, you can only pass on a 1-3, and even then, only a 2-3 if you're not locked in combat. How does that compare to a boss pole reroll?

I'm thinking of running trukkboyz and this has me scratching my head. I don't think I'm going to be able to use the 4-6 result most of the time I get a leadership check with these new rules.


Ork rumours - First post updated 20th June @ 2014/06/21 14:57:17


Post by: Oestergaard


Do we still get army-wide Furious Charge?


Ork rumours - First post updated 20th June @ 2014/06/21 15:06:33


Post by: KurtAngle2


So can we make a single post with all the news in?


Ork rumours - First post updated 20th June @ 2014/06/21 15:08:10


Post by: UltraPrime


KurtAngle2 wrote:
So can we make a single post with all the news in?


Sure, if you like. Go for it.


Ork rumours - First post updated 20th June @ 2014/06/21 15:08:30


Post by: mondry


So did some math on my 1500 point army to see what the net change would be points wise. I don't have the book so I'm just going off what I think or remember being mentioned in the thread. Are Gretchen or the Runtherd cheaper? Might be able to knock a few more points off if so.

10x nobz point reduction = 2 per? for -20
12x lootas point reduction = 1 per? for -12
2 TLRL Buggies -5 per buggy and free rokkit upgrade = -30 total
2 TLRL Deffkoptas -5 per kopta and free rokkit upgrade = -30 total

52x shoota boyz point increase +1 = +52

So i gain 92 points but lose 52 on the shoota change meaning I'm still +40 in "free stuff" I can add now, not bad!

With ere we go and old Waaaagh! and saving another +52 points it might not be a bad idea to bring the ol choppa / slugga boyz back out, 92 points total would be kind of a big deal now given how cheap some of this stuff has gotten, that's almost enough to make one of my mobs an Ard boyz squad... interesting! Definitely nice to have more points to play around with.

Of course I didn't WANT shoota boyz to go up but it's hard to argue that they aren't 1 point superior to slugga boyz. Maybe slugga boyz should have went to 5 and shootas stayed the same but all in all like I said, I'm still gaining points so it's all a wash to me.


Ork rumours - First post updated 20th June @ 2014/06/21 15:09:03


Post by: Tamwulf


 Archon_Zarbyrn wrote:
 zachwho wrote:
ok dakkamite, i like you man. wish we could play over some beer and hot wings.

I'm personally excited about the ability to change our foc, and take 9 troops. objective secured is important. and AND burnas in a dedicated trukk!!!! I'm so excited, and i just can't hide it!!!

Just when you thought the green tide list had a lot of boyz before, now you can have almost 300 orks in the troops slot alone. Though painting that many models seems... extreme.


Not a fantasy player, eh? I have one block of 300 Skaven Slaves, with two more blocks of 200 Clan Rats. That's 700 models in just three core slots... Most basic fantasy armies have model counts easily into the 200-ish models. You think 40K is expensive to get into? When you pay $50 for 10 Dwarfs, $40 for Eternal Guard... most core choices are 10-20 models for $35-$50+ and most core choices need at least 20 models (40-50 is probably a good number for ranks, especially troops with bows/firearms or spears). It's no wonder there are no new Fantasy players and that it's slowly dieing out- every new army book or edition pretty much destroys the old army and forces you to rebuild or buy the new kits.

But this is not that kind of discussion. We are here discussin' da new Boyz, and 'ow theyz gonna stomp da 'Umies.

With this overall shift from large squads of boys backed up by some Nobs, (horde army) to a more... well, gunline is about the most appropriate way to put it, how will da Boyz fare? Most of the army is BS 2, with a lot of twin linked of course, but blast weapons scatter further, the vehicles seem to be more expensive then the Imperium equivalent but without the durability, and the new morale chart... that thing is insane! Causing so many extra hits on a mob that has already lost enough to force a check... yeah, that's just... what was GW thinking?!?!

Will the Orks be a good army with pretty fragile troops backed up by artillery/"random" firepower? This works for the Imperial Guard (Astra whatever they are....), but they have orders, great vehicles, and the ability to field overwhelming firepower. Is this what the Orks will be able to do?


Ork rumours - First post updated 20th June @ 2014/06/21 15:14:39


Post by: lord_blackfang


Man, those MANz are depressingly boring sculpts, aren't they? They're basically the same as the metals.


Ork rumours - First post updated 20th June @ 2014/06/21 15:20:02


Post by: Deunstephe


 lord_blackfang wrote:
Man, those MANz are depressingly boring sculpts, aren't they? They're basically the same as the metals.

They are pretty same-y, but what could you expect? Rogue Trader MANZ? Having crab claws back would be awesome, though.
The only thing I really dislike about them is that one nob head with metal teef. Got to be the most ridiculous thing you could do to an Ork - James Bond Jaws much?


Ork rumours - First post updated 20th June @ 2014/06/21 15:27:27


Post by: RedNoak


Oestergaard wrote:
Do we still get army-wide Furious Charge?

hey... we DO get the army wide furious charge... right?!

so far i heard nothin about that... can someone confirm this?


Ork rumours - First post updated 20th June @ 2014/06/21 15:29:28


Post by: Gargskull


I haven't played the game in years, looking to get back into it in the next month or two. So while most of this rules chat is going over my head at the mo I'm still enjoying the new models very much.

I'm finding the idea of fixed pose plastics hard to get used to though, everything plastic has always been multi pose/multi option or just a vehicle.

I can't look at the new painboy in paticular without being disappointed at how limited it is in it's scope. It looks like it could be converted to a different pose but it would be a pricey failure if I messed it up.

The new manz are looking great though, I'm still excited for those.


Ork rumours - First post updated 20th June @ 2014/06/21 15:29:30


Post by: TedNugent


It's gotten this bad, lol.

Oestergaard wrote:
Do we still get army-wide Furious Charge?



Ork rumours - First post updated 20th June @ 2014/06/21 15:30:22


Post by: warhead01


"The only thing I really dislike about them is that one nob head with metal teef. Got to be the most ridiculous thing you could do to an Ork - James Bond Jaws much?"
That's the only head I see that I like! well that and the Meks head..
I guess the MANZ come out the week the codex is in stores?


Ork rumours - First post updated 20th June @ 2014/06/21 15:41:25


Post by: Grimgor Skullbusta


 warhead01 wrote:
"The only thing I really dislike about them is that one nob head with metal teef. Got to be the most ridiculous thing you could do to an Ork - James Bond Jaws much?"
That's the only head I see that I like! well that and the Meks head..
I guess the MANZ come out the week the codex is in stores?


As it happens an ork losing his teef and having to get them replaced with metal ones is a massive blow to their respect/credibility. Was a possibility when seeing the Dok in Gorkamorka I think...


Ork rumours - First post updated 20th June @ 2014/06/21 15:45:31


Post by: warhead01


"As it happens an ork losing his teef and having to get them replaced with metal ones is a massive blow to their respect/credibility. Was a possibility when seeing the Dok in Gorkamorka I think..."

I'll have to take a look and see. I have those book but it's been forever. WAAAGH da metal teef!


Ork rumours - First post updated 20th June @ 2014/06/21 15:59:52


Post by: doktor_g


Sorry I would like a clarification:

ANYTIME you have a leadership, morale or pinning test, you have to roll on Mob Rule? That means it's conceivable to have a wagon explode take 20x S4 hits. Take a pinning test with d6 S4 hits and then a morale check for an ADDITONAL d6 hits? WTF?

So an expensive, nerfed, battle wagon "Explodes!" You can expect to take up to 20+2d6 hits that wound a little less than 50% of the time? Someone tell me this isn't true. Please.


Ork rumours - First post updated 20th June @ 2014/06/21 16:00:17


Post by: deffrekka


Thought orkz grew back there teeth like sharks, that's what the 4th ed book said, as bad moons grow there teeth the fastest


Ork rumours - First post updated 20th June @ 2014/06/21 16:01:54


Post by: Gitzbitah


That doesn't make any sense- I always thought Orks did the shark toof style, and grew many, many sets over their lifetime. They'd lose any metal teef when the next set grew in. That was one of the reasons they used teef for currency. Every Ork had some, and it was a reasonably valuable trophy.


Ork rumours - First post updated 20th June @ 2014/06/21 16:06:54


Post by: Kirasu


 doktor_g wrote:
Sorry I would like a clarification:

ANYTIME you have a leadership, morale or pinning test, you have to roll on Mob Rule? That means it's conceivable to have a wagon explode take 20x S4 hits. Take a pinning test with d6 S4 hits and then a morale check for an ADDITONAL d6 hits? WTF?

So an expensive, nerfed, battle wagon "Explodes!" You can expect to take up to 20+2d6 hits that wound a little less than 50% of the time? Someone tell me this isn't true. Please.


You're not considering the narratives enough.. Just because a rule might be totally debilitating and poorly thought out, doesn't mean it's not FLUFFY. You know, because Ork mobs randomly kill each other every time a few of them die.. or one gets hit by a sniper!


Ork rumours - First post updated 20th June @ 2014/06/21 16:10:38


Post by: deffrekka


Thought the roll on the table was after the leadership test was failed


Automatically Appended Next Post:
It says "if a mob ever fails a morale or pinning check it must roll on the mob rule table"


Ork rumours - First post updated 20th June @ 2014/06/21 16:14:43


Post by: Vineheart01


On that note, does that mean they can never be pinned since that chart is suppose to be instead of the usual result from failing a morale?
Still test obviously and roll on chart if failed, but cannot actually be "stuck"


Ork rumours - First post updated 20th June @ 2014/06/21 16:15:49


Post by: Overlord Thraka


Quick question: DId the older paint boy ever come out in finecast?


Ork rumours - First post updated 20th June @ 2014/06/21 16:16:27


Post by: deffrekka


Yep they can't be pinned, they can still fall back on a roll of a one, and if you don't have a character or 10+ models you take the usual affects of failing the test, but we still get to go to ground


Ork rumours - First post updated 20th June @ 2014/06/21 16:16:30


Post by: Grimgor Skullbusta


 Gitzbitah wrote:
That doesn't make any sense- I always thought Orks did the shark toof style, and grew many, many sets over their lifetime. They'd lose any metal teef when the next set grew in. That was one of the reasons they used teef for currency. Every Ork had some, and it was a reasonably valuable trophy.


5-6 Steel Teef. The Doc has removed the
patient’s teef and replaced them with
steel ones (some Docs get very rich, very
quickly). Though the warrior is now
immune to the ‘Gobsmacked’ serious
injury, he suffers -1 Leadership as his
steel choppers just aren’t properly Orky.


Presumably the ork would eventually grow a new set of teef, but not within the scope/timescale of a Gorkamorka mob career.


Ork rumours - First post updated 20th June @ 2014/06/21 16:16:36


Post by: doktor_g


 deffrekka wrote:
Thought the roll on the table was after the leadership test was failed


It says "if a mob ever fails a morale or pinning check it must roll on the mob rule table"



Oh thank Gork... or Mork


Ork rumours - First post updated 20th June @ 2014/06/21 16:18:07


Post by: Kirasu


 Vineheart01 wrote:
On that note, does that mean they can never be pinned since that chart is suppose to be instead of the usual result from failing a morale?
Still test obviously and roll on chart if failed, but cannot actually be "stuck"


Yeah instead you have a chance of running away from failing a single pinning test :p Bonus..


Ork rumours - First post updated 20th June @ 2014/06/21 16:20:07


Post by: Tannhauser42


 Deunstephe wrote:
 lord_blackfang wrote:
Man, those MANz are depressingly boring sculpts, aren't they? They're basically the same as the metals.

They are pretty same-y, but what could you expect? Rogue Trader MANZ? Having crab claws back would be awesome, though.
The only thing I really dislike about them is that one nob head with metal teef. Got to be the most ridiculous thing you could do to an Ork - James Bond Jaws much?


Aren't the new MANz three for $60, too?
Guess what else is three for $60?
Spoiler:

Yeah, I'll be getting these instead (and not because most of my Ork army is already Kromlech models, hehe)..


Ork rumours - First post updated 20th June @ 2014/06/21 16:22:58


Post by: MeanGreenStompa


 Tannhauser42 wrote:

Aren't the new MANz three for $60, too?
Guess what else is three for $60?
Spoiler:

Yeah, I'll be getting these instead (and not because most of my Ork army is already Kromlech models, hehe)..


Nice... well I too have sat and stared at the new oddly flat faced plastics from GW vs these highly detailed resin models and have come to the same conclusion.



Ork rumours - First post updated 20th June @ 2014/06/21 16:24:17


Post by: morpheuschild


'well, ladz, dis iz it. we got new rulez of ingajemint, handed down from higher up. gork (or possibly mork) sez ya gotz ta turn in all yer choppaz, sluggaz, power klawz, and other stabby gubbinz. we gotz new weaponz ta give ya. here'z yer new nerfy dart shootaz, with soft foamy bullitz. and here'z da new choppaz. lookit dat high kwality foam coating! dey almost lookz like da real fing! so get in line, nice and orderly, fer yer new gear...'

*several minutes of orks merrily whacking each other with foam blades ensues*

'hey, boss, if ya takez da foam off, dis plastic bit can leave a nice welt! and if ya breakz da end, it can be stab-'

'oi! none o' dat! dat pointy bit could scratch da paint on a mareen'z armor!'


Ork rumours - First post updated 20th June @ 2014/06/21 16:28:09


Post by: aushlo


I have a freaking massive Ork army (my first army, and around fifteen years old). Having played since third ed., it seems the tendency in codices these days is largely a return to 3rd/4th ed play style. A lot of the stuff that people aren't seeing as good is actually very strong in practice and hearken back to the old school books. I'm not weighing in on competitiveness because I really don't play that way and don't care too much. But guys, the price drops and changes are all pretty amazing for an old-style list. Downgrading from a pen to glance is HUGE, it was one of the hidden gems of old orks. IWND on vehicles is massive as anyone who's played Iron Hands can tell you. I definitely understand the annoyance if you've built a narrower list of units, I do. But you know, there's a lot of very cheap Ork goodness to be built and kitbashed from eBay and such too. I think the new book will reward the big, sprawling Ork collection much more tan the competitive player, sort of like the NIds book.


Ork rumours - First post updated 20th June @ 2014/06/21 16:29:17


Post by: Overlord Thraka


 MeanGreenStompa wrote:
 Tannhauser42 wrote:

Aren't the new MANz three for $60, too?
Guess what else is three for $60?
Spoiler:

Yeah, I'll be getting these instead (and not because most of my Ork army is already Kromlech models, hehe)..


Nice... well I too have sat and stared at the new oddly flat faced plastics from GW vs these highly detailed resin models and have come to the same conclusion.



I'm buying the box of Meganobz. I use a Kromlech one as a Mega boss ;cause they're so big


Ork rumours - First post updated 20th June @ 2014/06/21 16:30:03


Post by: forgotten ghosts


GW ADDED the option to take tanks as troops in the Astra Militarum Codex- where is that in the am book? as far as i have read there is no units moving around foc slots in am or in any old ig book i have.
in 6th and 5th when a dread moved to a troop they did not become scoreing units so i would say that they are in some ways more a troop now in 7th since all units are scoreing. i think the real issue is you guys want to tank dreads and a bunch of other hs choices and kinda sounds like you just dont want to loose the objective secured rule on your grot blobs by building unbound. i dont think many people would have an issue with an unbound list if they know ahead of time (as long as your not just going baneblade hellhammer stormlord and a few vendettas to get your 2k list). multiple detachments work around the unbound 4 trukk units, 4big meks, how many points you got left for kans and dreads?


Ork rumours - First post updated 20th June @ 2014/06/21 16:30:47


Post by: YourIntestines


morpheuschild wrote:
'well, ladz, dis iz it. we got new rulez of ingajemint, handed down from higher up. gork (or possibly mork) sez ya gotz ta turn in all yer choppaz, sluggaz, power klawz, and other stabby gubbinz. we gotz new weaponz ta give ya. here'z yer new nerfy dart shootaz, with soft foamy bullitz. and here'z da new choppaz. lookit dat high kwality foam coating! dey almost lookz like da real fing! so get in line, nice and orderly, fer yer new gear...'

*several minutes of orks merrily whacking each other with foam blades ensues*

'hey, boss, if ya takez da foam off, dis plastic bit can leave a nice welt! and if ya breakz da end, it can be stab-'

'oi! none o' dat! dat pointy bit could scratch da paint on a mareen'z armor!'

Now going to make an army of orks armed with nothing but paint strippers...


Ork rumours - First post updated 20th June @ 2014/06/21 16:31:13


Post by: lord_blackfang


Presumably the GW kit will also have bitz for a MAN Big Mek, and it's much easier to get a decent discount on GW than Kromlech, so there's that. The Kromlech MANz do look a lot more impressive, tho. If they're really the same base price it's gonna be a tough call.


Ork rumours - First post updated 20th June @ 2014/06/21 16:41:36


Post by: doktor_g


Back to the BW exploding:

Really all we have to do is roll 8+ on 2d6 TWICE and we suffer 20+2d6 S4 hits. On average that's 27 hits. Half of which wound and 1 out of 6 makes his armor save.

That's a group of 20 boyz going to 9 boyz.

Yay Orks?

"FAQ you're our only hope...."


Ork rumours - First post updated 20th June @ 2014/06/21 16:50:37


Post by: TedNugent


Do you really have to take a pinning test every time there's an explodes result?


Ork rumours - First post updated 20th June @ 2014/06/21 16:53:31


Post by: Perfect Organism


Grimgor Skullbusta wrote:
 Gitzbitah wrote:
That doesn't make any sense- I always thought Orks did the shark toof style, and grew many, many sets over their lifetime. They'd lose any metal teef when the next set grew in. That was one of the reasons they used teef for currency. Every Ork had some, and it was a reasonably valuable trophy.


5-6 Steel Teef. The Doc has removed the
patient’s teef and replaced them with
steel ones (some Docs get very rich, very
quickly). Though the warrior is now
immune to the ‘Gobsmacked’ serious
injury, he suffers -1 Leadership as his
steel choppers just aren’t properly Orky.


Presumably the ork would eventually grow a new set of teef, but not within the scope/timescale of a Gorkamorka mob career.

From 'Ere We Go...


[Thumb - SteelTeef.gif]
[Thumb - SteelTeef2.gif]


Ork rumours - First post updated 20th June @ 2014/06/21 16:57:15


Post by: forgotten ghosts


so your open topped battlewagon can be exploded by a str8+ weapon(due to the plus 1 mod that works against open topped) if it explodes every model suffers a str4 ap - hit is this d6 your adding the one for the mob rule that you only have to roll if you fail your pinning test?


Automatically Appended Next Post:
yes you have to take pinning test on every explode result


Ork rumours - First post updated 20th June @ 2014/06/21 17:01:43


Post by: Multimoog


Footslogging 30 boy mobz with a KFF seems like a MUCH more sound option now


Ork rumours - First post updated 20th June @ 2014/06/21 17:04:42


Post by: TedNugent


 Multimoog wrote:
Footslogging 30 boy mobz with a KFF seems like a MUCH more sound option now


Why's that, because the KFF got nerfed to MODELS within 6 inches? How many individual boyz are you going to be able to fit within that KFF radius?

You also do realize that a 30 man squad has a leadership of 8, and if you fail that leadership test and roll a 1 that entire mob can run off the board on either a pinning or a morale check?

Do you also realize that shoota boyz now cost 7 points a model? That unit now costs 30 points more than it used to, and it is NOT fearless, and it does NOT get full coverage of the KFF. Only individual models within 6 inches do, and I'm not sure what percentage of a 30 man mob that would even be.


Ork rumours - First post updated 20th June @ 2014/06/21 17:12:57


Post by: bhamade


 Multimoog wrote:
Footslogging 30 boy mobz with a KFF seems like a MUCH more sound option now
How is it more sound now? Before, you could keep your KFF inside a BW and measure out from the hull, so you could cover several mobz of 30 boyz. Now you have to keep your KFF outside and vulnerable with a smaller range. It makes me sad :(

The only good thing is the Gorkanaut can take a KFF now.


Ork rumours - First post updated 20th June @ 2014/06/21 17:13:47


Post by: doktor_g


Boyz = 5 and Shoota upgrade +1 I think. So priced the same at 6 per. That REEEEEALLLLY sucks about the KFF. Would rather just keep the cover save.


Ork rumours - First post updated 20th June @ 2014/06/21 17:14:27


Post by: sirlynchmob


 TedNugent wrote:
 Multimoog wrote:
Footslogging 30 boy mobz with a KFF seems like a MUCH more sound option now


Why's that, because the KFF got nerfed to MODELS within 6 inches? How many individual boyz are you going to be able to fit within that KFF radius?

You also do realize that a 30 man squad has a leadership of 8, and if you fail that leadership test and roll a 1 that entire mob can run off the board on either a pinning or a morale check?

Do you also realize that shoota boyz now cost 7 points a model? That unit now costs 30 points more than it used to, and it is NOT fearless, and it does NOT get full coverage of the KFF. Only individual models within 6 inches do, and I'm not sure what percentage of a 30 man mob that would even be.


Forget the KFF, the skyshield is the way to go. with the new 6" coherency between elevation, you can have a few boys on the shield and the rest snaking their way across the board.

How many models in a unit have to be on the shield for the unit to be on the shield?
well 1 model in difficult terrain makes the whole unit roll to move through difficult terrain
1 model charging through terrain gives the -2" penalty to the unit.
1 model in your shooting unit can not fully see a model, then that model gets a cover save from your unit.

so 1 model on the shield is enough to qualify for the unit to get it's 4++

so it is possible for 75 points to give your 180+ boys a 4++

Or use the void shields as they also protect the unit, and again 1 model under it protects the unit and protects us from blast weapons.




Ork rumours - First post updated 20th June @ 2014/06/21 17:14:38


Post by: forgotten ghosts


when you say 6in on the kff it is true but you technically have a 12in bubble as 6in in all directions is still a decent sized space yes the kff doesnt auto cover the whole unit and only affects the vehicles the character is embarked in. yes its been nerfed but is actually much more realistic, and is now on par with the da force field thing, wonder if all of these options will get hit the same way.
how many armies get an inv that they can pass out to other units anyways, and i think it is a worse hit loseing the cybork bodies, but now every squad can take eavy armour,


Ork rumours - First post updated 20th June @ 2014/06/21 17:15:21


Post by: jhnbrg


 doktor_g wrote:
Boyz = 5 and Shoota upgrade +1 I think. So priced the same at 6 per. That REEEEEALLLLY sucks about the KFF. Would rather just keep the cover save.


No... 6 +1 for shoota


Ork rumours - First post updated 20th June @ 2014/06/21 17:15:26


Post by: TedNugent


 doktor_g wrote:
Boyz = 5 and Shoota upgrad +1 I think. =6

6/7

 Melcavuk wrote:


Watarr wrote:So shootaboys cost 6 or 7 points?

Seven


Ork rumours - First post updated 20th June @ 2014/06/21 17:15:28


Post by: Melcavuk


 doktor_g wrote:
Boyz = 5 and Shoota upgrade +1 I think. So priced the same at 6 per. That REEEEEALLLLY sucks about the KFF. Would rather just keep the cover save.


Slugga boy is 6, Shoota boy is 7. Both come with stikkbombs as standard.


Ork rumours - First post updated 20th June @ 2014/06/21 17:16:51


Post by: PhillyT


 lord_blackfang wrote:
Man, those MANz are depressingly boring sculpts, aren't they? They're basically the same as the metals.


You can't improve on perfection! I like the heads better!


Ork rumours - First post updated 20th June @ 2014/06/21 17:17:20


Post by: adamsouza


COLLECTED LEAKED INFO

HQs listed as
Zagstruk
Grotsnik
Mek is a slotless HQ, 1 per actual HQ bought, has Boy statline
Big Mek does not change FoC "A Big Mek may take items from the Mek Weapons, Melee Weapons, Runts & Squigs, Orky Know-wots and/or Gifts of Gork and Mork lists."
Painboy Painboy is IC, so put him where you need him, can take a bike, no 'Eavy Armor
Warboss does not change FoC
Weirdboy. gain a Warp Charge point if there are 10 or more models with the 'ere we go rule (Pretty much any Ork from what I've seen) in 12" but has to take a psychic save or take a hit. Can be upgraded to Psyker level 2. Power of the Waaagh! and Daemonlogy disciplines.
Badrukk is a HQ (3+, 5++, str 7 AP2 assault 3 gun) , Badrukk has the rules listed for Da Rippa, but it is not listed in his wargear
Snikrot is not HQ, Snikkrot an elite (doesnt take a slot if taken with Kommandos) (shrouded on arrival, you pick an edge to outflank dont roll), causes fear.
No Wazdakka
No Zogwort.
Ghaz is a LOW now, can take runts/squigs, stats look unchaged

D6 Warlord Trait
1 Prophet of the Waaagh!: Mork (or possibly Gork) has chosen this Warlord for greatness, and every Ork under his command knows it.
The Warlord gains the Waaagh! special rule. If the Warlord already has the Waaagh! special rule then, in addition to the usual effects, all friendly models with the ’Ere We Go! special rule gain the Fearless special rule when he calls a Waaagh!, until the start of their next turn.
2 Bellowing Tyrant: This Warlord is an unholy terror, a roaring lunatic whose every (very loud) word is law.
The Warlord, and all friendly units with the Orks Faction within 12" of him, re-roll failed Morale checks and Pinning tests.
3 Like a Thunderbolt!: This Warlord is a master of the all-out, no-holds-barred, headlong charge into battle.
The Warlord, and all friendly units with the Orks Faction within 12" of him, can re-roll all the dice when determining Run moves or charge range.
4 Brutal but Kunnin: This Warlord has a sneaky streak a mile wide and knows just where to hit his foes.
The Warlord can re-roll one failed To Hit or To Wound roll each turn.
5 Kunnin’ but Brutal: The Warlord knows when to roll with a punch, and can shrug off the hardest blows.
The Warlord can re-roll one failed armour or invulnerable saving throw each turn.
6 Might is Right: Made of muscle and aggression, this Warlord is the embodiment of the Orks’ warlike nature.
The Warlord receives +1 to the Strength characteristic on his profile.

Power of the Waaagh!
Primaris power is Frazzle (Blast witchfire).
'Eadbanger is now a focussed witchfire.
Warpath is a self blessing
Da jump is what used to be 'ere we go.
Killbolt is a beam attack.
Power vomit is a template witchfire.
Da Krunch is a barrage witchfire.

Mob rule is replaced by the D6 roll on Mob Chart

Mob Chart
D6 Result
1 If the unit is locked in combat, it passes the Morale check or Pinning test. If the unit is not locked in combat, it fails.
2-3 If the unit includes one or more Ork characters (including Independent Characters), it suffers D6 Strength 4 AP- hits, and is then treated as if it had passed the Morale check or Pinning test.
4-6 If the unit has 10 or more models, it suffers D6 Strength 4 AP- hits, and is then treated as if it had passed the Morale check or Pinning test. The hits are Randomly Allocated. If the unit has fewer than 10 models, it fails the Morale check or Pinning test.

Boss Pole gives Reroll on the mob chart.

Ork Tactical Objectives
Shoot an enemy unit off the board,
Kill the enemy warlord in a challenge with your warboss,
Destroy an enemy unit in your assault phase (more units gone, more points)
Turbo boost 3 vehicles (or bike units)
Secure a random objective (roll a D6),
Charge more than 10 inches.

A Big Mek with mega armour can take one of the following
- Tellyport blasta Tellyporta blasta is the back mouned thing I've been describing and seems... uh, situational at best? Very short range weapon but causes instant death on a 6 wound. Rolling a 6 on AP causes a penetrating hit regardless of AV.
- Kustom force field

- Shock attack gun roll of double 6 is vortex!!!
- KFF can be combined with mega armour and bikes, Shock attack gun seems to be combinable with bikes.
- Git finda on SAG

Relics:
Gifts of Gork and Mork
Da Dead Shiny Shoota 6 shots twinlinked shoota, rolls of 1 hit one of your own units
Da Finkin’ Kap gives your warlord an additional trait from the strategic list.
Da Fixer Upperz
Da Lucky Stikk
Headwoppa’s Killchoppa is a +2 str, AP5, rending choppa that beheads on a roll of 6 (insta death).
Warboss Gazbag’s Blitzbike has an AP3 deff gun on it

Orks kept furious charge, are susceptible to fear now

Tankbustas, are elite, got Tank Hunter, 2 points cheaper per model, and no longer have to shoot at nearest tank, Tankbusta bomb is now a melta bomb, can take a trukk, and get 2 VP for first blood if they blow up a tank, can take dedicated transport

Stormboyz can NOT assault flyers

Meganobz still bulky and use 2 spots in transport

Kommandos got move through cover, stealth and infiltrate, no point hike

Burnas can take dedicated trukks

Ork boys Slugga boy is 6, Shoota boy is 7. Both come with stikkbombs as standard.

Lootas Heavy Support and cheaper (5 points less per squad)

Deffkoptaz 30 Points base, gun swaps are free, still a jetbike.

Buggies 25 points base, gun swap is free, up to 5, can outflank, don't get new weapons, do get Grot Riggers at 10 points.

Zzap Gun 2D6, gets hot on a 1-3 if you roll 11 or 12

Kannons unchanged

Lobbas unchanged

Stompa in as super heavy

Battle Wagon up 20 points.

Kustom Mega Slugga is a thing.

Not anything about FNP at all

Grot riggers don't just work for IWND on 'nauts, any vehicle that has them, but cost per vehicle seems to differ. 20 to put them on a 'naut. BW don't seem to have the option.

Killkannon still lowers transport on BW

Attack squig nerfed to 1 reroll in melee per turn

Ramshackle got clobbered.. 6+ save when you take a pen, if successful downgrade to glance

Planks Rules a little complicated. If you get out of open topped and declare a charge, add 2 to the charge range

Deffrolla gains AP4 and loses half the hits

Kans come in 6 packs, NO twin guns, NO Troop choice option, have special morale rule

Ork Warband detachment you can Waaaagh every turn after the first

Cheap IWND on vehicles (5 points on Kans, 10 on dreds)

Warboss/Bigmek Mega Armor Kit is a thing


Ork rumours - First post updated 20th June @ 2014/06/21 17:17:30


Post by: TedNugent


forgotten ghosts wrote:
when you say 6in on the kff it is true but you technically have a 12in bubble as 6in in all directions is still a decent sized space yes the kff doesnt auto cover the whole unit and only affects the vehicles the character is embarked in. yes its been nerfed but is actually much more realistic, and is now on par with the da force field thing, wonder if all of these options will get hit the same way.

Yeah, I'm so excited about the realism because we all know 40k is all about realism.


Ork rumours - First post updated 20th June @ 2014/06/21 17:17:58


Post by: Melcavuk


Also Orks kept furious charge, I know that was asked earlier but I didnt get around to answering it.


Ork rumours - First post updated 20th June @ 2014/06/21 17:18:01


Post by: jhnbrg


sirlynchmob wrote:
 TedNugent wrote:
 Multimoog wrote:
Footslogging 30 boy mobz with a KFF seems like a MUCH more sound option now


Why's that, because the KFF got nerfed to MODELS within 6 inches? How many individual boyz are you going to be able to fit within that KFF radius?

You also do realize that a 30 man squad has a leadership of 8, and if you fail that leadership test and roll a 1 that entire mob can run off the board on either a pinning or a morale check?

Do you also realize that shoota boyz now cost 7 points a model? That unit now costs 30 points more than it used to, and it is NOT fearless, and it does NOT get full coverage of the KFF. Only individual models within 6 inches do, and I'm not sure what percentage of a 30 man mob that would even be.


Forget the KFF, the skyshield is the way to go. with the new 6" coherency between elevation, you can have a few boys on the shield and the rest snaking their way across the board.

How many models in a unit have to be on the shield for the unit to be on the shield?
well 1 model in difficult terrain makes the whole unit roll to move through difficult terrain
1 model charging through terrain gives the -2" penalty to the unit.
1 model in your shooting unit can not fully see a model, then that model gets a cover save from your unit.

so 1 model on the shield is enough to qualify for the unit to get it's 4++

so it is possible for 75 points to give your 180+ boys a 4++

Or use the void shields as they also protect the unit, and again 1 model under it protects the unit and protects us from blast weapons.




Well... no, inv.sv does not spread to the rest of the squad.


Ork rumours - First post updated 20th June @ 2014/06/21 17:21:30


Post by: forgotten ghosts


 TedNugent wrote:
forgotten ghosts wrote:
when you say 6in on the kff it is true but you technically have a 12in bubble as 6in in all directions is still a decent sized space yes the kff doesnt auto cover the whole unit and only affects the vehicles the character is embarked in. yes its been nerfed but is actually much more realistic, and is now on par with the da force field thing, wonder if all of these options will get hit the same way.

Yeah, I'm so excited about the realism because we all know 40k is all about realism.


wouldnt it be alittle nicer if the designers took a more realistic view on some of there rule making?


Ork rumours - First post updated 20th June @ 2014/06/21 17:22:54


Post by: Melcavuk


Not sure it'd be good but you can fit 35 low armour vehicles into 1500 points (single FOC) now,

Mek

Boyz Squad (trukk)
Boyz squad (trukk)

5 x Buggies
5 x Buggies
5 x buggies

6 x Kans
6 x Kans
6 x kans


Ork rumours - First post updated 20th June @ 2014/06/21 17:23:55


Post by: Grimgor Skullbusta


If you're still here Mel, could you say if the Ork-specific tactical objectives are in the codex and what they are? Or do you have to buy the cards in order to use them?


Ork rumours - First post updated 20th June @ 2014/06/21 17:25:52


Post by: bhamade


 Melcavuk wrote:
 doktor_g wrote:
Boyz = 5 and Shoota upgrade +1 I think. So priced the same at 6 per. That REEEEEALLLLY sucks about the KFF. Would rather just keep the cover save.


Slugga boy is 6, Shoota boy is 7. Both come with stikkbombs as standard.
It sucks, but the free stikkbombs make it sting less. Actually, looking at the old dex, the slugga boyz cost the same as in the new codex, so this only affects the shootaz and makes the sluggas a better deal due to the free stikkbombs. I usually take sluggas anyways, so this isn't as bad as the KFF nerf.


Ork rumours - First post updated 20th June @ 2014/06/21 17:25:57


Post by: Melcavuk


They are:
Shoot an enemy unit off the board,
Kill the enemy warlord in a challenge with your warboss,
Destroy an enemy unit in your assault phase (more units gone, more points)
Turbo boost 3 vehicles (or bike units)
Secure a random objective (roll a D6),
Charge more than 10 inches.


Ork rumours - First post updated 20th June @ 2014/06/21 17:31:03


Post by: PhillyT


What are people so concerned about with single FOC? Are that many groups really limiting armies to one?


Ork rumours - First post updated 20th June @ 2014/06/21 17:31:31


Post by: Vineheart01


Too bad dedicated transports only "count as troops" but arent actually a troop choice. Would be very easy to field a double foc with boyz + trukks filling the troop slot requirement.


Ork rumours - First post updated 20th June @ 2014/06/21 17:32:16


Post by: Melcavuk


If your group is good with using forgeworld rules a decent 1500 bike list would be:

Zhadsnark (biker boss, makes bikes troops)

Mek on relic bike (KFF or SAG)

Painboy on Bike

15 x Bike

14 x Bike

14 x Bike

5 x Buggy

5 x Buggy

5 x buggy

Lots of speed, lots of bodies, hell of alot of fire.


Ork rumours - First post updated 20th June @ 2014/06/21 17:32:33


Post by: RedNoak


yeah? cause you can abuse the gak out of unbound armies...


Ork rumours - First post updated 20th June @ 2014/06/21 17:36:16


Post by: Vineheart01


And unbound armies also ensue some pretty fething ludicrous tactics. I mentioned i would be fielding my orks unbound when the codex drops, first thing i hear is "OK i'll unbound this list then *insert op unit here spammed to oblivion* because unbound is unfair and unfair needs to be met with unfair"

I wanted to run an unbound walker list, because who the hell doesnt? lol. i DONT want to be forced to do that because nothing else is that viable. The 35 light vehicle strat is interesting but theres literally no armor answer there or big bug answer.

Also the rerollable warlord trait for a bound army is just too good. I have literally had to use it EVERY game since 7th (im up to 12 games)


Ork rumours - First post updated 20th June @ 2014/06/21 17:37:40


Post by: Melcavuk


Buggies can get twinlinked rokkits to glance down most things (free exchange), kans are packing klaws and shootas but again can get rokkits for free. Its just a hell of alot of vehicles really. 900 points is a massive Kan wall.


Ork rumours - First post updated 20th June @ 2014/06/21 17:37:44


Post by: sirlynchmob


 jhnbrg wrote:
sirlynchmob wrote:
 TedNugent wrote:
 Multimoog wrote:
Footslogging 30 boy mobz with a KFF seems like a MUCH more sound option now


Why's that, because the KFF got nerfed to MODELS within 6 inches? How many individual boyz are you going to be able to fit within that KFF radius?

You also do realize that a 30 man squad has a leadership of 8, and if you fail that leadership test and roll a 1 that entire mob can run off the board on either a pinning or a morale check?

Do you also realize that shoota boyz now cost 7 points a model? That unit now costs 30 points more than it used to, and it is NOT fearless, and it does NOT get full coverage of the KFF. Only individual models within 6 inches do, and I'm not sure what percentage of a 30 man mob that would even be.


Forget the KFF, the skyshield is the way to go. with the new 6" coherency between elevation, you can have a few boys on the shield and the rest snaking their way across the board.

How many models in a unit have to be on the shield for the unit to be on the shield?
well 1 model in difficult terrain makes the whole unit roll to move through difficult terrain
1 model charging through terrain gives the -2" penalty to the unit.
1 model in your shooting unit can not fully see a model, then that model gets a cover save from your unit.

so 1 model on the shield is enough to qualify for the unit to get it's 4++

so it is possible for 75 points to give your 180+ boys a 4++

Or use the void shields as they also protect the unit, and again 1 model under it protects the unit and protects us from blast weapons.




Well... no, inv.sv does not spread to the rest of the squad.


actually it does, units on top of a shield get a 4++.

If you had to have the entire unit on the shield to get the 4++, the would have said "units wholly on the shield" Like they explain under measuring distances.


Ork rumours - First post updated 20th June @ 2014/06/21 17:38:01


Post by: Orock


So am I right in assuming we have been given a pay for option in the looted wagon, that can be used as a dedicated transport by absolutely nothing because it was an afterthought, further clogging up our heavy support choices?

Thanks for nothing GW!


Ork rumours - First post updated 20th June @ 2014/06/21 17:38:41


Post by: Grimgor Skullbusta


 Melcavuk wrote:
They are:
Shoot an enemy unit off the board,
Kill the enemy warlord in a challenge with your warboss,
Destroy an enemy unit in your assault phase (more units gone, more points)
Turbo boost 3 vehicles (or bike units)
Secure a random objective (roll a D6),
Charge more than 10 inches.


Thank you. Hmmm disappointing... Some of those don't seem particularly orky, secure random objective being the biggest copout.


Ork rumours - First post updated 20th June @ 2014/06/21 17:40:03


Post by: BooBoo


Thanks again for answering all our doubts, Melcavuc, you're the Warboss!!! Kunnin and Brutal or Brutal and Kunning, but still da Boss.

I have more questions:

If Kans are 25% more expensive, what is their base points cost? Do they keep the same weapons (Rokkit, Bigshoota, Skorcha, Grotzooka, KMB)? What is the cost of those upgrades?

What is the cost of Snikrot? Stats? If he joins a Kommando unit, he does not consume an Elite slot, right?

Is Zagstrukk forced to join Stormboys squads or can he join into any unit?

If the BW is 20 points more expensive, what are the cost points for its upgrades (BigShootas, Rokkits, Big Gunz, 'Ard Case, Red Paint Job, Grot Riggers, Grabbing Klaw, Wrecking Ball, Boarding Plank, Kill Kannon)?

Can Deffkoptas still pay for Buzzsaws and Bombs?

Are Stormboys 9 points per figure?

What is cost for the SAG upgrade on Big Meks and Meks?


Ork rumours - First post updated 20th June @ 2014/06/21 17:43:08


Post by: PhillyT


 Vineheart01 wrote:
And unbound armies also ensue some pretty fething ludicrous tactics. I mentioned i would be fielding my orks unbound when the codex drops, first thing i hear is "OK i'll unbound this list then *insert op unit here spammed to oblivion* because unbound is unfair and unfair needs to be met with unfair"

I wanted to run an unbound walker list, because who the hell doesnt? lol. i DONT want to be forced to do that because nothing else is that viable. The 35 light vehicle strat is interesting but theres literally no armor answer there or big bug answer.

Also the rerollable warlord trait for a bound army is just too good. I have literally had to use it EVERY game since 7th (im up to 12 games)


15 reroll able bs2 rock kits from buggies and however many bs3 from land doesn't count as anti bug and vehicle?


Ork rumours - First post updated 20th June @ 2014/06/21 17:44:37


Post by: jhnbrg


sirlynchmob wrote:
 jhnbrg wrote:
sirlynchmob wrote:
 TedNugent wrote:
 Multimoog wrote:
Footslogging 30 boy mobz with a KFF seems like a MUCH more sound option now


Why's that, because the KFF got nerfed to MODELS within 6 inches? How many individual boyz are you going to be able to fit within that KFF radius?

You also do realize that a 30 man squad has a leadership of 8, and if you fail that leadership test and roll a 1 that entire mob can run off the board on either a pinning or a morale check?

Do you also realize that shoota boyz now cost 7 points a model? That unit now costs 30 points more than it used to, and it is NOT fearless, and it does NOT get full coverage of the KFF. Only individual models within 6 inches do, and I'm not sure what percentage of a 30 man mob that would even be.


Forget the KFF, the skyshield is the way to go. with the new 6" coherency between elevation, you can have a few boys on the shield and the rest snaking their way across the board.

How many models in a unit have to be on the shield for the unit to be on the shield?
well 1 model in difficult terrain makes the whole unit roll to move through difficult terrain
1 model charging through terrain gives the -2" penalty to the unit.
1 model in your shooting unit can not fully see a model, then that model gets a cover save from your unit.

so 1 model on the shield is enough to qualify for the unit to get it's 4++

so it is possible for 75 points to give your 180+ boys a 4++

Or use the void shields as they also protect the unit, and again 1 model under it protects the unit and protects us from blast weapons.




Well... no, inv.sv does not spread to the rest of the squad.


actually it does, units on top of a shield get a 4++.

If you had to have the entire unit on the shield to get the 4++, the would have said "units wholly on the shield" Like they explain under measuring distances.


You get people to agree with that? seems a bit cheesy.


Ork rumours - First post updated 20th June @ 2014/06/21 17:45:13


Post by: Dakkafang Dreggrim


So from what i have read they have taken the old over powered units that were auto include and toned them down.

They took the lesser used units or underpowered ones and beefed them up.

Now the units are balanced to themselves. Which more of the book viable. Tournament players won't like this since now not one unit stands out as OP over the rest and no clear choice for the auto include death star unit.

And the death roller was op, to think other wise I feel is silly. D6 str 10 hits on spammed battle wagons. No need to roll to hit just move through units.

Biker nobs, the KFF and the BW death roller spam needed the nerf bat. This is coming from an ork tourny player.

I saw the KFF nerf coming having effect the hole unit as long as one model was with in 6 was silly.


Ork rumours - First post updated 20th June @ 2014/06/21 17:45:49


Post by: streamdragon


Mel, can you confirm for me that Mob Rule no longer modifies Leadership, and our Troops are on Ld 7?

Thanks dude.


Ork rumours - First post updated 20th June @ 2014/06/21 17:52:49


Post by: Melcavuk


BooBoo wrote:Thanks again for answering all our doubts, Melcavuc, you're the Warboss!!! Kunnin and Brutal or Brutal and Kunning, but still da Boss.

I have more questions:

If Kans are 25% more expensive, what is their base points cost? Do they keep the same weapons (Rokkit, Bigshoota, Skorcha, Grotzooka, KMB)? What is the cost of those upgrades?

What is the cost of Snikrot? Stats? If he joins a Kommando unit, he does not consume an Elite slot, right?

Is Zagstrukk forced to join Stormboys squads or can he join into any unit?

If the BW is 20 points more expensive, what are the cost points for its upgrades (BigShootas, Rokkits, Big Gunz, 'Ard Case, Red Paint Job, Grot Riggers, Grabbing Klaw, Wrecking Ball, Boarding Plank, Kill Kannon)?

Can Deffkoptas still pay for Buzzsaws and Bombs?

Are Stormboys 9 points per figure?

What is cost for the SAG upgrade on Big Meks and Meks?


Right, Kans are 50 base, comes with big shoota, can switch free to rokkit, 5 points to switch to the other weapons. Same choices as before, riggers are 5 points
60 Points, not taking up a slot if you buy Kommandos, WS, S5, 4 attacks.
BW starts at 110 now but its only 30 points for the kill kannon, it can still be a dedi transport even if you fit kill kannon. the big gun upgrades are 10 points regardless of type, 5 points for shootas or rokkits. Cant see a rigger option
Yes
Yes
50. Big Meks only


streamdragon wrote:Mel, can you confirm for me that Mob Rule no longer modifies Leadership, and our Troops are on Ld 7?

Thanks dude.


7, Mob doesnt effect LD


Ork rumours - First post updated 20th June @ 2014/06/21 17:53:34


Post by: forgotten ghosts


 Dakkafang Dreggrim wrote:
So from what i have read they have taken the old over powered units that were auto include and toned them down.

They took the lesser used units or underpowered ones and beefed them up.

Now the units are balanced to themselves. Which more of the book viable. Tournament players won't like this since now not one unit stands out as OP over the rest and no clear choice for the auto include death star unit.

And the death roller was op, to think other wise I feel is silly. D6 str 10 hits on spammed battle wagons. No Ned to roll to him just move through units.

Biker nobs, the KFF and the BW death roller spam needed the nerf bat. This is coming from an ork tourny player.

I saw the KFF nerf coming having effect the hole unit as long as one model was with in 6 was silly.


i agree with all of that. if this if the trend for the future of 40k i think it will be more fun than ever, every one was trashin 7th, i have enjoyed the new missions.


Ork rumours - First post updated 20th June @ 2014/06/21 17:53:41


Post by: Melcavuk


My mistake, 10 points for riggers on Battlewagon, in my opinion worth it.


Ork rumours - First post updated 20th June @ 2014/06/21 17:55:11


Post by: Dakkafang Dreggrim


Is the new ork force org 3 HQs and 9 troops only ?
Or
3 hqs, 3 elites, 3 fast, 3 heavy and 9 troops ?

Thanks.


Ork rumours - First post updated 20th June @ 2014/06/21 17:57:34


Post by: Melcavuk


Sample Battlewagon build, not sure if this is "competitive" but first cost is new, second is old

Battlewagon
Killkannon
Kannon
4 x Big Shootas

170 vs 180

So in that 10 point different you can also take that build as a dedicated transport now, rather than it being heavy support. Also you use those 10 points and suddenly it has IWND


Automatically Appended Next Post:
 Dakkafang Dreggrim wrote:
Is the new ork force org 3 HQs and 9 troops only ?
Or
3 hqs, 3 elites, 3 fast, 3 heavy and 9 troops ?

Thanks.


3 hqs, 3 elites, 3 fast, 3 heavy and 9 troops

Of which HQ and 3 TROOP are compulsary.


Ork rumours - First post updated 20th June @ 2014/06/21 17:59:40


Post by: BooBoo


Thank you very much Melcavuk.

Can Boss Nobs (in Nobs Mobs or Mega Nobs mobs) as well as the Kaptin Boss for the Flashgitz elect items from "Ranged weapons list, Melee weapons list, Runts&Squigs list, Orky Know Wot or Gits from Gork and Mork?


Ork rumours - First post updated 20th June @ 2014/06/21 17:59:45


Post by: Eldarain


So you can take Grot Riggers on a Battlewagon?


Ork rumours - First post updated 20th June @ 2014/06/21 18:00:24


Post by: Melcavuk


Nope, infact the only Boss Nob who has access to anything beyond Melee weapon list is the Boyz Nob. he gets access to Ranged Weapon list.


Automatically Appended Next Post:
 Eldarain wrote:
So you can take Grot Riggers on a Battlewagon?


Yup, most vehicles have them listed as options in the unit entry, battlewagon says can make purchases from vehicle upgrade list, of which the riggers are part.


Ork rumours - First post updated 20th June @ 2014/06/21 18:02:18


Post by: sirlynchmob


 jhnbrg wrote:


You get people to agree with that? seems a bit cheesy.


it's only cheesy if another army uses it against me but I don't see it any worse than those who play maledictions as stacking.

speaking of cheese and stacking, how are the waaagh banners worded?


Ork rumours - First post updated 20th June @ 2014/06/21 18:03:25


Post by: Melcavuk


They dont combine with the Lukky Stixx,

All models in a unit that includes a Waaagh! Banner add +1 to the Weapon Skill characteristic on their profile.


Ork rumours - First post updated 20th June @ 2014/06/21 18:12:37


Post by: Vankraken


 TedNugent wrote:
 Multimoog wrote:
Footslogging 30 boy mobz with a KFF seems like a MUCH more sound option now


Why's that, because the KFF got nerfed to MODELS within 6 inches? How many individual boyz are you going to be able to fit within that KFF radius?

You also do realize that a 30 man squad has a leadership of 8, and if you fail that leadership test and roll a 1 that entire mob can run off the board on either a pinning or a morale check?

Do you also realize that shoota boyz now cost 7 points a model? That unit now costs 30 points more than it used to, and it is NOT fearless, and it does NOT get full coverage of the KFF. Only individual models within 6 inches do, and I'm not sure what percentage of a 30 man mob that would even be.


If you position the KFF Mek in the middle towards the front of the mob you can cover the front line of the mob which are the ones taking the wounds and as you take model loses let the advancing mob of boyz move past the mek so hes not stuck in the very front. Or you can just stick a painboy on the 30 boyz squad for that delicious FNP. Personally i think KFF are going to be better served in expensive units like gitz, nobz, burnas, tankbustas, bikers, etc while the typical foot slogging boyz would rather have the painboy. I expect to see biker KFF meks (with a few biker boyz for wound sponging) riding in between two battlewagons to be the new way to go. With a boss pole you can reroll that 1 so you basically need to get double 1s to run away.


Ork rumours - First post updated 20th June @ 2014/06/21 18:13:12


Post by: Dakkafang Dreggrim


For the kanz panic rule. Is it ignored if a gork/Morkanaught is near them ? Or does it have to be a deff dredd ?

I run lots of kans, dredds and I hope to in corporate a Morkanaught to look after them


Ork rumours - First post updated 20th June @ 2014/06/21 18:16:03


Post by: Melcavuk


Specifically a Dred, odd though


Ork rumours - First post updated 20th June @ 2014/06/21 18:22:43


Post by: Gitzbitah


Grimgor Skullbusta wrote:
 Gitzbitah wrote:
That doesn't make any sense- I always thought Orks did the shark toof style, and grew many, many sets over their lifetime. They'd lose any metal teef when the next set grew in. That was one of the reasons they used teef for currency. Every Ork had some, and it was a reasonably valuable trophy.


5-6 Steel Teef. The Doc has removed the
patient’s teef and replaced them with
steel ones (some Docs get very rich, very
quickly). Though the warrior is now
immune to the ‘Gobsmacked’ serious
injury, he suffers -1 Leadership as his
steel choppers just aren’t properly Orky.


Presumably the ork would eventually grow a new set of teef, but not within the scope/timescale of a Gorkamorka mob career.


Thanks, that clears it up nicely! Although why I'm concerned about the dental habits of living space fungus, I'll never know.


Ork rumours - First post updated 20th June @ 2014/06/21 18:25:16


Post by: Dakkafang Dreggrim


I just got an idea to convert a runtherd deff dredd with a dredd size grot prod lol.

Looks like a Morkanaught, 6 kans and a deff dredd will be my heavy supports of choice =)


Ork rumours - First post updated 20th June @ 2014/06/21 18:26:20


Post by: BooBoo


Thanks Melcavuk:

Unit size for Kommandos, Tankbustas, Nobz and MegaNobz?

Unit size for Grots? (10-30)?

Can Dreadnoughts still pay for extra DCCW for 15 pts up to four?


Ork rumours - First post updated 20th June @ 2014/06/21 18:28:01


Post by: TedNugent


Do Painboys and Big Meks (HQs) have leadership 7 or leadership 8?


Ork rumours - First post updated 20th June @ 2014/06/21 18:28:17


Post by: TableTopJosh


forgotten ghosts wrote:
 Dakkafang Dreggrim wrote:
So from what i have read they have taken the old over powered units that were auto include and toned them down.
.
They took the lesser used units or underpowered ones and beefed them up.

Now the units are balanced to themselves. Which more of the book viable. Tournament players won't like this since now not one unit stands out as OP over the rest and no clear choice for the auto include death star unit.

And the death roller was op, to think other wise I feel is silly. D6 str 10 hits on spammed battle wagons. No Ned to roll to him just move through units.

Biker nobs, the KFF and the BW death roller spam needed the nerf bat. This is coming from an ork tourny player.

I saw the KFF nerf coming having effect the hole unit as long as one model was with in 6 was silly.


i agree with all of that. if this if the trend for the future of 40k i think it will be more fun than ever, every one was trashin 7th, i have enjoyed the new missions.


How OP exactly were Biker Nobs? A biker nob list hasnt been that competitve since six edition hit. They nerfed a lot of peoples favorite unit for no reason. Just because it was one of the strongest units in the codex is a gakky reason to nerf them.


Ork rumours - First post updated 20th June @ 2014/06/21 18:29:23


Post by: YourIntestines


 Gitzbitah wrote:
Grimgor Skullbusta wrote:
 Gitzbitah wrote:
That doesn't make any sense- I always thought Orks did the shark toof style, and grew many, many sets over their lifetime. They'd lose any metal teef when the next set grew in. That was one of the reasons they used teef for currency. Every Ork had some, and it was a reasonably valuable trophy.


5-6 Steel Teef. The Doc has removed the
patient’s teef and replaced them with
steel ones (some Docs get very rich, very
quickly). Though the warrior is now
immune to the ‘Gobsmacked’ serious
injury, he suffers -1 Leadership as his
steel choppers just aren’t properly Orky.


Presumably the ork would eventually grow a new set of teef, but not within the scope/timescale of a Gorkamorka mob career.


Thanks, that clears it up nicely! Although why I'm concerned about the dental habits of living space fungus, I'll never know.

Everyone should be concerned about the dental habits of living space fungus.


Ork rumours - First post updated 20th June @ 2014/06/21 18:34:46


Post by: Dakkafang Dreggrim


TableTopJosh wrote:
forgotten ghosts wrote:
 Dakkafang Dreggrim wrote:
So from what i have read they have taken the old over powered units that were auto include and toned them down.
.
They took the lesser used units or underpowered ones and beefed them up.

Now the units are balanced to themselves. Which more of the book viable. Tournament players won't like this since now not one unit stands out as OP over the rest and no clear choice for the auto include death star unit.

And the death roller was op, to think other wise I feel is silly. D6 str 10 hits on spammed battle wagons. No Ned to roll to him just move through units.

Biker nobs, the KFF and the BW death roller spam needed the nerf bat. This is coming from an ork tourny player.

I saw the KFF nerf coming having effect the hole unit as long as one model was with in 6 was silly.


i agree with all of that. if this if the trend for the future of 40k i think it will be more fun than ever, every one was trashin 7th, i have enjoyed the new missions.


How OP exactly were Biker Nobs? A biker nob list hasnt been that competitve since six edition hit. They nerfed a lot of peoples favorite unit for no reason. Just because it was one of the strongest units in the codex is a gakky reason to nerf them.


It was obviously one of the strongest units, which is my point. Certain units stood out as stronger than the rest. Now until we actually get to play the dex, we can't say "x" unit is strong now, since they all seem viable.


Automatically Appended Next Post:
Biker nobs were an elite T5, W2, 4+cover, 5++ and 5+ fnp death star unit able to be taken as a troop choice. The nerf was coming. Oh and they move 12" and have twin liked S5 guns.





Ork rumours - First post updated 20th June @ 2014/06/21 18:38:34


Post by: steve1


Just wondering Mel if you noticed any new models in the codex we have yet to see?

I recall there where strong rumours of a new Warboss with Squig.


Ork rumours - First post updated 20th June @ 2014/06/21 18:39:55


Post by: Melcavuk


BooBoo wrote:Thanks Melcavuk:

Unit size for Kommandos, Tankbustas, Nobz and MegaNobz?

Unit size for Grots? (10-30)?

Can Dreadnoughts still pay for extra DCCW for 15 pts up to four?


5-15, 5-15, 3-10, 3-10

10-30

Yes

TedNugent wrote:Do Painboys and Big Meks (HQs) have leadership 7 or leadership 8?


Painboy 7, Bike Mek 8





Automatically Appended Next Post:
 steve1 wrote:
Just wondering Mel if you noticed any new models in the codex we have yet to see?

I recall there where strong rumours of a new Warboss with Squig.


Other than the mega nobz and teleporta Mek nope sorry, the warboss shown on his page is this guy:
http://www.games-workshop.com/en-GB/Ork-Warboss-with-Attack-Squig

Hell the Deff kopta picture is the old metal model


Ork rumours - First post updated 20th June @ 2014/06/21 18:50:47


Post by: MeanGreenStompa


 Dakkafang Dreggrim wrote:
TableTopJosh wrote:
forgotten ghosts wrote:
 Dakkafang Dreggrim wrote:
So from what i have read they have taken the old over powered units that were auto include and toned them down.
.
They took the lesser used units or underpowered ones and beefed them up.
Now the units are balanced to themselves. Which more of the book viable. Tournament players won't like this since now not one unit stands out as OP over the rest and no clear choice for the auto include death star unit.
And the death roller was op, to think other wise I feel is silly. D6 str 10 hits on spammed battle wagons. No Ned to roll to him just move through units.
Biker nobs, the KFF and the BW death roller spam needed the nerf bat. This is coming from an ork tourny player.
I saw the KFF nerf coming having effect the hole unit as long as one model was with in 6 was silly.

i agree with all of that. if this if the trend for the future of 40k i think it will be more fun than ever, every one was trashin 7th, i have enjoyed the new missions.

How OP exactly were Biker Nobs? A biker nob list hasnt been that competitve since six edition hit. They nerfed a lot of peoples favorite unit for no reason. Just because it was one of the strongest units in the codex is a gakky reason to nerf them.

It was obviously one of the strongest units, which is my point. Certain units stood out as stronger than the rest. Now until we actually get to play the dex, we can't say "x" unit is strong now, since they all seem viable.
Automatically Appended Next Post:
Biker nobs were an elite T5, W2, 4+cover, 5++ and 5+ fnp death star unit able to be taken as a troop choice. The nerf was coming. Oh and they move 12" and have twin liked S5 guns.


We need to talk.

The deff rolla was one of two viable options we had for dealing with AV14, along with a PK equipped warboss. Both of these required you get them to their intended target. As to using them on targets other than, everyone got armor saves. Those with poor armor saves had weight of numbers vs the single d6.
It was in no way whatsoever 'broken', it also cost a lot of points.

The codex was what, 6 years old, older? In that time, many other codices have been done, the 'power' has crept up considerably. So when you take our best and make it worse and worst and bring it to the downgraded 'best', you end up with a lower mean capability on a codex that was already totally outgunned. You end up with an antiquated beige army that can't match the more recent codices it will be facing.

It required no nerfing, no downgrading, it was already showing its age more than a bit. Readjusting balance in a book a couple of years old is one thing, taking something this old and upping point costs and reducing capabilities was ridiculous. We should have seen boosts, inclusion and capability, instead we saw a very old book slightly adjusted, overfilled in slots and generally made less effective.

With the removal of the ability to make certain units troops we've lost options, not gained them. We didn't need our units 'balanced to themselves', we needed our army balanced to the rest of the armies.


Ork rumours - First post updated 20th June @ 2014/06/21 18:51:02


Post by: TheKbob


So my call a long time ago of the book getting a points reshuffling, stuff deleted, characters deleted, and overall making the book incredibly vanilla to pave the way for "extra toppings" DLC of content that used to be in the codex was correct?

The trend continues.

Cyba Ork bodies are gone completely?


Ork rumours - First post updated 20th June @ 2014/06/21 18:55:28


Post by: Melcavuk


 TheKbob wrote:
So my call a long time ago of the book getting a points reshuffling, stuff deleted, characters deleted, and overall making the book incredibly vanilla to pave the way for "extra toppings" DLC of content that used to be in the codex was correct?

The trend continues.

Cyba Ork bodies are gone completely?


Available on characters, now a 6+ FNP not invul


Ork rumours - First post updated 20th June @ 2014/06/21 18:56:39


Post by: TedNugent


 TheKbob wrote:


Cyba Ork bodies are gone completely?


For all serious purposes, yes, cybork is gone. It got downgraded to a 6+ FNP. God knows who is going to be using this gak.

We have no invuln saves in CC.


Ork rumours - First post updated 20th June @ 2014/06/21 18:58:09


Post by: Orock


 MeanGreenStompa wrote:
 Dakkafang Dreggrim wrote:
TableTopJosh wrote:
forgotten ghosts wrote:
 Dakkafang Dreggrim wrote:
So from what i have read they have taken the old over powered units that were auto include and toned them down.
.
They took the lesser used units or underpowered ones and beefed them up.
Now the units are balanced to themselves. Which more of the book viable. Tournament players won't like this since now not one unit stands out as OP over the rest and no clear choice for the auto include death star unit.
And the death roller was op, to think other wise I feel is silly. D6 str 10 hits on spammed battle wagons. No Ned to roll to him just move through units.
Biker nobs, the KFF and the BW death roller spam needed the nerf bat. This is coming from an ork tourny player.
I saw the KFF nerf coming having effect the hole unit as long as one model was with in 6 was silly.

i agree with all of that. if this if the trend for the future of 40k i think it will be more fun than ever, every one was trashin 7th, i have enjoyed the new missions.

How OP exactly were Biker Nobs? A biker nob list hasnt been that competitve since six edition hit. They nerfed a lot of peoples favorite unit for no reason. Just because it was one of the strongest units in the codex is a gakky reason to nerf them.

It was obviously one of the strongest units, which is my point. Certain units stood out as stronger than the rest. Now until we actually get to play the dex, we can't say "x" unit is strong now, since they all seem viable.
Automatically Appended Next Post:
Biker nobs were an elite T5, W2, 4+cover, 5++ and 5+ fnp death star unit able to be taken as a troop choice. The nerf was coming. Oh and they move 12" and have twin liked S5 guns.


We need to talk.

The deff rolla was one of two viable options we had for dealing with AV14, along with a PK equipped warboss. Both of these required you get them to their intended target. As to using them on targets other than, everyone got armor saves. Those with poor armor saves had weight of numbers vs the single d6.
It was in no way whatsoever 'broken', it also cost a lot of points.

The codex was what, 6 years old, older? In that time, many other codices have been done, the 'power' has crept up considerably. So when you take our best and make it worse and worst and bring it to the downgraded 'best', you end up with a lower mean capability on a codex that was already totally outgunned. You end up with an antiquated beige army that can't match the more recent codices it will be facing.

It required no nerfing, no downgrading, it was already showing its age more than a bit. Readjusting balance in a book a couple of years old is one thing, taking something this old and upping point costs and reducing capabilities was ridiculous. We should have seen boosts, inclusion and capability, instead we saw a very old book slightly adjusted, overfilled in slots and generally made less effective.

With the removal of the ability to make certain units troops we've lost options, not gained them. We didn't need our units 'balanced to themselves', we needed our army balanced to the rest of the armies.


Don't worry, GW has thought ahead about this problem! You will have access once again to nob troops and deff dread/kan troops as soon as they decide how much to charge you for the dataslate.


Ork rumours - First post updated 20th June @ 2014/06/21 19:00:09


Post by: ntdars


Is there any confirmation on what a Waagh! does? Im hearing run and assault in the same turn.


Ork rumours - First post updated 20th June @ 2014/06/21 19:01:57


Post by: TheKbob


Melcavuk wrote:
Available on characters, now a 6+ FNP not invul


TedNugent wrote:

For all serious purposes, yes, cybork is gone. It got downgraded to a 6+ FNP. God knows who is going to be using this gak.

We have no invuln saves in CC.


Spoiler:



Ork rumours - First post updated 20th June @ 2014/06/21 19:02:35


Post by: XC18


7th edition is focused on controlling objectives.

I was planning to change my biker deathstar into an small & cheap unit of nobz bikers (with painboy for + survivability), that will turboboost here and there all over the board to collect VP each turn for me.
Now the new codex gives me +3 cover /4+ armour/5+ FNP ? Suits me very well.
Same for the stormboyz. 2D6 run ? they can reach an objective like nobody now.

The changes on bikers and even stormboys look like nerf, but maybe that because we still want to play them like we did in previous editions.

I am pretty sure we will discover plenty of new tactics with our new codex - so don't sell your army yet... ;p



Ork rumours - First post updated 20th June @ 2014/06/21 19:04:01


Post by: Vineheart01


 Melcavuk wrote:
My mistake, 10 points for riggers on Battlewagon, in my opinion worth it.


Oh hell yea. Grot riggers on anything that isnt a Buggy is damn worth it (be surprised if a buggy survived an attack anyway since its AV10 2hp)

Stormboyz are no faster than before. Before they were 12 + D6" in the movement, and could run normally. Now theyre 12" move and 2D6" run with the entire unit taking a Dangerous Terrain test in the process....which is a HUGE nerf as that will remove far more boyz than the old rules ever did.
I will probably still find a use for them, since i love the models and 12" powerklaw is nothing to sneeze at. Just gotta be weary howi move them.


Ork rumours - First post updated 20th June @ 2014/06/21 19:04:23


Post by: johnleebassist


Melcavuk you are a god!! Thank you so much for putting in the time to chat with us.

I have 2 questions.

1. Could you detail the formation in the book?

2. Are nobz and meganobz different unit entries?


Ork rumours - First post updated 20th June @ 2014/06/21 19:10:39


Post by: TedNugent


These damn Meks and the new Painboys are monopose and they don't have a Kustom Forcefield on the sprue.
Spoiler:





Ork rumours - First post updated 20th June @ 2014/06/21 19:16:20


Post by: Vankraken


50 points base for a Killa Kan with big shoota. That seems like a large price hike when before it was 35 points base with +5 for a big shoota. Other than the vehicle moral tomfoolery did anything else about the kanz change?


Ork rumours - First post updated 20th June @ 2014/06/21 19:16:33


Post by: deffrekka


The normal (small) mek ^ cant take the big meks wargear, so why would he have a kff


Ork rumours - First post updated 20th June @ 2014/06/21 19:16:50


Post by: Dakkafang Dreggrim


 MeanGreenStompa wrote:
 Dakkafang Dreggrim wrote:
TableTopJosh wrote:
forgotten ghosts wrote:
 Dakkafang Dreggrim wrote:
So from what i have read they have taken the old over powered units that were auto include and toned them down.
.
They took the lesser used units or underpowered ones and beefed them up.
Now the units are balanced to themselves. Which more of the book viable. Tournament players won't like this since now not one unit stands out as OP over the rest and no clear choice for the auto include death star unit.
And the death roller was op, to think other wise I feel is silly. D6 str 10 hits on spammed battle wagons. No Ned to roll to him just move through units.
Biker nobs, the KFF and the BW death roller spam needed the nerf bat. This is coming from an ork tourny player.
I saw the KFF nerf coming having effect the hole unit as long as one model was with in 6 was silly.

i agree with all of that. if this if the trend for the future of 40k i think it will be more fun than ever, every one was trashin 7th, i have enjoyed the new missions.

How OP exactly were Biker Nobs? A biker nob list hasnt been that competitve since six edition hit. They nerfed a lot of peoples favorite unit for no reason. Just because it was one of the strongest units in the codex is a gakky reason to nerf them.

It was obviously one of the strongest units, which is my point. Certain units stood out as stronger than the rest. Now until we actually get to play the dex, we can't say "x" unit is strong now, since they all seem viable.
Automatically Appended Next Post:
Biker nobs were an elite T5, W2, 4+cover, 5++ and 5+ fnp death star unit able to be taken as a troop choice. The nerf was coming. Oh and they move 12" and have twin liked S5 guns.


We need to talk.

The deff rolla was one of two viable options we had for dealing with AV14, along with a PK equipped warboss. Both of these required you get them to their intended target. As to using them on targets other than, everyone got armor saves. Those with poor armor saves had weight of numbers vs the single d6.
It was in no way whatsoever 'broken', it also cost a lot of points.

The codex was what, 6 years old, older? In that time, many other codices have been done, the 'power' has crept up considerably. So when you take our best and make it worse and worst and bring it to the downgraded 'best', you end up with a lower mean capability on a codex that was already totally outgunned. You end up with an antiquated beige army that can't match the more recent codices it will be facing.

It required no nerfing, no downgrading, it was already showing its age more than a bit. Readjusting balance in a book a couple of years old is one thing, taking something this old and upping point costs and reducing capabilities was ridiculous. We should have seen boosts, inclusion and capability, instead we saw a very old book slightly adjusted, overfilled in slots and generally made less effective.

With the removal of the ability to make certain units troops we've lost options, not gained them. We didn't need our units 'balanced to themselves', we needed our army balanced to the rest of the armies.


Armor 14 is not that common we don't need a lot of ways to deal with Iit, and at least not spamable ways. I thinks orks ran more armor 14 than any one else with BW spam.


Ork rumours - First post updated 20th June @ 2014/06/21 19:22:21


Post by: TedNugent


 deffrekka wrote:
The normal (small) mek ^ cant take the big meks wargear, so why would he have a kff


Well they don't sell the big mek with KFF any more.


Ork rumours - First post updated 20th June @ 2014/06/21 19:23:17


Post by: Orock


 Vineheart01 wrote:
 Melcavuk wrote:
My mistake, 10 points for riggers on Battlewagon, in my opinion worth it.


Oh hell yea. Grot riggers on anything that isnt a Buggy is damn worth it (be surprised if a buggy survived an attack anyway since its AV10 2hp)

Stormboyz are no faster than before. Before they were 12 + D6" in the movement, and could run normally. Now theyre 12" move and 2D6" run with the entire unit taking a Dangerous Terrain test in the process....which is a HUGE nerf as that will remove far more boyz than the old rules ever did.
I will probably still find a use for them, since i love the models and 12" powerklaw is nothing to sneeze at. Just gotta be weary howi move them.


I wouldn't say so. They are definatley garbage for kans. kans went up 10 ponts each even with the free weapons, unless you used the grotzooka, then its only 5 more now. But they are still only 2 HP, and now have a chance to run. 60 extra points for a unit who might get to roll that twice dosent seem like a good use for it. The dredd behind them maybe, sure on battlewagons and stompas and whatnot. But kans probably took the biggest hit.


Ork rumours - First post updated 20th June @ 2014/06/21 19:26:34


Post by: Da Butcha


All Slugga Boys come with Stikkbombs?

Just so people don't think I am complaining because I want better orks (I do, but it's not why I'm complaining):

What I liked about the 3rd edition Stikkbomb boys (and the OPTION of taking Stikkbombs for Boys in our 4th edition codex) was that Orks had trouble remembering which end of the stikkbomb to throw, and only elite orks could remember this important, highly technical fact in the heat of combat.

Now you just give them to all the lads. Sigh. It's a loss of orky character and flavor in the book, for no additional gain. You could have made Slugga Boys 1 point cheaper, and let them take Stikkbombs for 1 point each. So easy.

I don't get the weird change to Stormboys either. 2d6 run with a dangerous terrain test? Who would do that? On average, you are adding 1" of movement for a 1 in 6 chance of killing each model. That sounds like a HORRIBLE deal. I like orky randomness, but they are orks, not morons. I can see a few landing on their heads, but this just seems DUMB. It's added randomness for no real benefit or character.


Ork rumours - First post updated 20th June @ 2014/06/21 19:27:36


Post by: Melcavuk


johnleebassist wrote:Melcavuk you are a god!! Thank you so much for putting in the time to chat with us.

I have 2 questions.

1. Could you detail the formation in the book?

2. Are nobz and meganobz different unit entries?


1 Warboss
1 Mek
1 unit of Nobz or Meganobz
6 units of Boyz
1 unit of Gretchin
Can Waaagh every turn after the first, reroll warlord traits, if a mob rolls 10 or higher on the charge they get hammer of wrath

And yes, 2 different entries

Vankraken wrote:50 points base for a Killa Kan with big shoota. That seems like a large price hike when before it was 35 points base with +5 for a big shoota. Other than the vehicle moral tomfoolery did anything else about the kanz change?


Weapons got cheaper. KMB is now 5 points, same with zooka and skorcha,


Ork rumours - First post updated 20th June @ 2014/06/21 19:27:49


Post by: deffrekka


That new mek is too small for a big mek anyway, make your own, take it from the morkanaut or wait and see if the big Mek in mega armour has it on his sprue


Ork rumours - First post updated 20th June @ 2014/06/21 19:28:04


Post by: mutantrocker


The idea that anything in the old codex was OP is laughable. Biker nobs were very tough and could deal out terrific damage but they cost a lot too. Any opponent with any sense concentrated his shooting on them and frequently managed to drop them before they got stuck in. I loved my deff rollas but they often failed to do anything much. Too ,many armour and cover saves for any infantry they targetted. And the wagons usually had to expose their weaker side armour to make use of them.

Oh and before I forget, we know planks give a buff to disembarking and charging but do they still allow for assaulting a nearby vehicle without getting out of the ride?


Ork rumours - First post updated 20th June @ 2014/06/21 19:38:07


Post by: Registered Ork Offender


I don't like it.


Ork rumours - First post updated 20th June @ 2014/06/21 19:38:25


Post by: takonite


roll...on the mob chart....
I can take nerfs
I'll deal with OP units
but for the love of God no more flippin random tables !

so now you roll leadership, fail, roll on mob chart, reroll with boss pole, roll how many hits can roll to wound, armor saves... was this really need necessary...it already takes ten minutes to roll ppsychic powers. this is the worst thing


Ork rumours - First post updated 20th June @ 2014/06/21 19:42:49


Post by: Colpicklejar


 Melcavuk wrote:
johnleebassist wrote:Melcavuk you are a god!! Thank you so much for putting in the time to chat with us.

I have 2 questions.

1. Could you detail the formation in the book?

2. Are nobz and meganobz different unit entries?


1 Warboss
1 Mek
1 unit of Nobz or Meganobz
6 units of Boyz
1 unit of Gretchin
Can Waaagh every turn after the first, reroll warlord traits, if a mob rolls 10 or higher on the charge they get hammer of wrath

And yes, 2 different entries

Vankraken wrote:50 points base for a Killa Kan with big shoota. That seems like a large price hike when before it was 35 points base with +5 for a big shoota. Other than the vehicle moral tomfoolery did anything else about the kanz change?


Weapons got cheaper. KMB is now 5 points, same with zooka and skorcha,


So does the whole Waaaagh thing REPLACE objective secured? So presumably all new codexes will come out with these little FOC bonuses?


Ork rumours - First post updated 20th June @ 2014/06/21 19:44:25


Post by: Melcavuk


The formation doesnt list objective secured as a rule, nor does the Ork detachment. It seems to be a feature of the combined arms detachment in the corebook and these rules are instead of it.


Ork rumours - First post updated 20th June @ 2014/06/21 19:47:01


Post by: matphat


MeanGreenStompa wrote:

The deff rolla was one of two viable options we had for dealing with AV14, along with a PK equipped warboss. Both of these required you get them to their intended target. As to using them on targets other than, everyone got armor saves. Those with poor armor saves had weight of numbers vs the single d6.
It was in no way whatsoever 'broken', it also cost a lot of points.

The codex was what, 6 years old, older? In that time, many other codices have been done, the 'power' has crept up considerably. So when you take our best and make it worse and worst and bring it to the downgraded 'best', you end up with a lower mean capability on a codex that was already totally outgunned. You end up with an antiquated beige army that can't match the more recent codices it will be facing.

It required no nerfing, no downgrading, it was already showing its age more than a bit. Readjusting balance in a book a couple of years old is one thing, taking something this old and upping point costs and reducing capabilities was ridiculous. We should have seen boosts, inclusion and capability, instead we saw a very old book slightly adjusted, overfilled in slots and generally made less effective.

With the removal of the ability to make certain units troops we've lost options, not gained them. We didn't need our units 'balanced to themselves', we needed our army balanced to the rest of the armies.


THIS is exactly how I feel about everything I've seen so far. You could not have put it better. Thank you for expressing my thoughts so precisely.

Exalted


Ork rumours - First post updated 20th June @ 2014/06/21 19:47:19


Post by: forgotten ghosts


so what are the new mek gunz doing? the one is supposed to be lifta droppa, the anti air sounds like similar randomness, kmc is sr8? bubble chukka?


Ork rumours - First post updated 20th June @ 2014/06/21 19:48:02


Post by: decker_cky


 Melcavuk wrote:
1 Warboss
1 Mek
1 unit of Nobz or Meganobz
6 units of Boyz
1 unit of Gretchin
Can Waaagh every turn after the first, reroll warlord traits, if a mob rolls 10 or higher on the charge they get hammer of wrath


Hmm...I can see that formation being popular. Works very well for a trukk heavy or mixed army.

Nobz are slightly cheaper and bikes are more expensive - are any of the nob weapon options or other equipment cheaper than before?


Ork rumours - First post updated 20th June @ 2014/06/21 19:49:40


Post by: matphat


XC18 wrote:
7th edition is focused on controlling objectives.

I was planning to change my biker deathstar into an small & cheap unit of nobz bikers (with painboy for + survivability), that will turboboost here and there all over the board to collect VP each turn for me.
Now the new codex gives me +3 cover /4+ armour/5+ FNP ? Suits me very well.
Same for the stormboyz. 2D6 run ? they can reach an objective like nobody now.

The changes on bikers and even stormboys look like nerf, but maybe that because we still want to play them like we did in previous editions.

I am pretty sure we will discover plenty of new tactics with our new codex - so don't sell your army yet... ;p



Nobz are elite still correct? Are they allowed to score as elite in 7th? I've not gotten the book yet.


Ork rumours - First post updated 20th June @ 2014/06/21 19:51:59


Post by: BooBoo


Thanks again Melcavuk.

A couple of extra questions.

Trukks are 30 pts base, right? They come with Big shoota and have a free Rokkit swap. Which upgrades can they get and for how many points? Reinforced Ram, Red Paint Job, Grot Riggers, Boarding Plank and Wrecking Ball?

Which is the cost for Kombi Weapons? 5 pts for Kombi/Skorcha and/or Kombi/Rokkit?

Are rokkits on Boys Mob cheaper? +5 pts right?

Can Tankbustas purchase an extra Nob who can pay for a PK/BC, Bosspole?


Ork rumours - First post updated 20th June @ 2014/06/21 19:56:33


Post by: Melcavuk


decker_cky wrote:
 Melcavuk wrote:
1 Warboss
1 Mek
1 unit of Nobz or Meganobz
6 units of Boyz
1 unit of Gretchin
Can Waaagh every turn after the first, reroll warlord traits, if a mob rolls 10 or higher on the charge they get hammer of wrath


Hmm...I can see that formation being popular. Works very well for a trukk heavy or mixed army.

Nobz are slightly cheaper and bikes are more expensive - are any of the nob weapon options or other equipment cheaper than before?


Eavy armour dropped by a point (to 4) but thats it

BooBoo wrote:Thanks again Melcavuk.

A couple of extra questions.

Trukks are 30 pts base, right? They come with Big shoota and have a free Rokkit swap. Which upgrades can they get and for how many points? Reinforced Ram, Red Paint Job, Grot Riggers, Boarding Plank and Wrecking Ball?

Which is the cost for Kombi Weapons? 5 pts for Kombi/Skorcha and/or Kombi/Rokkit?

Are rokkits on Boys Mob cheaper? +5 pts right?

Can Tankbustas purchase an extra Nob who can pay for a PK/BC, Bosspole?


Righty...
Yes 30 base, yes rokkit is a free switch. Access to vehicle chart: Red point job, reinforced ram, grot riggers, boarding plank, wrekkin ball, stickbomb chukka, extra arma. Ball riggers and armour are 10, plank is 15, everything else is 5
Kombi skorcha is 10, rokkit is 5
Rokkit is boyz mob is 5 points
Yes they can have a boss nob, yes he can have a klaw and boss pole


Ork rumours - First post updated 20th June @ 2014/06/21 19:57:48


Post by: Al Haquis


Am I right in that everything is scores in this codex/edition and troops slots have objective secure?

Can every unit take Battle Wagons as dedicated transports?


Ork rumours - First post updated 20th June @ 2014/06/21 19:58:03


Post by: BooBoo


so what are the new mek gunz doing? the one is supposed to be lifta droppa, the anti air sounds like similar randomness, kmc is sr8? bubble chukka?


You can purchase the older Big Gunz (Kannon, Lobba, Zzap) for 18 pts per Gun, they come with two grots, may purchase extra grots and an ammo runt.
The new Mek Gunz are as follows (30 pts each):
All have 36" Range.
Bubble Chucka: SP/AP D6. Heavy 1, Large Blast. (you roll once for S and AP).
Smasha Gun: SP D6+ 4, AP 1, Heavy 1.
Traktor Kannon: S8 AP3 Heavy 1, Skyfire, Traktor (auto immobilizes regardless of other effects and FMC have to test Ground Tests at -3 if they suffer any wounds)
Kustom Mega Kannon: S8 AP3 Heavy 1, Blast, Gets Hot.


Ork rumours - First post updated 20th June @ 2014/06/21 20:09:29


Post by: forgotten ghosts


so
smasha gun s5-10ap1 averages s7
bubble chucka roll at beginning of the game for s and ap
traktor cannon str8 if hits auto immobilize flyers (-1hull point?)
that sum it up
do they come with 2 grots upgrade to 6?


Ork rumours - First post updated 20th June @ 2014/06/21 20:20:30


Post by: decker_cky


So how are people feeling about nobz? 22 pts with 'eavy armour makes for pretty decent value, and they hit hard with a waaaagh banner and various weapons (not with improved big choppas).


Ork rumours - First post updated 20th June @ 2014/06/21 20:28:42


Post by: rtb01


Do smasha gunz and bubble chukkas roll strength per gun or once for whole unit please?


Ork rumours - First post updated 20th June @ 2014/06/21 20:29:28


Post by: deffrekka


Isn't it 21pts as eavy armour is 4pts


Automatically Appended Next Post:
Never mind, thought nobs were 17pts now


Ork rumours - First post updated 20th June @ 2014/06/21 20:30:18


Post by: Orock


forgotten ghosts wrote:
so
smasha gun s5-10ap1 averages s7
bubble chucka roll at beginning of the game for s and ap
traktor cannon str8 if hits auto immobilize flyers (-1hull point?)
that sum it up
do they come with 2 grots upgrade to 6?


no, bubblechucka rolls once each turn, and ONLY after you have declared targets, making it a bit worse then your description.


Ork rumours - First post updated 20th June @ 2014/06/21 20:33:04


Post by: forgotten ghosts


 Orock wrote:
forgotten ghosts wrote:
so
smasha gun s5-10ap1 averages s7
bubble chucka roll at beginning of the game for s and ap
traktor cannon str8 if hits auto immobilize flyers (-1hull point?)
that sum it up
do they come with 2 grots upgrade to 6?


no, bubblechucka rolls once each turn, and ONLY after you have declared targets, making it a bit worse then your description.

thats what i assumed the wording of roll once made me question though, does that mean once per unit then or per gun?


Ork rumours - First post updated 20th June @ 2014/06/21 20:43:14


Post by: Bonde


Does anybody know if the Big Choppa got changed? I always really felt like we needed some more options for CC weapons, and not just "nothing or a Klaw".


Ork rumours - First post updated 20th June @ 2014/06/21 20:45:52


Post by: forgotten ghosts


+2 s ap5


Ork rumours - First post updated 20th June @ 2014/06/21 20:50:17


Post by: Clang


 TedNugent wrote:
These damn Meks and the new Painboys are monopose and they don't have a Kustom Forcefield on the sprue.
Spoiler:





Ta for the sprue pics, hadn't seen them before.

Yes, mono-pose is disappointing, although at least head/arm swaps are easy. And bulking up that mek backpack into a KFF wouldn't be hard.

My biggest complaint is the high price, given they're one tiny sprue with no alternate parts (not even a choice of heads) other than one mek arm swap.


Ork rumours - First post updated 20th June @ 2014/06/21 20:54:34


Post by: forgotten ghosts


 adamsouza wrote:
bunch of stuff already covered so we can keep the repeat questions down.


HQs listed as
Zagstruk
Grotsnik
Mek is a slotless HQ, 1 per actual HQ bought
Big Mek does not change FoC
Painboy
Warboss does not change FoC
Weirdboy.
Badrukk is a HQ (3+, 5++, str 7 AP2 assault 3 gun) , Badrukk has the rules listed for Da Rippa, but it is not listed in his wargear
Snikrot is not HQ, Snikkrot an elite (doesnt take a slot if taken with Kommandos) (shrouded on arrival, you pick an edge to outflank dont roll)
No Wazdakka
No Zogwort.
Ghaz is a LOW now, can take runts/squigs, stats look unchaged

D6 Warlord Trait
1 Prophet of the Waaagh!: Mork (or possibly Gork) has chosen this Warlord for greatness, and every Ork under his command knows it.
The Warlord gains the Waaagh! special rule. If the Warlord already has the Waaagh! special rule then, in addition to the usual effects, all friendly models with the ’Ere We Go! special rule gain the Fearless special rule when he calls a Waaagh!, until the start of their next turn.
2 Bellowing Tyrant: This Warlord is an unholy terror, a roaring lunatic whose every (very loud) word is law.
The Warlord, and all friendly units with the Orks Faction within 12" of him, re-roll failed Morale checks and Pinning tests.
3 Like a Thunderbolt!: This Warlord is a master of the all-out, no-holds-barred, headlong charge into battle.
The Warlord, and all friendly units with the Orks Faction within 12" of him, can re-roll all the dice when determining Run moves or charge range.
4 Brutal but Kunnin’: This Warlord has a sneaky streak a mile wide and knows just where to hit his foes.
The Warlord can re-roll one failed To Hit or To Wound roll each turn.
5 Kunnin’ but Brutal: The Warlord knows when to roll with a punch, and can shrug off the hardest blows.
The Warlord can re-roll one failed armour or invulnerable saving throw each turn.
6 Might is Right: Made of muscle and aggression, this Warlord is the embodiment of the Orks’ warlike nature.
The Warlord receives +1 to the Strength characteristic on his profile.

Buggys don't get new weapons, do get Grot Riggers at 10 points.
Not seen anything about FNP at all yet.
Grot riggers don't just work for IWND on 'nauts, any vehicle that has them, but cost per vehicle seems to differ. 20 to put them on a 'naut. BW don't seem to have the option.
Looks to be a lot more options with selecting wargear for meks
"A Big Mek may take items from the Mek Weapons, Melee Weapons, Runts & Squigs, Orky Know-wots and/or Gifts of Gork and Mork lists."
Mob rule is replaced by the D6 roll, yes.

Kustom Mega Slugga is a thing.
A Big Mek with mega armour can take one of the following
- Tellyport blasta Tellyporta blasta is the back mouned thing I've been describing and seems... uh, situational at best? Very short range weapon but causes instant death on a 6 wound. Rolling a 6 on AP causes a penetrating hit regardless of AV.
- Kustom force field
- Shock attack gun roll of double 6 is vortex!!!
- KFF can be combined with mega armour and bikes, Shock attack gun seems to be combinable with bikes.
- Git finda on SAG mek?



Relics:
Gifts of Gork and Mork
Da Dead Shiny Shoota 6 shots twinlinked shoota, rolls of 1 hit one of your own units
Da Finkin’ Kap gives your warlord an additional trait from the strategic list.
Da Fixer Upperz
Da Lucky Stikk
Headwoppa’s Killchoppa is a +2 str, AP5, rending choppa that beheads on a roll of 6 (insta death).
Warboss Gazbag’s Blitzbike has an AP3 deff gun on it

Mob Chart
D6 Result
1 If the unit is locked in combat, it passes the Morale check or Pinning test. If the unit is not locked in combat, it fails.
2-3 If the unit includes one or more Ork characters (including Independent Characters), it suffers D6 Strength 4 AP- hits, and is then treated as if it had passed the Morale check or Pinning test.
4-6 If the unit has 10 or more models, it suffers D6 Strength 4 AP- hits, and is then treated as if it had passed the Morale check or Pinning test. The hits are Randomly Allocated. If the unit has fewer than 10 models, it fails the Morale check or Pinning test.

Boss Pole gives Reroll on the mob chart.

Stompa in as super heavy

Battle Wagon up 20 points.

Killkannon still lowers transport on BW

Attack squig nerfed to 1 reroll in melee per turn

Tankbustas can shoot at whatever they like, and Bustas and Burnas can take dedicated trukks

Kommandos get Stealth, no point hike

Ramshackle got clobbered.. 6+ save when you take a pen, if successful downgrade to glance

Buggies in units of 5, gained outflank and a minor point decrease.

Rule for planks is a little complicated. If you get out of open topped and declare a charge, add 2 to the charge range

Deffrolla gains AP4 and loses half the hits

Lootas Heavy Support and cheaper (5 points less per squad)

Kans come in 6 packs, NO twin guns, NO Troop choice option, have special morale rule

If you take an Ork Warband detachment, you can Waaaagh every turn after the first

Weirdboys gain a Warp Charge point if there are 10 or more models with the 'ere we go rule (Pretty much any Ork from what I've seen) in 12" but has to take a psychic save or take a hit.
Power of the Waaagh! and Daemonlogy disciplines.
Can be upgraded to Psyker level 2.
Ork psychic powers are all cool. Either high strength, or teleport, large blast etc.
Primaris power is Frazzle (Blast witchfire).
'Eadbanger is now a focussed witchfire.
Warpath is a self blessing
Da jump is what used to be 'ere we go.
Killbolt is a beam attack.
Power vomit is a template witchfire.
Da Krunch is a barrage witchfire.

Cheap IWND on vehicles (5 points on Kans, 10 on dreds)

Painboy is IC, so put him where you need him, can take a bike.

Dedi transports available for burnas and tank bustas now

Warboss/Bigmek Mega Armor Kit is a thing

Ork boys cost 1 less point, but Shoota is 1 pt ugrade now

The HQ Mek (not Big Mek) has Boy statline

Pain Boys can not get 'Eavy Amor?

Zzap gun 2D6, gets hot on a 1-3 if you roll 11 or 12

Kannons and Lobbas unchanged








mek gunz seem to be worth adding into this on the plus side
figured i would move this up to keep it easy to find what has been covered


Ork rumours - First post updated 20th June @ 2014/06/21 20:55:58


Post by: matphat


I'm personally very underwhelmed by the new painboy and the new mek. The mek seems very uninspired, and the painboy is just a pretty terrible sculpt. I'm pretty sure I could kitbash something MUCH more to my liking for both.

Also, the Eavy Metal team has really been pulling back on the quality of their paint jobs. Both are almost as bad as what I do.

XD


Ork rumours - First post updated 20th June @ 2014/06/21 20:58:12


Post by: streamdragon


 Melcavuk wrote:

Eavy armour dropped by a point (to 4) but thats it

Eavy armor was already 4 points for Boyz, did it drop a point for nobz and bosses?


Ork rumours - First post updated 20th June @ 2014/06/21 21:17:20


Post by: decker_cky


 streamdragon wrote:
 Melcavuk wrote:

Eavy armour dropped by a point (to 4) but thats it

Eavy armor was already 4 points for Boyz, did it drop a point for nobz and bosses?


He was answering a question for Nob units, so it at least dropped for them.


Ork rumours - First post updated 20th June @ 2014/06/21 21:37:19


Post by: Mumblez


I still feel the new codex will be alright. I'll either just run the special formation or a different horde based force. Pre-ordered my warboss edition!


Ork rumours - First post updated 20th June @ 2014/06/21 21:41:17


Post by: PhillyT


 matphat wrote:
I'm personally very underwhelmed by the new painboy and the new mek. The mek seems very uninspired, and the painboy is just a pretty terrible sculpt. I'm pretty sure I could kitbash something MUCH more to my liking for both.

Also, the Eavy Metal team has really been pulling back on the quality of their paint jobs. Both are almost as bad as what I do.

XD


What were you looking for on the mek boy? They are what they are.

I can see people not liking the Painboy. I like him, but I can see others no enjoying him.

GW paint jobs have never been the best out there, but they are consistent and clean. I think what I dislike about them is that they are almost "plastic" like too far down the clean line. Look at the AM ogryn models for a good example of the plastic look.

I love forge world paint jobs with lots of weathering, but I can see where many people who aren't familiar with the game would see that as a "bad" paint job and not appreciate the talent required to get those looks.


Ork rumours - First post updated 20th June @ 2014/06/21 21:56:43


Post by: Toburk


I don't mind the painboy, except for the grot on his back. However, it's defiantly not a model you would want duplicates of in a single army.

Does anyone have experience with model production? How much cheaper is it for them to make the monopose plastic characters rather than allow for pose-ability and a bit of variety right out of the box?


Ork rumours - First post updated 20th June @ 2014/06/21 22:02:46


Post by: mondry


BooBoo wrote:
so what are the new mek gunz doing? the one is supposed to be lifta droppa, the anti air sounds like similar randomness, kmc is sr8? bubble chukka?


You can purchase the older Big Gunz (Kannon, Lobba, Zzap) for 18 pts per Gun, they come with two grots, may purchase extra grots and an ammo runt.
The new Mek Gunz are as follows (30 pts each):
All have 36" Range.
Bubble Chucka: SP/AP D6. Heavy 1, Large Blast. (you roll once for S and AP).
Smasha Gun: SP D6+ 4, AP 1, Heavy 1.
Traktor Kannon: S8 AP3 Heavy 1, Skyfire, Traktor (auto immobilizes regardless of other effects and FMC have to test Ground Tests at -3 if they suffer any wounds)
Kustom Mega Kannon: S8 AP3 Heavy 1, Blast, Gets Hot.


hmm, kinda think i'd just roll with lootas over those new kannons. Bubble Chucka is way too random for me, and do you just roll 1 d6 for it's strength too, if so uggg? The KMK is kinda nice when it comes to killing marines but i think the lootas would be quite a bit more versatile. That leaves the smasha gun and it's primary advantage over lootas is the chance to get 8,9, or 10 strength with ap1 so clearly better against armor 13/14 and exploding vehicles if you can manage to roll high. The Traktor Kannon, obviously better than lootas against some of the higher armor flyers / MC's

The problem is, unless you're building a list to counter your buddies and you know he's bringing 2 land raiders or 3 beefy flyers, they're just too specialized. The lootas to me just feel better against everything each specific mek gun doesn't specifically "hard counter".

And maybe I'm crazy but I feel like the Traktor Kannon is just as good as the KMK, but also shoots air better. Okay you give up small blast for skyfire, traktor, and not having Gets Hot!

I actually feel like these could be like the old Kannon and have like two types of shells to make them more versatile depending on what you need.

What do you guys think? Are they better than I'm giving them credit?


Ork rumours - First post updated 20th June @ 2014/06/21 22:04:38


Post by: PhillyT


 Toburk wrote:
I don't mind the painboy, except for the grot on his back. However, it's defiantly not a model you would want duplicates of in a single army.

Does anyone have experience with model production? How much cheaper is it for them to make the monopose plastic characters rather than allow for pose-ability and a bit of variety right out of the box?


I agree about multiples.

I don't think it is any different really. You can see the arms are posable still on the mek, and interchangeable.

I think it is a choice based on wanting to have a more complicated and detailed torso component than anything else.


Ork rumours - First post updated 20th June @ 2014/06/21 22:17:42


Post by: Deunstephe


 PhillyT wrote:
 Toburk wrote:
I don't mind the painboy, except for the grot on his back. However, it's defiantly not a model you would want duplicates of in a single army.

Does anyone have experience with model production? How much cheaper is it for them to make the monopose plastic characters rather than allow for pose-ability and a bit of variety right out of the box?


I agree about multiples.

I don't think it is any different really. You can see the arms are posable still on the mek, and interchangeable.

I think it is a choice based on wanting to have a more complicated and detailed torso component than anything else.


Grotsnik and the Painboy with grot orderly are still available, so multiples problem solved.

I agree with PhillyT on the model production, it's probably more about the torso detail than poseability, but IMO with technology these days the new painboy should be like the mek, with a swappable head and arms instead of being monopose. At least with the SAG mek and the Mekboy you can pose them somewhat, or use them in a conversion.


Ork rumours - First post updated 20th June @ 2014/06/21 22:21:22


Post by: NamelessBard


Kromlech also makes a nice Doc model.


Ork rumours - First post updated 20th June @ 2014/06/21 22:27:23


Post by: Kosake


One question please.

Deffcoptas are now 30 flat and can change weapons for free. Do they still get a TL rokkit launcha? What about other upgrades? My flyin boars skwadron needs to know his rules of engagement...


Ork rumours - First post updated 20th June @ 2014/06/21 22:31:27


Post by: nflagey


 Deunstephe wrote:
 PhillyT wrote:
 Toburk wrote:
I don't mind the painboy, except for the grot on his back. However, it's defiantly not a model you would want duplicates of in a single army.

Does anyone have experience with model production? How much cheaper is it for them to make the monopose plastic characters rather than allow for pose-ability and a bit of variety right out of the box?


I agree about multiples.

I don't think it is any different really. You can see the arms are posable still on the mek, and interchangeable.

I think it is a choice based on wanting to have a more complicated and detailed torso component than anything else.


Grotsnik and the Painboy with grot orderly are still available, so multiples problem solved.

I agree with PhillyT on the model production, it's probably more about the torso detail than poseability, but IMO with technology these days the new painboy should be like the mek, with a swappable head and arms instead of being monopose. At least with the SAG mek and the Mekboy you can pose them somewhat, or use them in a conversion.


Agree with that too. The Dok looks too original, almost like an independent character. I like it, but it does not fit as well as the previous model or Mad Dok. The pose and the lack of extra bits do not help either.
The Mek on the other side fits very well and seems to be based on the same type of arms and head as most Orks. So easy to make a few of them, looking not exactly the same.


Ork rumours - First post updated 20th June @ 2014/06/21 22:34:06


Post by: BooBoo




One question please.
Deffcoptas are now 30 flat and can change weapons for free. Do they still get a TL rokkit launcha? What about other upgrades? My flyin boars skwadron needs to know his rules of engagement...


According to Melcavuk, they retain all their mix from the previous Codex. So yes, the weapon swap is free and it is a Twin Rokkit, the Kopta keeps its two wounds, its 4+ save, its jetbike status, profile, and may purchase Buzzsaws and those Bombs whose name I can't remember right now. Don't know if they mantain its unit size (1-5) and if they keep Hit and Run and Scout.


Ork rumours - First post updated 20th June @ 2014/06/21 22:37:54


Post by: MeanGreenStompa


 Dakkafang Dreggrim wrote:
 MeanGreenStompa wrote:
 Dakkafang Dreggrim wrote:
TableTopJosh wrote:
forgotten ghosts wrote:
 Dakkafang Dreggrim wrote:
So from what i have read they have taken the old over powered units that were auto include and toned them down.
.
They took the lesser used units or underpowered ones and beefed them up.
Now the units are balanced to themselves. Which more of the book viable. Tournament players won't like this since now not one unit stands out as OP over the rest and no clear choice for the auto include death star unit.
And the death roller was op, to think other wise I feel is silly. D6 str 10 hits on spammed battle wagons. No Ned to roll to him just move through units.
Biker nobs, the KFF and the BW death roller spam needed the nerf bat. This is coming from an ork tourny player.
I saw the KFF nerf coming having effect the hole unit as long as one model was with in 6 was silly.

i agree with all of that. if this if the trend for the future of 40k i think it will be more fun than ever, every one was trashin 7th, i have enjoyed the new missions.

How OP exactly were Biker Nobs? A biker nob list hasnt been that competitve since six edition hit. They nerfed a lot of peoples favorite unit for no reason. Just because it was one of the strongest units in the codex is a gakky reason to nerf them.

It was obviously one of the strongest units, which is my point. Certain units stood out as stronger than the rest. Now until we actually get to play the dex, we can't say "x" unit is strong now, since they all seem viable.
Automatically Appended Next Post:
Biker nobs were an elite T5, W2, 4+cover, 5++ and 5+ fnp death star unit able to be taken as a troop choice. The nerf was coming. Oh and they move 12" and have twin liked S5 guns.


We need to talk.

The deff rolla was one of two viable options we had for dealing with AV14, along with a PK equipped warboss. Both of these required you get them to their intended target. As to using them on targets other than, everyone got armor saves. Those with poor armor saves had weight of numbers vs the single d6.
It was in no way whatsoever 'broken', it also cost a lot of points.

The codex was what, 6 years old, older? In that time, many other codices have been done, the 'power' has crept up considerably. So when you take our best and make it worse and worst and bring it to the downgraded 'best', you end up with a lower mean capability on a codex that was already totally outgunned. You end up with an antiquated beige army that can't match the more recent codices it will be facing.

It required no nerfing, no downgrading, it was already showing its age more than a bit. Readjusting balance in a book a couple of years old is one thing, taking something this old and upping point costs and reducing capabilities was ridiculous. We should have seen boosts, inclusion and capability, instead we saw a very old book slightly adjusted, overfilled in slots and generally made less effective.

With the removal of the ability to make certain units troops we've lost options, not gained them. We didn't need our units 'balanced to themselves', we needed our army balanced to the rest of the armies.


Armor 14 is not that common we don't need a lot of ways to deal with Iit, and at least not spamable ways. I thinks orks ran more armor 14 than any one else with BW spam.


AV 14 is the province of the space marine land raider, in all its incarnations, across all it's various chapters and types, in the most popular armies there are.

I don't know where you're gaming but back in the UK I attended a tourney on about 30 tables and counted 20 land raiders. Whilst the land raider is just one entry, once you factor in how many books it's in, variants of it and how popular it is, with the addition of the durability of vehicles in 7th getting a sizable boost, those land raiders will be in full effect, being able to take out AV14 is important.

And the necron monolith, which may well be back in effect with the same vehicle rules. But regardless, AV14 exists and every other race has the means to conquer it at range and you're claiming a base to base weapon that might take it out is overpowered...

Our own AV14 is only front armor, the tank is AV13 and vulnerable to an array of enemy guns.

Are you an actual ork player?



Ork rumours - First post updated 20th June @ 2014/06/21 22:42:24


Post by: Melcavuk


BooBoo wrote:


One question please.
Deffcoptas are now 30 flat and can change weapons for free. Do they still get a TL rokkit launcha? What about other upgrades? My flyin boars skwadron needs to know his rules of engagement...


According to Melcavuk, they retain all their mix from the previous Codex. So yes, the weapon swap is free and it is a Twin Rokkit, the Kopta keeps its two wounds, its 4+ save, its jetbike status, profile, and may purchase Buzzsaws and those Bombs whose name I can't remember right now. Don't know if they mantain its unit size (1-5) and if they keep Hit and Run and Scout.


Correct, thanks.

And yes 1-5 in a squad


Ork rumours - First post updated 20th June @ 2014/06/21 22:46:39


Post by: BooBoo


Thanks to you Melcavuk, you're da man!!!!


Automatically Appended Next Post:
Question regarding the last issue:

Do Dethkoptas keep the Hit and Run and Scout rules?


Ork rumours - First post updated 20th June @ 2014/06/21 22:55:33


Post by: Mr.Omega


 MeanGreenStompa wrote:
 Dakkafang Dreggrim wrote:
 MeanGreenStompa wrote:
 Dakkafang Dreggrim wrote:
TableTopJosh wrote:
forgotten ghosts wrote:
 Dakkafang Dreggrim wrote:
So from what i have read they have taken the old over powered units that were auto include and toned them down.
.
They took the lesser used units or underpowered ones and beefed them up.
Now the units are balanced to themselves. Which more of the book viable. Tournament players won't like this since now not one unit stands out as OP over the rest and no clear choice for the auto include death star unit.
And the death roller was op, to think other wise I feel is silly. D6 str 10 hits on spammed battle wagons. No Ned to roll to him just move through units.
Biker nobs, the KFF and the BW death roller spam needed the nerf bat. This is coming from an ork tourny player.
I saw the KFF nerf coming having effect the hole unit as long as one model was with in 6 was silly.

i agree with all of that. if this if the trend for the future of 40k i think it will be more fun than ever, every one was trashin 7th, i have enjoyed the new missions.

How OP exactly were Biker Nobs? A biker nob list hasnt been that competitve since six edition hit. They nerfed a lot of peoples favorite unit for no reason. Just because it was one of the strongest units in the codex is a gakky reason to nerf them.

It was obviously one of the strongest units, which is my point. Certain units stood out as stronger than the rest. Now until we actually get to play the dex, we can't say "x" unit is strong now, since they all seem viable.
Automatically Appended Next Post:
Biker nobs were an elite T5, W2, 4+cover, 5++ and 5+ fnp death star unit able to be taken as a troop choice. The nerf was coming. Oh and they move 12" and have twin liked S5 guns.


We need to talk.

The deff rolla was one of two viable options we had for dealing with AV14, along with a PK equipped warboss. Both of these required you get them to their intended target. As to using them on targets other than, everyone got armor saves. Those with poor armor saves had weight of numbers vs the single d6.
It was in no way whatsoever 'broken', it also cost a lot of points.

The codex was what, 6 years old, older? In that time, many other codices have been done, the 'power' has crept up considerably. So when you take our best and make it worse and worst and bring it to the downgraded 'best', you end up with a lower mean capability on a codex that was already totally outgunned. You end up with an antiquated beige army that can't match the more recent codices it will be facing.

It required no nerfing, no downgrading, it was already showing its age more than a bit. Readjusting balance in a book a couple of years old is one thing, taking something this old and upping point costs and reducing capabilities was ridiculous. We should have seen boosts, inclusion and capability, instead we saw a very old book slightly adjusted, overfilled in slots and generally made less effective.

With the removal of the ability to make certain units troops we've lost options, not gained them. We didn't need our units 'balanced to themselves', we needed our army balanced to the rest of the armies.


Armor 14 is not that common we don't need a lot of ways to deal with Iit, and at least not spamable ways. I thinks orks ran more armor 14 than any one else with BW spam.


AV 14 is the province of the space marine land raider, in all its incarnations, across all it's various chapters and types, in the most popular armies there are.

I don't know where you're gaming but back in the UK I attended a tourney on about 30 tables and counted 20 land raiders. Whilst the land raider is just one entry, once you factor in how many books it's in, variants of it and how popular it is, with the addition of the durability of vehicles in 7th getting a sizable boost, those land raiders will be in full effect, being able to take out AV14 is important.

And the necron monolith, which may well be back in effect with the same vehicle rules. But regardless, AV14 exists and every other race has the means to conquer it at range and you're claiming a base to base weapon that might take it out is overpowered...

Our own AV14 is only front armor, the tank is AV13 and vulnerable to an array of enemy guns.

Are you an actual ork player?



20 Land Raiders on 30 tables?



Disclaimer: No offence intended

I can distinctly remember two times I saw a Land Raider at a tournament. On Saturday, wherein a guy with a CSM army had a barebones one in an army that was flawed in every dimension, lost all the games it played and only existed to transport a unit of Khorne Berserkers, and back at the very, very start of 6th in a Vulkan Salamander build.

I'd say not including the one I went to last weekend, I've been to about 6-7 tournaments wherein I'm extracting that sort of observation. I expect there might have been 1 or 2 more if I really thought about it but really, what planet are you living on.

Who even uses Monoliths? The only real AV14 threat that is common place now is the Leman Russ, and that will die to anything that can reach it in assault, has AV13 side armour and only 3 HP. Still an issue, but I'd imagine there are plenty ways to plan for AV14.

If you have trouble with a type of unit, you didn't plan to fail, you failed to plan.



Ork rumours - First post updated 20th June @ 2014/06/21 23:11:46


Post by: PhillyT


Land raiders have been great in 7th.


Ork rumours - First post updated 20th June @ 2014/06/21 23:16:19


Post by: Mr.Omega


 PhillyT wrote:
Land raiders have been great in 7th.


They're still absurdly overcosted in terms of firepower and its still almost completely impractical to run two of them because doing so would wreck your list structure, unless you're doing 2k, or possibly 1850 - though the effect would still be noticeable in the latter with passengers. Even fielding one doesn't do list structure and effectiveness any favours because you're still investing a crap ton of points into something that some armies will annihilate without breaking a sweat regardless, leaving a gaping hole in your rock-paper-scissors list.

See : Astra Militarum, , anyone with Meltas, Dark Eldar and normal Eldar just for starters

Only exception might be the Deathwing invinci-Land Raider but lets face it Dark Angels by this point are a bit of a joke

 PhillyT wrote:
Why are dark angels a joke? You seem to have a pretty restrictive impression of what is good.

I like crusaders and redeemers. Regular ones aren't very good though.


I would debate this through with you but I wouldn't want to drive this off-topic, the answer to this question can be found pretty easily if you look around


Ork rumours - First post updated 20th June @ 2014/06/21 23:17:56


Post by: TableTopJosh


How many points did the lootas go down?


Ork rumours - First post updated 20th June @ 2014/06/21 23:22:08


Post by: PhillyT


Why are dark angels a joke? You seem to have a pretty restrictive impression of what is good.

I like crusaders and redeemers. Regular ones aren't very good though.


Ork rumours - First post updated 20th June @ 2014/06/21 23:26:08


Post by: Formosa


 Mr.Omega wrote:
 PhillyT wrote:
Land raiders have been great in 7th.


They're still absurdly overcosted in terms of firepower and its still almost completely impractical to run two of them because doing so would wreck your list structure, unless you're doing 2k, or possibly 1850 - though the effect would still be noticeable in the latter with passengers. Even fielding one doesn't do list structure and effectiveness any favours because you're still investing a crap ton of points into something that some armies will annihilate without breaking a sweat regardless, leaving a gaping hole in your rock-paper-scissors list.

See : Astra Militarum, , anyone with Meltas, Dark Eldar and normal Eldar just for starters

Only exception might be the Deathwing invinci-Land Raider but lets face it Dark Angels by this point are a bit of a joke




Don't insult my mega over powered dark angels you hippie cuddling high five artist!! I know origami man, don't mess with me!!!


Ork rumours - First post updated 20th June @ 2014/06/21 23:41:15


Post by: Da Butcha


 Clang wrote:
 TedNugent wrote:
These damn Meks and the new Painboys are monopose and they don't have a Kustom Forcefield on the sprue.
Spoiler:





Ta for the sprue pics, hadn't seen them before.

Yes, mono-pose is disappointing, although at least head/arm swaps are easy. And bulking up that mek backpack into a KFF wouldn't be hard.

My biggest complaint is the high price, given they're one tiny sprue with no alternate parts (not even a choice of heads) other than one mek arm swap.


At least the Mek sculptor had the respect for Ork players to make the head and arms compatible with other ork sprues. I don't HATE the sculpt of the painboy (although it looks too 'unique' to me to be a regular generic painboy), but it really irritates me that we have an army where most of the sculptors have taken PAINS to make most of the stuff cross compatible, and then this guy releases this. Thanks loads. Would it have killed you to make a less 'unique' sculpt which had compatible arms and head options to make it easy to create a painboy on bike? Weaksauce.


Ork rumours - First post updated 20th June @ 2014/06/21 23:47:47


Post by: Bonzofever


OK, I just can't sleep tonight because I'm worried about one thing. It's killing me. Really.

Do we have to stick to the special Ork FOC with a minimum of 3 Troop choices?
Or can we play just like any other army and possibly field two separate detachments with only 2 mandatory Troops to get extra HS slots?

Also, did the Deffkoptas get nerfed somehow? Rokkit Koptaz are just 30 points instead of 45.
A 33% point-cost reduction is huge. And I have plenty of them. Why bother with Buggies?
It's only a 5-point difference and you have a 4+ save.


Ork rumours - First post updated 20th June @ 2014/06/21 23:55:49


Post by: PhillyT


Mal already said you can just use the regular FOC if you want. The special one is optional.


Ork rumours - First post updated 20th June @ 2014/06/22 00:02:53


Post by: Toburk


 Bonzofever wrote:
Also, did the Deffkoptas get nerfed somehow? Rokkit Koptaz are just 30 points instead of 45.
A 33% point-cost reduction is huge. And I have plenty of them. Why bother with Buggies?
It's only a 5-point difference and you have a 4+ save.


Pretty much everything with a rokkit in the 4th ed codex was overpriced, and they being fixed to be an alternative to big shootas rather than an "upgrade". It's one of the few unambiguously good things about the 7th ed codex so far.
The deffkopter also benifits from the across the board cost reductions for bikes that have been happening since 5th.


Ork rumours - First post updated 20th June @ 2014/06/22 00:04:15


Post by: MeanGreenStompa


 Mr.Omega wrote:

Disclaimer: No offence intended

I can distinctly remember two times I saw a Land Raider at a tournament. On Saturday, wherein a guy with a CSM army had a barebones one in an army that was flawed in every dimension, lost all the games it played and only existed to transport a unit of Khorne Berserkers, and back at the very, very start of 6th in a Vulkan Salamander build.

I'd say not including the one I went to last weekend, I've been to about 6-7 tournaments wherein I'm extracting that sort of observation. I expect there might have been 1 or 2 more if I really thought about it but really, what planet are you living on.

Who even uses Monoliths? The only real AV14 threat that is common place now is the Leman Russ, and that will die to anything that can reach it in assault, has AV13 side armour and only 3 HP. Still an issue, but I'd imagine there are plenty ways to plan for AV14.

If you have trouble with a type of unit, you didn't plan to fail, you failed to plan.



Well, back about 4 years ago, when I still lived in the UK. I believe it was just prior to the release of grey knights. I had talked with the tourney organizers and they'd told me my 3 wagons with rollers were 'cheesy' and that if I entered, I'd be marked down for using such a list. So I didn't enter. I did walk the tables at the event to see what was going on and counted Land Raiders on many tables, some in multiples.

My point was not about edition, or really about tournament scene armies, but about the profusion of marine and marine variant armies, variants of the land raider and the number of players who use these armies, all adding up to the chances of encountering land raiders actually being fairly high.

As to monoliths, actually no clue the likelihood of encountering them, but I'd imagine it's just gone up with 7th making them even tougher to kill. Same with the 4HP Land raider.

"If you have trouble with a type of unit, you didn't plan to fail, you failed to plan. "
...Is perhaps the most meaningless thing I've read today, and I went on yahoo news comments... It literally has no application to what we were talking about, but it does make you sound really sharp there Sun Tzu.


Ork rumours - First post updated 20th June @ 2014/06/22 00:06:11


Post by: Bonzofever


Well, Deffkoptaz sound pretty amazing right now!
150 points for 10 wounds with T5 4+ and cover save...

 PhillyT wrote:
Mal already said you can just use the regular FOC if you want. The special one is optional.

Thank you for confirming that. Phew. Feeling better!


Ork rumours - First post updated 20th June @ 2014/06/22 00:08:11


Post by: Dakkamite


I went out and built an army designed to lose to land raiders.

Checkmate.


Automatically Appended Next Post:
 Bonzofever wrote:
OK, I just can't sleep tonight because I'm worried about one thing. It's killing me. Really.

Do we have to stick to the special Ork FOC with a minimum of 3 Troop choices?
Or can we play just like any other army and possibly field two separate detachments with only 2 mandatory Troops to get extra HS slots?

Also, did the Deffkoptas get nerfed somehow? Rokkit Koptaz are just 30 points instead of 45.
A 33% point-cost reduction is huge. And I have plenty of them. Why bother with Buggies?
It's only a 5-point difference and you have a 4+ save.


Buggies are fearless, Deffkoptas have one of the biggest morale issues in the game. Maybe less so with that orky infighting table thing though.


Ork rumours - First post updated 20th June @ 2014/06/22 00:21:49


Post by: BAN


Just tried to pre order my codex... its unavailable...WHUT?


Ork rumours - First post updated 20th June @ 2014/06/22 00:24:34


Post by: ninjafiredragon


 Mumblez wrote:
Pre-ordered my warboss edition!


And so the cycle continues....


Ork rumours - First post updated 20th June @ 2014/06/22 00:31:24


Post by: illuknisaa


Did gw really nerf trukks?

In 4th dex trukks are basically so bad that they should give extra points if you field them. Now they are worse.


Ork rumours - First post updated 20th June @ 2014/06/22 00:38:53


Post by: Leerjawise


 illuknisaa wrote:
Did gw really nerf trukks?

In 4th dex trukks are basically so bad that they should give extra points if you field them. Now they are worse.


Forgive me, how did they nerf them? Is that where they reduce them by 5 points, make it easier for trukk boyz to get into combat before they break, make it so they don't blow up 2/3 of the time when they are glanced to death, made it so they downgrade 1/6 pens to glances, and made boarding planks, wreckin' balls, and grot riggers better? Is that what you meant?


Ork rumours - First post updated 20th June @ 2014/06/22 00:42:06


Post by: DaKrumpa


 ninjafiredragon wrote:
 Mumblez wrote:
Pre-ordered my warboss edition!


And so the cycle continues....


I pre-ordered mine as well, I don't mind the investment considering the last codex was from fourth, this might have to do till 10th Edition .


Ork rumours - First post updated 20th June @ 2014/06/22 00:52:18


Post by: Mr.Omega


 MeanGreenStompa wrote:


"If you have trouble with a type of unit, you didn't plan to fail, you failed to plan. "
...Is perhaps the most meaningless thing I've read today, and I went on yahoo news comments... It literally has no application to what we were talking about, but it does make you sound really sharp there Sun Tzu.


On the contrary, it is very applicable to issues with AV14 as a whole topic . I've seen countless people whinge about X unit being too strong without having adequately prepared for it, case in point for 3/4 of 6th; Riptides.

In addition, there are probably two states you are either in ; 1) Not having enough counters or consideration for them, in which case complaining about AV14 is invalid and 2) Having enough counters, in which case why are you complaining about it such that it seems to not be possible altogether?

Now relative to your argument that 2) is difficult or supposedly impossible to reach, it becomes less relevant, but otherwise, it has plenty of meaning as a blanket point to these sorts of questions.


Ork rumours - First post updated 20th June @ 2014/06/22 01:08:31


Post by: XC18


 matphat wrote:
XC18 wrote:
7th edition is focused on controlling objectives.

I was planning to change my biker deathstar into an small & cheap unit of nobz bikers (with painboy for + survivability), that will turboboost here and there all over the board to collect VP each turn for me.
Now the new codex gives me +3 cover /4+ armour/5+ FNP ? Suits me very well.
Same for the stormboyz. 2D6 run ? they can reach an objective like nobody now.

The changes on bikers and even stormboys look like nerf, but maybe that because we still want to play them like we did in previous editions.

I am pretty sure we will discover plenty of new tactics with our new codex - so don't sell your army yet... ;p



Nobz are elite still correct? Are they allowed to score as elite in 7th? I've not gotten the book yet.


7th? Any units can score (bare zooming fliers, swooping FMC, falling back units...),, heck even your bastion can score Ahah..
Granted they re not troops so they don't have 'objectif secured'.


Ork rumours - First post updated 20th June @ 2014/06/22 01:14:52


Post by: Dakkamite


Leerjawise wrote:
 illuknisaa wrote:
Did gw really nerf trukks?

In 4th dex trukks are basically so bad that they should give extra points if you field them. Now they are worse.


Forgive me, how did they nerf them? Is that where they reduce them by 5 points, make it easier for trukk boyz to get into combat before they break, make it so they don't blow up 2/3 of the time when they are glanced to death, made it so they downgrade 1/6 pens to glances, and made boarding planks, wreckin' balls, and grot riggers better? Is that what you meant?


This is a very biased point of view, a prime example of cherry picking changes to reinforce a point of view. Trukks got better in a few ways, sure, but they also got noticeably worse in others, something you seem to have forgotten when you made this statement.

Boarding planks are great, but the other two upgrades, unless they are 5 points each, are a waste of points - who cares about IWND when "glanced to death" and "trukks" have never been used together in a sentance before your post?

Trukks explode stupendously more easily than before, despite vehicle changes in 7th, because of a loss of Ramshackle, which downgraded 2/3 of explodes to either wreck or "kareen" + explode which is more often than not an improvement. When trukks explode, they kill more boyz than before, and its definitely debatable as to whether "sometimes fail morale and sometimes beat half the unit to death and pass morale" tops "kill one for a re-roll on ld7+". Boyz inside trukks die a burney death from flamers eaasily, and trukks can no longer get KFF saves unless you put the Mek inside. Night Fight also got nerfed too, making them less survivable than before in 50% of games.

Its debatable as to whether they are better or worse, but whats not debateable is removing the awesome Ramshackle table, an example of random tables done right, with a bs 1/6 pens to glances result. One of the biggest issues I have with this codex, and which many others seem to agree with, is its uninspired design. A 6+ downgrade is way less enjoyable than the old ramshackle table, which was the most orky thing in the codex after the SAG


Ork rumours - First post updated 20th June @ 2014/06/22 01:43:28


Post by: The Good Green


Is it true? Is the KFF really getting weaker? It's been getting weaker with every edition. There's one rule book that confers its protection as long as you are 6' away form another unit inside the bubble (not 6' away from the mek), but that's from the way-back. I'm still looking forward to seeing a new codex, but I am beginning to be more excited about the months after, when people figure out the better ways to use it.


Ork rumours - First post updated 20th June @ 2014/06/22 01:56:24


Post by: TedNugent


 The Good Green wrote:
Is it true? Is the KFF really getting weaker? It's been getting weaker with every edition. There's one rule book that confers its protection as long as you are 6' away form another unit inside the bubble (not 6' away from the mek), but that's from the way-back. I'm still looking forward to seeing a new codex, but I am beginning to be more excited about the months after, when people figure out the better ways to use it.


KFF covers models (not units) within 6" with a 5++ bubble when disembarked from a transport. When embarked on a transport, it only confers 5++ upon the vehicle upon which you are embarked. When embarked, it does not confer the 5++ to the occupants of the vehicle, only to the vehicle itself, so the occupants cannot claim the KFF save against template weapons while embarked.

KFF also cannot be used in close combat.

Really it's only going to be usable when the Big Mek is either on foot or on a bike, and even then I think it's only going to be useful on a bike. It's almost not worth the points cost.


Ork rumours - First post updated 20th June @ 2014/06/22 02:02:50


Post by: streamdragon


The KFF can also be put on a Morkanaut, which may be a worthwhile platform for it. It's got a big base, 5HP and 13/13/12 armor.


Ork rumours - First post updated 20th June @ 2014/06/22 02:09:15


Post by: TheKbob


 Mr.Omega wrote:

On the contrary, it is very applicable to issues with AV14 as a whole topic . I've seen countless people whinge about X unit being too strong without having adequately prepared for it, case in point for 3/4 of 6th; Riptides.

In addition, there are probably two states you are either in ; 1) Not having enough counters or consideration for them, in which case complaining about AV14 is invalid and 2) Having enough counters, in which case why are you complaining about it such that it seems to not be possible altogether?

Now relative to your argument that 2) is difficult or supposedly impossible to reach, it becomes less relevant, but otherwise, it has plenty of meaning as a blanket point to these sorts of questions.


You're incredibly off base and Land Raiders are coming back and yes, they've traditionally hosed Orks pretty bad. And now they've lost more options to crack them instead of gaining them. And you're "whinging" bit needs to stop. Valid complaints are valid complaints and not every army has equal capabilities in overcoming certain units because they are overpowered. The game is broken as crap and the books are not on the same power level. This is not new and being incredibly reductive and borderline rude about it isn't helping this discussion.


Automatically Appended Next Post:
 streamdragon wrote:
The KFF can also be put on a Morkanaut, which may be a worthwhile platform for it. It's got a big base, 5HP and 13/13/12 armor.


A Stompa + KFF + Little Meks is incredibly hard to kill. Whether or not it makes it's points back is a separate issue.


Ork rumours - First post updated 20th June @ 2014/06/22 02:12:22


Post by: TedNugent


 streamdragon wrote:
The KFF can also be put on a Morkanaut, which may be a worthwhile platform for it. It's got a big base, 5HP and 13/13/12 armor.


If you were using Kans and Dreads this could make sense


Ork rumours - First post updated 20th June @ 2014/06/22 02:13:22


Post by: Dakkamite


Does a KFF Morkanaught produce a bubble? Or just 5++ for itself?


Ork rumours - First post updated 20th June @ 2014/06/22 02:17:47


Post by: TedNugent


6" from the hull


Ork rumours - First post updated 20th June @ 2014/06/22 02:31:14


Post by: matphat


I just got permission from my gaming group to keep using the 4th Ed. codex. Either till we decide that the new dex isn't mostly worse, or until the end of time. Which ever comes first.

Makes the whole thing feel quite a bit better.


Ork rumours - First post updated 20th June @ 2014/06/22 02:34:28


Post by: Grimskul


 matphat wrote:
I just got permission from my gaming group to keep using the 4th Ed. codex. Either till we decide that the new dex isn't mostly worse, or until the end of time. Which ever comes first.

Makes the whole thing feel quite a bit better.


Grats. I'll be waiting and seeing how it goes first before I go down that route but these leaks certainly have me shaking my head at how GW could fudge up so many things in the old book given that it's 3 bloody editions old.


Ork rumours - First post updated 20th June @ 2014/06/22 03:17:28


Post by: 44Ronin


 TheKbob wrote:
 Mr.Omega wrote:

On the contrary, it is very applicable to issues with AV14 as a whole topic . I've seen countless people whinge about X unit being too strong without having adequately prepared for it, case in point for 3/4 of 6th; Riptides.

In addition, there are probably two states you are either in ; 1) Not having enough counters or consideration for them, in which case complaining about AV14 is invalid and 2) Having enough counters, in which case why are you complaining about it such that it seems to not be possible altogether?

Now relative to your argument that 2) is difficult or supposedly impossible to reach, it becomes less relevant, but otherwise, it has plenty of meaning as a blanket point to these sorts of questions.


You're incredibly off base and Land Raiders are coming back and yes, they've traditionally hosed Orks pretty bad. And now they've lost more options to crack them instead of gaining them. And you're "whinging" bit needs to stop. Valid complaints are valid complaints and not every army has equal capabilities in overcoming certain units because they are overpowered. The game is broken as crap and the books are not on the same power level. This is not new and being incredibly reductive and borderline rude about it isn't helping this discussion.


Automatically Appended Next Post:
 streamdragon wrote:
The KFF can also be put on a Morkanaut, which may be a worthwhile platform for it. It's got a big base, 5HP and 13/13/12 armor.


A Stompa + KFF + Little Meks is incredibly hard to kill. Whether or not it makes it's points back is a separate issue.


Well the changes have been made, and what are you going to do about it? Complain and get stuck in negativity or adapt?

Do you even play Orks?


Ork rumours - First post updated 20th June @ 2014/06/22 03:27:46


Post by: Dakkamite


Well the changes have been made, and what are you going to do about it? Complain and get stuck in negativity or adapt?


Theres also option C, sell and go play either another army or another game.

This is a very valid option, and its up to the individuals who play Orks to decide whether they enjoy the new playstyles and whether the new book lives up to expectations, or not.

I know I'm certainly thinking of how many Infinity armies I can buy by parting with my collection, thats for sure.


Ork rumours - First post updated 20th June @ 2014/06/22 03:27:50


Post by: Multimoog


 TedNugent wrote:
 The Good Green wrote:
Is it true? Is the KFF really getting weaker? It's been getting weaker with every edition. There's one rule book that confers its protection as long as you are 6' away form another unit inside the bubble (not 6' away from the mek), but that's from the way-back. I'm still looking forward to seeing a new codex, but I am beginning to be more excited about the months after, when people figure out the better ways to use it.


KFF covers models (not units) within 6" with a 5++ bubble when disembarked from a transport. When embarked on a transport, it only confers 5++ upon the vehicle upon which you are embarked. When embarked, it does not confer the 5++ to the occupants of the vehicle, only to the vehicle itself, so the occupants cannot claim the KFF save against template weapons while embarked.

KFF also cannot be used in close combat.

Really it's only going to be usable when the Big Mek is either on foot or on a bike, and even then I think it's only going to be useful on a bike. It's almost not worth the points cost.


The Big Mek KFF definitely has a purpose. This also addresses a post I made a few pages back that a lot of people took exception to:

I played a few 7th ed games with a friend who plays IG a few weeks back, and we used the new KFF rules, as they had just been released in WD that week. I chained together 3 KFF Big Meks, with the limit of their bubbles touching. It made a cohesive KFF bubble that stretched 3 feet wide across the table and 1 foot deep. In that bubble I was able to place two 30-boy blobs in front of the Meks, and three 20-boy mobs in the back. Each big mek was joined to a unit, with the two 30-boy blobs also getting IA8 Painbosses, which it turns out are exactly the same as new-codex Painboyz (it's a strange time to be playing Orks, right now).

Granted, it's against IG shooting, which isn't great, but I was averaging a loss of 3-4 boyz per turn - not from each unit, but in all. The two saves, (5+ FNP & 5++ KFF) really do keep boys alive. I was also able to stretch unit coherency basically to its limit while keeping all my boyz models in the bubble - remember, the boyz models don't have to be entirely within the KFF, just in 6" range of it. Same goes for vehicles - if the rear corner of a BW, or a sliver of the base of a Dred is within that 6" bubble, the save still confers. He was throwing down pieplates and still not taking off more than a few per turn. I was able to keep unit coherency so stretched out that when he sent his Cyclops to suicide at my big blobs, the blast only took out one boy, which was pretty amusing. If we had been using new Mob Rule, none of my boyz mobz would have had to take a check, and once they got into CC, having five ICs to move around and provide FNP saves and extra rolls, they wouldn't have fallen back either.

Yes, you can go up against lists that can take care of that, but unless you're up against Super Death Stars it's very hard to whittle down a 30+ mob that gets FNP and 5++ (I definitely say this from experience). I'm considering putting together a list that gets rid of the 3rd Big Mek and takes a Morkanaut, extending that 3 foot bubble to about 3.5 feet, while putting 3 regular Meks and 3 Burnas inside it with meks keeping the Morka alive and the Burnas for a nasty surprise once they get to the enemy (you don't need to assault burnas out of a Morka to fry dudes up with burnas or KMBs).

The one thing that really hurts my playstyle is shoota boy point increase, as I would take all-shoota mobs in 6th. Now, I'm thinking of running two big 30-blobs of shootas in the front line of the KFF while keeping my 20-strong choppa mobz in the back, with a bunch out of LOS due to the Morka. I'll proxy in a coffee can for a game or two so I can see how that works. Loss of Cybork really does hurt, though, and I'm thinking of replacing my old Nob trukk mob with either MANz or Flash Gitz.


Ork rumours - First post updated 20th June @ 2014/06/22 03:28:03


Post by: streamdragon


Believe it or not, I can both complain AND adapt.

I'm that good.


Ork rumours - First post updated 20th June @ 2014/06/22 03:33:05


Post by: WarOne


Guh....first started out with Orks back in 4th and this new codex is like a punch in the gut.

So much chopped out and so much just screwed up for me to even comprehend.


Ork rumours - First post updated 20th June @ 2014/06/22 03:33:18


Post by: MeanGreenStompa


 Mr.Omega wrote:
 MeanGreenStompa wrote:


"If you have trouble with a type of unit, you didn't plan to fail, you failed to plan. "
...Is perhaps the most meaningless thing I've read today, and I went on yahoo news comments... It literally has no application to what we were talking about, but it does make you sound really sharp there Sun Tzu.


On the contrary, it is very applicable to issues with AV14 as a whole topic . I've seen countless people whinge about X unit being too strong without having adequately prepared for it, case in point for 3/4 of 6th; Riptides.

In addition, there are probably two states you are either in ; 1) Not having enough counters or consideration for them, in which case complaining about AV14 is invalid and 2) Having enough counters, in which case why are you complaining about it such that it seems to not be possible altogether?

Now relative to your argument that 2) is difficult or supposedly impossible to reach, it becomes less relevant, but otherwise, it has plenty of meaning as a blanket point to these sorts of questions.


You know you're not making actual coherent sentences? I know you're putting several words together and thinking to yourself that what you've done sounds smart, it's just that nothing from their combination is resulting in anything you just said having any sort of point or pertinence to what we were discussing before you decided to show up and 'educate' us.


Ork rumours - First post updated 20th June @ 2014/06/22 03:34:47


Post by: Dakkamite


Theres some redeeming features WarOne. For instance, the new Mek Guns are pretty cool.

it's very hard to whittle down a 30+ mob that gets FNP and 5++


I used to use Painbosses this time last year. Their only real weakness was being able to take just one, and only via alliance with Dread Mob.

They make boyz mobs dead hard.


Ork rumours - First post updated 20th June @ 2014/06/22 03:40:51


Post by: MeanGreenStompa


 44Ronin wrote:
[
Well the changes have been made, and what are you going to do about it? Complain and get stuck in negativity or adapt?

Do you even play Orks?


So you understand, we can express our dissatisfaction with a product for a line we are financially invested in when we perceive that product to be inferior. That's how consumerism works.

Also, discussing our dissatisfaction with the various elements of this product, for this line, on a forum dedicated to these products in general and in a thread dedicated to this product specifically, is totally cool as well.

Some of us will adapt, some of us will adapt to another army and some, by the sound of it, will adapt to another game or just leave altogether.

The nature of these forums is to come together and discuss, not all sing from the same hymn sheet.

We have received or are being offered what we believe to be an inferior product for something we are already invested in, we aren't happy about it, we get to state that and discuss why.

That's how this works. How you deal with it is your own business.


Ork rumours - First post updated 20th June @ 2014/06/22 03:45:19


Post by: 44Ronin


 MeanGreenStompa wrote:
 44Ronin wrote:
[
Well the changes have been made, and what are you going to do about it? Complain and get stuck in negativity or adapt?

Do you even play Orks?


So you understand, we can express our dissatisfaction with a product for a line we are financially invested in when we perceive that product to be inferior.


Sounds like a boring hobby you have there.


Also, discussing our dissatisfaction with the various elements of this product, for this line, on a forum dedicated to these products in general and in a thread dedicated to this product specifically, is totally cool as well.


That depends on how rational and fair the comments are.

The nature of these forums is to come together and discuss, not all sing from the same hymn sheet.


You mean constantly focus on the negatives? Yeah it gets old.


We have received or are being offered what we believe to be an inferior product for something we are already invested in, we aren't happy about it, we get to state that and discuss why.

That's how this works. How you deal with it is your own business.




Ork rumours - First post updated 20th June @ 2014/06/22 03:51:59


Post by: NamelessBard


I don't understand why people would want to use the old codex. Change is good and fun.

As someone with equally large tyranid and ork armies, I'm much much more happier with this release.


Ork rumours - First post updated 20th June @ 2014/06/22 03:54:40


Post by: Multimoog


 Dakkamite wrote:
Theres some redeeming features WarOne. For instance, the new Mek Guns are pretty cool.

it's very hard to whittle down a 30+ mob that gets FNP and 5++


I used to use Painbosses this time last year. Their only real weakness was being able to take just one, and only via alliance with Dread Mob.

They make boyz mobs dead hard.


And now you can take as many as you want.


Ork rumours - First post updated 20th June @ 2014/06/22 03:55:39


Post by: 44Ronin


Can I say this as an Ork player of 2 decades or is my positive comment invalid before even making it (cause people here hate that) ?

I love the mob rule change. It changes Orks from mindless zombies taken in cut and paste mobs of 30 by default, into something that is FAR FAR more in line with the fluff.

I don't care if it hurts people, now that they have to actually think about morale factors.

and lets not forget, it helps smaller elite units., esp bikers and MANz who can literally laugh off the wounds. When you attach a painboy to a MANz unit that's +4 to wound and then you need to fail +2 save and then fail +5 FNP. Bikers it's 5+ to wound and then you've got your chance at a save.

The elite smaller units needed this ability not to leg it. I'll take the wounds rather than getting run down any day.


Ork rumours - First post updated 20th June @ 2014/06/22 04:01:48


Post by: BlaxicanX


 44Ronin wrote:
You mean constantly focus on the negatives? Yeah it gets old.
Are you going to adapt to the negativity or are you going to sit around and whine about it?



Ork rumours - First post updated 20th June @ 2014/06/22 04:04:14


Post by: MeanGreenStompa


 44Ronin wrote:
cheer up, the nerfs are fluffy if you apply the fluff from a certain angle and anyone who isn't happy is a dirty whinger!


Go team Venture!


Ork rumours - First post updated 20th June @ 2014/06/22 04:05:43


Post by: TheKbob


 44Ronin wrote:

Well the changes have been made, and what are you going to do about it? Complain and get stuck in negativity or adapt?

Do you even play Orks?


Hooray, more reductive arguments!... ...and half my post was about trying a new strategy, but sure... ignore that part for convenience...

Nope, have friends that do. Having a tepid, vanilla book, like Tyranids and Guard, does worse for the game than make it better. And I did adapt. Would you care for a game of Infinity, Malifaux, Warmachine, or Freeblades? I play four games instead of one now!


Ork rumours - First post updated 20th June @ 2014/06/22 04:06:36


Post by: TableTopJosh


 44Ronin wrote:
Can I say this as an Ork player of 2 decades or is my positive comment invalid before even making it (cause people here hate that) ?

I love the mob rule change. It changes Orks from mindless zombies taken in cut and paste mobs of 30 by default, into something that is FAR FAR more in line with the fluff.

I don't care if it hurts people, now that they have to actually think about morale factors.

and lets not forget, it helps smaller elite units., esp bikers and MANz who can literally laugh off the wounds. When you attach a painboy to a MANz unit that's +4 to wound and then you need to fail +2 save and then fail +5 FNP. Bikers it's 5+ to wound and then you've got your chance at a save.

The elite smaller units needed this ability not to leg it. I'll take the wounds rather than getting run down any day.


I disagree maybe for elites it helos but it screws our boys. Trukk boys and dwindled unit of boys are evn more susceptible to fleeing. Nobs are challenged and killed, no eavy armor even, and then you have to roll a 1.
You want the rules to reflect fluff, well Gw is so good at that...
A trukk of raging ork competing with each other who can get to the front lines first to do the first killing shows up, fights, loses its nob and 2 boyz then tries to run away and gets destroyed.... yep makes total sense.


Ork rumours - First post updated 20th June @ 2014/06/22 04:07:11


Post by: TheKbob


 BlaxicanX wrote:
 44Ronin wrote:
You mean constantly focus on the negatives? Yeah it gets old.
Are you going to adapt to the negativity or are you going to sit around and whine about it?



Well played.


Ork rumours - First post updated 20th June @ 2014/06/22 04:08:48


Post by: TableTopJosh


If wanted to play the game purely from a fluff perspective make you p your own rules then. Fluff is great but when Ghazkull sucks in comparison to any Space Marine Chapter master its not fun. CM have every good rule, save and option available to them for less points and in a regular HQ option ,so go fluff


Ork rumours - First post updated 20th June @ 2014/06/22 04:10:17


Post by: streamdragon


 44Ronin wrote:
Can I say this as an Ork player of 2 decades or is my positive comment invalid before even making it (cause people here hate that) ?

You're the one complaining about others' posting, so I don't know, can you?

 44Ronin wrote:

I love the mob rule change. It changes Orks from mindless zombies taken in cut and paste mobs of 30 by default, into something that is FAR FAR more in line with the fluff.
I don't care if it hurts people, now that they have to actually think about morale factors.

I'm glad you enjoy the nerf. I'm also glad you'll accept 100 Space Marines being able to destroy entire planetary forces, since that's "FAR FAR more in line with the fluff" too!

 44Ronin wrote:

and lets not forget, it helps smaller elite units., esp bikers and MANz who can literally laugh off the wounds. When you attach a painboy to a MANz unit that's +4 to wound and then you need to fail +2 save and then fail +5 FNP. Bikers it's 5+ to wound and then you've got your chance at a save.

The elite smaller units needed this ability not to leg it. I'll take the wounds rather than getting run down any day.

It only helps smaller units IF you roll an appropriate number, and IF you are in the appropriate circumstance. Not in CC? Roll a 1 = failure. Small unit? Better not roll 4+! No leader? 2-3 is out!

The new Mob Rule is a nerf, straight up.


Ork rumours - First post updated 20th June @ 2014/06/22 04:11:21


Post by: Grimskul


TableTopJosh wrote:
If wanted to play the game purely from a fluff perspective make you p your own rules then. Fluff is great but when Ghazkull sucks in comparison to any Space Marine Chapter master its not fun. CM have every good rule, save and option available to them for less points and in a regular HQ option ,so go fluff


Yeah, honestly making him a Lord of War is pointless if you're not going to at least buff him to make him worth the slot. Hell, they arguably made him worse now that he lost the +2 attacks on the charge from his adamantium skull, AND the nerf to cybork body, making him have no invuln. unless he WAAAGH!'s...once. Unless he's able to keep WAAAGH!ing with the new FOC for Orks, the Prophet of the WAAAGH! has never looked worse.


Ork rumours - First post updated 20th June @ 2014/06/22 04:11:23


Post by: 44Ronin


TableTopJosh wrote:
If wanted to play the game purely from a fluff perspective make you p your own rules then.


If you want to play the game as WAAC make up your own rules then....


Fluff is great but when Ghazkull sucks in comparison to any Space Marine Chapter master its not fun. CM have every good rule, save and option available to them for less points and in a regular HQ option ,so go fluff


Orks =/= SM. Not a third eye revelation here but it bears repeating ....


Ork rumours - First post updated 20th June @ 2014/06/22 04:14:48


Post by: zachwho


what page is the leak compilation on? and is it started whether or not ork boyz get 'ere we go?


Ork rumours - First post updated 20th June @ 2014/06/22 04:22:10


Post by: 44Ronin


 streamdragon wrote:
 44Ronin wrote:
Can I say this as an Ork player of 2 decades or is my positive comment invalid before even making it (cause people here hate that) ?

You're the one complaining about others' posting, so I don't know, can you?

 44Ronin wrote:

I love the mob rule change. It changes Orks from mindless zombies taken in cut and paste mobs of 30 by default, into something that is FAR FAR more in line with the fluff.
I don't care if it hurts people, now that they have to actually think about morale factors.

I'm glad you enjoy the nerf. I'm also glad you'll accept 100 Space Marines being able to destroy entire planetary forces, since that's "FAR FAR more in line with the fluff" too!


I'm not going to accept a specific conditional example of something you don't even bother to cite. Cite it, then we'll talk?


Automatically Appended Next Post:
 streamdragon wrote:
 44Ronin wrote:
Can I say this as an Ork player of 2 decades or is my positive comment invalid before even making it (cause people here hate that) ?

You're the one complaining about others' posting, so I don't know, can you?


Consider it as constructive criticism.


Automatically Appended Next Post:
 TheKbob wrote:
 44Ronin wrote:

Well the changes have been made, and what are you going to do about it? Complain and get stuck in negativity or adapt?

Do you even play Orks?


Hooray, more reductive arguments!... ...and half my post was about trying a new strategy, but sure... ignore that part for convenience...

Nope, have friends that do. Having a tepid, vanilla book, like Tyranids and Guard, does worse for the game than make it better. And I did adapt. Would you care for a game of Infinity, Malifaux, Warmachine, or Freeblades? I play four games instead of one now!


Ok, so you don't play Orks. So why should I value YOUR opinions.

Your arguments so far, aren't holding water... and taking about Tyranid and Guard codexes is surely a reductive argument.

So you don't play Orks, and compare them to Tyranid and Guard codexes....


Ork rumours - First post updated 20th June @ 2014/06/22 04:29:20


Post by: TableTopJosh


The changes are whatever, a slight buff there a slight nerf there, its just sitting weird because its not what must of us were expecting. Unexpected changes can be a good thing but in my opinion this time its not.


Ork rumours - First post updated 20th June @ 2014/06/22 04:35:48


Post by: RedOnesGoFasta


I've read through this as much as I can but there are still a few things I've either missed or do not quite understand. So apologies if this has already been asked:

1. The only way to get Waaaggghhh is by picking a Warboss correct? Is it still a one turn per game thing? Does it affect all units in an army, just the unit he is attached to, or units within X inches?

2. Zagstruk was mentioned as a HQ choice with S8 AP2 HoW hits. Does he count as a Warboss IC (and possibly have Waagghh)? If not any chance a Warboss can take a jump pack?

Thanks


Ork rumours - First post updated 20th June @ 2014/06/22 04:46:44


Post by: matphat


It seems like the new mob rule would be VERY easy to math hammer if one were so inclined and knew how (I don't) for most of the obvious circumstances. After that, it seems like it would be a small jump to compare it to the old Mob Rule.

Any takers?


Ork rumours - First post updated 20th June @ 2014/06/22 04:48:19


Post by: Grimskul


I will also ask about Zagstruk and whether or not his profile changed at all. Does he have the same stats? If so, does his Vulcha Klaws actually count as a pair of PK or does it only just give him a S8 AP2 HoW hit?


Ork rumours - First post updated 20th June @ 2014/06/22 04:59:00


Post by: Kirasu


 matphat wrote:
It seems like the new mob rule would be VERY easy to math hammer if one were so inclined and knew how (I don't) for most of the obvious circumstances. After that, it seems like it would be a small jump to compare it to the old Mob Rule.

Any takers?


Old mob rule = 0% chance to not fall back if > 10 models
New rule > 0% chance to fall back.. Can fall back from pinning attack!

Easy math to understand its a fairly signifcant nerf


Ork rumours - First post updated 20th June @ 2014/06/22 05:07:45


Post by: streamdragon


 Kirasu wrote:
 matphat wrote:
It seems like the new mob rule would be VERY easy to math hammer if one were so inclined and knew how (I don't) for most of the obvious circumstances. After that, it seems like it would be a small jump to compare it to the old Mob Rule.

Any takers?


Old mob rule = 0% chance to not fall back if > 10 models
New rule > 0% chance to fall back.. Can fall back from pinning attack!

Easy math to understand its a fairly signifcant nerf


Can't fall back from a pinning attack, since the Mob Rule just says you treat it as failing the roll. Rest is still true. Plain fact is we lost Fearless. It's a nerf, no two ways about it.


Ork rumours - First post updated 20th June @ 2014/06/22 05:14:48


Post by: 44Ronin


 streamdragon wrote:
 Kirasu wrote:
 matphat wrote:
It seems like the new mob rule would be VERY easy to math hammer if one were so inclined and knew how (I don't) for most of the obvious circumstances. After that, it seems like it would be a small jump to compare it to the old Mob Rule.

Any takers?


Old mob rule = 0% chance to not fall back if > 10 models
New rule > 0% chance to fall back.. Can fall back from pinning attack!

Easy math to understand its a fairly signifcant nerf


Can't fall back from a pinning attack, since the Mob Rule just says you treat it as failing the roll. Rest is still true. Plain fact is we lost Fearless. It's a nerf, no two ways about it.


But small units can still hold after failing tests. So... no.


Ork rumours - First post updated 20th June @ 2014/06/22 05:16:53


Post by: Kirasu


Small units die from taking D6 S4 hits. Try again!


Ork rumours - First post updated 20th June @ 2014/06/22 05:20:49


Post by: streamdragon


 44Ronin wrote:
 streamdragon wrote:
 Kirasu wrote:
 matphat wrote:
It seems like the new mob rule would be VERY easy to math hammer if one were so inclined and knew how (I don't) for most of the obvious circumstances. After that, it seems like it would be a small jump to compare it to the old Mob Rule.

Any takers?


Old mob rule = 0% chance to not fall back if > 10 models
New rule > 0% chance to fall back.. Can fall back from pinning attack!

Easy math to understand its a fairly signifcant nerf


Can't fall back from a pinning attack, since the Mob Rule just says you treat it as failing the roll. Rest is still true. Plain fact is we lost Fearless. It's a nerf, no two ways about it.


But small units can still hold after failing tests. So... no.


Literally half the Mob Rule chart doesn't effect units under 10 models, and 1 result only works in CC. 2 only work with characters in the unit, which hurts your small unit. So sure, if the stars align you MIGHT save a small unit. You also lose LD for units of 8-10. You can also lose 30 strong mobs now, which you couldn't before thanks to being Fearless.



Ork rumours - First post updated 20th June @ 2014/06/22 05:22:48


Post by: Multimoog


 Kirasu wrote:
Small units die from taking D6 S4 hits. Try again!


Small Ork units die from being looked at the wrong way, though.


Ork rumours - First post updated 20th June @ 2014/06/22 05:23:48


Post by: Kirasu


 Multimoog wrote:
 Kirasu wrote:
Small units die from taking D6 S4 hits. Try again!


Small Ork units die from being looked at the wrong way, though.


Yeah, therefore it doesn't matter if a small ork unit might pass a LD test.. The important thing is that a large ork unit can now FAIL one


Ork rumours - First post updated 20th June @ 2014/06/22 05:29:40


Post by: Multimoog


 Kirasu wrote:
 Multimoog wrote:
 Kirasu wrote:
Small units die from taking D6 S4 hits. Try again!


Small Ork units die from being looked at the wrong way, though.


Yeah, therefore it doesn't matter if a small ork unit might pass a LD test.. The important thing is that a large ork unit can now FAIL one


CAN, yes, but it's not probable and there are ample ways of making sure it doesn't. Having an IC and a Nob in the unit with bosspoles lets you use a higher LD in the first place and also lets you reroll on the chart - meaning you're much more likely to result in a roll that favors you. It is a nerf, but only in the sense that you would essentially have to continuously roll double (or triple, or etc.) 1's every time you need to make a check on a large mob outside of CC. Also, you can use buffs that those ICs provide to make saves against losing models as a result of Mob Rule.

I get your point: it's a nerf where there wasn't one before. My point is it's not a big enough nerf that it will affect the game much.


Ork rumours - First post updated 20th June @ 2014/06/22 05:32:37


Post by: Kirasu


There is no roll that favors you. That's what I think needs to be understood, the ENTIRE chart was unneeded and a straight nerf.

You were fearless, now you're fearless but suffer D6 S4 hits? It's a stupid rule that simply adds yet another random chart to a game of random charts.


Ork rumours - First post updated 20th June @ 2014/06/22 05:34:59


Post by: Multimoog


 Kirasu wrote:
There is no roll that favors you. That's what I think needs to be understood, the ENTIRE chart was unneeded and a straight nerf.

You were fearless, now you're fearless but suffer D6 S4 hits? It's a stupid rule that simply adds yet another random chart to a game of random charts.




I dunno, convince your meta it's unfair and get them to let you use old mob rule, old codex, etc. sell your models and quit, however you can resolve this issue that gives you the best quality of life


Ork rumours - First post updated 20th June @ 2014/06/22 05:42:08


Post by: Perfect Organism


TableTopJosh wrote:
The changes are whatever, a slight buff there a slight nerf there, its just sitting weird because its not what must of us were expecting.

Really? Because to me, this release looks rather predictable...

They changed invulnerable saves to be consistent with other armies.
They generally buffed weak units and nerfed the stronger ones.
They added more random tables / random values.
They changed the weirdboy to be consistent with other psykers.
They included a couple of things that reference back to the 1st/2nd edition books.
They gave us a range of moderately good ranged anti-armour options.


Ork rumours - First post updated 20th June @ 2014/06/22 05:45:59


Post by: 44Ronin


 Kirasu wrote:
Small units die from taking D6 S4 hits. Try again!


MANz who get to reroll with a bosspole? They laugh at the wounds and then they laugh at you.

Let's attach a Painboy and Warboss and they'll laugh too


Ork rumours - First post updated 20th June @ 2014/06/22 05:48:49


Post by: Toburk


 matphat wrote:
It seems like the new mob rule would be VERY easy to math hammer if one were so inclined and knew how (I don't) for most of the obvious circumstances. After that, it seems like it would be a small jump to compare it to the old Mob Rule.

Any takers?


From the start you need to see what the old and new Mob Rule tries to do.

-The 4th Ed Mob Rule was introduced to allow large groups of boyz to act in an effective and fluffy manner by supplying conditional fearless. This did not, and was not intended to, fix the issues of low leadership in elite units like nobs and meganobs.

-The 7th Ed Mob Rule was introduced to fix the issue of poor leadership in Ork's elite units, namely Nobs and Meganobs. The new rule does improve these two units with their low model counts in a non-insignificant manner, but it totally breaks the rule created in the 4th Ed codex in terms of how it works with boyz mobs.


For Nobs/Meganobs they, in essence, gain a pseudo higher Ld value. They can still be pinned/fall back/be swept, but it occurs at a lower rate than their LD 7 would imply. Depending on circumstance (if they have a bosspole/have a character/are in combat) they are worse/similar/better than Ld10, but still don't have fearless. Meganobs in particular can expect to take no wounds from the D6 hits most of the time.
All in all it's a buff for these guys. However, not to the level of almost all of their peer units in other codexes. The 7th Ed Mob Rule, tries to, and fails totally, to fix the issue its trying to deal with both in terms of game rules and fluff.


For Boyz, the new Mob Rule is a total Gong Show. Straight up loss of fearlessness, straight up loss of higher Ld values (remember, there are things that check Ld other than morale tests, and boyz are now dramatically more vulnerable to them.) It's like having the old rule for taking extra wounds when losing combat while fearless, but not ever having fearless, and having the extra wounds apply to any and all morale checks (pinning, fear, shooting, etc. Stormboyz will take them when they have to test for morale after losing so many models for their new broken rokkit pack.). In fact, at low model counts, its fully possible for the wounds taken from mob rule to force the boyz to take another mob rule test and lose even more models, in some circumstances.

The only clear range that boyz benefit from the new mob rule is at extremely small number were the old mob rule would not even give a Ld boost (1-7 models remaining), but this it only for simply passing the morale check. At such a small number, the usability of the group relies heavily on maintaining their already diminished number and Mob Rule does the exact opposite. A bad roll, and mob rule will kill so many boyz the squad's usefulness is eliminated.



Ork rumours - First post updated 20th June @ 2014/06/22 06:01:07


Post by: morpheuschild


 matphat wrote:
I just got permission from my gaming group to keep using the 4th Ed. codex. Either till we decide that the new dex isn't mostly worse, or until the end of time. Which ever comes first.

Makes the whole thing feel quite a bit better.


that's about the smartest thing i've seen on this thread all day.


Ork rumours - First post updated 20th June @ 2014/06/22 06:03:39


Post by: matphat


 Toburk wrote:
 matphat wrote:
It seems like the new mob rule would be VERY easy to math hammer if one were so inclined and knew how (I don't) for most of the obvious circumstances. After that, it seems like it would be a small jump to compare it to the old Mob Rule.

Any takers?


From the start you need to see what the old and new Mob Rule tries to do.

-The 4th Ed Mob Rule was introduced to allow large groups of boyz to act in an effective and fluffy manner by supplying conditional fearless. This did not, and was not intended to, fix the issues of low leadership in elite units like nobs and meganobs.

-The 7th Ed Mob Rule was introduced to fix the issue of poor leadership in Ork's elite units, namely Nobs and Meganobs. The new rule does improve these two units with their low model counts in a non-insignificant manner, but it totally breaks the rule created in the 4th Ed codex in terms of how it works with boyz mobs.


For Nobs/Meganobs they, in essence, gain a pseudo higher Ld value. They can still be pinned/fall back/be swept, but it occurs at a lower rate than their LD 7 would imply. Depending on circumstance (if they have a bosspole/have a character/are in combat) they are worse/similar/better than Ld10, but still don't have fearless. Meganobs in particular can expect to take no wounds from the D6 hits most of the time.
All in all it's a buff for these guys. However, not to the level of almost all of their peer units in other codexes. The 7th Ed Mob Rule, tries to, and fails totally, to fix the issue its trying to deal with both in terms of game rules and fluff.


For Boyz, the new Mob Rule is a total Gong Show. Straight up loss of fearlessness, straight up loss of higher Ld values (remember, there are things that check Ld other than morale tests, and boyz are now dramatically more vulnerable to them.) It's like having the old rule for taking extra wounds when losing combat while fearless, but not ever having fearless, and having the extra wounds apply to any and all morale checks (pinning, fear, shooting, etc. Stormboyz will take them when they have to test for morale after losing so many models for their new broken rokkit pack.). In fact, at low model counts, its fully possible for the wounds taken from mob rule to force the boyz to take another mob rule test and lose even more models, in some circumstances.

The only clear range that boyz benefit from the new mob rule is at extremely small number were the old mob rule would not even give a Ld boost (1-7 models remaining), but this it only for simply passing the morale check. At such a small number, the usability of the group relies heavily on maintaining their already diminished number and Mob Rule does the exact opposite. A bad roll, and mob rule will kill so many boyz the squad's usefulness is eliminated.



This is exactly the break down I was rolling around in my head. I was curious to see the numbers to back it up.


Ork rumours - First post updated 20th June @ 2014/06/22 06:04:47


Post by: streamdragon


Perfect Organism wrote:
TableTopJosh wrote:
The changes are whatever, a slight buff there a slight nerf there, its just sitting weird because its not what must of us were expecting.

Really? Because to me, this release looks rather predictable...

They changed invulnerable saves to be consistent with other armies.

Other armies have 0 ability to buy invulnerable saves? Since when?

Toburk wrote:
-The 7th Ed Mob Rule was introduced to fix the issue of poor leadership in Ork's elite units, namely Nobs and Meganobs. The new rule does improve these two units with their low model counts in a non-insignificant manner, but it totally breaks the rule created in the 4th Ed codex in terms of how it works with boyz mobs.

For Nobs/Meganobs they, in essence, gain a pseudo higher Ld value. They can still be pinned/fall back/be swept, but it occurs at a lower rate than their LD 7 would imply. Depending on circumstance (if they have a bosspole/have a character/are in combat) they are worse/similar/better than Ld10, but still don't have fearless. Meganobs in particular can expect to take no wounds from the D6 hits most of the time.
All in all it's a buff for these guys. However, not to the level of almost all of their peer units in other codexes. The 7th Ed Mob Rule, tries to, and fails totally, to fix the issue its trying to deal with both in terms of game rules and fluff.

Again, a full 50% of the table does NOTHING for units under 10 models. Nothing. IC or not, you just fail.
1/6 only works in CC. So if your unit gets shot to pieces (because let's face it, a unit like MANZ losing in CC means things have gone horribly, horribly wrong already!) 2/3 of the table is useless to you.
The other 2/6 rolls only work if you added a character to your unit. And while adding ICs to units is certainly a good idea, unless you are literally 1-for-1ing your HQs to your other units you WILL end up with units that are on their own.

Mob Rule used to be reliable; it granted Fearless which you could always count on to keep your Orks in the fight and not running after getting shot. Now, it's not only completely unreliable (since it's a random table), it may not actually be able to do anything for you. It has stipulations and limitations. Coupled with the FACT that you are now MORE likely to fail Ld checks (because a) you are no longer Fearless and actually have to take checks and b) your LD is no longer getting boosted for being in the 8-10 model range) and Mob Rule took a shot straight to the fungus. I can really only compare it to Instinctive Behaviour in how badly it got frelled over.


Ork rumours - First post updated 20th June @ 2014/06/22 06:05:04


Post by: 44Ronin


In fact, at low model counts, its fully possible for the wounds taken from mob rule to force the boyz to take another mob rule test and lose even more models, in some circumstances.


According to what?

Can you explain in detail please


Ork rumours - First post updated 20th June @ 2014/06/22 06:05:08


Post by: Perfect Organism


 matphat wrote:
It seems like the new mob rule would be VERY easy to math hammer if one were so inclined and knew how (I don't) for most of the obvious circumstances. After that, it seems like it would be a small jump to compare it to the old Mob Rule.

Any takers?


Sample unit: seven or fewer orks, T 4, 6+ save, led by nob with bosspole, not locked in combat.

Old rule:

~58% chance to pass Ld test first try.
~25% chance to pass on second try, taking an average of 0.83 wounds.
~17% chance to fail second try and take the wound anyway.

New rule:
~58% chance to pass Ld test first try.
~23% chance to get the 2-3 result with the bosspole re-roll, passing the test and taking an average of 1.46 wounds.
~19% chance to fail the test, but at least you don't take any extra wounds.

Better armour saves reduce your chances of taking wounds, but they do so equally for both the old and new rules.

Bikers take only two thirds the wounds that T 4 orks do.

Overall it's a nerf to large units and no real benefit to even the small ones.


Ork rumours - First post updated 20th June @ 2014/06/22 06:06:32


Post by: Multimoog


In practice and taking advantage of the new mechanics introduced to the codex (Boy mob FNP, 5++), the new Mob Rule will be much less detrimental than people are making it out to be.

 44Ronin wrote:
In fact, at low model counts, its fully possible for the wounds taken from mob rule to force the boyz to take another mob rule test and lose even more models, in some circumstances.


According to what?

Can you explain in detail please


It's not possible: once the wounds have been taken the test counts as having been passed


Ork rumours - First post updated 20th June @ 2014/06/22 06:12:38


Post by: streamdragon


 Multimoog wrote:
In practice and taking advantage of the new mechanics introduced to the codex (Boy mob FNP, 5++), the new Mob Rule will be much less detrimental than people are making it out to be.

 44Ronin wrote:
In fact, at low model counts, its fully possible for the wounds taken from mob rule to force the boyz to take another mob rule test and lose even more models, in some circumstances.


According to what?

Can you explain in detail please


It's not possible: once the wounds have been taken the test counts as having been passed

You shoot my small unit with a pinning weapon, causing me to lose 1 model. I fail my pinning check, mob rule does some wounds and I lose 25% of my models to Mob Rule. This forces another LD check, which if failed would force another Mob Rule check.

Unlikely, but certainly possible.


Ork rumours - First post updated 20th June @ 2014/06/22 06:19:06


Post by: Toburk


 44Ronin wrote:
In fact, at low model counts, its fully possible for the wounds taken from mob rule to force the boyz to take another mob rule test and lose even more models, in some circumstances.


According to what?

Can you explain in detail please


Pinning->mob rule->casualties->morale check->mob rule->casualties.

Basically anything that requires a morale check other than the morale check for taking casualties.


Ork rumours - First post updated 20th June @ 2014/06/22 06:22:06


Post by: Wakshaani


Quick Boyz question: Are basic boys the same cost as before or cheaper? What if you give them shootas? Heavy Armor?

Because it feel slike a row of 'Eavy Armor Orks in front (Sav 4+ can absorb small arms fire) will provide a cover save for the ones behind, who come in mob sizes. Say twice as many Slugga Boys as 'Eavy, and as many shootas as 'Eavy or maybe as many as Slugga ... that's a right 'ard core marching up the line, and could be dang cheap, depending on how expensive the upgrades are.

Vehicles are tricky, since each one you field can be a bomb for the Boys, so the old "Boys before Toys" rule might be back in effect, skimping on vehicles for footsloggers. Any vehicles should be kept away from the mobs and either A) big and heavy or B) light and fast. They're not really supposed to *do* anything, just keep people busy while the mobs move up.
.
It's like playing the bugs, basicly. Depends on if Sluggas and Shootas are comperable to Hormagaunts and Termagants, really.


Ork rumours - First post updated 20th June @ 2014/06/22 06:22:31


Post by: morpheuschild


Armor 14 is not that common we don't need a lot of ways to deal with Iit, and at least not spamable ways. I thinks orks ran more armor 14 than any one else with BW spam.


i dunno what you'fe talking about here, or what your local community is like, but just about every time i played against non-ba or da marines, including chaos, there was a land raider on the table, usually with a really nasty unit of guys in similarly hard armor with big hammers inside. and there's a big difference between av14 on the front and av14 all the way around, especially when your army has no s9-10 ranged attacks, no meltas, and no lance weapons. the only chance to crack one of those boxes was to get it on the charge with a pk-wielding nob, or to get tanbustas right up against it, which isn't easy in rickety av10 transports or sloggin' it on foot. meanwhile, a buncha scouts with krak grenades or an assault cannon shooting at the rear could pop a bw without breaking a sweat.


Ork rumours - First post updated 20th June @ 2014/06/22 06:24:51


Post by: Toburk


 Perfect Organism wrote:
Sample unit: seven or fewer orks, T 4, 6+ save, led by nob with bosspole, not locked in combat.

Old rule:

~58% chance to pass Ld test first try.
~25% chance to pass on second try, taking an average of 0.83 wounds.
~17% chance to fail second try and take the wound anyway.

New rule:
~58% chance to pass Ld test first try.
~23% chance to get the 2-3 result with the bosspole re-roll, passing the test and taking an average of 1.46 wounds.
~19% chance to fail the test, but at least you don't take any extra wounds.

Overall it's a nerf to large units and no real benefit to even the small ones.


I did quick mental math for no bosspole, and didn't run the numbers for with a bosspole.

It's hilarious that the new Mob Rule is even a nerf for ultra small units.

Even for meganobs, the benifit is tiny unless they have a character and a bosspole. Although, a unit of 10+ meganobs and characters can pass fear tests like a boss.

...of course they used to be fearless.


Ork rumours - First post updated 20th June @ 2014/06/22 06:27:00


Post by: Dakkamite


Wakshaani wrote:
Quick Boyz question: Are basic boys the same cost as before or cheaper? What if you give them shootas? Heavy Armor?

Because it feel slike a row of 'Eavy Armor Orks in front (Sav 4+ can absorb small arms fire) will provide a cover save for the ones behind, who come in mob sizes. Say twice as many Slugga Boys as 'Eavy, and as many shootas as 'Eavy or maybe as many as Slugga ... that's a right 'ard core marching up the line, and could be dang cheap, depending on how expensive the upgrades are.

Vehicles are tricky, since each one you field can be a bomb for the Boys, so the old "Boys before Toys" rule might be back in effect, skimping on vehicles for footsloggers. Any vehicles should be kept away from the mobs and either A) big and heavy or B) light and fast. They're not really supposed to *do* anything, just keep people busy while the mobs move up.
.
It's like playing the bugs, basicly. Depends on if Sluggas and Shootas are comperable to Hormagaunts and Termagants, really.


Blob viability is conditional on being able to survive gak like the new Wyvern. Currently I'm not convinced they can do that.

That said, I have 120 Orks that want to give it a try! But as somebody mentioned before, got no interest in being the NPC for another player.


Ork rumours - First post updated 20th June @ 2014/06/22 06:32:00


Post by: doktor_g


Shake hands.
Take the Boyz out of the box.
Put them back in the box.
Shake hands.
Repeat.

What's the definition of insanity again?


Ork rumours - First post updated 20th June @ 2014/06/22 06:36:29


Post by: Toburk


 Toburk wrote:
 Perfect Organism wrote:
Sample unit: seven or fewer orks, T 4, 6+ save, led by nob with bosspole, not locked in combat.

Old rule:

~58% chance to pass Ld test first try.
~25% chance to pass on second try, taking an average of 0.83 wounds.
~17% chance to fail second try and take the wound anyway.

New rule:
~58% chance to pass Ld test first try.
~23% chance to get the 2-3 result with the bosspole re-roll, passing the test and taking an average of 1.46 wounds.
~19% chance to fail the test, but at least you don't take any extra wounds.

Overall it's a nerf to large units and no real benefit to even the small ones.


I did quick mental math for no bosspole, and didn't run the numbers for with a bosspole.

It's hilarious that the new Mob Rule is even a nerf for ultra small units.


Oh, God. I have to put this in a new post to bring attention to it.

This means Nobs/Meganobs ACTUALLY GOT WORSE, once you factor in the bosspole.

*11.8% greater chance of breaking and running in 7th. (19% instead of 17%)


Ork rumours - First post updated 20th June @ 2014/06/22 06:37:53


Post by: 44Ronin


 Perfect Organism wrote:
 matphat wrote:
It seems like the new mob rule would be VERY easy to math hammer if one were so inclined and knew how (I don't) for most of the obvious circumstances. After that, it seems like it would be a small jump to compare it to the old Mob Rule.

Any takers?


Sample unit: seven or fewer orks, T 4, 6+ save, led by nob with bosspole, not locked in combat.

Old rule:

~58% chance to pass Ld test first try.
~25% chance to pass on second try, taking an average of 0.83 wounds.
~17% chance to fail second try and take the wound anyway.

New rule:
~58% chance to pass Ld test first try.
~23% chance to get the 2-3 result with the bosspole re-roll, passing the test and taking an average of 1.46 wounds.
~19% chance to fail the test, but at least you don't take any extra wounds.

Better armour saves reduce your chances of taking wounds, but they do so equally for both the old and new rules.

Bikers take only two thirds the wounds that T 4 orks do.


Tailoring the example to lead to specific conclusion here
Overall it's a nerf to large units and no real benefit to even the small ones.


Example tailoring lol


Ork rumours - First post updated 20th June @ 2014/06/22 06:41:22


Post by: Toburk


 44Ronin wrote:
Example tailoring lol

He did tailor the example...

...to the best case senario for the new Mob Rule!


Ork rumours - First post updated 20th June @ 2014/06/22 06:51:12


Post by: Perfect Organism


 44Ronin wrote:
Example tailoring lol

How many examples would you like?

I already pointed out how armour doesn't make any difference to the change between the rules.

I noted the difference that T 5 would make. It's nearly enough to make the new rules better than the old one, but not quite.

Units of 8-10 models do better under the old rule, because they have higher Ld.

Units of 11+ models did much better under the old rule because they were Fearless (although I do appreciate being able to Go to Ground now).


Ork rumours - First post updated 20th June @ 2014/06/22 06:52:44


Post by: Melevolence


The way I see it is this. I'm not taking anything in this thread at face value. Regardless of someone claims they have the book, until I see pics or I have the book in hand, this all sounds way too terrible to be a thing. Granted, it's not outside of GW's ballpark to feth up so badly, but regardless. I'll retain all panic until I'm holding my own Codex and can see for myself. A lot of people getting too uppity of what we ASSUME is to be truth with no hard evidence to back any of it up.


Ork rumours - First post updated 20th June @ 2014/06/22 06:53:01


Post by: Multimoog


 streamdragon wrote:

You shoot my small unit with a pinning weapon, causing me to lose 1 model. I fail my pinning check, mob rule does some wounds and I lose 25% of my models to Mob Rule. This forces another LD check, which if failed would force another Mob Rule check.

Unlikely, but certainly possible.


Once you take wounds from Mob Rule you don't have to take another test. It retroactively causes you to have passed the initial test; no further tests are required for that unit until it loses more models from an outside source.


Ork rumours - First post updated 20th June @ 2014/06/22 07:27:09


Post by: rtb01


Melevolence wrote:
The way I see it is this. I'm not taking anything in this thread at face value. Regardless of someone claims they have the book, until I see pics or I have the book in hand, this all sounds way too terrible to be a thing. Granted, it's not outside of GW's ballpark to feth up so badly, but regardless. I'll retain all panic until I'm holding my own Codex and can see for myself. A lot of people getting too uppity of what we ASSUME is to be truth with no hard evidence to back any of it up.


No offence but that's stupid. Some people have the codex and are sharing. Why no belief? I only don't have it because I forgot my bank card on Friday. No assumption here. It is fact. It won't be as bad as you make out. Accept it and move on!


Ork rumours - First post updated 20th June @ 2014/06/22 07:35:59


Post by: A Town Called Malus


 Multimoog wrote:
 streamdragon wrote:

You shoot my small unit with a pinning weapon, causing me to lose 1 model. I fail my pinning check, mob rule does some wounds and I lose 25% of my models to Mob Rule. This forces another LD check, which if failed would force another Mob Rule check.

Unlikely, but certainly possible.


Once you take wounds from Mob Rule you don't have to take another test. It retroactively causes you to have passed the initial test; no further tests are required for that unit until it loses more models from an outside source.


Does it explicitly state that if the unit suffers 25% casualties due to Mob Rule wounds that it does not need to take a morale check at the end of the phase for suffering 25% casualties in one phase? Because that second test is completely different to the initial non-25% casualty test (ie Pinning) and so Mob Rule could not have retroactively passed it.


Ork rumours - First post updated 20th June @ 2014/06/22 07:44:43


Post by: Melevolence


rtb01 wrote:
Melevolence wrote:
The way I see it is this. I'm not taking anything in this thread at face value. Regardless of someone claims they have the book, until I see pics or I have the book in hand, this all sounds way too terrible to be a thing. Granted, it's not outside of GW's ballpark to feth up so badly, but regardless. I'll retain all panic until I'm holding my own Codex and can see for myself. A lot of people getting too uppity of what we ASSUME is to be truth with no hard evidence to back any of it up.


No offence but that's stupid. Some people have the codex and are sharing. Why no belief? I only don't have it because I forgot my bank card on Friday. No assumption here. It is fact. It won't be as bad as you make out. Accept it and move on!


I'll believe it when I actually see it. Nothing wrong with being skeptical. And they have the 'allegedly leaked' version, which again, they have posted no solid proof of the gak thats being said. It's possible its true, the things they are saying. Which is what it is, and we will know for sure at the end of this week. *shrug* But until then, whatever.


Ork rumours - First post updated 20th June @ 2014/06/22 07:46:14


Post by: Multimoog


 A Town Called Malus wrote:


Does it explicitly state that if the unit suffers 25% casualties due to Mob Rule wounds that it does not need to take a morale check at the end of the phase for suffering 25% casualties in one phase?


Yes, that's what the wording in the rule means. The wounds you resolve due to Mob Rule are the "cost" of being able to autopass the initial check. Once you've resolved those wounds, you have passed the check, and as such it's as if the initial check never failed. Therefore, you don't need to resolve any more checks, as you already passed the first.


Ork rumours - First post updated 20th June @ 2014/06/22 07:48:08


Post by: A Town Called Malus


 Multimoog wrote:
 A Town Called Malus wrote:


Does it explicitly state that if the unit suffers 25% casualties due to Mob Rule wounds that it does not need to take a morale check at the end of the phase for suffering 25% casualties in one phase?


Yes, that's what the wording in the rule means. The wounds you resolve due to Mob Rule are the "cost" of being able to autopass the initial check. Once you've resolved those wounds, you have passed the check, and as such it's as if the initial check never failed. Therefore, you don't need to resolve any more checks, as you already passed the first.


However the second leadership test is completely unrelated to the original test. It even happens at a different time.

You passed the pinning test which you had to take immediately after suffering an unsaved wound from a pinning weapon. But now you've lost 25% of the unit in one phase, which means you have to test to see whether you fall back at the end of the phase. That test must be taken as it is completely unrelated to the initial pinning test.

Hypothetically, let's say this Ork unit is hit by a psychic power which required them to take a leadership test or be pinned. They fail the test and then Mob Rule kicks in and they've now passed. Then they are hit by the same power from a different psyker. They would have to take the test because it's a different test to the first one, right?


Ork rumours - First post updated 20th June @ 2014/06/22 07:57:00


Post by: Multimoog


Look, if you're going to fight for a ruling that seems designed to deliberately cause a cascade effect that results in wiping out a unit in one turn, you're either an incredibly masochistic Ork player or an incredibly pedantic WAAC TG rules lawyer I'm glad I don't have to play with.


Ork rumours - First post updated 20th June @ 2014/06/22 08:05:20


Post by: jhnbrg


 Multimoog wrote:
Look, if you're going to fight for a ruling that seems designed to deliberately cause a cascade effect that results in wiping out a unit in one turn, you're either an incredibly masochistic Ork player or an incredibly pedantic WAAC TG rules lawyer I'm glad I don't have to play with.


So you suggest that we just ignore rules we dont like?


Ork rumours - First post updated 20th June @ 2014/06/22 08:10:16


Post by: Dakkamite


So you suggest that we just ignore rules we dont like?


Why the feth not.


Ork rumours - First post updated 20th June @ 2014/06/22 08:12:00


Post by: Toburk


 Multimoog wrote:
Look, if you're going to fight for a ruling that seems designed to deliberately cause a cascade effect that results in wiping out a unit in one turn, you're either an incredibly masochistic Ork player or an incredibly pedantic WAAC TG rules lawyer I'm glad I don't have to play with.


The morale check caused due to taking 25% casualties can't create another morale check due to taking 25% casualties. However, any other check can cause one instance of having to take another morale check due to taking 25% casualties from the mob rule hits.

Mob rule doesn't even have to do all the casualties itself. If it is a few short, your opponent can just shoot a Rhino's stormbolter or something into the mob to bump it past 25%.


Ork rumours - First post updated 20th June @ 2014/06/22 08:14:40


Post by: lord_blackfang


Unless there's something in the codex that says this can't happen, casualties from Mob checking a pinning test could force a morale test, but casualties from Mob checking a morale test due to 25% casualties could not force a second morale test, because you only take a morale test for casualties once per phase.


Ork rumours - First post updated 20th June @ 2014/06/22 08:16:11


Post by: Multimoog


 Toburk wrote:


The morale check caused due to taking 25% casualties can't create another morale check due to taking 25% casualties.


This is all I'm saying.


Ork rumours - First post updated 20th June @ 2014/06/22 08:21:20


Post by: Daveh


 Toburk wrote:
 Multimoog wrote:
Look, if you're going to fight for a ruling that seems designed to deliberately cause a cascade effect that results in wiping out a unit in one turn, you're either an incredibly masochistic Ork player or an incredibly pedantic WAAC TG rules lawyer I'm glad I don't have to play with.


The morale check caused due to taking 25% casualties can't create another morale check due to taking 25% casualties. However, any other check can cause one instance of having to take another morale check due to taking 25% casualties from the mob rule hits.

Mob rule doesn't even have to do all the casualties itself. If it is a few short, your opponent can just shoot a Rhino's stormbolter or something into the mob to bump it past 25%.


My Brain Hurts!


Ork rumours - First post updated 20th June @ 2014/06/22 08:37:16


Post by: 44Ronin


 Toburk wrote:
 44Ronin wrote:
Example tailoring lol

He did tailor the example...

...to the best case senario for the new Mob Rule!


Small unit no boss pole.

Which one wins out when you fail ld. Because old rules you flee.

Because examples where the new rules is favourable is banned from discussion


Ork rumours - First post updated 20th June @ 2014/06/22 08:50:22


Post by: Toburk


 44Ronin wrote:
Small unit no boss pole.

Which one wins out when you fail ld. Because old rules you flee.

Because examples where the new rules is favourable is banned from discussion


1-9 boyz fail the new Mob Rule on a 1+.



Ork rumours - First post updated 20th June @ 2014/06/22 09:09:58


Post by: morganfreeman


 Multimoog wrote:
 Toburk wrote:


The morale check caused due to taking 25% casualties can't create another morale check due to taking 25% casualties.


This is all I'm saying.


.. Which is not what they're saying. They're talking about a pinning test being the initial test which causes the events to trigger, not 25% losses.


Ork rumours - First post updated 20th June @ 2014/06/22 09:27:10


Post by: Mumblez


This isn't related to the new Mob Rule so it could be considered off topic, but what do you guys think a list like this?

Primary Detachment

HQ

Warboss (probably with a PK, 'eavy armor, cybork body and a relic or two)

2*Big Mek with KFF

Troops

3*30 Slugga Boyz with Nob (PK, Bosspole)

Secondary Detachment

HQ

3*Painboy

Troops

3*30 Slugga Boyz with Nob (PK, Bosspole)

3 of the mobs get painboys for that FNP and the guys at the front will also get the KFF invuln against shooting. The warboss is there so you can Waaagh! when you need to and to add a bit more close combat punch.

Depending on how many points this is, you could fill out the rest with deffkoptaz or buggies so you have a bit more anti-tank.

If you guys want to hear about the Ghaz book, I'll have it by next week like the other warboss edition buyers. I can give a report on it if you want!


Ork rumours - First post updated 20th June @ 2014/06/22 09:33:27


Post by: XC18


 Toburk wrote:
 Toburk wrote:
 Perfect Organism wrote:
Sample unit: seven or fewer orks, T 4, 6+ save, led by nob with bosspole, not locked in combat.

Old rule:

~58% chance to pass Ld test first try.
~25% chance to pass on second try, taking an average of 0.83 wounds.
~17% chance to fail second try and take the wound anyway.

New rule:
~58% chance to pass Ld test first try.
~23% chance to get the 2-3 result with the bosspole re-roll, passing the test and taking an average of 1.46 wounds.
~19% chance to fail the test, but at least you don't take any extra wounds.

Overall it's a nerf to large units and no real benefit to even the small ones.


I did quick mental math for no bosspole, and didn't run the numbers for with a bosspole.

It's hilarious that the new Mob Rule is even a nerf for ultra small units.


Oh, God. I have to put this in a new post to bring attention to it.

This means Nobs/Meganobs ACTUALLY GOT WORSE, once you factor in the bosspole.

*11.8% greater chance of breaking and running in 7th. (19% instead of 17%)


19% instead of 17% ? honestly in game it won’t make a difference.
The real gap should be in combat. For me, small unit rolling Ld cause it loses combat pretty much=wiped unit /sweep advanced. Now the new mob rule can make a difference.